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176 players online: 89 of them fighting in 25 battles, 7 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 v1.9.11.0 - Hover Handling and Map Rotation

The November patch is a large one, with four new maps added to the matchmaker pool, numerous balance tweaks, and many other improvements and fixes.

The most notable balance changes are:
  • Armour now reduces damage by a factor of 3 rather than 4. This is to increase counters to armoured turrets and Crab, and to give Halberd space to be tankier while firing.
  • Hovercraft have their uniquely terrible slope climbing replaced with uniquely fast speed while turning. A bonus feels better than a penalty, and the old penalty was pretty obscure as well as limiting for map diversity.
  • Limpet received its prophesied nerf now its power and general utility has been discovered.
  • The ongoing small tweaks to vehicle raiders continue in an attempt to share some of the success of Rover with Hover and Tank.
  • Swift no longer fires while landing. Its weapon maybe have to be buffed in the future to compensate.

New features include a command for easier factory plate placement and improved effects for Halberd and Buoy. Modding for many niche special abilities is much easier and a few edge case bugs have been fixed.

Matchmaker Pool

1v1 pool:
  • Added Faultline, Doldrums, Random Plateaus, Shimmershore, Trojan Hills, Mecharavaged.
  • Removed Intersection, Ravaged, Crubick Plains, Frostburn, Izki Channel, Anvilwood.

Teams pool:
  • Added Faultline, Doldrums, Random Plateaus, Shimmershore, Trojan Hills, Mecharavaged.
  • Removed Intersection, Ravaged, Crubick Plains, Frostburn, Aurelian.


Armour damage reduction reduced 75% -> 66.6%. The following units were partially compensated.
  • Halberd health 1250 -> 1600
  • Crab health 4000 -> 4200
  • Solar Collector health 500 -> 600

Hovercraft have increased mobility.
  • Rather than slow to 60% while turning like other vehicles, they keep all their speed.
  • They climb slopes as quickly as other vehicles, rather than climbing much slower.

Quill turns faster because large turning circles are needlessly annoying on constructors.
  • Turn rate 920 -> 1100.

Dagger deals more damage, but not enough to affect its matchups against most raiders.
  • Damage 100 -> 110

Scalpel is smarter.
  • Overkill prevention fires less often at targets that are probably going to die.

Dart swarms are slightly less deadly.
  • Damage 35 -> 32
  • Slow damage 140 -> 128

Fencer is the backbone of Rover, which seems particularly powerful, so can afford a small nerf.
  • Cost 140 -> 145

Kodachi is cheaper but finds it harder to deal free damage.
  • Cost 175 -> 170
  • Range 215 -> 210

Limpet took years to be noticed, and it is finally time for its first nerf.
  • Cost 150 -> 160
  • Speed 123 -> 120
  • Damage 150 -> 120
  • Slow damage of 1200 unchanged.
  • Overslow 5s -> 2s (matches Moderator)

Cutter should not be outclassed by Hunter so early.
  • Cost 70 -> 65

Swift is no longer a form of artillery, and boost is consistent with other abilities.
  • Can no longer fire while landing.
  • Boost recharge rate now obeys status effects.

Faraday has less damage and stun uptime, on top of the general armour nerf.
  • Damage 1200 -> 1100
  • Reload 2.7s -> 2.9s (stun uptime 74% -> 69%)

Faraday and Gauss have more appropriate collision shapes.
  • They now have flatter collision volumes when closed.
  • If they can shoot over a wall, their aim point is now adjusted so that enemies can shoot back.

Commander Disruptor Bomb is now consistent with Limpet.
  • Damage 350 -> 210
  • Slow damage of 2100 unchanged.
  • Added 2s overslow to Violet Slugger for consistency with Limpet.

Disco Rave Party is now consistent with Limpet.
  • Added 2s overslow to Violet Slugger.

All slow pulses, besides the more continual pulse of Outlaw, now have a slow to damage ratio of 10:1, and 2 seconds overslow.


Dagger and Bolas radar icons are now consistent with other light/heavy raider pairs.
  • Icon type Raider/Support -> Scout/Raider.
  • This will be confusing at first, but the consistency should be worth it in the long run.

Factory plates are easier to place with the new factory plate command.
  • Added a generic factory plate command that turns.
  • It turns into the factory plate of the nearest factory in range of the mouse.
  • It exists in the grid construction menu with hotkey BV.

Fixed some texts:
  • "defense" -> "defence" (rather than a mismash of the two options)
  • "minimun" -> "minimum"
  • "stun time" -> "max stun time"

Other features.
  • Self-destructing a selection of units costing less than 1000 now never triggers autoresign.
  • Rectangle terraform now turns red when too large.
  • Added Swift boost and jumpjet cooldown to selections panel.
  • Landed Swifts refund their boost.
  • Add Fire Towards Enemies to the hotkey menu.


  • Improved projectile effect and muzzle flare for Buoy and Halberd.


Many previously hardcoded abilities now have customParams or are configurable in LuaRules/Configs. While it was possible for mods to copy gadgets to configure such behaviour, it is now easier to do so in a configurable way. This includes:
  • Dirtbag mound.
  • Full interactions for sonar, radar and radar jamming (eg being disabled when disarmed).
  • Phantom firing while cloaked.
  • Air transports.
  • Teleport beacon.
  • Overshoot prevention for turrets.
  • Gravity weapons being allowed to Set Target allies.
  • Torpedoes not jumping out of the water when they hit the shore.


  • Fix ward fire error spam on metal maps.
  • Krow and Thunderbird now decloak during bombing runs. Previously Thunderbird would only decloak when bombing via attack order.
  • Clean up metal spot detection code.
  • Improved base64 encoding memory usage.
  • Fix Scylla firepoint offset/clipping.
  • Fix special weapons not updating their image and text in some cases (eg select a Swift then a Charon).
  • Fix SLAM rocket model.
  • Fix stretched Dart track texture.
Posted by AUrankAdminGoogleFrog 7 days ago - comment

1v1 Tournament October 23rd 2021

There will be a 1v1 tournament at 19:00 UTC on Saturday October 23rd - Click on the link to see the tournament thread and sign up!
Posted by AUrankAdminAquanim 43 days ago - comment

Zero-K v1.9.9.1 - Anti-Air Fix and Opening Tweaks

We've finally solved a minor bug that caused anti-air missiles to sometimes penetrate aircraft. While quite rare, it was causing Vandal to make unfortunate mistakes against Thunderbird. Besides the fix, there are a few buffs for Hover and Shieldbots, and nerfs for Rover and Amphbots. Badger is of particular concern as it needs adjusting after its unit AI improvement. We are also experimenting with extra initial resources, with the goal being to give players more freedom in the early game.


Increase starting resources slightly as an experiment.
  • Initial resources 250-> 325 metal and energy.

Metal Extractor is lighter and cheaper for quicker and riskier expansion.
  • Cost 90 -> 85
  • Health 640 -> 600

Felon is better shielded and matches Thug's recharge time.
  • Max shield 1600 -> 1800
  • Recharge rate 16 -> 21

Convict matches Thug recharge time too.
  • Recharge rate 9 -> 10.5

Vandal is better at shooting in dense clumps.
  • Shorter collision volume.
  • Higher angle of fire.

Limpet is a little worse against assaults.
  • Slow damage 1500 -> 1200

Bulkhead is even less tanky.
  • Health 1650 -> 1540

Dart aims faster.
  • Turret speed 200 -> 320 degrees/second

Scorcher has regained the status of 'very good' so it can be returned to its previous price.
  • Cost 125 -> 130

Badger is easier to catch.
  • Speed 60 -> 55.5

Claw (Badger's mine) is worse at hitting small nimble units
  • Sight radius 64 -> 120
  • Decloak radius 50 -> 80 (consistent with 2x2 footprint units).
  • Flight time 1s -> 1.7s.
  • Initial projectile speed 50 -> 70
  • Final projectile speed 300 -> 130
  • Projectile acceleration 200 -> 50
  • Turn rate reduced by 28%
  • Toned down projectile lighting

Dagger fully loses some nerfs from last year. Its price nerf (75 -> 80) remains.
  • Speed 143 -> 144
  • Range 210 -> 212

Bolas has small buffs as it is easy to overdo.
  • Cost 185 -> 180
  • Speed 95 -> 96
  • Range 230 -> 232

Engineer chassis is slower.
  • Speed 39 -> 36

Lotus is slightly worse when built under fire.
  • Added 0.8 second post-construction deploy time.

Planes have some important fixes.
  • Fixed all anti-air, Ogre and Picket projectiles sometimes passing right through aircraft.
  • Reduced the size of plane hit volumes to better match their model now that the underlying issue with anti-air inconsistency resolved.


  • Added modoptions to set innate income and initial resources.
  • Added a modoption to randomly set initial resources.
  • Added a modoption to set seeds for random maps.
  • Added support for weapondefs_mod and explosiondefs_mod. Mods can define these files to act on the weapon/explosions tables as they are loaded.

Posted by AUrankAdminGoogleFrog 2 months ago - comment

Zero-K v1.9.9.0 - Targeting Terrain

This update solves a few recent issues with ground targeting. The easy fix was for Duck, which was previously able to fire torpedoes out of the sea and onto land. The trickier changes solve the unfairness of ground targeting widgets by making the interface more powerful in ways relevant to humans, while reducing its power for widgets.

Other balance changes include Felon tweaks and slower transport speed for Jack. The AI has been updated to fix a bug, and all the configs are now based on the previous bleeding edge test version.

Balance and Behaviour

Duck is no longer able to ground fire torpedoes. This is consistent with other torpedo and depth charge weapons.

Bandit now leads targets at close range correctly.

Felon has improved burst and DPS, but less efficient charge to damage conversion.
  • Reload 0.16s -> 0.13s
  • Damage 110 -> 94 (DPS 660 -> 705)
  • Shield energy per shot 80 -> 75 (damage/charge 1.38 -> 1.25)

Reaver aims more smoothly and is smarter.
  • Aim period 5 -> 3 frames.
  • No longer automatically fires at walls protecting enemy mexes.
  • Jinks when fighting units such as Rogue.

Phantom aims faster than it turns to cut down on firing mishaps.
  • Turn rate reduced by 5.4%.
  • Aim speed 360 -> 480 (no scope).
  • Aim period 5 -> 1 frames.

Added the state toggle Fire Towards Enemies for the following units. The toggle is off by default.
  • Kodachi fires towards nearby enemies that are behind it, to avoid running into its own fire.
  • Badger fires in the direction of the closest enemy, whatever the distance.

Many units that could deal damage slightly beyond their maximum range, usually by using area of effect damage, now have reduced range for ground firing with the Set Target command.

Added a weight category - medium - to further differentiate transport speed penalties.
  • Light units cost up to 500
  • Medium units cost more than 500 and at most 1000.
  • Heavy units cost more than 1000.
Transports carry units of each weight at the following speeds.
  • Charon transports Light/Medium units at 70%/50% speed.
  • Hercules transports Light/Medium/Heavy units at 75%/65%/50% speed.
The light and heavy speed penalties existed previously, they are unchanged. The medium units that were previously light are Jack, Skuttle, Felon, Phantom, Minotaur, Emissary, Lance, Impaler, Siren, Envoy, Aspis, Iris and Djinn.

Campaign and Coop

  • Updated the skirmish AI to fix an idle factory bug - for real this time.
  • Removed time constraints on bonus objectives for the first five planets of the campaign.


  • Units can now be told to fire towards an enemy or location. To do so, issue a non-area Set Target order with the Ctrl modifier. This behaviour is paused when enemies are nearby, unless the unit is set to hold fire.
  • Improved the smart nano turrets widget Auto Patrol Nanos v2. This is still disabled by default, pending more live testing.
  • Improved some widget descriptions.
  • Added an option to hide chat.


  • Added explode on victory modoption.
  • Fixed the example model scaling gadget for dae.
  • Added an unused root to the piece hierarchy of Glaive, Iris, Conjurer, Gremlin, Scythe to allow for easy model scaling.
  • Exposed Spring.Utilities.CommandNameByID(cmdID) and Spring.Utilities.Traceback() to widgets.


  • Saved some memory in the UI framework.
  • Fixed torpedoes sometimes falling through the map.
  • Fixed imaginary numbers in the ballistic projectile solver.
Posted by AUrankAdminGoogleFrog 2 months ago - comment

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