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!
Engine update to Spring 104.0.1-1239
- Saved games now compress the entire game state, instead of saving only a few key attributes. This vastly improves the accuracy of saved games. Old saves should still work.
- The bug which caused commands to sometimes disappear in long FFA games has been resolved.
- A pathfinding bug relating to skipping waypoints was fixed. This improves the pathing of groups of units around corners.
- A desync related to the game mysteriously misplacing files may be resolved.
- Various graphics related crashes have been resolved.
Zero-K v188.8.131.52 - New unit: Sparrow
In other news, Scalpel can now kill Mace in two shots and a few campaign missions have been improved.
Added Sparrow, a light scout plane that is morphable from a Radar Tower.
- Cost 120. Note that it costs 65 when morphed from a Radar Tower.
- Speed 225
- Health 400
- LOS 950
Raven is slightly more expensive
- Cost 300 -> 320
Scalpel now kills Mace in two shots.
- Damage 622 -> 660
Blastwing can see further
- LOS 380 -> 450
- Added an option to control when wreckages and rocks are highlighted. The options are always, when reclaiming, or when constructors are selected, which is the new default.
- Improved some depth of field details.
- Replaced planet Aspiris, the Tank Foundry mission, with a more interesting Tank Foundry mission.
- Added Sparrow unlock to planet Cygnet, the Sling mission.
- The patrolling units on Kirdipan, the terraform mission, no longer chase the players units.
- Fixed some bugs with heathbar LODing.
- Clamp instead of block off-map commands. These commands should not normally be issuable, but when they are issued it is good to give players feedback.
- Fixed units set to guard shields or cloakers ignoring custom formation orders.
- Fixed a performance issue with lobby UI scaling and fullscreen switching.
2v2 Anniversary Tournament
Sign up and find more information here, or watch Shadowfury's cast or my POV stream.
Zero-K v184.108.40.206 - Fixes and Outlaw Tweak
- Outlaw damage 35 -> 30 (was 20 previously) with the same scaling for slow damage (105 -> 90).
- Paladin manual fire now fires 12 missiles (increased from 10) to match its model.
- Raven thinks units are thinner than they are, causing it to dive lower and hit more consistently.
- Welder defaults to hold position.
- Fixed units failing to reveal themselves if they fire from behind terrain while inside an enemy units LOS range. This primarily makes buried defenses targetable.
- Fixed units with attack orders not having their attack order overridden by some commands. This mostly affected issuing reclaim orders to fighting Welders.
- Fixed a case of tactical AI not working for units on hold position.
- Blocked the ability to give gunships orders off the edge of the map.
- Zenith now gains XP and can shoot through allied shields.
- Fixed issue where the autofocus would incorrectly weaken when zooming in after a certain point.
- Fixed colours blending to a mush (unfortunately this means some banding in dark regions, not sure how to fix without ruining the more pronounced circles).
- Normalized depth calculations to Spring unit distances, so blur power is no longer map-dependent.
- Fixed projectile lights rendering on top of DoF (this involved changing priority, and this seems like a blunter fix than necessary).
- Expanded blur radius limits so near-to-camera objects blend more nicely.
- Made the transition from in-focus to out-of-focus a bit smoother.
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