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83 players online: 41 of them fighting in 15 battles, 9 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

Zero-K v1.9.30 - Anti-Bait Update

The big feature in this update is bait prevention. Units and turrets, such as Artemis, should be significantly better now that they can more precisely obey your wishes. Felon is a beneficiary as it can be told to avoid armoured units, but it may be kept in check by another new behaviour: Most units now fire at the edge of small shields if there is nothing else in range.

There are few actual balance changes to better observe the ramification of the latest advances in unit command. Apart from that there are a few features and fixes, such as the ability to click on names in the endgame stats to highlight a line, and improved map filtering.


Advanced Radar moves towards justifying its cost, as an experiment.
  • Cost 500 -> 400
  • Sight 800 -> 1120
  • Range 4000 -> 5600

Claymore has a smaller collision volume.

Duck missiles have less fuel, but still enough to hit land targets.

Jugglenaut and Newton now have aim lookahead (aiming towards targets that are about to enter range).


Units and turrets reload time or costly projectiles can now be told to avoid low value targets. This can be configured under Settings/Unit Behaviour or controlled with the Avoid Bad Targets state, which is shown by default. The states are:
  • Disabled.
  • Free - Avoid light drones, Wind, Solar, Claw (Badger mines), Dirtbag, nanoframes up to 50 metal and armoured targets (except Crab).
  • Light - As above, as well as units costing less than 90, Razor, Sparrow and unidentified radar dots.
  • Medium - As above, as well as units costing less than 240, except Stardust, with the addition of Raptor.
  • Heavy - As above, as well as units costing less than 420.

Some units default to Free and a few default to Light. The behaviour is overridden by Attack Move as well as manual targeting.

Units are also more opportunistic when it comes to fighting shields, now firing at nearby small shields if nothing else is in range. Most non-artillery do this and it is essentially a range buff against shieldballs. This behaviour, called Ward Fire, can be configured in Settings/Unit Behaviour or enabled as a state toggle under Settings/Interface/Commands.

There are also a few improvements to Attack Move.
  • Siren brings its main gun into range on Attack Move.
  • Most skirmishers and assaults no longer engage drones on Attack Move, however they will still fire at them if nothing else is in range.


  • Individual players can now be highlighted in the endgame graphs by clicking on their name.
  • Improved the filter box of the map list.
  • Renamed 'Map Selection' to 'Set Map Bans' in the Matchmaker Tab.
  • Selecting Puppy, Athena, Caretaker and Strider Hub enables the reclaim highlight overlay.
  • Unit info screens now show movement type.
  • Clarified Reaver and Hercules helptext.


  • Greased Tremor rotary drive.
  • Fixed Crab curling?
  • Fixed Adamantine Mountain team names.
  • Fixed newly constructed units sometimes not following factory waypoints.
  • Fixed overkill prevention sometimes knowing too much about unidentified radar dots.
  • Fixed trouble toggling Puppy Goo.
  • Fixed some parts of long terraform queues being cancelled prematurely.
  • Removed Leaper Chickens from planets Sapphire and Vis Ragstrom.
Posted by AUrankAdminGoogleFrog 2 days ago - comment

Zero-K v1.9.2.0 - Hot Stardust and Curtailed Cloaking

This is a balance patch, with changes to raiders, artillery, turrets, cloaking and drones. Each of the medium turrets has been nerfed, with a large nerf for Stinger, a fancy nerf for Stardust, and small nerfs for Faraday and Gauss. Most of the raiders with high burst damage have less range, as they may have been buffed a bit too much by the aiming improvements of last year. Some of the more oppressive artillery is a little worse, area cloaking is harder to use in general combat, and commander drones should be less annoying to fight.

Other changes include an excellent new walk animation for Outlaw and some behaviour fixes for Attack-Move.


Duck reliably hits units as small as Glaive, but lost a little range. It is a little sad to see a physics trick go, but Amphbots should not be balanced around around swingy raider interactions.
  • Land range 240 -> 235
  • Projectile velocity increased by 10%
  • Projectile turn rate increased by 39%

Venom lost some range and health.
  • Range 245 -> 240
  • Health 750 -> 740

Dagger lost the most range because it is the fastest.
  • Range 212 -> 205

Blitz didn't lose any range because it is not as popular as other burst damage raiders.

Claymore is more reliably useful, but we are taking care to not make it too powerful too quickly.
  • Health 1260 -> 1300
  • Projectile speed increased by about 50% (both on land and sea)
  • Range 300 -> 280 (both on land and sea)

Sling loses some damage in sympathy with Stinger.
  • Damage 150 -> 140

Badger loses most of the 25% damage buff caused by fixing its 5th Claw bomblet.
  • Mine damage 200 -> 170.

Tremor finally loses the ability to fire while moving, and must pack up to move.


Stardust now 'heats up' as it fires, reducing fire rate as it does so. This allows it to retain most of its power against raiders while dealing less sustained damage to tankier assaults.
  • Gains 3.8% heat per shot.
  • Loses 14.3% per second.
  • Slow scales up to 50% at max heat.
  • Starts with 100% heat.

Faraday is more of a weighty choice.
  • Cost 250 -> 260

Gauss deals less damage to lean into its anti-artillery role.
  • Reload 2s -> 2.1s

Stinger is less efficient and easier to assault.
  • Cost 420 -> 450
  • Health 2475 -> 2250


Starting metal is lower to give small units a bit more space to breathe.
  • Income +6 metal, +8 energy -> +5 metal, +8 energy (-1 metal income for commanders).
  • Initial resources 300 metal and energy -> 250 metal and energy.

Cloaking an army for general combat is now harder and less effective.
  • Iris radius 440 -> 400.
  • Increased recloak time for area cloaking 5s -> 6s.
  • Default decloak radius for area cloaking is now 12*footprint + 56, instead of 75. This means most units have a decloak radius of 80, 92 or 104.
  • Imp and Snitch, which have their decloak radius increased 75 -> 80. Other units with personal cloak are unaffected by the decloak radius change.

Companion Drones are cheaper and easier to catch with raiders.
  • Cost 300 -> 200
  • Range 180 -> 150
  • Cruise Alt 100 -> 85
  • Guardian progression 1/1/2/2/3/3 -> 1/1/2/2/2/3

Battle Drones are also cheaper, but Guardian Chassis only receives one for free.
  • Cost 500 -> 350
  • Range 240 -> 200
  • Cruise Alt 100 -> 95
  • Guardian progression 0/0/0/1/1/2 -> 0/0/0/0/1/1

Fractional reload times resulting from status effects are now rounded to the nearest frame, rather than round down. This buffs units with slow damage, particularly against units with a high rate of fire.


  • Moving now consistently grants immunity to being kidnapped by enemy transports.
  • Units on Attack-Move now periodically reset their target. This ensures that they don't end up chasing retreating enemies through enemy lines.
  • Improved Emissary movement packing.
  • The Alt+N default terraform hotkey makes slightly higher walls.
  • Added a Caretaker deathclone, it blocks movement like most deathclones.
  • Made it a little easier to shoot Lotus and Stinger from the bottom of cliffs.
  • Tactical AI is off by default for Emissary.


  • Improved Outlaw walk animation.
  • Increased Bulkhead icon size slightly.
  • Added checkbox options for unit halos, platters, selection halos, and selection shapes.
  • Teamplatter widgets use the same base scaling as selection shapes.
  • Map dimension and type are now shown below the map in the lobby.


  • Fixed EMP breaking factories.
  • Fixed Archer unit AI sometimes closing range inappropriately.
  • Fixed Puppy Gather settings under Unit Behaviour not being applied.
  • Damaging or killing drones no longer counts towards endgame stats.
  • Reduced the permeability of the side walls of Shielbot Factory, Cloakbot Factory and Hovercraft Platform.
  • Fixed camera state recall and ctrl/alt+MMB rotation jitters for COFC (the advanced camera).
  • Fixed build spacing widget crash on rapid camera rotation.
  • Disabling a selection widget no longer enables the basic selection squares if any other selection widget is enabled.
  • Fixed Area Mex with Space, and no other modifiers, held.
  • Fixed map terraform masking not applying to smoothing.
Posted by AUrankAdminGoogleFrog 22 days ago - comment

Zero-K v1.9.1.0 - Mod Page and Slower Kodachi

Tanks have been oppressive lately, with their ability to exert a lot of early pressure. Bakuhatsu suggested a slower Kodachi and organised some testing, which went fairly well, so we're going with this large yet simple change. In other news, playing new mods is now as simple as a single button on the mod page, Dirtbag is the guinea pig for a new animation system, bombers are a bit easier to control, and various lingering bugs have been fixed.


Kodachi no longer outruns Glaive and Scorcher.
  • Speed 117 -> 108


  • Bombers are smarter about rearming. They now temporarily skip to their next Move command after bombing, ignoring intervening Attack commands. This makes queuing a safe retreat after bombing a group of units much easier.
  • Added a 'Play This Mod' button to mod pages on the site. See Future Wars for an example.
  • Improved Dirtbag walk animation.
  • Added Disarm Award.
  • Added some Portuguese translations.
  • Updated Russian translations.


  • Save channel topic to avoid re-displaying it multiple times a session.
  • Added a filter field for the map list.
  • Added a toggle for excess metal flash under 'Settings/HUD Panels/Economy Panel'.
  • Added a toggle for Attrition Counter under 'Settings/HUD Panels/Extras' so it can be bound to a hotkey.
  • Added free stockpile to '/luarules nocost'.
  • Added a few tip window settings under 'Settings/HUD Panels/Unit Stats Help Window' - useful for tutorial videos.


  • Fixed a premature victory bug on Planet Tempest (as well as a few other missions).
  • Fix terraform mex placement UI.
  • Fixed airpads not working slower under slow/emp/disarm.
  • Fixed a few poorly configured projectile lights.
  • Fixed Slow Award damage calculation against commanders.
  • Fixed team names on Adamantine Mountian.
  • Fixes for the WIP Caretaker AI. It can be tested by enabling the widget 'Auto Patrol Nanos v2'.
Posted by AUrankAdminGoogleFrog 36 days ago - comment

Zero-K - Sneaky Holiday Fixes

Here are a few fixes to round out the year. Seawolf behaves better around coasts, Metal Extractor placement is smoother, and a lingering graphics bug has been resolved. This is probably the last patch of the year so I'd like to thank the community for helping each other through an otherwise difficult year.

Fixes with multiple dot points

Submarines can no longer traverse shallow water, reverting a recent experimental change. Unfortunately it resulted in Seawolf needlessly revealing itself to surface weaponry while skirting islands.
  • Minimum depth 5 -> 15.
  • Seawolf now has a higher aim point and fire point. This solves various weapon blocking bugs that could occur around coastlines.

Metal Extractor placement is now consistent with other structure placement.
  • If you click where a mex can be placed, the mex is placed, otherwise the click is ignored.
  • Previously, whether the click was used depended on the ghost under the mouse cursor.
  • This caused issues such as being unable to click on a blocked location near a free metal spot to place a mex.

Fixes with one dot point each

  • Writing a report description is now mandatory.
  • Replaced the 'Clan List' button in the Profile tab with 'Contact Admins' as this seems more useful.
  • Fixed reclaim failing to be highlighted during start position selection.
  • Filtered out the low quality part of the construction unit reply.
  • Fixed the problems stemming from the outline shader update, possibly even correctly. This fixes the non-default widgets that were missed by the previous patch, such as Bloom and Blob Shader.
  • Modding in extra shields is now a bit easier.
Posted by AUrankAdminGoogleFrog 2 months ago - comment

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