Five years after Order 66, Cal Kestis is hiding in plain sight, stripping wrecked ships on the scrapyard world of Bracca and never touching the Force. One accident changes that, and the Empire's Inquisitors come for him. Star Wars Jedi: Fallen Order is Respawn Entertainment's single-player action-adventure about what a half-trained Padawan does when the Jedi Order is gone and the galaxy would rather he stayed forgotten.
A Jedi Story Set Between the Trilogies
Fallen Order takes place in the gap between Revenge of the Sith and A New Hope, when the Empire is still consolidating its grip and the Jedi purge is fresh. Cal is rescued from Bracca by Cere Junda, a former Jedi Knight who has cut herself off from the Force, and Greez Dritus, the four-armed Latero captain of the Stinger Mantis. Their goal is a holocron holding the names of Force-sensitive children scattered across the galaxy, a list that could rebuild the Jedi Order or hand the Empire everything it needs to finish the job.
Chasing the holocron means retracing the steps of Eno Cordova, a Jedi archaeologist who hid it behind the ruins of the long-extinct Zeffo civilization. Standing in the way are the Second Sister and the Ninth Sister, fallen Jedi turned Imperial hunters, along with the Purge Troopers who travel with them. The story is written for people who know Star Wars, but it is Cal's own arc, from a survivor haunted by the death of his master to a Jedi who can face what he lost, that gives the game its weight.
Lightsaber Combat Built on Timing
Respawn built the combat around reading your opponent rather than overwhelming them. Every enemy has a stance to break and a tell to punish, and the Force is a tool in the fight rather than a separate ability bar.
- Parry, Block and Counter
- A well-timed block deflects a blaster bolt straight back into the trooper who fired it, and repeated parries break an enemy's guard for a finishing strike. Mistime it and the block meter drains, leaving Cal open. Fights against Inquisitors and Purge Troopers demand that you learn their rhythm.
- Force Slow, Push and Pull
- Cal regains his abilities over the course of the story. Slow freezes a charging creature mid-leap or pins a stormtrooper in place, Push hurls enemies off ledges, and Pull drags a soldier into lightsaber range or yanks a rope bridge into reach. Combining them is where the combat starts to feel like a Jedi at work.
- Meditation Points and Stims
- Resting at a meditation point restores Cal's health and BD-1's stim canisters, but it also brings every enemy in the area back. The same points host the skill tree, where experience is spent across lightsaber, Force and survival branches, and lost experience can be recovered by striking the enemy that took it.
- Adjustable Difficulty
- Four difficulty settings adjust parry windows, incoming damage and enemy aggression independently, so you can tune the challenge to how much you want the combat to push back. Story Mode keeps the focus on the narrative, while Jedi Grand Master turns every skirmish into a duel that has to be earned.
Planets That Open Up as Cal Grows
The Stinger Mantis carries the crew between a handful of worlds, and once the story opens up you choose the order you visit them in. Each planet is a layered map full of shortcuts, sealed doors and ledges just out of reach, and returning with a new ability changes what you can do there. BD-1 charts every route on the holomap and marks the paths you have not yet cracked.
- Bogano is a world of wind-carved mesas and marshland where Cordova left his first clues. Its central vault only gives up its secrets once Cal has recovered enough of his training, and the boglings hopping around its ledges are a small reminder that not everything in this galaxy wants to kill you.
- Zeffo holds the tombs of the extinct Zeffo sages, wind-driven puzzle chambers built around massive spinning spheres and the Force. Its rock faces are where wall-running and later Force powers come into their own, and an Imperial dig site has turned the planet into a scrapyard of AT-STs and stormtroopers.
- Kashyyyk brings Cal into the Wookiee resistance against the Empire's slave operations, with a cameo from Saw Gerrera's partisans. Climbing the Origin Tree through the forest canopy is one of the game's best set pieces, and the Shyyyo bird makes for a memorable ally once you have earned its trust.
- Dathomir is the swamp home of the Nightsisters and Nightbrothers, and it does not care that you are a Jedi. Its enemies hit harder, the Nightsister Merrin is not inclined to let Cal pass, and a stranded Jedi Master named Taron Malicos has his own plans for the planet. Come early and you will be turned back.
Your Crew, Your Droid, Your Lightsaber
BD-1 is more than a mascot on Cal's shoulder. The little droid slices terminals, opens doors with his scomp link, hands over stims mid-fight and scans creatures and relics into a databank that fills in the history of each world. Back aboard the Mantis, Cere and Greez have their own histories with the Empire that unfold over the journey, and the ship's conversations do as much for the story as the missions do.
The lightsaber itself is yours to build. Workbenches on every planet let you swap emitters, switches, sleeves and materials, and a pilgrimage to Ilum lets Cal choose a new kyber crystal color. Story events add a double-bladed configuration and a split saber that changes how crowds are handled, so the weapon evolves alongside the Jedi carrying it.
If you have ever wanted to feel what it is like to be a Jedi with everything stacked against you, Cal's journey is the one to take. Pick up Star Wars Jedi: Fallen Order and see how far a Padawan can go.












