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
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!
Zero-K v126.96.36.199 - Extra Gridding
Bertha now requires a grid connection and is a bit better at knocking down walls. Grid for Bertha has been frequently requested for a long time, probably for thematic reasons, as finding 50 energy seems easy for most Berthas. Zenith had a large buff to knocking down walls just over a year ago, which turned out to be too much, so is slightly worse at it. Starlight aims slightly slower to give defenders a little more time.
Strider Hub requires grid to place striders and to spend resources.
- Requires 50 grid energy to function.
Big Bertha requires grid and is better at knocking down walls.
- Requires 50 grid energy to function.
- Smooth radius 96 -> 120
- Smooth effect increased 40% -> 50% (matches Zenith)
- Structure smoothing multiplier 0% -> 25%
Zenith is worse at knocking down walls.
- Smooth radius 140 -> 120
- Structure smoothing multiplier 100% -> 50%
Starlight has reduced aim speed to enable a bit more counterplay, and because slow means epic.
- Pitch rate 1.2 -> 0.75 deg/s (37.5% nerf)
- Yaw rate 3.5 -> 2.5 deg/s (28.5% nerf)
High Density Plating was erroneously applying its improved form to all chassis.
- Health for Strike, Recon, Engineer 2000 -> 1600
- Added the lobby option 'Equalize team commanders' under 'Start' to balance uneven custom games.
- Improved performance and load times.
- Added GameID to game rules params (widgets can read it).
- Fixed wrecks dropped by jumping units snapping to the ground.
- Fixed commander experience not being updated correctly when upgrading.
- Fixed water visuals on some maps (water was a bit too opaque).
- Energy content no longer effects reclaim highlight colour (for mixed resource map features).
- Ctrl-Click auto morph for structures is now disabled by Shift.
- Fixed blast radius indicator for EMP blasts (Imp).
- Improved the sun on Delta Siege Dry Deluxe V3.
Zero-K v188.8.131.52 - Commander Characterisation
Modules were tweaked to buff most types of commander, with nerfs for builds that stack range and speed, as those were a bit too strong. Repeat modules are now limited to 5 rather than 8, and have many have chassis-specific buffs. Range and speed modules are more expensive, eating into the cheaper morph cost at level 4, while other modules have the same or greater effectiveness.
Campaign commanders can still stack 8 repeat modules, and gain the benefit of most speciality buffs, because that just seems like fun. There are some non-commander changes too, such as nerfs for Cloakbots, buffs for Spider, and greater restrictions on gunships leaving the map.
Weapon and upgrade costs were shifted around to make a bit more sense. Level 4 is up to 200 metal cheaper than before.
- A "Beam Laser" option is now available at level 2, replacing "No Weapon"
- All weapons at level 2 are now free (cost 25 -> 0)
- Level 4 base cost 650 -> 150 (now base cost always increases by 50 per level)
- Picking "No Weapon" at level 4 actually results in no weapon
- Basic weapons at level 4 cost 25 -> 350
- Advanced weapons at level cost 100 -> 400
Generic modules now have a limit of 5, rather than 8. Commanders will generally be a bit more powerful earlier as many modules were buffed in some way, however, a few were nerfed. The module limit in the campaign is still 8.
Speed penalties for modules are now a percentage of speed - after flat bonuses - rather than a flat penalty. Overall this increases the speed penalties for commanders that stack High Powered Servos, while often buffing other builds.
Damage Booster is more effective and usually costs less speed.
- Damage boost 10% -> 15%
- Speed penalty flat 1 -> 2% of total speed
High Density Plating costs much less speed.
- Speed penalty flat 3 -> 2% of total speed
High Power Servos is denser but slightly less efficient.
- Cost 150 -> 200
- Speed boost 3 -> 3.5
CarRepairer's Nanolathe is also slightly less efficient, but now it is nice and round.
- Cost 150 -> 200
- Build power boost 4 -> 5
Adv. Targeting System costs more metal and speed.
- Cost 150 -> 200
- Speed penalty flat 1 -> 3% of total speed
Personal Cloak usually costs less speed.
- Speed penalty flat 8 -> 12% of total speed
Some modules are more effective on appropriate chassis. The specialisation bonuses listed below are relative to the newly tweaked modules.
Guardian gains 25% more health from modules.
- Ablative Armour health 600 -> 750
- High Density Plating health 1600 -> 2000
Strike gains more regeneration from modules but loses the buff by level 6.
- Autorepair regeneration boost 10 -> 12
- Rescaled innate regeneration 5/5/10/16/25/35 -> 5/8/12/16/20/25
Engineer gains more buildpower from modules, turning the module tweak into a buff.
- CarRepairer's Nanolathe buildpower boost 5 -> 6
Recon gains more speed and can lower its jump cooldown, at the cost of poor buildpower.
- High Power Servos speed boost 3.5 -> 4
- High Power Servos reduces jump cooldown by 1 second
- CarRepairer's Nanolathe buildpower boost 5 -> 4
Campaign Chassis is generally more powerful, as that seems fun.
- Gains all the module specialisation bonuses listed above, except for buildpower.
- Gains 5 buildpower from CarRepairer's Nanolathe, to keep its numbers round,
- Now has Strike-level innate regen (up from 5 at all levels)
- Removed Strike innate jamming, as it was added accidentally.
A few less popular weapons have been buffed. A bug that caused Shotgun, Flamer and Heatray to only benefit from every second range module has been fixed.
Shotgun regains the range it lost for technical reasons, and fires faster.
- Range 264 -> 285
- Reload 2s -> 1.8s
Cluster Bomb has more damage in the form of an extra projectile, and more spread.
- Projectiles 8 -> 9
- Spray angle increased by 20%
Concussion Shell deals a bit more damage.
- Damage 750 -> 850
Ronin is slower when in battle and a little easier to kill.
- Health 400 -> 380
- Moves at 80% while reloading
Reaver cares more about incidental health loss.
- Regeneration rate 20 -> 15 health/second
Flea is more dangerous.
- Damage increased by 14.3%
Venom now has an Avoid Bad Targets toggle.
- Aircraft that go too far off the edge of the map are now "gently" pushed back in.
- Shotgun, Flamer and Heatray now gain range correctly.
- Fixed Recon's shaky aiming while walking.
- Players and AIs that fail to place a start position are now cycled through defaults, rather than selecting the first.
- Fixed a few outdated module tooltips on the campaign UI.
- Renamed "Save / Load" in Campaign to "Profile".
- Improved the AI's commander morph choices.
- Speed is now displayed with a decimal place in Space+Click menu, as many units have increments of 0.5.
Zero-K v184.108.40.206 - Factory Loitering and Engine Update
Commander upgrade has its recent nerfs reduced, particularly at high levels.
- Morph rate 5/5/7.5/7.5/10/10/10... -> 5/7.5/10/12.5/15/15/15... per level
- Performance should be improved for many people.
- Allied units can loiter much closer to factories without being told to go away.
- The auto assist toggle sends constructors directly sideways, to save time.
- Added more tracks by Superintendent.
- Show Selection Rank by default.
- Improve RoI tracker and add a hotkey to toggled it.
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