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95 players online: 35 of them fighting in 15 battles, 4483 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 v1.12.6.0 - Likho's New Look

Likho has a new model by brunocb, giving it a proper singularity bomb. This update also has many fixes and a few balance changes. Some of the fixes are due to an engine update, such as a decades-old bug that caused reverse-built units to sometimes try to slide off the map. On the balance front, Bulkhead now has a bit more range than Stinger, Duck is a bit better, and Disco Rave Party spins faster.


Duck is no longer the equal-slowest raider.
  • Speed 90 -> 93 elmo/s (no longer matches Bandit)
  • Missile range 235 -> 232 (matches Bandit)
  • Missile turn rate increased by 16% so it reliably hits Dart.

Bulkhead is more sturdy and can safely shoot at Stinger.
  • Stays deployed while mid-air
  • Range 600 -> 640
  • Sight range 660 -> 700

Crab and Bulkhead can deploy mid-air.

Kodachi is killed in one fewer shots by Dagger.
  • Health 680 -> 660

Disco Rave Party has all its bearings replaced.
  • Base turn rate increased by 25%
  • Maximum fire rate increased by 6.7%
  • Spin-up rate increased by 18%
  • Increased minimum turn rate by 25%
  • Can turn without spinning down so far, as a result of the above.


  • Added new Likho model (thanks brunocb).
  • Added optional radar colour in LOS and fog stripes, under Settings/Interface/Map/Radar Color.
  • Added animation-stun to most striders. They no longer return to a netural stance while stunned.
  • Guarding units can now be automatically set to lower selection rank under Settings/Interface/Selection/Filtering (thanks Amnykon).
  • Improved overdrive payback tooltip.
  • Added metal shared, energy excesses, and energy shared graphs.
  • Mods can now include their own modoptions files.
  • Reordering factory queues no longer forgets Alt-insert.
  • Cloaked units no longer try to shoot at unseen mexes.
  • Free-For-All games are now not counted for ranking immediately, rather than being discounted when the server restarts (thanks Shaman).


  • Fixed rally points of factories with structures right in front of them.
  • Fixed overlob prevention vs. jumpjets.
  • Fixed a shadow bug caused by UI scaling.
  • Slowed Detriment can no longer be stolen by transports.
  • Fixed defense range circles for ballistic projectiles (thanks Helwor).
  • Fixed Djinn deployment when told to stop while stopping.
  • Fixed being able to click twice to start a skirmish game.
  • Fixed reverse-built nanoframes sometimes sliding off the map (thanks marcushutchings).
  • Fixed queuing dense line moves (recent engine bug, thanks marcushutchings).
  • Fixed structure ground decals persisting after death (recent engine bug, thanks marcushutchings).
  • Fixed an issue with action registering (thanks Helwor).
  • Made UnitLeftRadar more consistent (thanks Helwor).
  • Terraform construction can no longer catch fire.
  • East-facing morphs no longer result in West-facing units.
  • Fixed lingering noammo icon on wreck tooltips.
Posted by AUrankAdminGoogleFrog 5 days ago - comment

Cold Take #13 - Pro-Simplicity, Anti-Nuke

Zero-K has nukes and missiles that shoot down nukes, but unlike similar games, the system is kept as simple as possible to keep it feeling fair and interactive.

Read it here: https://store.steampowered.com/news/app/334920/view/4155212770698415116
Posted by AUrankAdminGoogleFrog 19 days ago - comment

Cold Take #12 - Mighty Morphing

This is the first in a series of guest articles about unit improvement mechanics, and why Zero-K avoids using many of them.

Read it here: https://store.steampowered.com/news/app/334920/view/6398004206839876250
Posted by AUrankAdminGoogleFrog 33 days ago - comment

Zero-K v1.12.5.0 - Settings Override Fix

This is a small patch that was released to fix the settings deployment bug. A few other things we were working on made it in too.
  • Fixed a recently introduced issue that caused particular settings to be overridden on launch.
  • Units far from the epicentre of a Shockley impact are now stunned sooner, to match the explosion visual. Which units end up stunned is unchanged.
  • Added a cracked ground impact scar for Quake.
  • Fixed inverted track stretching for, eg, Paladin.
  • Moving a block in a factory production queue no longer re-applies the multiplicative key modifiers.
  • Fixed the commander selector ending up off the edge of the screen on particular scaling settings when shifting from windowed mode.
  • Simplified window resolution switching code to try to make it more reliable.
  • Fixed sun and water settings overrides being too persistent between maps.
  • Fixed the sun on Tempest.
  • Fix thumbnail and minimap images for maps containing unusual characters.
  • Fixed a bug caused by map searches finding no maps.
  • Fixed the player name tags widget possibly being assigned incorrectly.
  • Tweaked the draw order of name tags, health bars, and overhead icons.
Posted by AUrankAdminGoogleFrog 45 days ago - comment

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