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8 players online: 1 of them fighting in 1 battles, 355 on discord

Welcome to Zero-K


Zero-K is a free, multiplatform, open-source RTS game in which massive robot armies fight in an endless conflict. A powerful interface allows players to easily implement their economic, strategic, and tactical decisions. Units interact intuitively, using real-world projectile and movement physics. It boasts over 100 diverse units including Vehicles, Tanks, Hovercraft, Planes, Gunships, Ships, Spider walkers, and dozens of other different robots offering unique strategic options and a dynamic combat style.



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, commander morphs, EMP, minelayers, burrowers, replicators, and teleporters - 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.

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.

Campaign Week 5 - Hovercraft and Amphibious Bots

This week of the campaign is a two-for-one combo with the release of missions for two factories. These missions show various aspected on mixed land/sea combat with hovercraft and amphibious bots. Tell us what you think in the feedback thread: http://zero-k.info/Forum/Thread/24469

Zero-K is doing well on itch.io, we were entered into the featured list and are doing well in popularity. We are still low on ratings so get an account and rate our page at https://zerok.itch.io/zero-k if you have not yet done so.

Shield visuals have finally been rewritten in LUPS. These shields have a much lower performance drain and, while they may look a bit basic looking at the moment, the change will allow us to further improve their visuals in the future.

Balance


Dominatrices now inflict 95% capture progress on their subordinates when they die, making the newly freed units easy to recapture by any surviving Dominatrix.

Tweaked Racketeer missile physics to make it take about 10% longer to hit its target. This is intended to make Racketeer less effective at nullifying bombers.

Centralized commander shield positions. Convict and Thug shields are 18 elmos higher.

Structures can no longer teleport (nobody noticed that they could).
Posted by AUrankAdminGoogleFrog 5 days ago - comment

Zero-K itch.io release

The itch.io release push is complete. Thanks to everyone who contributed, commented or configured the page. Here is the link: https://zerok.itch.io/zero-k

How does this affect those here? Many reading this already have Zero-K. Well, itch.io is potentially a way to gain players but it takes a little interaction on our part. If people could
  • Create itch account and rate or review our itch page,
  • Refer friends/strangers via our itch page,
  • Generally be whatever a "Mobilized Fanbase" is,
then we should climb in the itch rankings and be seen by many more people. You need itch to rate or review but it seems worth getting in any case, it's like a game jam that never stops giving.
Posted by CZrankAdminLicho 7 days ago - comment

Campaign Week 4 - Rover, Faraday and Puppy

Campaign week 4 is underway with four Rover missions and two bonus missions, bringing the total mission count to 22. We have also been tweaking previous missions based on feedback. As always, be sure to post feedback on the new missions here: http://zero-k.info/Forum/Thread/24457

Alongside the mission releases is a new Zero-K version, with the most notable change being new models Rover and Tank factories. With this change all factories are now impossible to block with a single poorly placed structure or piece of terrain.

The menu has also received a much-needed rework of its download UI and the backend has been switched to wrapper-based downloads, which should fix server and corruption issues.

Ingame Interface


  • Added team mode for simple teamcolours, defaults to automatically enable in missions and free-for-all. When enabled, it makes all enemies on the same team share the same colour. Will be useful in team FFA.
  • Default hotkeys for hide interface and hide healthbars are now more obscure, for safety. The new hotkeys are Ctrl+F5 and Ctrl+F9 respectively.
  • Improved context-sensitive commands for constructors. Right clicking on an enemy will issue a move command, not a reclaim command. Right clicking on a damaged friendly constructor or factory will issue a guard command, not a repair command.
  • Factories now default to selection rank 2.
  • Fixed Strider Hub and Airpad selection rank.
  • Added zoom in/out to misc hotkeys menu (for the default camera).
  • Added hotkeys for Newton firezone settings.
  • Disable automatic commander selection at the start of campaign battles.
  • Made Gunship Plant easier to select.

Campaign


In addition to the six new missions there have been tweaks and fixes based on previous weeks feedback:
  • Added the Stats tab to campaign options which contains some information about your progress. Restarting the campaign may be required to make these stats completely correct.
  • Reworked the layout of the planet invasion screen to make it fit on small monitors. Also added font size scaling.
  • Made the Sling missions easier on non-brutal difficulties to better match the difficulty of nearby missions.
  • Felon, Rackteer and Snitch missions are easier on easier difficulties. This is mostly achieved by giving the player more base defense and the enemies less early economy.
  • Fixed the Snitch mission win condition.
  • Fixed zoom to commander detection in Mission 0.
  • Removed the link between the Stinger and Rogue missions.

Other Menu Changes


  • Added the eight maps required to instantly start playing singleplayer to the initial wrapper download.
  • Rewrote the download tab UI. It looks much more reasonable and now supports actions such as canceling and reordering downloads.
  • Replaced the download backend with a wrapper-based system. The new backend is strict about avoiding partial or corrupt downloads. It is also not dependent on the uptime of any one mirror.
  • Removed the erroneous automatic download of several maps which are used for hidden missions.
  • Updated Brutal circuit.
  • Hide the Developer area of the Settings menu unless devmode.txt is placed in the root directory.

Fixes


  • Fixed units getting stuck when inside a resurrected wreck.
  • Fixed COFC not zooming to startbox on commander selection.
  • Fixed broken rendering of certain units nanoframes.
  • Updated LoS loadscreen.
  • Fixed a command menu crash.
  • Added a more interesting Scorpion wreck.
  • Fixed Dominatrix <-> defense ranges interaction.
Posted by AUrankAdminGoogleFrog 13 days ago - comment

Campaign Week 3 - Shieldbots and Zero-K v1.5.11.1

This week we explore the Shieldbot region of the galaxy, with five shieldbot missions and a bonus mission. We have also released a Zero-K update, as well as some fixes and tweaks to the mission from week 2. Make sure to post feedback as these mission tweaks would not have occurred without it.

Post feedback here: http://zero-k.info/Forum/Thread/24441

Balance/Behaviour



Fencer:
  • 'Buffed' by raising its aim point by 10 elmos. Now it aims from the extended position of its missile launcher. It is technically now able to shoot over allies, wrecks and reclaims in more situations.
  • Fixed 'The Slasher Bug' (in the engine, applies when the engine is updated in the next few days). This also affects other units on Attack Move.

Hovercraft footprints:
  • Dagger now pathfinds like a 2x2 unit (previously it thought it was 3x3).
  • Increased the footprints of Lance and Mace from 3x3 to 4x4. Might reduce Lance teamkill
  • Extended the Hovercraft factory to fix factory blocking, similarly to Shieldbot and Cloakbot factory.

Interfaces/Fixes


  • Added Impulse Mode preset to Settings/Hotkeys/Commands.
  • Added an option to filter out ally commands in show all commands.
  • Improved manual fire tooltip.
  • Improved state toggle consistency. All grey icons now use the same grey.
  • Fixed Shogun wake.
  • Added a drone construction toggle state.
  • Improved retreat state tooltip.

Missions


Tweaks:
  • Fixed Avalanche version on the Gremlin mission.
  • Adjusted the Phantom mission. The enemies now make Thug and Felon to encourage Phantom use. Added some terraforming to fix the maps poor pathfinding.
  • Added enemies that drop in midway through the Stinger/Stardust mission to increase the challenge later into the mission.
  • Made the Knight/Windgen mission more difficult on harder difficulty levels.

Fixes:
  • Hide chat box until it is first opened.
  • Fixed a case where the commander tab could fail to highlight.
Posted by AUrankAdminGoogleFrog 20 days ago - comment

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