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45 players online: 21 of them fighting in 9 battles, 7 on discord

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

1v1 Tournament October 23rd 2021

There will be a 1v1 tournament at 19:00 UTC on Saturday October 23rd - Click on the link to see the tournament thread and sign up!
Posted by AUrankAdminAquanim 4 days ago - comment

Zero-K v1.9.9.1 - Anti-Air Fix and Opening Tweaks

We've finally solved a minor bug that caused anti-air missiles to sometimes penetrate aircraft. While quite rare, it was causing Vandal to make unfortunate mistakes against Thunderbird. Besides the fix, there are a few buffs for Hover and Shieldbots, and nerfs for Rover and Amphbots. Badger is of particular concern as it needs adjusting after its unit AI improvement. We are also experimenting with extra initial resources, with the goal being to give players more freedom in the early game.


Increase starting resources slightly as an experiment.
  • Initial resources 250-> 325 metal and energy.

Metal Extractor is lighter and cheaper for quicker and riskier expansion.
  • Cost 90 -> 85
  • Health 640 -> 600

Felon is better shielded and matches Thug's recharge time.
  • Max shield 1600 -> 1800
  • Recharge rate 16 -> 21

Convict matches Thug recharge time too.
  • Recharge rate 9 -> 10.5

Vandal is better at shooting in dense clumps.
  • Shorter collision volume.
  • Higher angle of fire.

Limpet is a little worse against assaults.
  • Slow damage 1500 -> 1200

Bulkhead is even less tanky.
  • Health 1650 -> 1540

Dart aims faster.
  • Turret speed 200 -> 320 degrees/second

Scorcher has regained the status of 'very good' so it can be returned to its previous price.
  • Cost 125 -> 130

Badger is easier to catch.
  • Speed 60 -> 55.5

Claw (Badger's mine) is worse at hitting small nimble units
  • Sight radius 64 -> 120
  • Decloak radius 50 -> 80 (consistent with 2x2 footprint units).
  • Flight time 1s -> 1.7s.
  • Initial projectile speed 50 -> 70
  • Final projectile speed 300 -> 130
  • Projectile acceleration 200 -> 50
  • Turn rate reduced by 28%
  • Toned down projectile lighting

Dagger fully loses some nerfs from last year. Its price nerf (75 -> 80) remains.
  • Speed 143 -> 144
  • Range 210 -> 212

Bolas has small buffs as it is easy to overdo.
  • Cost 185 -> 180
  • Speed 95 -> 96
  • Range 230 -> 232

Engineer chassis is slower.
  • Speed 39 -> 36

Lotus is slightly worse when built under fire.
  • Added 0.8 second post-construction deploy time.

Planes have some important fixes.
  • Fixed all anti-air, Ogre and Picket projectiles sometimes passing right through aircraft.
  • Reduced the size of plane hit volumes to better match their model now that the underlying issue with anti-air inconsistency resolved.


  • Added modoptions to set innate income and initial resources.
  • Added a modoption to randomly set initial resources.
  • Added a modoption to set seeds for random maps.
  • Added support for weapondefs_mod and explosiondefs_mod. Mods can define these files to act on the weapon/explosions tables as they are loaded.

Posted by AUrankAdminGoogleFrog 22 days ago - comment

Zero-K v1.9.9.0 - Targeting Terrain

This update solves a few recent issues with ground targeting. The easy fix was for Duck, which was previously able to fire torpedoes out of the sea and onto land. The trickier changes solve the unfairness of ground targeting widgets by making the interface more powerful in ways relevant to humans, while reducing its power for widgets.

Other balance changes include Felon tweaks and slower transport speed for Jack. The AI has been updated to fix a bug, and all the configs are now based on the previous bleeding edge test version.

Balance and Behaviour

Duck is no longer able to ground fire torpedoes. This is consistent with other torpedo and depth charge weapons.

Bandit now leads targets at close range correctly.

Felon has improved burst and DPS, but less efficient charge to damage conversion.
  • Reload 0.16s -> 0.13s
  • Damage 110 -> 94 (DPS 660 -> 705)
  • Shield energy per shot 80 -> 75 (damage/charge 1.38 -> 1.25)

Reaver aims more smoothly and is smarter.
  • Aim period 5 -> 3 frames.
  • No longer automatically fires at walls protecting enemy mexes.
  • Jinks when fighting units such as Rogue.

Phantom aims faster than it turns to cut down on firing mishaps.
  • Turn rate reduced by 5.4%.
  • Aim speed 360 -> 480 (no scope).
  • Aim period 5 -> 1 frames.

Added the state toggle Fire Towards Enemies for the following units. The toggle is off by default.
  • Kodachi fires towards nearby enemies that are behind it, to avoid running into its own fire.
  • Badger fires in the direction of the closest enemy, whatever the distance.

Many units that could deal damage slightly beyond their maximum range, usually by using area of effect damage, now have reduced range for ground firing with the Set Target command.

Added a weight category - medium - to further differentiate transport speed penalties.
  • Light units cost up to 500
  • Medium units cost more than 500 and at most 1000.
  • Heavy units cost more than 1000.
Transports carry units of each weight at the following speeds.
  • Charon transports Light/Medium units at 70%/50% speed.
  • Hercules transports Light/Medium/Heavy units at 75%/65%/50% speed.
The light and heavy speed penalties existed previously, they are unchanged. The medium units that were previously light are Jack, Skuttle, Felon, Phantom, Minotaur, Emissary, Lance, Impaler, Siren, Envoy, Aspis, Iris and Djinn.

Campaign and Coop

  • Updated the skirmish AI to fix an idle factory bug - for real this time.
  • Removed time constraints on bonus objectives for the first five planets of the campaign.


  • Units can now be told to fire towards an enemy or location. To do so, issue a non-area Set Target order with the Ctrl modifier. This behaviour is paused when enemies are nearby, unless the unit is set to hold fire.
  • Improved the smart nano turrets widget Auto Patrol Nanos v2. This is still disabled by default, pending more live testing.
  • Improved some widget descriptions.
  • Added an option to hide chat.


  • Added explode on victory modoption.
  • Fixed the example model scaling gadget for dae.
  • Added an unused root to the piece hierarchy of Glaive, Iris, Conjurer, Gremlin, Scythe to allow for easy model scaling.
  • Exposed Spring.Utilities.CommandNameByID(cmdID) and Spring.Utilities.Traceback() to widgets.


  • Saved some memory in the UI framework.
  • Fixed torpedoes sometimes falling through the map.
  • Fixed imaginary numbers in the ballistic projectile solver.
Posted by AUrankAdminGoogleFrog 30 days ago - comment

Zero-K v1.9.8.0 - More Metal and Stronger Shieldbots

Back in February we reduced the starting resources and commander income, with the aim of extending the early game slightly. After six months of data and feedback we suspect balance suffered as a result, so the income change has been reverted. We also addressed another ongoing balance project - Shieldbots - with a few buffs.

This patch has the usual smattering of fixes and UI improvements, with the most notable being improvements to Area Mex and fixes for the AI. Area Mex now works pregame and has a terraforming mode. To counteract the terraforming mode a few units have been given wall-defeating behaviours. The AI fix is more of an update that started as a fix, and includes tweaks to the difficulty levels. Feedback about the difficulty progression would be appreciated.


Increased starting income back to pre-February 2021 levels.
  • Initial metal income 5 -> 6.
  • This was done via increased commander income (3 -> 4).
  • Initial stored resources is still lower than before (300 -> 250).

Bandit DPS is now closer to Glaive than Duck.
  • DPS 83.5 -> 86 (+3%)

Outlaw slows more rapidly.
  • Real damage 26 -> 27 (+3.5%)
  • Slow damage 78 -> 81 (ratio unchanged).

Rogue regains its weapon from a few months ago, but not its body.
  • Projectile velocity 185 -> 192
  • Damage 340 -> 350

Felon aims faster and can tank a Phantom shot.
  • Health 1400 -> 1600
  • Removed artificial 133ms aim delay.

Sling is slower.
  • Speed 48 -> 45

Badger is slower and more expensive.
  • Cost 260 -> 270
  • Speed 65 -> 60

Bulkhead is less tanky, now dying to two Stinger shots.
  • Health 1720 -> 1650

Cutter is better at picking off Hunters.
  • Range 260 -> 265

Stardust fires at full speed for longer.
  • Heat decay 14.28% -> 16.67% per second.

Reaver, Pyro, Crab, Archer, Ripper, Claymore, Kodachi and Ogre now automatically shoot towards obscured or terraformed metal spots. Some of these units bypass or smooth terrain, while others simply have the AoE to deal a bit of damage through walls.

Reaver, Archer, Venom, Crab, Firewalker, Badger, Kodachi, Scalpel, Dante, Merlin, Mistral and Siren now aim through terrain when told to target the ground.

Matchmaker Rotation

  • Removed Jurassic Sands and Calayo.
  • Removed Aurelian from 1v1 (still in Teams).
  • Added Ravaged and Frostburn to 1v1 and Teams.
  • Added Izki Channel to 1v1.
  • Added Banana Republic to Teams.


Area Mex has the following improvements.
  • Added Area Mex to the pregame queue.
  • Point clicking now snaps to the closest point, the same as using a metal extractor blueprint.
  • Point clicked Area Mex commands have the same key modifiers for queuing adjacent energy.
  • Shift-release behaviour is now consistent with structure placement (it deselects if an order has been issued).
  • Added a terraform mode.

Area Mex terraform works as follows.
  • It exists as a separate command (default hotkey Alt+W).
  • By default it does not appear as a UI button.
  • The basic command builds a wall after the mex is complete.
  • Issue with Alt to dig a hole prior to placement instead of a wall.
  • Issue with Ctrl to increase height/depth of terraform.
  • Configure the height/depth in Settings/Interface/Building Placement.
  • Has the same point click improvements as base Area Mex.

Other interface changes.
  • Unit markers report the progress of things under construction.
  • Freed up F6 and F7 for hotkey binds.
  • Starlight and Disco Rave Party now have a directional placement arrow (like factories).
  • Claymore has anti-bait against free units by default.
  • Unit descriptions now consistently say 'Anti-Sub' for units that can reasonably fight submerged Ducks and Seawolves, and 'Undersea Fire' for units that can fire while submerged.
  • Tweaked the default Alt+N terraform wall slightly higher.
  • Added a Alt+M default terraform hotkey, which is like Alt+N but high enough to protect Stinger from Lance.


  • Local widgets can no longer use Spring.GetVisibleProjectiles.
  • Local widgets no longer receive enemy projectiles from Spring.GetProjectilesInRectangle.
  • Ploppable factories now have the 'ploppable' customparam, rather than ploppability being determined by a config file.


  • Fixed AI factories sometimes 'breaking' lategame. This required an AI update, so post feedback about the migrated difficulty levels. Beginner and Novice are unaffected.
  • Removed Economist AI as it is now bundled into Brutal.
  • Fixed Quake (seismic missile) being able to crash Glint (Starlight's satellite) back to earth.
  • Fixed Raven sometimes failing to dive against Aegis.
  • Fixed unit AI internal commands sometimes cancelling user commands via duplicate orders.
  • Fixed uneven and misnamed startboxes on Stronghold_V4.
  • Fixed Conjurer wreck being indistinguishable from Gremlin.
  • Fixed dying terraform anchors dealing 0.0001 damage.
  • Fixed garbage being rendered with Outline Shader enabled.
  • Fixed the cheat menu not appearing on its own if the Null AI had a different name.
  • Fixed spectator panel numbers bobbing up and down.
  • Fixed mex placement widget eating too many mouse buttons.
  • Fixed some gray labels in missions with locked units.
Posted by AUrankAdminGoogleFrog 2 months ago - comment

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