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190 players online: 124 of them fighting in 34 battles, 5102 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

Cold Take #37 - Scouting Trouble

Scouting should be costly enough to be a decision, but not so expensive as to be impossible. Zero-K offers a range of ways to scout that reflect the many forms scouting can take.

Read it here: https://store.steampowered.com/news/app/334920/view/534375749569742658
Posted by AUrankAdminGoogleFrog 30 hours ago - comment

Zero-K v1.14.2.0 - Lobster, Magpie, Venom, and Engine

This release is mainly about tweaking a few overused units. Venom is slightly worse at stunning to counteract the overstun change, and other Spiders were buffed to compensate. Lobster now gives the enemy a little more time to react and Magpie should be easier to scare away. Terraform is also UI-nerfed again Missile Silo, as the Force Fire UI now warns you about unintended terrain interactions.

The engine was also updated, and it should stick this time as it was found to be quite stable in testing. The big feature is the adoption of quaternions for unit animation (just in the backend, no API changes), which makes units move and aim more smoothly. Missile trails are also much smoother, replacing the old jagged lines. These changes were blocked behind the game-side graphics update of a few months ago, and the work is ongoing. For example, this release includes a new shiny Likho texture by brunocb.


Balance



Lobster launch is slightly delayed and can be interrupted. It also costs slightly more, but at least none of these nerfs are to launch range.
  • Cost 340 -> 350
  • Reload time 14s -> 18s
  • Time from initial upwards launch to sideways impulse 0.16s -> 0.4s
  • Dead or disabled Lobsters no longer complete their launches from beyond the grave.

Magpie loses its exceptional health efficiency but gains a little damage efficiency (scary!)
  • Cost 220 -> 210
  • Health 900 -> 740

Venom is slightly worse at stunning, to the point that three are required to completely lock down a unit.
  • Reload time 1.13s -> 1.2s
  • Overstun time 0.5s -> 0.3s

Hermit deepens the Cloak-Spider ability exchange.
  • Now heals at 10 hp/s after 10 seconds of not taking damage.

Redback is tougher and is better at aiming.
  • Health 900 -> 980
  • Turret swivels 50% faster.
  • Range 300 -> 310

Tarantula gains damage to compete with lighter and faster anti-air.
  • Damage 270 -> 310

Thug has a better weapon.
  • Turret turn rate buffed by 20%
  • Reload time 4s -> 3.9s
  • Projectile speed buffed by 2.4%
  • Damage 170 -> 180

Skuttle deals slightly more damage on near misses.
  • Area of effect edge effectiveness 0.3 -> 0.4

Claymore is better behaved at sea.
  • Fixed a bug that prevented it from aiming directly behind itself.

Flail leans into its weakness as it seems slightly too good since its buff.
  • Reload time 5.2s -> 5.4s

Mariner becomes one of the more efficient constructors.
  • Cost 200 -> 170
  • Build range 330 -> 350

Ultimatum is slightly cheaper and harder to find.
  • Cost 2500 -> 2400
  • Decloak radius 120 -> 110

Amphibious water regeneration is no longer active when flying over the water.


Interface



  • Queued jump commands now activate as soon as a units stun or disarm wears off. Previously the command could be delayed by up to half a second. This means that Pyro will always be able to find a split second in which to jump away from a pair of Venoms.
  • The Force Fire area of effect preview now indicate when a vertically launched missile would hit terrain (Impaler, Trinity, Missile Silo etc).
  • Added size settings for healthbars ingame under Settings/Interface/Healthbars (thanks therxyy).
  • Units no longer lose experience when they damage units that were previously killed on the same game frame. For some reason this mostly affected Jugglenaut.


Graphics



  • Updated Likho texture to take advantage of the new tech (thanks brunocb).
  • Missile trails are no longer jagged.
  • Unit animations are now smoothly interpolated between frames.
  • Tone down Ripper roughness to restore some ambient brightness (fixed since v1.13.12.3).
  • Thug model is no longer slightly off-centre.
  • Toned down the slow component when mixed with EMP and disarm, to make EMP and disarm easier to see.

Modding



  • Multi-unit piece attachment monstrosities no longer have a 1-frame delay when updating child positions. I.e. the subtle issue demonstrated below is fixed, and will scale to deeper trees of attachment. Just saying...
  • Fixed potential bug with Engineer Blueprint blocking normal build options. The main game happened to avoid triggering it.
  • Fixed massively overslowed units drawing the disarm effect.
  • Fixed an issue with combining static and dynamic model rescaling (thanks XNTEABDSC).



Fixes



  • Fix status effect bytepacking (floatpacking?) so slow + fire != disarm (fixed since v1.13.12.3).
  • Being "stunned" by being in a transport no longer draws the EMP effect (unless the unit also has enough EMP damage to be stunned).
  • Another attempt at fixing post-jump Jugglenaut, Detriment, and Recon Commander skating.
  • Fixed Lobster-launched units sometimes leaving tracks on the ground below them near the end of their trajectory.
  • The Tank Plate unit portrait now matches the unit.
  • Fix crash when Draw on icons is not enabled (thanks Helwor)
  • Fixed a small visual issue with terraform point rendering.
  • Fixed Claws sometimes showing a radar dot shortly after death.
Posted by AUrankAdminGoogleFrog 15 days ago - comment

Cold Take #36 - Bounding the Strategic Triangle

Zero-K aims to give players a sense of strategic freedom, but too much freedom can hurt. The strategic triangle is a model of strategy that helps avoid the problems with freedom.

Read it here: https://store.steampowered.com/news/app/334920/view/518611248440410918
Posted by AUrankAdminGoogleFrog 22 days ago - comment

Zero-K v1.13.12.1 - Mostly Graphics Fixes

The Huge Graphics Update of last week was a huge success and only introduced a few minor issues. This update fixes the ones that we are aware of.

  • Fixed a texture detail issue that made units slightly pixelated and a bit harder to distinguish at medium zoom levels.
  • Tweaked outlines to be a bit more visible when zoomed out, by default.
  • Fixed status effects clipping into undamaged nanoframes. The status effect shader thought that nanoframes should be deformed, but they are not.
  • Fixed grid hotkeys missing from most build menus.
  • Added Colemak keyboard layout preset (thanks allentiak).
  • Factories now open automatically when completed.
  • Amph and Spider now have to wait 1s to open before starting production, to match other factories.
  • Fixed the lighting on a few more maps.
Posted by AUrankAdminGoogleFrog 55 days ago - comment

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