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151 players online: 92 of them fighting in 22 battles, 5314 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

Zero-K v1.14.9.0 - New Magpie, Dante and Distortions

This update started as a set of small Shieldbot buff but spiralled out of control when I decided to both overhaul a major graphics system and add an almost entirely new unit. The new Magpie replaces the old one and works quite differently, while the recently, and less drastically, overhauled Dante has received some tweaks and buffs. There are a few other balance changes as well as many small fixes.

The other main feature of the update is the replacement of the old distortions system with a more modern one. This puts us beyond the halfway point for our longer-term goal of fully removing our old shader framework, which should come with a significant performance boost as well as much fancier effects. There was also an engine update a little under a week ago to fix a crash and some minor graphical issues.


New Magpie


The old Magpie has been put to rest after many attempts to make it work. But, like a heavy fire bomber rising from the ashes, there is a new Magpie to play with.

The new Magpie is a fighter-bomber hybrid that can slow ground and air targets while dealing a small amount of normal damage. It is meant to support other units, rather than snowball out of control by itself, and uses an ammo system which lets it fire 30 bursts before reloading. The feedback from testing has been generally positive so it is time to unleash it more generally and see how it pans out.




Balance


Dante has more range and less ground fire burn time. The recent range-reducing rework hurt Dante quite badly and the addition of long-lasting ground fire was a mixed blessing. It also has a health buff and some non-salvo rocket buffs to make firing a salvo a more meaningful decision.
  • Health 15k -> 16k
  • Flamethrower range 320 -> 340
  • Rocket ground burn time 15s -> 3s
  • Non-salvo rocket range 420 -> 485
  • Non-salvo rocket reload time 2s -> 1.8s
  • Non-salvo rockets are much more accurate.
  • Reduced salvo rocket spread by 40%.
  • Technically increased salvo rocket range 420 -> 460, but this is mostly a UI change as salvo rockets previously overshot by about this much.

Bandit lives slightly longer.
  • Health 340 -> 350

Rogue is more likely to hit, even when it misses.
  • Area of effect radius 37.5 -> 48

Thug can now perfectly keep up with Outlaw.
  • Speed 57 -> 60

Outlaw is harder to pick off.
  • Health 1100 -> 1200

Puppy is slightly worse at trading with Glaive.
  • No longer shoots backwards (a half-circle arc).
  • Reduced turret turn rate by 15%.
  • Range 170 -> 168

Imp is slightly more effective against tough units.
  • Damage 2500 -> 2800

Harpy has lingering slow to match similar slow weapons.
  • Overslow 0s -> 2s

Disco Rave Party aims faster.
  • Turns roughly four times faster up to about 40% spin.
  • Turns roughly twice as fast up to about 85% spin.
  • Its AI takes advantage of these buffs by reducing spin by less when told to change target

Unit Behaviour


  • Added a new state toggle called Attack Style for Swift, Raptor and Magpie. The Loopback setting causes planes to try to safely loop around at their maximum range. The default is Strafe, which is unchanged from the previous behaviour.
  • Fixed Artemis being able to be tricked into shooting at terrain.
  • Grizzly now tries to keep Recluse and Rogue at max range when told to use tactical AI.
  • Locust target priority is now lower than that of ground-based raiders.
  • Impaler now stays primed to immediately fire when not set to Fire At Will.

Graphics



Our previous distortion system has been replaced by a much more modern one originally written for BAR. Aircraft jets have likewise been completely replaced with a new version. Performance should improve on most hardware and there are many more distortion effects. There are too many to list in detail, so here is an overview.
  • Placeholder visually sucks in the surrounding space with its black holes.
  • Flamethrowers and napalm emit waves of heat distortion.
  • Many small explosions hit a bit harder while the large ones are hard to miss.
  • Lightning, particle beams and disruptor beams wiggle around.
  • Jugglenaut and Detriment footsteps throw up dust and shockwaves.
  • Energy structures and Metal Extractors emit heat to indicate activity.

Other changes:
  • Tweaked and improved some projectile lights to use new volumetric lighting.
  • Fixed Blitz track and wheel spin animations (thanks Rallehop).
  • Fixed missing gauss trail in the first segment of the effect, next to the gun.
  • Fixed the light rocket trail gap between the projectile and flame.
  • Fixed some plasma cannon trails poking out the front of the projectile.
  • Tweaked lighting on Titans Folly v1.1 and DownRiver_v1.



Interface


  • Allied Retreat Zones can now be set to be displayed and this is enabled by default for spectators (thanks SteelBlueZK)
  • Improved Phantom, Emissary, Dominatrix, Recon and Engineer unit icons, mostly by deploying the unit (thanks Rallehop).
  • Clarified the tooltip for "Fire at radar dots" (thanks SteelBlueZK).
  • Reef description now mentions capture (thanks Rallehop).
  • The Engineer blueprint menu now uses the new square unit icons.
  • Added the new square icons to the campaign technologies and unlocks screens.

Modding


  • Split generic zombie functions into api_zombie_helper to help modders (thanks Stiofan-K)
  • Moved light configuration from LuaUI/Configs/UnitLights to LuaRules/Configs/UnitLights.
  • Unit and event distortions can be placed in LuaRules/Configs/UnitDistortions.
  • Added death_explosion weapon customparam.

Other Fixes


  • Fixed aircraft not regaining their speed if slow wears off while on an airpad.
  • Fixed Auto Reclaim/Heal/Assist causing incorrect idle constructor count (thanks Petronous).
  • Fixed one-pixel gaps in the UI that could be caused by some interface scaling values.
  • Fixed missing outline on Scythe halberd from some camera angles.
  • Fixed unit colours after loading a saved game (thanks Sprung).
Posted by AUrankAdminGoogleFrog 21 hours ago - comment

Cold Take #47 - Scale and Escalation

Escalation is baked into strategy games as their systems drive players to scale up. Zero-K diverges from its predecessors but still share a lot with other RTS in how it uses scale.

Read it here: https://store.steampowered.com/news/app/334920/view/681887658746577147
Posted by AUrankAdminGoogleFrog 7 days ago - comment

The Quadrille - Small Teams Event, September 19th


There will be a small teams individual-signup event running this weekend (1100 UTC, Saturday 19th September). Click the link to sign up!

https://zero-k.info/Forum/Thread/40173
Posted by AUrankAdminAquanim 9 days ago - comment

Cold Take #46 - Giving and Taking Feedback

Zero-K is driven by player feedback but not all feedback is created equal. Here are some tips for giving good feedback and for how to use it most effectively.

Read it here: https://store.steampowered.com/news/app/334920/view/693144755752665606
Posted by AUrankAdminGoogleFrog 28 days ago - comment

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