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69 players online: 30 of them fighting in 14 battles, 4518 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 #20 - Teamwork By Default

Zero-K team games go up to 16v16, which is absurdly large compared to most RTS. That these games work at all is surprising, as is the design behind supporting such large games.

Read it here: https://store.steampowered.com/news/app/334920/view/4518891123292895731
Posted by AUrankAdminGoogleFrog 50 days ago - comment

Cold Take #19 - Game Jams

The week's cold take is early, unusual, and short because Ludum Dare is this weekend. How does a game created in three days compare to fifteen years? Try some and see.

Read it here: https://store.steampowered.com/news/app/334920/view/4683271241468857961
Posted by AUrankAdminGoogleFrog 2 months ago - comment

Zero-K v1.12.9.0 - Maps and Mobile AA

The diversification of bombers over the past year has been great, but it also highlighted some problems with a few mobile anti-air units. This patch tries to carefully resolve these deficiencies, and to shift things slightly away from Phoenix and towards Magpie. The two bombers finally agree on rearm time.

This update coincides with an AI update and the addition of around two dozen new maps. Try them out, perhaps against the new AI, and give feedback on your favourites. If instead you prefer 1v1, check out Fight Club later today (Saturday) at 1900 UTC, and on every first and third Saturday for the rest of the year.

Balance


Gremlin creeps back towards its old low price.
  • Cost 130 -> 120

Tarantula contributes more to mixed anti-air defenses.
  • Damage 260 -> 270

Flail hits sooner.
  • Range 800 -> 820
  • Missile spends 16.7% less time flying straight up.

Magpie is a bit cheaper to support.
  • Rearm time 15s -> 13s

Phoenix takes noticeably longer to shoot twice.
  • Rearm time 10s -> 13s

Maps


These maps have been added.

Features


  • Updated the skirmish AI.
  • Experiment with new lighting on some energy structures.
  • Added focal depth hotkeys for the depth of field widget.
  • Added team selection to the cheat sheet (top left with cheats enabled).
  • The startbox editor can now apply box transforms and save them directly to files.

Fixes


  • The skirmish AI no longer crashes if it somehow gains and then loses a factory plate.
  • Minor fixes for French translations.
  • Fixed some tips for planet Blackmire.
  • Fix tiny movement stutter when line-moving over wreckage.
  • Fix a graphs bug that would sometimes overcount army losses.
  • Fix spec team change when selecting unseen enemies.
  • Fix a rare teleport bug
  • Fix (ie remove) fog effect on a few maps.
  • Fixed structures with move commands giving up on them before finishing their morph.
Posted by AUrankAdminGoogleFrog 2 months ago - comment

Cold Take #18 - Terrain Matters

Zero-K maps set surprisingly few hard restrictions on unit movement. Instead, they use nuanced terrain to influence the value, accessibility, and defensibly of each location.

Read it here: https://store.steampowered.com/news/app/334920/view/4577434114386644037
Posted by AUrankAdminGoogleFrog 3 months ago - comment

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