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 v1.14.7.0 - Guard and Pulsing Balls
This update polishes a few mechanics and includes quite a few fixes. Singularity Reactors get their wobbly balls back and the guard command should be much more useful. Disarm no longer hard-disables jumpers while winding up and some pathfinding problems with cheap nanoframe spam have been resolved. Some of the changes are due to an engine update, which should stick as the engine is close to the end of a stable release cycle.
Posted by Features
- Enabled fancy guard handling. This is an engine change that causes guards to maintain their relative position, rather than just trail behind.
- Disarming a unit during jump windup now cancels the jump, rather than freezing the unit as long as it is disarmed.
- Added quaternion scaling to reinstate the functionality of the previous matrix manipulation system.
- Reinstated Likho and Singularity Reactor ball pulsing.
- Singularity Reactor ball and light disappears when disarmed (thanks SteelBlueZK).
- Thresher has a smaller collision volume and is smaller when not extended.
- Overdrive cables handle cliffs less jankily (thanks Anarchid).
- Improved gesture menu reactivity (thanks Helwor).
- Anti-bait tooltip mentions that the lowest level avoids cheap nanoframes.
- Improve sun on Otago 1.4 and Rainbow Comet v1.25.
- Enable shaders on all-but the most extreme compatibility mode settings.
- Added FeatureDamaged and FeaturePreDamaged for modding (thanks Stiofan-K).
Fixes
- Fixed pathfinding around previously non-blocking nanoframes.
- Facplop no longer causes subsequent nanoframes to be non-blocking.
- Stardust nanoframes no longer decloak enemy units.
- Thresher no longer gets stuck aiming in nearby allied structures.
- Fixed lingering AMD unit icon drawing bug (engine fix).
- Made an attempt at the Linux AMD overdrive issue (thanks Qrow).
- Update Gull description.
- Fixed unit portrait stretching when displaying extreme stats.
- Fixed a typo in com counter widget and Newton firezone.
- Fixed a rare Desolator bug which let it fire while closed.
- Fix brackets breaking chat nick highlight.
- Fixed a headless LuaShader error (thanks danfireman).

GoogleFrog 3 hours ago - comment
Cold Take #43 - Levels of Customisation
Zero-K has almost too much customisation. So much that we had to organise it into seven levels to keep track of it and make the game work well across all of them.
Read it here: https://store.steampowered.com/news/app/334920/view/683005949807428679
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/683005949807428679

GoogleFrog 13 days ago - comment
Zero-K v1.14.6.0 - By Popular Demand
Space clicking wrecks and build options is back by popular demand ( https://github.com/ZeroK-RTS/Zero-K/issues/5742, https://github.com/ZeroK-RTS/Zero-K/issues/5747 and https://github.com/ZeroK-RTS/Zero-K/issues/5750 ). Thanks to everyone who opened tickets to remind us that this probably should have been a hotfix earlier.
Posted by - Fixed space+click context menu crash when activated on a non-unit.
- Fixed map download for Planet Karuwal.
- Commander egg can be built underwater.
- Fixed Pheonix.
- Fixed some weird edge cases in grid cable flows.
- Fixed a rare landing pad bug that the previous patch allowed to trigger for any bomber, rather than just the first bomber built in a game.

GoogleFrog 28 days ago - comment
Cold Take #42 - Reclaimable Wrecks
The ability to harvest metal from wrecks is vital to Zero-K. The ebb and flow of wreck fields gives structure to battles and keeps them interesting for longer.
Read it here: https://store.steampowered.com/news/app/334920/view/679626346618422153
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/679626346618422153

GoogleFrog 34 days ago - comment











