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16 players online: 5 of them fighting in 3 battles, 135 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

4K screen scaling and local replay fix

We've just knocked off two longstanding issues and they need wider testing.

Adoption of 4K screens seems to be slowly on the rise, so today we bit the bullet and trawled through UI framework code. The result is screen scaling which defaults to floor(max(1, screenHeight/1080)). Scaling can be applied by anyone to both the game and lobby so it can also be considered an accessibility feature. We tested as much as we could, but there are a lot of bits of UI and no dev has a 4K screen so we would much appreciate testing and feedback from those with such screens.

Recently there have been reports of crashes while attempting to locally launch replays. This issue has existed for a while but was revealed with Steam packaging. For Steam we do not use incremental game version updates because they result in longer load times and are more prone to corruption. The old fast-loading archive is deleted on updates and the lobby did not know how to do its own incremental update for older game versions. This has been fixed and we are looking to go further by adding more data to the replay menu.
Posted by AUrankAdminGoogleFrog 5 days ago - comment

Zero-K v1.6.2.10 - Factory Cost

This is a tiny version prompted by a failure to include the Antinuke fix in the previous release. We've taken the opportunity to nerf Dart, reduce the factory cost change and improve the singleplayer UI.


Factory (and Strider Hub) cost 1000 -> 800 (was 600).

  • Cost 35 -> 40.
  • Damage 45/135 -> 35/140.
  • Range 180 -> 150.


  • Added an ally to the Jumpfac mission to make it a bit easier.
  • Added the load game submenu to the Singleplayer menu. Save/load still requires a lot of fixing and testing.
  • Added a restart option to the ingame menu for singleplayer and coop games.


  • Actually fixed Antinuke.
  • Added custom boxes for Apophis v2_3.
  • Fixed rare errors with shield colour and Starlight death.
Posted by AUrankAdminGoogleFrog 8 days ago - comment

Zero-K v1.6.2.9 - Shieldbot Balance

Shieldbots escaped the previous patch relatively unscathed. Here is a version to rectify this oversight.


  • Reload time 7s -> 10s.
  • Disarm time 9s -> 6s.
  • Damage 1500 -> 1800.
This is indeed a significant nerf. The intention is to specialize Racketeer against heavy units as it is currently a quite oppressive against units in the 150 to 400 cost range. Two Racketeers should be able to reliably lock down a heavy unit, however, an army of Racketeers will no longer be able to disable entire armies.

  • Projectile speed 170 -> 200.
This change violates Quants Rule but it otherwise looks quite small and reasonable. Was projectile speed the root cause of all the issues with Rogue? Try it and see.

  • Shield charge 1200 -> 1600.
Higher max capacity is a buff to Felons ability to suck charge from nearby shields. It also prevents it going from perfectly fine to dead against a Phantom. Now the Cloakbot player needs to wait do some damage or wait for it to engage before picking up massive value.


  • Reduced the command reply spam prevention timer and added an option to control it in the Audio submenu (with simple settings unticked). Also added an option for selection reply spam prevention.
  • Clicking the other mouse button while issuing a line command now cancels the command. This is consistent with area commands.
  • Made commander selection tooltips more descriptive by default.
  • Fixed occasional flicker caused by selection modkeys.
  • Added an attack command helper. Units are now targeted by attack or set target commands even if they move out from under the mouse between press and release. Similar behaviour exists for unit selection.
  • Made Lobster able to set target allies.
  • Set target command is now removed on Stop for bombers (for consistency with other units).

Mechanics Fixes

  • Fixed Lobsters ability to fire much further than its range by targeting speedy units as they move towards it.
  • Fixed Raven diving too low into shields when targeting tall structures.
  • Fixed (removed) the ability of transports to occasionally pick up mobile enemy units.
  • Fixed chick and antinuke refusal to fire.
  • Fixed Gauss aiming over obstacles.
Posted by AUrankAdminGoogleFrog 10 days ago - comment

Zero-K v1.6.2.3 - Balance Update

This is a balance patch that escalated. A Scorcher fix turned into widespread smooth aiming and the investigation of collisions bug lead to fixes throughout the entire collision damage system. Alongside these changes are a number of balance changes informed by feedback and recent tournaments. Ronin has a small nerf and there are buffs for some niche riot and scout units. We've iterated on Lobster design and mechanics to make the unit more reliably useful.


Units now aim smoothly at their target, with a few exceptions for technical reasons. This will likely disrupt a lot of balance, particularly among raiders and riot units.

Fixed/improved collision damages and velocities:
  • Fixed incorrect unit-unit collision damage. There was a bug causing pairs of units to receive a lot of damage if they were of the same type and little damage otherwise.
  • Fixed collision speed. Colliding units now collide in-elastically and correctly based on mass.
  • Fixed ridiculously elastic unit-wreck collision as well as very low damage.
  • Fixed weirdly applied velocity for unit-ground collision. Gravity guns should cause less movement stutter on heavy units.

  • 80% movement speed for 3s after firing (55 elmo/s, normal is 69).
The slow stacks with other sources of slow (as normal) and the penalty time is tied to reload time so is increased by status effects.

  • Increased horizontal aim speed by 71% (210 › 360 °/s).
  • Decreased movement turn rate by 15% (430 › 360 °/s).
Phantom can now aim constantly at static targets. This will reduce instances of friendly fire.

  • Slightly reduced precision at leading targets. This may be an improvement as a group of Rogue will spread their shots.

  • Always lobs.
  • Units reliably take 4.5s to arrive.
  • Confers collision damage resistance upon launch. Starts to wear off after 5s.
  • Can fire up much higher cliffs than the previous version and is less dependent on map gravity.
  • Range 600 -> 660.
  • LOS 660 -> 500 (the +10% range rule does not apply above 600 range).
  • Increased aim speed by 266%.

  • Health 1200 -> 1400.
  • Increased horizontal aim speed by 25% (600 › 750 °/s).
  • Increased acceleration by 7.1% (126 › 135 elmo/s2).
  • Increased turn rate by 7.6% (86 › 92 °/s).
  • Moved its model forwards slightly (6 elmos) so that it looks more 'balanced'.

  • Increased range 140 -> 155.

  • Cost 280 -> 250.
  • Speed increased 5.8% (51 › 54 elmo/s).

  • Increased ability to lead targets. Actual weapon physics and accuracy should be unaffected.

  • Damage 55 -> 45.
  • Added 135 slow damage.

Commander modules:
  • Flamethrower +10% damage.
  • Lightning Gun +10% reload time (1.67 › 1.83 s).
  • Disruptor Ammo cost 450 -> 300.

Hercules heavy transport (already in previous releases):
  • Cost 500 -> 750.
  • Health 1100 -> 1800.
  • Speed 8 -> 9.

Scorpion (already in previous releases):
  • Tail weapon ranges 470 -> 490 so it can reliably fire its tail when its claws are in range.

Detriment (already in previous releases):
  • Gauss damage 160 -> 200 (matches Gauss turret).


Fixed/improved some unit selection:
  • Clicking on a unit and releasing the mouse now selects the unit if the unit moves away from the mouse cursor before release.
  • Shift clicking selected units now removes them from your selection.
  • Ctrl clicking units now selects/deselects all units of that type of the screen.

Misc. changes:
  • Added cumulative overdrive metal ingame graph.
  • Added a time indicator to construction tooltips that shows the maximum speed at which the selected units can complete the construction.
  • Increased the size of most selection hitvolumes by about 35%. Units are now easier to select and target.
  • Ally unit selections are shown by default when spectating a team and when commsharing.


  • Removed the short movement orders that are issued by factories. This fixes some problems with temporary unit blocking.
  • Fixed autogroup failing to include units at the end of factory queues in some situations.
  • Fixed Raven dive against spherical units.
  • Fixed Show All Commands options for showing your own commands but not those of your allies.
  • Fixed gravity gun and Archer tooltips.
  • Fixed Wind Generator interaction with the water level modoption.
  • Default map boxes extend 20% into the map instead of 30%.
Posted by AUrankAdminGoogleFrog 16 days ago - comment

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