Commander wanted!
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 Explode Explore
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!
or just view the media
Zero-K v1.13.6.0 - Bandit Madness

Bandit no longer exemplifies Quant's Rule with a potentially 1v1-breaking speed buff. Luckily there are still raiders with 90 speed (Duck and Pyro). Other Shieldbots have a few buffs, as well as several Spiders, with the Spider buffs being more for fun than necessity. On the other end of the game scale, space Jacks have a few mechanical nerfs and UI tweaks that should make it easier to spot and counter.
Balance is barely half this patch. A large engine update went live a few weeks ago, which seems stable by this point, and this patch includes some remaining fixes. The default music has also been changed to a track list created by the player Superintendent (look ingame under Settings/Audio). Several other community members also contributed features and fixes over the past few month, there are so many that the features overflowed into three headings.
Bandit regains most of the speed it lost in 2012.
Rogue spends more patches dancing around cost and missile speed.
Racketeer is cheaper because it seems like the least risky buff.
Felon loses half the speed nerf from six months ago.
Hermit leans into its relatively low cost.
Recluse regains some of the turn rate it lost a few years ago.
Crab gains more compensation for the armour multiplier nerf.
Scallop is even worse against underwater targets.
Ripper loses half its recent range buff.
Zeno needs some encouragement to see how it fits into the game.
Singularity Reactor survives an extra Jack hit (two with any repair).
Overkill prevention was improved for a few units.
Drones no longer show up on radar. In the base game this is relevant to Reef and Commanders. This stops Guardian commanders giving away their identity on radar and makes drones resistant to long ranged anti-air.
Paladin and Detriment also aim slower when slowed. This should be the case for all units, but is labourious to implement.
Jack launching received a few tweaks in addition to the Singularity Reactor buff.
The selection panel gained a few features, so it is time for a refresher:
These features can be changed in the ingame menu with Simple Settings unticked.
Posted by Balance is barely half this patch. A large engine update went live a few weeks ago, which seems stable by this point, and this patch includes some remaining fixes. The default music has also been changed to a track list created by the player Superintendent (look ingame under Settings/Audio). Several other community members also contributed features and fixes over the past few month, there are so many that the features overflowed into three headings.
Balance
Bandit regains most of the speed it lost in 2012.
- Speed 90 -> 93
- Reworked walk animation.
Rogue spends more patches dancing around cost and missile speed.
- Cost 130 -> 125
- Projectile speed 185 -> 190
Racketeer is cheaper because it seems like the least risky buff.
- Cost 340 -> 330
Felon loses half the speed nerf from six months ago.
- Speed 42 -> 43.5
Hermit leans into its relatively low cost.
- Cost 150 -> 145
Recluse regains some of the turn rate it lost a few years ago.
- Health 650 -> 680
- Turn rate increased by 7.1%
Crab gains more compensation for the armour multiplier nerf.
- Health 4200 -> 4800
Scallop is even worse against underwater targets.
- Torpedo reload time 2s -> 2.6s
- Torpedo AoE 48 -> 32
Ripper loses half its recent range buff.
- Range 290 -> 285
- Damage 260 -> 250
Zeno needs some encouragement to see how it fits into the game.
- Cost 500 -> 400
Singularity Reactor survives an extra Jack hit (two with any repair).
- Health 4000 -> 4500
Overkill prevention was improved for a few units.
- Raven is a bit stricter about avoiding overkill.
- Seawolf now thinks it deals 260 damage, rather than 210.
Drones no longer show up on radar. In the base game this is relevant to Reef and Commanders. This stops Guardian commanders giving away their identity on radar and makes drones resistant to long ranged anti-air.
Paladin and Detriment also aim slower when slowed. This should be the case for all units, but is labourious to implement.
Space Jacks
Jack launching received a few tweaks in addition to the Singularity Reactor buff.
- Very high units draw a vertical line and icon down on the ground, making them easier to spot.
- Units that land beyond the map edge now snap to the nearest structure-free location along the edge, rather than behind a structure (which makes them hard to access and kill).
Selection Panel
The selection panel gained a few features, so it is time for a refresher:
- Left click (LMB) a portrait to select the corresponding unit.
- Right click (RMB) a portrait to remove it from the selection.
- Shift LMB/RMB selects or deselects a unit type.
- Alt LMB/RMB selects or deselects half of the units of this type.
- Holding Ctrl defers all selection changes until Ctrl is released. This is a weird one, but it allows you to hold Ctrl, click a few units, then release Ctrl to end up with those units selected.
- Shift+Alt LMB/RMB selects or deselects units that are at least as healthy as the unit (by percent).
- Units are sorted by health, within unit type, when the selection changes.
- Fixed a bug with Ctrl not working properly on grouped selections.
Settings Features
These features can be changed in the ingame menu with Simple Settings unticked.
- Changed the default music to the Superintendent track lists, which were created by a community member for Zero-K. The license is the same as the Denny Schneidemesser tracks, but won't cause Youtube issues. Existing players can switch track lists via Settings/Audio.
- Sonar units now draw their sonar range in the water when selected. Configure via Settings/Interface/Map/Sonar.
- Shift and Space can now be set to flatten selection rank (Kingstad wanted this). Configure ingame via Settings/Interface/Selection/Filtering.
- Added options to change nuke warning position and size. Configure via Settings/HUD Panels/Nuke Warning.
- Health bar progress can be inverted per bar type (thanks amnykon). Configure via Settings/Interface/Healthbars/Invert.
Other Features
- Captured units satisfy "Have" bonus objectives in the campaign.
- Slings now contribute to total burst damage on the UI.
- Unit help (space+click) now shows Tech-K adjusted stats for the level of unit clicked on (thanks cktang88).
- Innate player income now obeys battle option multipliers.
- Added pathfinder selection to battle options. It defaults to random.
- Automatic handicap mode is now more visible in battle options.
- Touched up some errors in Lance texture (thanks garfild888).
- Improved Moderator walk animation (thanks garfild888).
- Added extra random numbers to capture rays.
- Improved Bandit walk animation.
- Thug, Convict, Dirtbag, Paladin, and Detriment animate slower when slowed. This happens for many units, but not all. Finishing off the remaining units would be a good task for a new contributor.
- Added dev tools (Settings/Toolbox/Dev Commands) to spawn a test unit, set the game to max speed, and to spawn all units in order.
Fixes
- Fixed penetrating commander projectiles (ie flamethrower) not taking damage modules into account for damage vs. shields (thanks Shaman).
- Fixed a rare selection widget crash (thanks amynkon).
- Fixed switching team colour options with smooth icon zoom enabled (thanks Azim-Palmer).
- Fixed some latency-dependant issues with the Newton Firezone autojump widget.
- Improve performance of strike/guardian weapons (thanks Porkch0p).
- Fixed beam-style nano lasers sometimes disappearing.
- Patched errors related to trying to find the cost of unseen enemy commanders.
- Fixed the reset settings button for colour picking settings (such as radar colour).
- Fixed "gunshipkrow script error" caused by vectors of near-zero length (look at what they need to mimic a fraction [strike]of our power[/strike]).




Cold Take #28 - Vehicles and Bots

The choice of chassis is far from just cosmetic, it constrains a unit's abilities and design, giving factories a distinct feel that carries through to the battle and terrain.
Read it here: https://store.steampowered.com/news/app/334920/view/507331952079012159
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/507331952079012159




Cold Take #27 - Widgets and Gadgets

The engine of Zero-K is written in C++, but the fancy UI and mechanics are Lua. This gives us flexibility while designing new mechanics, without sacrificing speed for RTS basics.
Read it here: https://store.steampowered.com/news/app/334920/view/507330049932789813
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/507330049932789813




Cold Take #26 - Reliable Raven

Raven is the most reworked unit in Zero-K, having used lasers, rockets and ballistics. It even had a unique ability for 11 years. Read on to see what made it so hard to get right.
Read it here: https://store.steampowered.com/news/app/334920/view/507328146461165192
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/507328146461165192




