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28 players online: 13 of them fighting in 5 battles, 0 waiting for battle, 15 idling in chat (1034 played this month)

Welcome to Zero-K

Zero-K is a free, multiplatform, open-source RTS game where massive robot armies fight an endless conflict. It has a powerful interface allowing players precision control over high level economic, strategic and tactical decisions. Units interact intuitively using real projectile and movement physics. It boasts over 100 diverse units including Vehicles, Tanks, Hovercraft, Planes, Gunships, Ships, Spiders walkers and dozens of different robots offering unique strategies and constantly moving combat.

or just view the media

Some of the more prominent features:

  • Epic Scale from tiny flea-bots to huge mechs and gigantic superweapons that wreak havoc - hundreds or thousands of units on the battlefield, all easily viewable with a fully pannable and zoomable camera.
  • Realistic Physics mean each shot is physically simulated realtime - you can actually evade bullets if you micro-manage your units! Hills and terrain affect line of sight and radar coverage, and explosions deform the terrain.
  • Planet Wars lets you take control of your own planet and fight for survival in an ongoing online campaign!

  • Natural Balance allows units to depend on their natural characteristics and the benefits of the simulated environment, not contrived special damages to determine their effectiveness.
  • Terraforming - change the terrain: walls, ditches, ramps and more, to provide yourself with an extra tactical advantage.
  • Unique Abilities make sure units are fun to use! From jump-jets, gravity turrets, mobile shields, burning napalm, air drops, unit morphs - we've got it all and more!
  • Streamlined Economy - the economic system is complex without being tedious, with a simple interface and controls. Resources are unlimited and output can be scaled up as the game progresses, allowing for increasingly intense battles. The system is also designed to minimize slippery slope and allow skilled players to make comebacks from losing positions.

Some of the many units to try out include:

There are many even more amazing features, but listing them isn't as fun as trying them out yourself, so visit our Downloads page!

Zero-K is made by the players, for the players. All the game developers are active and experienced players. Balance and fun are assured.

Tourney players replaced with robots

Due to lack of availability of all the organizers, the month's tourney will be postponed until first week of December.

While it would be possible to hold the human tournament this weekend, convening an adequate amount of human players with an announcement on Wednesday seems impossible.

With that in mind, this Saturday will still hold a tournament, with players who are much easier to assemble: AI's!

The machines will duke it out round-robin BO3, ranked by win count. All ties will be resolved by additional games.

The tourney will likely be hosted on SpringGrid operated by JPrankNapoleongajop in a massively parallelized fashion, and the replays will be published after the games are resolved in this case. If the grid is somehow not available, the games will be manually proceeded at 4x speed on Springie hosts.

Maps for each game will be determined randomly by the tournament host device from this list:

Red Comet
Victoria Crater v2.1

The initial participant list is as follows:
Shard (as shipped with engine version 100.0)

All these will be assembled in their latest available binary form (compiled linux64) and frozen at Friday, 27th November 2015, 23:59 UTC.

Additional bots can be submitted before that time as well in compiled binary form or source, compilation of which will be attempted but not guaranteed.

The only requirement is that the bots don't use cheats.

And thus, glory to the robots.

Posted by EErankAdminAnarchid 4 days ago - comment

Zero-K v1.3.11.3

These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate in an attempt to tune Cloakybots.


  • cost: 1200 › 1600
  • power now required to use heatray
  • open/close approx. time: 4s › 15s

DDM, Annihilator, Behemoth:
  • power required to aim weapons and open/close.

  • minimum firing angle 30° below.
This has no effect on flat land but elevated Stardusts have a sizable minimum range depending on height.

  • inaccuracy 2.8° › 2.4° [?]


  • Wait pauses non-free Stockpile. [?]
  • COFC camera scrolling obeys Smooth Mesh option and is FPS independent.
  • Units undergoing an orbital drop [?] can no longer jump.
  • Added a startbox creation tool for mappers. Consult the wiki for usage.


  • fixed non-dedicated Radar sources [?] being blocked by minor terrain irregularities.
  • fixed EMP timer being inaccurate [?].
  • fixed facplop being wasted when resurrecting a factory.
  • fixed fall damage not being applied if the drop was perpendicular to the ground.
  • fixed Outline effect not working on machines without shader support
  • fixed Outline effect and X-ray effect to be more consistent with above water rendering when underwater [?].
  • fixed the SI notation for tooltips and space-click menu.
  • fixed Retreat causing a desync when used by a skirmish AI.

Posted by AUrankAdminGoogleFrog 7 days ago - comment

Zero-K v

There are two large balance changes in this release. The Blastwings weapon is now a fireball similar to a small Firewalker (or large Kodachi). It is unlikely to be balanced but at least it should be possible to make the unit more useful lategame without dominating early.

The second balance change is more subtle. An exploit that could give permanent invisibility to HLTs lead us down a path to removing air LOS. Air units are now harder to see which is surely going to make them more powerful, somehow.

Apart from that there are fixes, area-mex-solar and a WIP arbitrary start volume system which has been enabled for some maps.



Blastwing now has a fireball explosion. It is comparable to a single Firewalker projectile but with larger AoE. Reduced Blastwing damage and gibs.

  • Direct damage: 250 › 80
  • Giblets: 15 › 3 [?]
  • Fireball DPS: up to 16
  • Fireball time: 20s
  • Fireball AoE: 256 [?]
  • Sets units on fire for 2s [?]

Line of Sight

  • Reduced air LOS range by 33% to match LOS range.
  • Any unit which fires in air LOS will be revealed (structures for 5s, units for 2.5s).
In effect, enemies are revealed in they fire within a units sight radius but were not previously visible because terrain was in the way.

The consequences are that:
  • This works around the LOS calculation issue which causes tall units to be invisible to the enemy even though they can see and fire. They are still not visible until they fire but now it is possible to fight back.
  • Shields and particles (such as Sumo footsteps) are no longer visible earlier than the unit itself.
  • Air units are are harder to detect. Previously they could be seen 50% earlier than ground units (this was one of the purposes of air LOS). Radar and other vision is now more important for fighters and AA.

Kodachi out-of-combat regeneration time: 1.66s › 5s


  • holding down Alt when giving an Area-Mex command will surround the mexes with 4 Solars. Will surround pre-existing mexes too.
  • Spotted enemy Aegis (static area shields) now draw a radius circle. [?]
  • Game over display now clearly shows the match result.
  • Circle Guard and Repair commands are now retained on morphing units. [?]


  • Rename: Sharpshooter › Spectre
  • Chicken Queen now ignores defences and moves straight into the base.
  • Updated Polish helptext translations and added some UI translations.

Content creation

  • Widgets now have access to winner data in the GameOver call-in. [?]
  • Widgets: added gl.Utilities.DrawGroundTriangle [?]
  • Added localisation support to a few widgets [?]. You can help translate them through Transifex.
  • Added a powerful API for maps to define their own arbitrary startboxes. See the wiki page for details on how to use them in your maps.


  • Fixed DDM cannon sometimes getting stuck inside another building.
  • Fixed plasma cannons (eg. Thug, Hermit or Goliath) being unable to hit tall targets (eg. HLT) on some maps (eg. Geyser).
  • Fixed crashes in ETA and Fac Panel.
  • Fixed Conch prematurely leaving its building animation.
  • Fixed unit state display working on hidden units. [?]
  • Fixed enemy tacnuke silos not having their range circles drawn.
  • Fixed Spectator Panels delay when updating win count.
  • Fixed game over award display using old names.
  • Fixed Context Menu showing wrong transportability for some ships.
  • Fixed some units leaving incorrect wreckage. [?]

Posted by AUrankAdminGoogleFrog 29 days ago - comment

ZK 2v2 Tournament October 31st 2015

Halloween is around the corner and so is the October 2v2 tournament.

The tournament is going to take place at 10 AM UTC on the 31st day of October. Registration is open up until 1 hour before the start time of the tournament.

Format and rules, as usual:
- 2 human players per team
- Double elimination
- Random seeding
- First map of each round is predetermined, the following maps in the winners bracket will be selected by the loser of the previous game from the featured 1v1 map pool.
- All winners bracket games will be best of 3 (including finals). All losers bracket games will be best of 1 with the exception of the losers finals (bo3).

It is possible to substitute for players who don't show up. If you have signed up, make sure to show up on time. Those who fail to show up will likely be subbed out by 10:30 UTC.

The players coming first, second and third will receive special unique collectible awards to their player profile as well as tournament points which will be used to determine the yearly champions of 1v1 and 2v2.

Link to bracket.

Maps will be announced soon.

Sign up in the comments!

Posted by EErankAdmin[ISP]Lauri 34 days ago - comment

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