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111 players online: 50 of them fighting in 18 battles, 4538 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 #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 8 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 21 days ago - comment

Cold Take #11 - The Atomic Solution to Monospam

Zero-K units are the simple "atoms" of more complicated armies. But using a single unit type is simple, so we need way to encourage unit mixing, to keep things interesting.

Read it here: https://store.steampowered.com/news/app/334920/view/4202498029349040781
Posted by AUrankAdminGoogleFrog 22 days ago - comment

Cold Take #10 - The Smartest Unit in Zero-K

A smart unit needs understanding, competence, and for us to not expect too much of it. Powerful commands help, but so does avoiding complicated abilities.

Read it here: https://store.steampowered.com/news/app/334920/view/4205874461249023268
Posted by AUrankAdminGoogleFrog 36 days ago - comment

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