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Star Wars Zero Company official artwork: characters of Hawks' squad with a green lightsaber and an astromech droid

Star Wars Zero Company Patch 1.2 Is Out: One Million Copies and Bit Reactor's Team Back

Patch 1.2 shipped on October 15 with permadeath modifiers and rebalancing, as Bit Reactor passes one million copies sold and brings back its furloughed developers.

Simon Dougnac Updated on 3 min read

In brief

Released
August 27, 2026
Platforms
PC · PS5 · Xbox

Star Wars Zero Company has passed one million copies sold, and its patch 1.2 has been available since October 15, 2026. Electronic Arts, Bit Reactor and Lucasfilm Games announced the figure on October 9, 43 days after the August 27 release, and promised the patch for the following week. The studio kept to the schedule. What makes the announcement more interesting than a plain sales release is what it enabled: Bit Reactor is bringing back the staff it let go before launch.

One million copies, and a studio starting over

Before August 27, Bit Reactor had put part of its team on forced leave. DualShockers reports that about 80% of the workforce was affected because the studio lacked financial resources, and that its CEO confirms the previous team is returning, a step he calls important. GamingBolt describes a bittersweet moment and notes that the studio has brought back part of its staff.

The game shipped anyway, found its audience, and commercial success is now paying for what the studio would have wanted before release. The situation is paradoxical. A clear limit remains: no expansion or DLC is announced, and GamingBolt judges it may be too early to expect one.

A clone trooper fires a rocket in an action scene from Star Wars Zero Company

Patch 1.2: permadeath becomes adjustable

Patch 1.2 mainly brings campaign modifiers. They can only be enabled when a new campaign starts, from the difficulty settings, and they take effect after the tutorial. They stack on existing settings, including permadeath, which is on by default, and Beskar mode, which forces a single save with no manual saving.

The first setting covers injury limits. An operator defeated in a tactical mission dies at once with “Instant Death”, dies if already carrying an injury with “Two Strikes”, or dies with two injuries under the default “Three Strikes”. The second adds a risk of death after each tactical defeat: a flat 20%, or 40% after the first survived defeat and then 80%. Injuries taken during Holo-Table operations do not count.

Other options toughen the game without touching death. Maximum health can grow half as fast, or not at all. Area and assist attacks can stop generating Advantage, which can also be generated only half the time. Assist shots can miss, enemies can land critical hits at a 5% chance for 8 extra damage, and operator shots cap at a 99% hit chance. Lockouts finally stop players from changing talents, specializations or weapons mid-campaign.

Rebalancing and costs: what changes for a run in progress

The patch also adjusts abilities. The Astromech’s Self-Repair is limited to twice per combat. The Scout’s Tactical Timing progression moves from 20, 40, 60, 80, 100 to 30, 40, 50, 65, 80, and Scouts now gain Advantage only from ranged and melee attacks. Cly’s Electroweb Dart is limited to three uses per turn and her Combat Jump to one.

Upgrade Facility costs fall almost across the board. The three Focus Point tiers, for example, drop from 3,500, 4,750 and 6,500 credits to 2,000 each, and the Increased Crew Quarters upgrades drop to zero. Recruiting an operator now always costs 100 credits. The patch also adds a series of fixes. Cly’s Electro Web Surge was killing mission VIPs. Enemy Overwatch shots always had an 85% hit chance. The patch also handles PS5 profile names and a crash when closing the game from the main menu.

A steady cadence, a partial signal

Patch 1.1 on September 9 had already fixed about sixty issues according to EA’s list, including shots with a 100% hit chance that missed, save corruption after a sudden shutdown and a crash in Beskar mode. Patch 1.2 arrives five weeks later and this time targets balance, costs and difficulty.

That cadence proves support exists. The real issue is that cadence says nothing about a content roadmap. Our analysis of the critical reception shows the game has solid foundations, with a Metacritic score of 84. The 1.2 modifiers answer the complaints about replayability without replacing a New Game Plus, which is still absent. To judge whether buying makes sense today, the buying analysis on price, editions and patches takes stock.

The next signal will be an announcement, not a patch: a New Game Plus, an expansion or a story follow-up. None of it is confirmed today.

Going further

Sources

  1. noisypixel.net /star-wars-zero-company-1-million-sales-update-1-2/
  2. gamingbolt.com
  3. dualshockers.com /star-wars-zero-company-reveals-its-first-patch-date-after-…
  4. ea.com /games/starwars/zero-company/news/patch-notes-1-2
  5. gamewave.fr /star-wars-zero-company/star-wars-zero-company-lance-son-pa…
  6. ea.com /games/starwars/zero-company/news/patch-notes-1-1
  7. tech-insider.org /star-wars-zero-company-tactics-buried-under-bugs-2026/
  8. keengamer.com /articles/guides/star-wars-zero-company-best-difficulty-set…
  9. allthings.how /star-wars-zero-company-difficulty-modes-explained-story-to…
  10. pcgamer.com /games/strategy/star-wars-zero-company-is-a-30-40-hour-line…
  11. techradar.com /gaming/star-wars-zero-company-takes-30-40-hours-to-beat-de…
Simon Dougnac

Fondateur et rédacteur en chef d'After Strategy. Passionné de jeux vidéo de stratégie depuis plus de 15 ans, spécialisé dans les Grand Strategy (Paradox), les 4X et les RTS. Plus de 3000 heures cumulées sur les titres Paradox, Civilization et Total War.