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102 players online: 50 of them fighting in 13 battles, 8 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 v1.9.6.0 - Harmony Update

Everything should go just a bit smoother with this update. The AFK detector now has a countdown and disables construction, bringing harmony to teams. A number of unruly fonts and boxes have been brought into line, bringing harmony to the interface. The normal difficulty AI has chilled out. Singleplayer and multiplayer can be as one with skirmish and campaign autosaves during matchmaking. Most harmoniously, maps can now (effectively) be nice smooth circles rather than pointy squares.


Flea has a bit more map presence to make up for the previous Venom nerf.
  • No longer slightly leads its target, removing a small retreat disadvantage.
  • DPS increased by 7.1%

Conjurer is in slightly more danger from its own cloaked bombs.
  • Area cloak and jammer range 192 -> 184

Scorcher is slightly worse at poking other raiders.
  • Range reduced by 1.9%
  • Projectile speed reduced by 1.9%

Badger is more vulnerable and has a slower rate of attrition.
  • Speed 67.5 -> 65
  • Reload time 5.5s -> 5.6s

Quill gains more speed advantage.
  • Speed 84 -> 87 (2.8 -> 2.9)

Dagger has another range change.
  • Speed increased by 0.35% to a round number.
  • Range 205 -> 210

Bolas is slightly cheaper and faster.
  • Cost 190 -> 185
  • Speed increased by 0.53% to a round number.

Mace regains its old range.
  • Range 340 -> 345

Halberd has a better matchup vs. Metal Extractors.
  • Damage 150 -> 160

Claymore has more burst and has 13.8% more DPS.
  • Reload 2.8 -> 3.2
  • Damage 400 -> 520
  • Increased edge effectiveness.


  • Normal AI is now noticeably easier, with the goal of reducing the jump from Easy to Normal.
  • Hard AI is slightly easier. Brutal is unchanged.
  • The player has more defenses in campaign mission 2 to give them more breathing space.
  • Added a few extra things to destroy in campaign missions 2 and 3.
  • Singleplayer games are now automatically saved when a matchmaker match is found, for players that would like to play singleplayer while in the queue.

Unit Behaviour

  • Added Anti-Bait toggles for Knight, Dagger, Cutter, Hunter, Blitz.
  • Fix Bandit unit AI, it now idle flees itself and Duck.
  • Urchin can no longer Force Attack the ground (both on land and underwater).
  • Gauss now aims down cliffs properly.
  • Units can no longer guard themselves.
  • Fixed retreating Attack Move units occasionally returning with Move after being repaired.
  • Fix Ronin and Rogue on Attack Move jinking too fast to aim and fire.

AFK Detection

  • Renamed the lobby option toggle to "Inactive Player Unit Sharing" and added a default that enables it in PvP while disabling it for Coop.
  • Increased AFK threshold from 30s to 40s.
  • Added a visual warning that start at 32s of inactivity.
  • Fixed typing in chat erroneously not counting towards activity.
  • Shared constructors and factories are now given a Wait command, which is removed when they are shared back.


  • Maps can now define a playable area, restricting unit movement and construction. Circular maps can be created with a config file and functions for arbitrary shapes have been exposed.
  • Added a circular playable area to BlackStar.
  • Cleaned up metal spot inconsistencies on Pinewood Derby, Archsimkats Valley and Altair Crossing.
  • Added startboxes for Stronghold, Throne, Tundra, Rysia, Battle for Planet XIV, Vernal 3-way, and Small Supreme Battlefield Dry/Islands/Original.

Added the following two functions for dynamic start boxes and metal configs, but technically they can be used for all mapping and modding.
  • Spring.Utilities.Gametype.isCompStomp() returns true if there is exactly one team that only contains humans.
  • Spring.Utilities.Gametype.isTeamFFA() returns true if there are more than 2 teams and at least one of them has multiple players.


  • Added warnings about LaserCannons with ranges not equal to a multiple of their speed. The next release they will get turned into erroring on load
  • Script.IsEngineMinVersion returns true correctly on bleeding edge (i.e. versions X.1.Y-Z).
  • Projectiles are no longer filtered for spectator widgets.
  • Added a detonate command to an unused kamikaze submarine.


  • Tweaked numerous ingame and menu font sizes and button dimensions for consistency.
  • Improved font management to cut down on memory usage.
  • Improved the load time of the map list in the game lobby.
  • Fixed map and mod downloads occasionally needing to be retried near completion.
  • Made cost and time more prominent in construction tooltips.
  • Right mouse button now takes precedence over Alt on the factory build queue.
  • Fixed large build queues adding units uncontrollably with Alt and some rapid clicking.
  • Improved Fusion, Antinuke and Trinity smoke effects and Zenith beam effect.
  • Fixed Antinuke and Area of Effect visualisation being slightly off-position when targeting water.
  • Fixed a bug with persistent build spacing with non-default settings.
  • Fixed how the ingame abuse report window reports FFA.
  • Fixed a rare commshare bug that could break team FFA.
  • Fixed negative damage showing up in endgame graphs.
  • Fixed Strider Hub not aiming correctly.
  • Fix the Wait indicator not appearing over factories.
  • Fix the Wait indicator not appearing over transferred units.
Posted by AUrankAdminGoogleFrog 3 days ago - comment

Zero-K v1.9.4.1 - Shield, Spider, Hover and Tank

This is the first big balance patch of the year, just in time for the second tournament series of the year. Shieldbots are better early and have more tools in their arsenal, but the standard shieldball is less powerful. Hover and Tank have buffs for improved unit variety and to bring them up to the power level of Rover. Spider has a few small tweaks to make them less reliant on Venom.

Lobster Roll Series Two

Lobster Roll series two will start on the 17th of April and is open to everyone. There is a round robin warm-up tournament this coming weekend, on the 10th of April. Sign up to the round robin here. Join the Discord server for announcements about the upcoming series.

Map Rotation

The following changes have been applied to the matchmaking pool. The full pool can be viewed here.

  • Added - Crubick Plains, Aurelian, Calayo, Red Comet Remake, Fairyland, Sertaleina.
  • Removed - Sparkles Reef, Prestige, Otago, Iced Coffee, Ravaged, Mechadansonia.
  • Updated - Cobalt Dream, Dune Patrol Redux, Fallendell.

Bot Balance

Shieldbots are the main issue among the bot factories, and it was not just an issue of overall power. Players in the middle of the ladder were having trouble against the Shield midgame, while those at the top found Shield to be at too much of an early disadvantage. To solve this we buffed their early game while nerfing the standard shieldball. We have also tweaked Spiders to make them less reliant on Venom.

Bandit is a bit better to help Shieldbots through the early game.
  • Health 330 -> 340
  • DPS increased by 2.5%

Convict is faster to assist early expansion.
  • Speed 60 -> 61.5

Rogue has a nerf to save some matchups from mass Rogue supported by the buffed Bandit.
  • Health 580 -> 540
  • Turn rate reduced by 10%.
  • Projectile velocity 192 -> 185
  • Damage 350 -> 340

Thug regenerates slower to make shield charge more valuable.
  • Speed 57.75 -> 57 (what a weird number, now same as Outlaw)
  • Shield capacity 1250 -> 1200
  • Shield regen 16/s -> 14/s

Felon has 18.8% less DPS and charges slower.
  • Shield regen 18/s -> 16/s
  • Aim time 0.3s -> 0.166s
  • Reload 0.13s -> 0.16s
  • Charge per shot 75 -> 80
  • Damage 108.4 -> 110

Outlaw takes on more responsibility for riot power from Felon.
  • Cost 260 -> 250
  • Health 1050 -> 1100
  • DPS increased by 13%

Vandal takes on more responsibility for anti-air power from Felon.
  • Range 880 -> 900

Racketeer is slightly easier to field.
  • Cost 350 -> 340
  • Speed 51 -> 52.5

Snitch is slightly harder to position.
  • Speed 120 -> 117

Dirtbag is better at spotting and harassing.
  • Speed 78 -> 84
  • Sight range 560 -> 600
  • Reload 2s -> 1.9s
  • Damage 45 -> 55

Reaver has a buff to help Glaive deal with Bandit.
  • Cost 220 -> 210
  • Speed 1.71 -> 1.75
  • Reload 0.5s -> 0.466s

Flea is harder to spot when burrowed.
  • Decloak Radius 200 -> 160

Venom has less stun uptime, as well as slightly less DPS.
  • Reload time 1.1s -> 1.133s.

Hermit is one of the more maligned assaults, so gains some assault power.
  • Cost 160 -> 150
  • Health 1400 -> 1500

Widow drains more energy to make it harder to field early on.
  • Cloak cost 12/4 -> 15/5 (Moving/Static)

Vehicle Balance

Rover is dominating the vehicle matchups, yet there were few complaints about Rover itself. We took this to mean that Rovers feel fun and well balanced, even when losing to them, so opted mostly leave the factory alone. Instead, we took a look at Hover and Tank. Hover has a decent earlygame but a lack of transitions, so we buffed some of their more niche units, while Tank has the opposite problem, so we buffed Tank earlygame.

Fencer is more vulnerable.
  • Health 560 -> 530
  • Setup time is 6.6% longer

Quill is now only slightly more expensive than a standard constructor.
  • Cost 130 -> 125

Halberd can be unleashed now that Anti-Bait makes it less annoying to fight.
  • Cost 240 -> 210

Mace is a better riot at the expense of a little range.
  • Health 1300 -> 1400
  • Range 345 -> 340
  • Aims 20% faster
  • DPS increased by 10%

Kodachi feels fairer to fight so can afford a buff.
  • Cost 180 -> 175
  • Health 670 -> 680

Welder is cheaper but also more vulnerable to raiders.
  • Cost 200 -> 185
  • Health 1800 -> 1700
  • DPS reduced by 4%

Ogre needs a buff to fight Mace 1v1 and win.
  • Health 1850 -> 1950


There are now some optional resource panels to enable under 'Settings/HUD Panels/Economy Panel' with Simple Settings disabled. They need to be positioned with Ctrl+F11. There are two panels to track constructor activity, a panel for overdrive, and a panel for wind speed.

Other Changes:
  • Added Shield Charge/Maximum to aggregate selection stats and switched some rows to improve order stability.
  • Added Avoid Bad Targets toggle for Claw, Ultimatum, Scorpion and Nimbus.
  • Nimbus flies a little closer to make it reliably fire at tall turrets.
  • Artemis overkill prevention is more careful about wasting missiles.
  • Mace skirms more unit types.


  • Fixed two bugs that caused some terraform shapes to stall at 99% completion.
  • Fixed commander drone duplication upon morph.
  • Crab is better at uncurling.
  • Clear Factory Queue now works with factories set to Wait.
  • Fixed Artemis not firing when on land of height zero.
  • Landbound Urchins are better at firing into the deep ocean.
  • Fixed transports having trouble unloading tall units.
  • Fixed some edge cases with antinukes.
  • Fixed Ravager suspension.
  • Tacnuke sounds now play at higher priority.
Posted by AUrankAdminGoogleFrog 2 months ago - comment

Zero-K v1.9.30 - Anti-Bait Update

The big feature in this update is bait prevention. Units and turrets, such as Artemis, should be significantly better now that they can more precisely obey your wishes. Felon is a beneficiary as it can be told to avoid armoured units, but it may be kept in check by another new behaviour: Most units now fire at the edge of small shields if there is nothing else in range.

There are few actual balance changes to better observe the ramification of the latest advances in unit command. Apart from that there are a few features and fixes, such as the ability to click on names in the endgame stats to highlight a line, and improved map filtering.


Advanced Radar moves towards justifying its cost, as an experiment.
  • Cost 500 -> 400
  • Sight 800 -> 1120
  • Range 4000 -> 5600

Claymore has a smaller collision volume.

Duck missiles have less fuel, but still enough to hit land targets.

Jugglenaut and Newton now have aim lookahead (aiming towards targets that are about to enter range).


Units and turrets reload time or costly projectiles can now be told to avoid low value targets. This can be configured under Settings/Unit Behaviour or controlled with the Avoid Bad Targets state, which is shown by default. The states are:
  • Disabled.
  • Free - Avoid light drones, Wind, Solar, Claw (Badger mines), Dirtbag, nanoframes up to 50 metal and armoured targets (except Crab).
  • Light - As above, as well as units costing less than 90, Razor, Sparrow and unidentified radar dots.
  • Medium - As above, as well as units costing less than 240, except Stardust, with the addition of Raptor.
  • Heavy - As above, as well as units costing less than 420.

Some units default to Free and a few default to Light. The behaviour is overridden by Attack Move as well as manual targeting.

Units are also more opportunistic when it comes to fighting shields, now firing at nearby small shields if nothing else is in range. Most non-artillery do this and it is essentially a range buff against shieldballs. This behaviour, called Ward Fire, can be configured in Settings/Unit Behaviour or enabled as a state toggle under Settings/Interface/Commands.

There are also a few improvements to Attack Move.
  • Siren brings its main gun into range on Attack Move.
  • Most skirmishers and assaults no longer engage drones on Attack Move, however they will still fire at them if nothing else is in range.


  • Individual players can now be highlighted in the endgame graphs by clicking on their name.
  • Improved the filter box of the map list.
  • Renamed 'Map Selection' to 'Set Map Bans' in the Matchmaker Tab.
  • Selecting Puppy, Athena, Caretaker and Strider Hub enables the reclaim highlight overlay.
  • Unit info screens now show movement type.
  • Clarified Reaver and Hercules helptext.


  • Greased Tremor rotary drive.
  • Fixed Crab curling?
  • Fixed Adamantine Mountain team names.
  • Fixed newly constructed units sometimes not following factory waypoints.
  • Fixed overkill prevention sometimes knowing too much about unidentified radar dots.
  • Fixed trouble toggling Puppy Goo.
  • Fixed some parts of long terraform queues being cancelled prematurely.
  • Removed Leaper Chickens from planets Sapphire and Vis Ragstrom.
Posted by AUrankAdminGoogleFrog 3 months ago - comment

Zero-K v1.9.2.0 - Hot Stardust and Curtailed Cloaking

This is a balance patch, with changes to raiders, artillery, turrets, cloaking and drones. Each of the medium turrets has been nerfed, with a large nerf for Stinger, a fancy nerf for Stardust, and small nerfs for Faraday and Gauss. Most of the raiders with high burst damage have less range, as they may have been buffed a bit too much by the aiming improvements of last year. Some of the more oppressive artillery is a little worse, area cloaking is harder to use in general combat, and commander drones should be less annoying to fight.

Other changes include an excellent new walk animation for Outlaw and some behaviour fixes for Attack-Move.


Duck reliably hits units as small as Glaive, but lost a little range. It is a little sad to see a physics trick go, but Amphbots should not be balanced around around swingy raider interactions.
  • Land range 240 -> 235
  • Projectile velocity increased by 10%
  • Projectile turn rate increased by 39%

Venom lost some range and health.
  • Range 245 -> 240
  • Health 750 -> 740

Dagger lost the most range because it is the fastest.
  • Range 212 -> 205

Blitz didn't lose any range because it is not as popular as other burst damage raiders.

Claymore is more reliably useful, but we are taking care to not make it too powerful too quickly.
  • Health 1260 -> 1300
  • Projectile speed increased by about 50% (both on land and sea)
  • Range 300 -> 280 (both on land and sea)

Sling loses some damage in sympathy with Stinger.
  • Damage 150 -> 140

Badger loses most of the 25% damage buff caused by fixing its 5th Claw bomblet.
  • Mine damage 200 -> 170.

Tremor finally loses the ability to fire while moving, and must pack up to move.


Stardust now 'heats up' as it fires, reducing fire rate as it does so. This allows it to retain most of its power against raiders while dealing less sustained damage to tankier assaults.
  • Gains 3.8% heat per shot.
  • Loses 14.3% per second.
  • Slow scales up to 50% at max heat.
  • Starts with 100% heat.

Faraday is more of a weighty choice.
  • Cost 250 -> 260

Gauss deals less damage to lean into its anti-artillery role.
  • Reload 2s -> 2.1s

Stinger is less efficient and easier to assault.
  • Cost 420 -> 450
  • Health 2475 -> 2250


Starting metal is lower to give small units a bit more space to breathe.
  • Income +6 metal, +8 energy -> +5 metal, +8 energy (-1 metal income for commanders).
  • Initial resources 300 metal and energy -> 250 metal and energy.

Cloaking an army for general combat is now harder and less effective.
  • Iris radius 440 -> 400.
  • Increased recloak time for area cloaking 5s -> 6s.
  • Default decloak radius for area cloaking is now 12*footprint + 56, instead of 75. This means most units have a decloak radius of 80, 92 or 104.
  • Imp and Snitch, which have their decloak radius increased 75 -> 80. Other units with personal cloak are unaffected by the decloak radius change.

Companion Drones are cheaper and easier to catch with raiders.
  • Cost 300 -> 200
  • Range 180 -> 150
  • Cruise Alt 100 -> 85
  • Guardian progression 1/1/2/2/3/3 -> 1/1/2/2/2/3

Battle Drones are also cheaper, but Guardian Chassis only receives one for free.
  • Cost 500 -> 350
  • Range 240 -> 200
  • Cruise Alt 100 -> 95
  • Guardian progression 0/0/0/1/1/2 -> 0/0/0/0/1/1

Fractional reload times resulting from status effects are now rounded to the nearest frame, rather than round down. This buffs units with slow damage, particularly against units with a high rate of fire.


  • Moving now consistently grants immunity to being kidnapped by enemy transports.
  • Units on Attack-Move now periodically reset their target. This ensures that they don't end up chasing retreating enemies through enemy lines.
  • Improved Emissary movement packing.
  • The Alt+N default terraform hotkey makes slightly higher walls.
  • Added a Caretaker deathclone, it blocks movement like most deathclones.
  • Made it a little easier to shoot Lotus and Stinger from the bottom of cliffs.
  • Tactical AI is off by default for Emissary.


  • Improved Outlaw walk animation.
  • Increased Bulkhead icon size slightly.
  • Added checkbox options for unit halos, platters, selection halos, and selection shapes.
  • Teamplatter widgets use the same base scaling as selection shapes.
  • Map dimension and type are now shown below the map in the lobby.


  • Fixed EMP breaking factories.
  • Fixed Archer unit AI sometimes closing range inappropriately.
  • Fixed Puppy Gather settings under Unit Behaviour not being applied.
  • Damaging or killing drones no longer counts towards endgame stats.
  • Reduced the permeability of the side walls of Shielbot Factory, Cloakbot Factory and Hovercraft Platform.
  • Fixed camera state recall and ctrl/alt+MMB rotation jitters for COFC (the advanced camera).
  • Fixed build spacing widget crash on rapid camera rotation.
  • Disabling a selection widget no longer enables the basic selection squares if any other selection widget is enabled.
  • Fixed Area Mex with Space, and no other modifiers, held.
  • Fixed map terraform masking not applying to smoothing.
Posted by AUrankAdminGoogleFrog 4 months ago - comment

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