Drive giant robots, build an army of a thousand Fleas, move mountains if needed, bury the enemy at all cost!
- Real time strategy.
- Physically simulated units and projectiles.
- Terrain manipulation.
- 100+ varied units with unique abilities.
- Singleplayer campaign.
- Challenging, non-cheating AI.
- Multiplayer 1v1 - 16v16, FFA, coop.
- Multiplayer online campaign.
- Really free, no in-game currency, no unfair multiplayer.
Fully Utilized Physics
Simulated unit and projectile physics is used to a level rarely found in a strategy game.
- Use small nimble units to dodge slow moving projectiles.
- Hide behind hills that block weapon fire, line of sight and radar.
- Toss units across the map with gravity guns.
- Transport a battleship to a hilltop - for greater views and gun range.
Manipulate the Terrain
The terrain itself is an ever-changing part of the battlefield.
- Wreck the battlefield with craters that bog down enemy tanks.
- Dig canals to bring your navy inland for a submarine-in-a-desert strike.
- Build ramps, bridges, entire fortress if you wish.
- Burn your portrait into continental crust using the planetary energy chisel.
Singleplayer Campaign and Challenging AI
Enjoy many hours of single player and coop fun with our campaign, wide selection of non-cheating AIs and a survival mode against an alien horde.
- Explore the galaxy and discover technologies in our singleplayer campaign.
- Face a challenging AI that is neither brain-dead nor a clairvoyant cheater.
- Have some coop fun with friends, surviving waves of chicken-monsters.
- Cloaking? Resurrection? Tough choices customizing your commander.
Casual and Competitive Multiplayer
Zero-K was built for multiplayer from the start, this is where you can end up being hooked for a decade.
- Enjoying epic scale combat? Join our 16v16 team battles!
- Looking for a common goal? Fight AIs or waves of chicken-monsters.
- Prefer dancing on a razor's edge? Play 1v1 in ladder and tournaments.
- Comebacks, betrayals, emotions always running high in FFA.
- Want to fight for a bigger cause? Form a clan and join PlanetWars, competitive online campaign with web-game strategic elements, diplomacy and backstabbing.
Power to the People
We are RTS players at heart, we work for nobody. We gave ourselves the tools we always wanted to have in a game.
- Do what you want. No limits to camera, queue or level of control.
- Paint a shape, any shape, and units will move to assume your formation.
- Want to spend more time on tactics? Use construction priorities.
- Want to focus on economy? Order units to kite, strafe or zig zag bullets.
Plenty of Stuff to
Zero-K is a long term project and it shows, millions hours of proper multiplayer testing and dozens of people contributing ever expanding content.
- Learn to use all of our 100+ units and play on hundreds of maps.
- Invent the next mad team-tactics to shock enemies and make allies laugh.
- Combine cloaking, teleports, shields, jumpjets, EMP, napalm, gravity guns, black hole launchers, mind control and self-replication.
- Tiny flea swarm that clings to walls?
Jumping "cans" with steam-spike?
Buoys that hide under water to ambush ships?
Mechs that spew fire and enjoy being tossed from air transports?
Carrier with cute helicopters?
Jumping Jugglenaut with dual wielding gravity guns?
Meet them in Zero-K!
2v2 Tournament September 21st 2019
The way this is implemented is with two major changes. Firstly, ladder rating is only updated playing a game. So there will be no rating changes when you're not playing and it will never go opposite to whether you won/lost. Additionally, the rating changes use a moving average to smooth out changes. Secondly, the target rating for the ladder rating is now a monthly average. This means that instead of just looking at your most recent rating, your rating over the whole past month will be averaged, weighted by the number of games played each day. This should make for more stable monthly ladders.
There's also been a fix for people who haven't played within the last 30 days still being displayed on the ladders. This means that there will be less rated players, and thus less purple ranks (top 1%).
Zero-K v184.108.40.206 A Bunch of Fixes
Zero-K would not be Zero-K without creative use of physics weapons so only the most broken aspects of the mechanics were patched. The real feature of this release is that players are again free to experiment without constraint. At this point, every trick or tactic that is possible within the game mechanics is allowed. Have fun!
(Note that using mechanics to troll is neither a 'trick' or 'tactic'.)
Lobstervators and Placestations can no longer be built arbitrarily high in the sky. This is achieved essentially by making Lobster and Placeholder gradually lose impulse power at an altitude of around 600 to 1000 elmos, preventing unbounded expeditions into the sky.
Krow can no longer be made to oscillate to arbitrarily fast speeds.
Claws have been fixed, resulting in a DPS buff for Badger of at least 25%.
- Fix the 5th Claw missile not appearing. This is effectively a 25% damage buff.
- Fixed Claw not spawning on direct hits.
- Claw no longer randomly delays its shot upon spawning.
- Fixed Claw failing to 1-shot a 200 health target.
- Fixed some other cases where Claw would randomly fail to spawn.
- Claws no longer bait enemy fire in the short gap between firing and death.
Chicken have received fixes for sea maps.
- Chickens now have sonar and can see underwater
- Removed chicken speed penalties on the sea.
- Melee chickens now move on the oceanfloor.
- Chicken projecties can shoot underwater.
- Flamethrowers no longer occasionally penetrate shields.
- Fixed Starlight aiming. It can now snipe a Gnat at max range.
- Fixed Widow occasionally missing.
- Fixed structures failing to block anything (so they could be stacked) when placed on particular sharp cliffs.
- Jugglenaut is now able to target Archer.
- Fixed issuing a duplicate construction order with Shift+Right Click not canceling the order.
- Unit states are no longer reset to their default upon loading a game.
- On/Off state can now be toggled on units that are under construction.
- Disintegrators now lead moving targets correctly.
- Fixed units eventually failing to follow patrol orders.
- Damaged units no longer emit smoke while cloaked.
- Jumpjets now work on non-amphbious units flying over the sea.
- Metal spot circles now update with changes to nearby terrain.
- Glint is invulnerable while its parent Starlight lives.
- Removed some of the sharp speed and frequency limits that determine whether a Lobster can launch a unit. The limits now consist of a gradual loss of impulse power.
- Another attempt at metalhead Gauss.
- Improved hitboxes for Athena and Scorpion.
- Improved hitboxes for the deathclones of Athena, Scorpion, Phoenix, Wasp, Moderator, Raptor, Owl, Tarantula, Venom, Recluse, Ravager, and Dominatrix.
- Added a deathclone for Sparrow.
- Fixed the disruptor bomb sound for Commanders and Disco Rave Party. Toned down the high frequencies.
- Fixed Zenith with the Fire Once modifier (Ctrl + Force Fire).
- Zenith is able to damage itself.
- Removed pulsating teamcolour.
1v1 Tournament August 24th 2019
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