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!
Zero-K v18.104.22.168 - Maps, Balance, and Performance
The main balance changes relate to frustrations in Tank vs. Rover. Capture has been reworked to make Dominatrix less uniformly good and some other units have received minor changes. Other notable changes are some Funnelweb refinements and tankier Commanders.
The notable fixes and performance improvements are a pathfinding fix for a recently introduced bug and a significantly faster outline shader. We are also working on performance improvements for the UI framework which can be enabled Settings -> Graphics -> Experimental Interface Renderer in the lobby menu. We would appreciate testing and feedback.
Commanders start with around 800 more health, and lose the bonus at higher levels. This is intended as an indirect nerf for Scythe and Raven. The power of early commander pushes will need to be watched closely.
- Strike 3200/3200/3800/4600/5500/6400 -> 4200/4200/4600/5200/5800/6400
- Guardian 3600/3600/4400/5500/6600/7600 -> 4400/4400/5000/5700/6600/7600
- Support 2800/2800/3400/3800/4500/5000 -> 3800/3800/4000/4300/4600/5000
- Recon 2400/2400/2800/3200/3600/4000 -> 3250/3250/3400/3600/3800/4000
Funnelweb is a bit cheaper and charges faster. To compensate, it has its shields lowered such that a single silo of Eos and Shockley can bypass it.
- Maximum shield charge 28000 -> 23000
- Shield regeneration 200 -> 300 per second.
- Health 6000 -> 6500
- Cost 3500 -> 3000
- Turn rate 240 -> 520
Capture damage has been reworked to make Dominatrix much worse against low-to-mid cost assault units. This is to give the Tank Foundry some counterplay in the form of Minotaur. Dominatrix is mostly unchanged against units with average cost and health. It is a little better against mid-to-high cost glass cannons such as Lance and Emissary.
- Capture progress is now based on the health of its target instead of its cost. The Capture Health of a unit is now its current health + 500.
- Capture damage is no longer multiplied by (3 - 2*(currentHealth/maxHealth)).
- Dominatrix now deals 333 DPS instead of 78. This reflects the average HP/cost of a Zero-K unit of around 3.5, as well as the 500 bonus health.
- As with EMP and Disarm, accrued capture damage is scaled when a unit receives ordinary damage (or healing) such that the proportion of capture damage is unchanged.
- Capture damage is now affected by armour.
All the large land-based builders now have small footprints to resolves much of the frustration that can come from navigating bases. Quill, Weaver, Welder, Mason:
- Footprint 3x3 -> 2x2.
- Reload time reduced by 2.5%.
- Damage 440 -> 420
- Range 340 -> 320
- Cost 520 -> 500
- Re-added the small fire delay that appeared to do nothing in testing, but seems relevant in practise.
- Added a manualfire command that fires once. This essentially acts as a more accessible hotkey for singlefire.
- Buffed turn rate by 80%.
- Increased weapon velocity by 36%. Still half the speed of Flail.
- Cost 120 -> 135 (morph time unchanged)
- Health 400 -> 350
- Speed reduced by 7%
Added a singlefire modifier for Force Fire commands. Issue a non-area Force Fire command with Ctrl held to fire once at the target and move on. This can be used with the Repeat command to make a unit alternate between a list of targets.
- Static shields, jammers, and basic radar towers now have a move command that can be used to rally their mobile counterparts when they morph.
- Added more options to control when reclaim is highlighted.
- Sparrow and Owl now have tactical AI (activated with Attack Move and Patrol) that tells them to avoid flying over enemies, keeping them out of most AA range.
- Added Morph to the ingame keybind menu.
- The spectator resource display now displays teams on the side matching their side of the map (when applicable).
- Added Turkish and Chiense translations. Updated Polish translations.
- Reload bars no longer disappear a split second before completion.
- Added mouse-directed focus to depth of field.
- Line formations now trigger unit replies.
The UI framework is being updated to draw faster, but it has some rough edges. Without wider testing it is not clear that it will work, or be an improvement, on all hardware. It is disabled by default and can be enabled through the lobby menu under Settings -> Graphics -> Experimental Interface Renderer. Test it out and tell us if it works and if you see an improvement.
Here are some other performance improvements:
- Updated shaders. This will change how a few things look and make it easier to improve performance in the future. For now, the main performance improvement is the replacement of the old CPU based outline widget with a much cheaper shader-based version.
- Saved quite a bit of memory by cutting down on duplicate font creation.
- Optimised various parts of the command menu. Replaced the, fairly expensive, unit outlines widget with a much cheaper shader-based version.
- AIs build antinukes earlier.
- Made planet Walchice (the Stinger and Stardust mission) a bit easier on Easy and Normal.
- Fixed Funnelweb shield on low graphics settings.
- Fixed ballistic weapons not shooting when told to Set Target the ground beyond their flat-ground range.
- Fixed units sometimes getting stuck in the back of Cloaky, Shield, and Hovercraft factories.
- Fixed campaign and tutorial marker text lagging behind camera movement.
- Fixed cursor locking (grab input) not re-enabling itself when returning the focus to Zero-K.
- Fixed some pathfinding issues caused by fixing a rare bug that caused other pathfinding issues.
- Fixed Fender not quite dealing 40 damage per shot.
1v1 Tournament this Sunday with divisions and cash prizes
- Brown Dwarf To SubGiant,
- SubGiant to SuperGiant,
The tournament is scheduled for 2019-06-02 14:00:00 UTC. See this timer: https://www.timeanddate.com/countdown/generic?iso=20190602T14&p0=%3A&msg=Tournament&font=cursive
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 v22.214.171.124 - 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.
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