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141 players online: 73 of them fighting in 18 battles, 4647 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

Cold Take #7 - Jumpjets and Jumplegs

Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.

Read it here: https://store.steampowered.com/news/app/334920/view/6001679204174153483
Posted by AUrankAdminGoogleFrog 6 days ago - comment

Cold Take #6 - Physics vs. Formulas

Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?

Read it here: https://store.steampowered.com/news/app/334920/view/3958168875487633267
Posted by AUrankAdminGoogleFrog 20 days ago - comment

Cold Take #5 - Making Metal

Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important.

Read it here: https://store.steampowered.com/news/app/334920/view/3990819338898810107
Posted by AUrankAdminGoogleFrog 34 days ago - comment

Zero-K v1.12.1.1 - Ship Shape

This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and that Reef drones capture units. This should give smaller ships time to shine and make the larger ships more impactful. Many ship hitboxes have been fixed to better match their size and shape, some visual sizes were tweaked, and ship wakes have been improved for look and consistency.

Beyond the shipyard there is an experimental Ronin buff that makes it much faster when out of combat, as well as buffs for Grizzly and Magpie. There are a few more Cloakbots buffs, foreshadowed by the matchup chart in last week's Cold Take. In terms of features, the ingame menu can be brought up over the Victory/Defeat screen in the campaign, and Comet Catcher Redux/Remake has the classic corner start boxes for 1v1.


Siren is larger and heavier. Even though its average damage output is unchanged, the increased range, rate of fire, and explosion radius are a noticeable buff against swarms of light units.
  • Cost 600 -> 900 (+50%)
  • Visually 20% larger
  • Physically about 18% larger
  • Health 5200 -> 7800 (+50%)
  • Range 270 -> 290 elmos
  • Now prepares to aim at units about to enter range.
  • Reload time 1.7s -> 1.066s
  • Damage 280 -> 175
  • Explosion radius 95 -> 100 elmos

Envoy is larger, heavier, and fires in a burst. It can 1-shot Lance but is still vulnerable to them.
  • Cost 850 -> 1200 (+41%)
  • Visually 20% larger
  • Physically about 9% larger
  • Health 2000 -> 2600 (+30%)
  • Turn rate reduced by 7%
  • Burst 1 -> 2
  • Reload time 5s -> 7.3s (damage output increased by 37%)

Reef size matches its model and drones now capture enemy units.
  • Physically about 20% larger
  • Each drone captures at 55% the rate of Dominatrix
  • A drone reloads for 5 seconds after capture
  • Capture control is transferred to the Reef
  • Drone health 180 -> 260
  • Drone altitude 150 -> 120 elmos
  • Drone weapon range 360 -> 250 elmos
  • Maximum drone count is still 8.

Hunter looked too large but was physically too small.
  • Visually 10% smaller
  • Physically 7% larger

Mistral now looks like it costs more than Hunter.
  • Visually 15% larger
  • Physically 42% larger

Corsair has the AI improvement many riots and raiders received a while ago.
  • Now prepares to aim at units about to enter range.

Ronin is much faster when out of combat and half a recent health nerf has been reverted.
  • Health 380 -> 400
  • Speed 69 -> 84 elmos/s
  • Reload slowdown 80% -> 66% (55.2 -> 55.4 with the base speed buff)
  • Fixed the reload animation so it shoots as soon as it reloads, except when firing backwards.
  • It is now slowed for the full reload, rather than speeding up for a split second at the end.

Reaver has a few of its recent nerfs partially reverted. The focus is on making it easier to build early.
  • Regen rate 15 -> 20 hp/s
  • Range 265 -> 270 elmos

Gremlin is better overall and cloaks for free.
  • Cost 140 -> 130
  • Cloak cost 0.1e/0.5e -> 0e
  • Decloak radius 140 -> 125 elmos
  • Speed 87 -> 93 elmos/s

Grizzly is healthier and cheaper to move it out of the Cyclops cost range.
  • Cost 2000 -> 1900
  • Health 8400 -> 8700
  • Turn rate increased by 5%

Magpie is yet to break the game so can try rearming faster.
  • Rearm time 18s -> 15s


  • Improved the look and consistency of most ship wakes.
  • The mission Victory/Defeat screen is now displayed behind the ingame menu.
  • Added N to toggle hold fire to the default hotkeys.
  • Added classic corner 1v1 boxes to Comet Catcher Redux/Remake.
  • Improved lighting on Izki Channel v1.0 and MiniChess_v2.
  • Incidental ability sounds (such as Djinn) are now controlled by the battle volume slider.
  • Added support for modded Push/Pull weapons on units with On/Off toggles.


  • Shielded Chickens now float, since shields are disabled underwater.
  • Fixed Reef looking peculiar when it tries to beach itself.
  • Fixed visual jitter for capture and Lobster effect lines on moving units.
  • Fixed initial queue mid-queue removal.
  • Fixed Battle Value Tracker rounding for numbers less than 10.
  • Tweak map extension grid thickness to avoid triggering a hardware bug with GoogleFrog's screen.
  • Modded tint and glow now survives reloading lua.
  • Fixed some issues with shutting down the depth of field shader.
  • Update json library for a bit better performance.
  • Fixed a very rare healthbar bug.
  • Fixed an overhead icon bug.
Posted by AUrankAdminGoogleFrog 41 days ago - comment

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