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
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!
Zero-K v184.108.40.206 - Control Cleanup and Idle Improvement
In other news I (GoogleFrog, writing this) have a Patreon. It is new, since the last release, and the aim is to free up a bit more time to support Zero-K.
The map above is a new version of Twin Lakes Park by TheMooseIsLoose.
Idle units now give up and return to their old location if they move too far while chasing enemies (previously they could be baited across the whole map). This can be disabled by setting a unit to Roam. Raiders and riots are also a bit smarter about how they react to enemies while idle.
- Idle raiders move to stay out of range when approached by riots or most other raiders.
- Idle riots perform similar behaviour against skirmishers and against riots with greater range.
- Units that have been pushed back in this manner only move a short distance. When pushed too far they will turn and attack.
Also, drones now return to their host if they stray too far away.
The command panel has a simple mode so as to not overwhelm new players with esoteric commands. I liked it so much that I added configuration options, to give even those that was a few more commands a nice clean panel.
- Replaced the icons for Repeat, Movestate and Firestate.
- Command and state position/ordering is now stable and consistent.
- Simple mode has slightly larger state toggles, large enough to show hotkeys. The old size can be enabled under Settings/HUD Panels/Command Panel (with Simple Settings disabled).
- Dual-toggle Hold Fire and Hold Position states replace Movestate and Firestate by default. Under the hood they toggle Hold Fire/Fire At Will and Hold Position/Maneuver. The full triple-toggle states can be enabled under Settings/Interface/Commands.
- Added the hotkey 'H' to toggle movestate.
- Approximately one third of the states and command are now hidden by default. The visibility of each command or state can be toggled under Settings/Interface/Commands.
- The position and order of the commands/states cannot be configured ingame. This requires a local configuration file found here.
Many games have save/recall camera hotkeys, and it is an easy enough widget to write, so there was no reason not to add it.
- Added bindable camera save/recall position hotkeys, and more control over alerts and transition times. These can be bound under Hotkeys/Camera/Camera Position Hotkeys.
- Added the option to remove most advanced features from Combo Overhead/Free Camera, which can be enabled and configured under Settings/Camera with Simple Settings disabled. It can now be made to ignore shift, ctrl or alt, and can be permanent set to a particular tilt.
There is now an interactive ingame guide that appears in your first non-campaign game. It is enabled by default to catch those who might need it. Experienced players can simply disable it with the X, and it can be enabled via Help.
- Added Scalpel to Fencer unit AI.
- In the lobby, watching a game or playing singleplayer no longer removes you from matchmaking queues.
- Command queue transparency can be configured in the main menu under Settings -> Game.
- The main menu settings menu now informs people that most settings only take effect upon entering the next game.
- Improved metal and energy image extended economy tooltips.
- Area Mex now queues one Solar with ctrl held, two with alt, and four with ctrl+alt. Previously it would queue four with ctrl.
- Missile Silo no longer repeatably fires with repeat enabled. This frees up repeat to be used to loop the build queue. An attack command may be repeated by issuing it with ctrl held.
- Added an experimental overlay that summarises visible reclaim. It can be enabled with 'Toggle Field Summary' under Settings/Interface/Reclaim Highlight (with Simple Settings disabled).
- Added selection hotkey settings for Swift, Thunderbird and Athena. They can be set under Hotkeys/Selection.
- Improved a few tooltips so that they are more descriptive. Move suggests line move. Reclaim/Repair suggests area reclaim/repair.
- Added more icons for the menu entries.
- Fixed command tooltips defaulting to those set by the engine instead of being overridden.
- Added startboxes for Supreme Crossing.
- Fixed terraform height presets being unable to make walls around structures with ctrl held.
- Terraform structure height no longer lets you try to make land-only structures underwater.
- Fix factory plate UI on unit transfer within team.
- Added Construction Plates to the cheat sheet unit spawner.
- Fixed Merlin firing issues with save/load and improved walk animation.
- Removed Misc Priority from units with shields that do not drain energy.
- Optimised the defence range indicator.
- Optimised the metal spot visualiser.
- Fixed a performance issue in a piece of code that was meant to be disabled.
- Fixed a bug with Zenith.
- Fixed some incorrectly displayed rank icons in the extended player list.
- Removed Dante lookahead as it seems to interact poorly with multiple weapons.
- Dual wielding commanders now prefer to aim with their shorter ranged weapon.
- Fixed a chicken spire error caused by there being no burrows.
- Fixed a minor bug with AFK sharing.
- Fixed Gauss localisation.
GoogleFrog has a Patreon
Here is the page: https://www.patreon.com/googlefrog
Zero-K v220.127.116.11 - Construction Plates and Archer Rework
The rest of the update focuses on the balance of three area; Kodachi, Amph, and dense team games. Kodachi has received nerfs to rein in the range bestowed by the fire prediction AI from v18.104.22.168. Archer takes over the role of sea riot from Scallop, with Archer gaining a sonic blaster and Scallop losing torpedo power. Funnelweb, Lance, Gauss and Big Bertha have various nerfs to open up the options in dense team games.
In other news, there is a 1v1 tournament this weekend. Click here for details and post to sign up: https://zero-k.info/Forum/Thread/31918
Construction Plates are parallel build queues that offer an alternate method of increasing production. Hover a factory blueprint within 420 elmos of a factory of the same type to place a construction plate.
- Cost 150
- Health 1000 (1500 for Ship)
- Build Power 10
Scorcher regains some of its damage.
- DPS increased by 5.6%
Bolas has slightly more range to help it against Kodachi.
- Range 225 -> 230
Kodachi has a nerf to take fire prediction into account.
- Cost 170 -> 180
- Range 230 -> 215
- Reload Time 0.466s -> 0.5s
- Moved 13% of on-hit damage to groundburn damage.
- Projectile Velocity increased by 117% (reduces prediction overshoot).
Welder is more vulnerable to raids.
- Health 2000 -> 1800
Scallop torpedoes are relegated to sidearm status.
- Range 260 -> 270 (both weapons)
- Can fire torpedoes from underwater.
- Torpedo DPS reduced by 60%
- Torpedo AoE reduced by 62%
Archer takes on the role of sea riot.
- Replaced Water Cannon with Sonic Blaster.
- Can fire into water, must float to fire.
- Reduced Speed and increased DPS.
Lance is easier to catch.
- Speed 55.5 -> 52.5
- Turn Rate reduced by 9.4%
- Range 1020 -> 1000
Funnelweb takes on a tankyness more appropriate for a constructor.
- Cost 3000 -> 3500
- Health 6500 -> 4500
Gauss is worse at tying up artillery.
- Bunker Regen 20hp/s -> 10hp/s
Big Bertha is less generically powerful in dense team games.
- Cost 5000 -> 6000
- Reload 7s -> 8s
- AoE reduced by 8.3%
- Projectile speed reduced by 4.5%
- Scouted Caretakers and Strider Hubs no longer radar wobble.
- Fixed metal reserve erroneously disabling repair.
- Fix commander speed when walking in formation.
- Various fixes to shared unit control mode.
- Disabled shift append to groups by default.
- Change disambiguation of space+click context menu.
- Likho is better at avoiding obstructions when aiming.
- Fix Grizzly float-to-fire AI in some edge-of-range cases.
- Fixed manual queuing with Auto Reclaim/Heal/Assist widget.
- Fixed an issue with auto-retreat for planes.
- Fixed repeated screen resolution changes causing some UI widgets to be lost under the minimap.
- Fixed zero volume music logic.
- Fixed rare spectator panels crash.
1v1 Tournament August 29th 2020
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