Zero-K is a Real Time Strategy game set near the end of the universe. Manipulate the terrain, set things on fire, fight epic battles over land, air and sea. Conquer the galaxy, solo or co-op, in over 70 campaign missions. Hop online for tense 1v1 or massive battles with up to 32 players.
Recent Reviews:
Very Positive - 97% of the 35 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (778) - 90% of the 778 user reviews for this game are positive.
Release Date:
Apr 27, 2018
Developer:
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Recent updates View all (24)

November 3

Benchmarking Required


It is nearing time to update the engine that runs Zero-K (the Spring Engine), but first we need to pin down the performance issues that affected many users when such an update was last attempted. To facilitate this we have created an easy to use automatic benchmarker. It currently contains benchmarks for our most pressing issue, but more are likely to be added in the future.

If you are the kind of person who does not use their computer while sleeping then consider running a benchmark and submitting the results to help us out.
4 comments Read more

October 30

Zero-K v1.6.10.0 - Kodachi rework and miscellaneous buffs

It has been a few months, time for some balance changes. The largest change is a reworked Kodachi which is more focused on harassment and impinges less on the role of Blitz. Cyclops has been re-nerfed, and Emissary has had its stop-to-fire mechanic fixed and extended.

A miscellaneous assortment of lackluster units from other factories have received buffs, to compensate for all this attention on Tanks. On the more technical side of things, we have made changes to the handling of dropped players. As always, there are many minor bug fixes, and this time, two major ones relating to Puppy and Widow.

Balance
Kodachi:
  • Health 750 -> 860
  • Speed 3.65 -> 4
  • Turn rate 750 -> 880
  • Autoheal 15 -> 12
  • Reload time 6s -> 4.2s
  • Main gun damage 150 -> 70
  • Afterburn time 5s -> 2s
  • Ground fire DPS 25 -> 36
  • Ground fire Duration 13.3s -> 16s
  • Range 225 -> 175
  • AoE 192 -> 216
  • Weapon velocity 700 -> 800
  • Weapon gravity 1.5 -> 0.1
  • Turret yaw rate 500 -> 900 rad/s
  • Turret pitch rate 150 -> 400 rad/2
  • Added overkill prevention of 125 damage.
This is a significant rework, and makes Kodachi one of the fastest raiders. Its increased speed and health is offset by its lower range and significantly reduced damage against fast targets, which is about only 130 against a moving raider. It still one-shots metal extractors, but not Lotus. Kodachi should now be much worse against raiders, but much more able to pick its battles.

Cyclops:
  • Reverted to the slowbeam version
  • Main gun rotates at 2/3 speed
  • Slowbeam rotates at 1/2 speed
  • Weapon velocity 310 -> 270
  • Slowbeam damage 600 -> 1500
  • Slowbeam reload time 1s -> 2.5s
  • Speed 2.05 -> 1.9
The single-weapon Cyclops was insufficiently awesome. This is the previous Cyclops with a higher alpha slowbeam and worse movement and aiming speeds.

Lobster:
  • Cost 340 -> 320
  • Health 840 -> 1040
  • Range 660 -> 680
  • Flight time 4.5s -> 4s
  • Improved its ability to shoot up cliffs.
People are using Lobsters to attack from sea cliffs, but are they using Lobster enough?

Locust:
  • Speed 6.5 -> 6.9
  • DPS increased 9.8%
  • Fire arc 135 -> 160 degrees
Locust generally feels terrible to use, because it has very little DPS and most AA has a lot of range. The increased speed should make it better at raiding, but even with increased DPS a single Locust still loses to a Lotus.

Other changes:
  • Emissary is supposed to not be able to move while firing, this has been fixed. When moving shortly after firing it takes a 75% speed penalty until its gun is stowed.
  • Sling cost 130 -> 110.
  • Likho rearm time 30s -> 20s.
  • Crab armour bonus 66% -> 75%. This is consistent with all other armoured units.
  • Artemis Health 1570 -> 3200.
  • Dominatrix no longer loses speed while turning.
Apart from the Emissary nerf, these are buffs to units which have felt lackluster for a while.

Minor changes:
  • Claymore projectiles no longer overshoots. This affects two cases; force fire, and cases in which the target dies before impact.
  • Gauss now floats when resurrected in the sea.
  • Nuke silos now prepare themselves for launch whenever at least one missile is stockpiled. This makes for greater responses, and allows opponents to scout whether a nuke is stocked.

Chickens
  • Chickens now have sonar and can see underwater
  • Chickens no longer have speed penalties on sea
  • Melee chickens now move on the ocean floor.
  • Greater Spire is now even greater.
  • Added infinite mode as an Adv. Option. The queen never spawns and waves come forever.

Interface
  • Ripper, Ogre and Cyclops now ignore terrain when told to Force Fire the ground. This makes it easier to use their smoothing effects to level the ground.
  • Bound Missile Silo "Select Missiles" command to D.
  • Resign vote button is now only clickable by voting players.
  • Added an option to colour label text green in the chat console.
  • Recieving units from dropped or AFK allies is now opt-in. A window prompting players to take control of the units appears on the edge of the screen when required.
  • Put a bound on the size of the metal icons for ludicruisly high income metal spots.

Fixes
Improved win by default (due to disconnection) system.
  • Consider players with a ping > 10 seconds as disconnected.
  • Pause the game when the entire enemy team disconnects.
  • Quit to menu no longer resigns.
  • Ensure that the Wait-or-Win window stays in front of the rest of the UI.

Other fixes:
  • Fixed short ranged weapons being unable to hit a few structures from certain angles. The notable case is Widow vs. Anti-nuke.
  • Fixed an exploit with Puppy that let it fire multiple times.
  • Fixed collision detection, units that collide with wrecks or other units now do a proper amount of damage. However, collision velocities are a bit jankier.
  • Fixed a terraform crash in large games.
  • Fixed a Djinn crash.
  • Fixed some shader errors.
  • Fixed a case in which economy panel could misattribute wasted resources while spectating.
  • Fixed a bug with key modifiers and selecting units in the Strider Hub.
  • Fixed a rare error with manual fire weapons.
  • Fixed some wonky interactions with selection modifiers for spectators when selecting units from multiple teams.
  • Fixed disruptor bomb friendly fire when the thrower dies before impact.
  • Fixed a rare shield error.
  • Fixed Swift blocking plane factories.
  • Fixed Mearth.
  • Fixed a legacy AI issue.
2 comments Read more

About This Game


Commander wanted! Construct giant robots, build an army of a thousand Fleas. Move mountains if needed. Bury the enemy at all cost!
  • Traditional real time strategy with physically simulated units and projectiles.
  • 100+ varied units with abilities including terrain manipulation, cloaking and jumpjets.
  • 70+ mission galaxy-spanning campaign to be enjoyed solo or co-op with friends.
  • Challenging, (non-cheating) skirmish AI and survival mode.
  • Multiplayer 1v1 - 16v16, FFA, coop. ladders, replays, spectators and tournaments.
  • PlanetWars - A multiplayer online campaign planned to start in May.
  • Really free, no paid advantages, 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.
  • Construction priorities let your builders work more efficiently.
  • Don't want to be tied down managing every unit movement? Order units to smartly kite, strafe or zig zag bullets.

Plenty of Stuff to Explore (and Explode)


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!

System Requirements

    Minimum:
    • OS: Windows 7, 8, or 10
    • Processor: 2.0 GHz dual core CPU with SSE (Intel Core 2 Duo or equivalent)
    • Memory: 4 GB RAM
    • Graphics: 512 MB graphics card with OpenGL 3 support (GeForce 8800 or equivalent); integrated cards may not work
    • Storage: 6 GB available space
    Recommended:
    • OS: Windows 7, 8, or 10
    • Processor: 3.0 GHz quad core CPU (Intel Core i5 or equivalent)
    • Memory: 8 GB RAM
    • Graphics: 2048 MB graphics card with OpenGL 3 support (high GT 500 series or equivalent)
    • Network: Broadband Internet connection
    • Storage: 8 GB available space

What Curators Say

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