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25 players online: 7 of them fighting in 3 battles, 137 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.

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.

Zero-K v1.5.4.11 - Empire Wins Planetwars

A few days ago, Empire won the latest round of Planetwars with a deep strike to capture Sparta, the Federation homeworld. Throne was lost in the process (due to a malfunctioning warp jammer) but after a developer discussion we decided to continue the round with the surprising (to some) rule that homeworlds can be exploded. We aim to fix the bugs and balance issues found in this round and run further planetwars until we can support lengthy galaxy-wide wars. We should mostly be simplifying and polishing current mechanics instead of adding any new big things to planetwars.

Feedback is welcome.

Balance


  • Disarm now interrupts bursts (in the same way that EMP does). For example a Catapult can start firing, get disarmed and finish firing when the disarm wears off.
  • Djinn obeys disarm.
  • Commander area jammer and area cloaker modules now drain energy. Not draining energy was a bug.

Interface



Added selection filtering, as requested here: http://zero-k.info/Forum/Thread/23954.
  • All units have a Selection Rank state toggle that ranges from 0 to 3.
  • Structures have rank 1, constructors have rank 2, and combat units (commanders included) have rank 3.
  • When selecting multiple units the units without the greatest rank in the selection are filtered out.
  • Hold Shift to ignore rank and create selections of mixed rank.
  • Hold Ctrl to ignore rank above a certain (configurable) threshold. The default ignores rank differences above 1, this means that Ctrl+A will select all units with rank at least 1.
  • Selection Rank is a state toggle so you can configure your unit defaults in 'Game/New Unit States', just like any other state toggle.
  • If you don't want selection filtering then disable it in 'Settings/Interface/Selection'.

Hotkeys for setting a particular unit state are now configurable in the 'Game/Command Hotkeys' menu. Previously the only state hotkeys available through this menu would toggle the state. With these new commands you could, for example, bind a key to set your units to hold fire by binding "Fire State: 0".

Improved the state toggle icon for overkill prevention.

Chickens


  • Fixed to White Dragon behavior.
  • Removed Spidermonkey weapon lighting and reduced impulse.
  • Tweaked some timing values. Lategame chickens occur slightly earlier and small chickens become obsolete sooner.
  • Added savegame support for chickens.

Fixes


  • Fixed command hotkey visualization for de-disabled commands during tutorials.
  • Fixed night view in missions.
  • Fixed Hacksaw description.
  • Fixed unit AI command for non-transports.
  • Fixed some shader errors on strict drivers.
  • Fixed slow mex glow update when overdrive changes.
  • Fixed Convict animation.
Posted by AUrankAdminGoogleFrog 10 days ago - comment

Zero-K v1.5.4.4 - Balance Tweaks

The main part of this release is a stack of balance tweaks that have been floating around the forum and/or my head. Hover has a few nerfs while some more maligned units were buffed to try to bring them up to a decent strength. Dagger has a damage reduction and the effect on shots-to-kill can be seen in the above image.

There are also a few fixes, mostly related to Planetwars.

Balance


Banisher:
  • Reload time 2.3 -> 2.15

Copperhead:
  • Health 1200 -> 1400
For a tank, 1200 health at 550 metal is very squishy.

Dagger:
  • Damage 110.1 -> 100.1.
Most raiders have particular amounts of health to leave them unaffected by this change. The exceptions are Scorcher, Pyo, Panther and Kodachi which each take an extra shot to kill. See the release picture for the changes in the number of shots to kill each unit. This is a very Quants Rule change and probably the most extreme before less polarizing changes would be required.

Dart:
  • Cost 40 -> 35

Flail:
  • Health 1300 -> 950 (it costs 300 compared to Copperhead 550)
  • Reload time 5.0 -> 5.2
Flail has theoretically poor stats compared to most other AA but they hit a sweet spot and result in a powerful unit. Hence the fairly generic nerf.

Glaive:
  • Speed 4.0 -> 3.9 (was 3.8)
The speed buff may have been too much.

Hacksaw:
  • Range 420 -> 430
  • Missile maneuverability increased by 28%
  • Missile speed reduced by 5%.
  • Burst gap 0.7s -> 0.55s
It is hard to test whether Raven can dodge Hacksaw but increased maneuverability and reduced speed should do the trick. A single Raven can still kill a Hacksaw but dies in the process.

Jack:
  • Health 5000 -> 6000

Mace:
  • Acceleration increased by 27%
  • Brake rate increased by 20%
  • Turn rate increased by 30%
  • Turret turn rate increased by 100%
  • Range 345 -> 350
A few years ago we saw powerful Mace rush strategies with stats which resulted in nerfs which are now basically undone. The turret turn rate increase is a new change.

Newton:
  • Gravity strength increased by 20%

Racketeer:
  • Cost 380 -> 360 (was 350)
The recent cost increase may have been a bit extreme.

Roach:
  • Removed slow upon unburrowing (20% speed for 0.6 seconds).

Rogue:
  • Damage 280 -> 350
This is a fairly crazy change intended to show us what happens if Rogue is powerful.

Scalpel:
  • Turn rate reduced by 5%
  • Ranged 450 -> 440
Scalpel was a bit too powerful. This is a weird nerf that sidesteps the issue of nerfing something that it is notably good at. Range is a fairly important attribute.

Skuttle:
  • Jump speed 5.2 -> 6.0
Most Skuttle usage should revolve around getting to the right location. Slow flight time lead to a bit too much randomness in movement prediction and target acquisition times for units such as Defender.

Sumo:
  • Gravity strength increased by 20%

Tick:
  • Explosion speed increased by about 200%
  • Edge effectiveness 0 -> 0.4
  • Removed slow upon unburrowing (20% speed for 0.6 seconds).
  • Damage 2000 -> 2500

Planetwars Mechanics



Changed the length of each phase:
  • Pick a planet to attack 30 minutes -> 20 minutes.
  • Defend your planet 10 minutes -> 5 minutes.

These changes are required to counteract the downtime caused by the extra faction.

Visuals and Interface


  • Added a shiny new Spectre weapon impact effect that indicates the approximate direction that the shot came from.
  • Added a battle information panel to remind players of the context of the planetwars battle that they are fighting.
  • Added buttons to the global commands bar for toggling the structure/evacuation panel, the battle information panel and the attrition tracker panel (if the widget is enabled).

Fixes


  • Removed orbital drop commander, all commanders now spawn at the start of the game. This fixes a bug where late joiners would not receive their double commander.
  • Fixed mapborder Z-fighting with startboxes.
  • Fixed planetwars structure ownership not taking planetwars rank into account. Now, for example, the Emperor will always control the structures in the battle unless the owner of the structure is present. This holds for all relations through the command structure of each faction.
  • Added a minimap brightness override for Obsidian and Onyx Cauldron.
  • Fixed missing planetwars structures on certain maps.
Posted by AUrankAdminGoogleFrog 14 days ago - comment

PlanetWars starts!

Dynasty, Empire and Federation - pick your side, join the faction and together, conquer the galaxy!



To play you need to be level 5 or higher.

To join a faction and play planetwars, please use the Chobby (default client for Zero-K).

PlanetWars wiki is here
Posted by CZrankAdminLicho 15 days ago - comment

Zero-K v1.5.4.0 - Planetwars Preparation

Planetwars is all set to start on Friday at 17:00 UTC. This new round introduces three factions and some tweaks to design and balance since last round. Structures do more ingame and metagame balance has received some tweaking. The aim is to support a prolonged, multi-front, war with wrestling over victory points generated by artifacts.

Peruse the galaxy map and join a faction: http://zero-k.info/Planetwars

Keep track of the time with this countdown timer: https://www.timeanddate.com/countdown/generic?iso=20170407T17&p0=1440&msg=Zero-K+Planetwars&font=cursive&csz=1

Main Planetwars Changes


  • Artifacts victory works on victor point production. Capture and power artifacts to accrue points.
  • Each faction has a well defended homeworld. Capturing an enemy homeworld is an alternate path to victory.
  • Battles near your homeworld produce slightly more battle. If you fight disconnected from your homeworld the battles will produce much less metal.
  • Warp Core Fabricators is replaced with single use Warp Gate structure.
  • Structures have more ingame effects: factories produce a few units, defense structures spawn drones, energy generators produce a little energy.
  • Structures can be evacuated if you have a functional wormhole. Losing a defense no longer means all your structures will be disabled.
  • Structures now have wrecks which can be reclaimed for a reasonable amount of metal.

Interface


  • Sniper shot finder widget no longer works. A good visualization design for Snipers is pending.
  • Added a proper icon for the overkill prevention unit state.
  • Fixed some tab playerlist glitches.
  • Added option to not show FacPanel selected factory build panel.
  • Added Blastwing as an exception to the cloak firestate widget.
  • Attrition counter is no longer minimizable (removes the ugly minimization bar).
  • Added game-wide colour blindness correction shaders, configurable through 'Settings/Graphics/Accessibility/Color Blindness Correction'.
  • Added multiple team colour selection settings to a dropdown menu on the bar in the top left.
  • Standard embark command now works for Jump, Guard, Reclaim, Repair, Resurrect and Construction.
  • Embark command now works automatically for constructors. Constructors with auto-transport are now automatically transported between their tasks. Good for taking mexes over a large area.
  • Selection window groups unit types together when in unstacked mode.

Fixes


  • Blocked attack commands near Defender, LLT and HLT maximum range to prevent most cases of manual attack ground overshoot.
  • Hawks reduce their engine thrust when slowed.
  • Fixed construction priority issue with calculating energy used for overdrive when low on energy.
  • Fixed a chicken spawn error.
  • Scorpion wreck blocks unit movement.
  • Redudant unitdef tag cleanup.
  • Fixed Barren mex config.
  • Fixed Rogue failing to skirmish Scalpel.
  • Wreck -> Debris should now be consistent for all units. Some units had two levels of wreckage for legacy reasons.
Posted by EErankAdminAnarchid 18 days ago - comment

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