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 #34 - Build a Navy
Take a dive into the mechanics of Zero-K's sea battles. The flat water surface and 3-D underwater movement mechanics present a new set of game design problems and opportunities.
Read it here: https://store.steampowered.com/news/app/334920/view/503965668093200937
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/503965668093200937

GoogleFrog 7 days ago - comment
Cold Take #33 - Give It Slow
Slow rounds out the roster of status effects as it lets you weaken units without fully disabling them. It is a Zero-K original and was given to many units, both new and old.
Read it here: https://store.steampowered.com/news/app/334920/view/516348030198220274
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/516348030198220274

GoogleFrog 28 days ago - comment
Zero-K v1.13.9.5 - Hotfixes and Jump Stun
This update has tweaks and fixes for the update from two weeks ago. Detriment now responds to status effects while winding up its jump, and being transported cancels the jump entirely. Racketeer is also better at keeping large units disabled.
Status effects and transportation interact with the jump windup of Jugglenaut and Detriment.
Racketeer overkill prevention works better against Detriment and Paladin. Previously its goal was just to keep units above the threshold, which worked fine for most units since one shot is enough to fully disarm a disarmed unit of 16,000 health. But for huge units it would end up hovering around 1s of disarm, which sometimes dropped below the threshold. Now Racketeer tries to keep even the largest units closer to its full disarm timer.
Posted by Tweaks
Status effects and transportation interact with the jump windup of Jugglenaut and Detriment.
- Stun and disarm pause windup progress. Jump cannot be cancelled or re-targeted this way.
- Slow makes the windup take longer.
- Picking up a winding up unit in a transport cancels the jump and wastes the reload.
Racketeer overkill prevention works better against Detriment and Paladin. Previously its goal was just to keep units above the threshold, which worked fine for most units since one shot is enough to fully disarm a disarmed unit of 16,000 health. But for huge units it would end up hovering around 1s of disarm, which sometimes dropped below the threshold. Now Racketeer tries to keep even the largest units closer to its full disarm timer.
Fixes
- Opening the menu no longer pauses games that started with more than one player.
- Fixed Cerberus not firing when built at exactly the wrong elevation.
- Fixed planet Harsar Lief (Shipyard unlock).
- Fixed metal extractor tooltip bug on metal maps.
- Fixed reset hotkeys button bug on pages with multiple default hotkeys.
- Fixed build ETA and overhead icon height to match healthbar offset height.
- Fixed missing stockpile command texture in the command menu.

GoogleFrog 43 days ago - comment
Cold Take #32 - Stun and Lightning
Stuns add a whole dimension of strategy by letting players disable units without killing them. But leaving units alive creates a host of unit AI issues that needed to be solved.
Read it here: https://store.steampowered.com/news/app/334920/view/526480042764534121
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/526480042764534121

GoogleFrog 49 days ago - comment









