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 #31 - Terraforming

The ability to reshape the map allows for an astounding amount of strategic creativity. But such power makes for risky design and it has taken years to get right.
Read it here: https://store.steampowered.com/news/app/334920/view/507337659552629023
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/507337659552629023




Cold Take #30 - Base Building Blocks

Bases serve the dual purpose of projecting strength and creating points of weakness, modifying how the map plays from battle to battle. Also, why do so many game use build grids?
Read it here: https://store.steampowered.com/news/app/334920/view/507335756658771149
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/507335756658771149




Cold Take #29 - Aircraft, Ammo, and AA

Planes and Gunships play a large role in Zero-K which took years to get right. A lot is needed to reign in their gamebreaking speed and they are still only safe in a support role.
Read it here: https://store.steampowered.com/news/app/334920/view/833845096900198411
Posted by Read it here: https://store.steampowered.com/news/app/334920/view/833845096900198411




Zero-K v1.13.6.2 - Hotfixes and Tech-K AI
This is a hotfix for a new desync bug and an issue with commander range modules. Other fixes that we were working on made it in too, as well as a form of AI integration for Tech-K.
Posted by Features
- AIs now have their structures upgraded automatically in Tech-K, so any AI can use it. This cheats a little, since structures are upgraded instantly, but the upgrades are paid for by skimming the top off their metal income. The proportion that goes to tech depends on scouted enemy tech levels. This behaviour can be disabled in battle options.
- Commanders can now be tech-upgraded in Tech-K via the Strider Hub upgrade command.
- Resurrection in Tech-K now creates level 1 units, to match the size of individual wrecks.
- Added more Tech-K prefixes. These ones might even last beyond the point that the game crashes.
- Added High Trajectory default to the ingame Unit Behaviour menu, for the units that can toggle it.
Fixes
- Worked around a new desync bug that was likely due to the recent engine update. Behind the scenes we switched the default pathfinder to QTPFS and (temporarily) stopped using Lua path requests. This mainly affected battles with zombies or legacy AI, but could show up in other modes.
- Fixed status effect damage removing commander range upgrades, as well as a few related minor issues. For example, Duck would have a momentary leash range glitch upon taking slow damage, due to differing torpedo and missile ranges.
- Fixed a few Tech-K range-related issues for units with context dependant range (eg Duck and Claymore).
- Fixed Tech-K gauss damage failing to scale.
- Drones are also invisible to radar when under construction.
- Units are no longer pushed sideways by the next nanoframe when they leave a factory.
- Blastwings now leave the factory by flying up, rather than down.
- Fixed missing cloak information in the unit information menu (Space+Click).
- Fixed a rare vertical line indicator error.
- Fixed "(default)" being written next to the wrong music album.




