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Welcome to Zero-K


Zero-K is a free, multiplatform, open-source RTS game where massive robot armies fight an endless conflict. It has a powerful interface allowing players precision control over high level economic, strategic and tactical decisions. Units interact intuitively using real projectile and movement physics. It boasts over 100 diverse units including Vehicles, Tanks, Hovercraft, Planes, Gunships, Ships, Spiders walkers and dozens of different robots offering unique strategies and constantly moving combat.



or just view the media

Some of the more prominent features:

  • Epic Scale from tiny flea-bots to huge mechs and gigantic superweapons that wreak havoc - hundreds or thousands of units on the battlefield, all easily viewable with a fully pannable and zoomable camera.
  • Realistic Physics mean each shot is physically simulated realtime - you can actually evade bullets if you micro-manage your units! Hills and terrain affect line of sight and radar coverage, and explosions deform the terrain.
  • Planet Wars lets you take control of your own planet and fight for survival in an ongoing online campaign!

  • Natural Balance allows units to depend on their natural characteristics and the benefits of the simulated environment, not contrived special damages to determine their effectiveness.
  • Terraforming - change the terrain: walls, ditches, ramps and more, to provide yourself with an extra tactical advantage.
  • Unique Abilities make sure units are fun to use! From jump-jets, gravity turrets, mobile shields, burning napalm, air drops, unit morphs - we've got it all and more!
  • Streamlined Economy - the economic system is complex without being tedious, with a simple interface and controls. Resources are unlimited and output can be scaled up as the game progresses, allowing for increasingly intense battles. The system is also designed to minimize slippery slope and allow skilled players to make comebacks from losing positions.

Some of the many units to try out include:





There are many even more amazing features, but listing them isn't as fun as trying them out yourself, so visit our Downloads page!

Zero-K is made by the players, for the players. All the game developers are active and experienced players. Balance and fun are assured.

ZK 2v2 Tournament August 23rd 2014

This month's tournament, in 2v2 format, will be held on 23rd August 2014, starting at 10:00 UTC (10AM). The winners will receive the usual awards of 75, 50 and 25 kudos for gold, silver and bronze places respectively.

Registration is open until 23:59 UTC of August 22nd. Keep in mind that due to daylight savings time in UK is UTC+1, in Central Europe UTC+2, etc. Current time in UTC can be seen here.

Players and teams not present at the start time will have a 30 minute grace period, after which they will have a choice of accepting a substitute, forfeiting, or playing as possible (e.g. 2v1).

The bracket will be seeded and sorted by teams' average elo after the registration closes.

You can view the current bracket here.

Rules:
- Single elimination
- First map of each round is predetermined, the following maps will be selected by the loser of the previous game from the featured 1v1 map pool.
- Finals are best of 5, all other matches including the bronze match are best of 3.
- Default ZK version of Spring Engine will be used. If both teams in a round agree to use a different version, it may be used for that round.

As always, there are no skill restrictions on signing up and any teams of two players are welcome to participate. To sign up, make a post indicating so in this thread!

Posted by EErankAdminAnarchid 2 days ago - comment

Zero-K v1.2.7.11

The main changes in this version are for the ongoing sea rework. Duck has significantly less range underwater which should make it counterable.

=== Sea ===
Amphib
* Duck torpedo range halved.

Hover:
* Claymore recieved a number of small buffs, most notably to its health. It has had its cost increase slightly to compensate.

Ships:
* Snake has fast forwards firing torpedos. Now has skirmish AI.
* Hunter tweaked to have burst-fire effect, but similar behavior. Given slight impact to help slow down attacking raiders and repel floating amphibs.
* Skeeter is slightly faster.
* Crusader depth charges nerfed for tracking slightly.
* Typhoon gained damage increased slightly.

Urchin has slightly more sonar range.

=== Other Changes ===

Kamikaze units (Tick, Blastwing, Dirtbag, Roach, Skuttle, Puppy) drop wreckage.

Shield Link:
* The visualization is less spammy.
* Large shields are better at transferring charge between themselves.

Fixed Cloakybot Factory animation and Slasher aiming.

Posted by AUrankAdminGoogleFrog 11 days ago - comment

Zero-K v1.2.7.9

In this version we try to bring back Vehicles by half undoing some nerfs from a few months ago. Hovercraft have recieved a bit of a hit to try to bring them into line. Hopefully the changes do not overshoot.

=== Balance ===
Dagger:
* Cost 85 -> 90

Mace:
* Speed 2.2 -> 2.1

Slasher:
* Cost 150 -> 140 (undoing the cost part of the nerf which also lowered damage).

Ravager:
* Speed 2.9 -> 2.95 (undoing the speed part of the nerf which also lowered projectile velocity).

Wolverine:
* Can fire backwards.
* Slightly lower ballistic arc height.

Geothermal Power Plants can be built underwater.

=== Unit AI ===
Everything that skirms Glaives now skirms Skuttle. This was an oversight.

Everything that skirms Bandits now skirms constructors, mobile AA, Eraser and Aspis. Placing these units at the front of an army was able to trick skirmishers into not moving away from the entire army. This came up in a battle when a group of Rockos did not skirm a ball of Outlaws and Convicts.

Dart is now considered a less important target than Scorcher and Slasher.

=== Interface ===
Added a setting for the initial value of reserve. Energy has 5% reserve by default. Resources below the reserve threshold will not be used by constructors on normal and low priority.

=== Fixes ===
* Shield link behaviour should make more sense. It used to have strange link limitations. This version has no strange rules and only takes charge from neighbours.
* Fixed commander skin drawing.
* Fixed epicmenu search showing duplicate result of same options if that option use radiobuttons
* Removed A Magnificent Journey and Freedom's Calling peace tracks. They start too slowly.
* Fixed the appearance of a singleplayer ready button.
* Fixed Battleship death.

Posted by AUrankAdminGoogleFrog 16 days ago - comment

July tourney starting soon

This month's tournament will begin in just over three hours. The rules are:
- Single elimination
- First map of each round is predetermined, the following maps will be selected by the loser of the previous game from the featured 1v1 map pool.
- Finals are best of 5, all other matches including the bronze match are best of 3.
- Default ZK engine version will be used. If both players in a round agree to use a different versionit may be used for that round.

The following maps will be used for the first game of each round:
Round 1: Desert Plateaus
Round 2: Red Comet
Round 3: Onyx Cauldron v1.6
Semifinals: Quicksilver v1.1
Bronze match: Valles Marineris v2
Finals: Trojan Hills v2

Shadowfury333 will be casting the tournament at http://www.twitch.tv/shadowfury333

Good luck everyone!

Posted by GBrankAdminTheSponge 25 days ago - comment

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