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 (23) - 86% of the 23 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (930) - 90% of the 930 user reviews for this game are positive.
Release Date:
Apr 27, 2018

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Recent updates View all (38)

March 20


This version addresses a few problematic units, has further refinements to the commander income change, and includes engine-related fixes. Flea is more expensive, Shieldbots have been buffed, and players now have innate base income. Keeping up to date with the latest engine version has allowed us to coordinate and incorporate some performance improvements.

Each player now generates some base income that is not tied to any unit or structure. This makes commander sniping a little less lucrative and ensures players can always rebuild from one constructor in a FFA.
  • Each team receives +2 base metal and energy income per player (technically, per spawned commander).
  • This base income is split evenly between the active, non-resigned, players on the team.
  • Commander income reduced +6/+8 -> +4/+6.
  • Factories and Strider Hub no longer produce +0.5/+0.5.

Flea has good interactions but is a bit too cheap for its overall power. Instead of trying to make it individually weaker, we simply reduced the number of Fleas that players can field.
  • Cost 20 -> 25

Redback is a bit bad for a riot, and should also see more use with the weaker Flea.
  • Cost 250 -> 240

Bandit has trouble raiding due to its low speed, however, it has too much range for a speed buff to be feasible. Instead, we buffed Bandit within the Shieldbot theme by increasing its survivability.
  • Health 250 -> 265

Outlaw was more powerful years ago, but was nerfed down to the level of other riots. Many other riots were subsequently buffed, but Outlaw missed out and is now considered to be a relatively poor riot.
  • Damage 20 -> 35
  • Slow Damage 75 -> 105 (multiplier 3.75 -> 3)
  • Buffed explosion speed by 9% because it seems to match the graphics better.

Felon aim delay has been removed, although it appeared to be non-functional previously.

Racketeer now has improved targeting AI. It is now able to keep high cost units permanently stunned against mixed armies.

Mace is a little too good at catching skirmishers and is by no means a weak riot.
  • Range 350 -> 345

Duck gained an arc in the previous release, but also gained the ability to miss raiders in some situations. This has been fixed.
  • Halved arc angle.
  • Increased missile turn rate by 12.5%.

Ronin now moves a little faster while reloading.
  • Reload movement speed modified 75% -> 80%.

Zenith now has few, more powerful, meteors to help with performance.
  • Damage 1000 -> 2000
  • Meteor rate 0.7s -> 1.2s
  • Maximum capacity 500 -> 300

The Commander Disintegrator damage has been increased by 42% to match the Ultimatum buff from the previous release. Previously the Commander Disintegrator dealt more damage than Ultimatium.

The terrain smoothing fall-off exponent of weapons such as Quake and Tremor has been reduced from 2 to 1.5. The effect is that weapons with a smoothing effect now create smoothed areas with gentler slopes around the edges.

  • Added a depth of field shader.
  • Added/improved start boxes for Anteer Strait and Server.
  • Added reload time to Dominatrix ingame stats window.

  • Fixed a recently introduced engine bug in which constructors would sometimes walk around their construction order without starting construction.
  • Fixed a bug in which constructors building spaced lines of buildings could become stuck deciding how to move out of the way of their own construction.
  • Fixed a texture crash on old hardware.
  • Fixed some crashes on launching Speed Metal map variants.
  • Fixed an method of circumventing bonus objective unit losses in the campaign missions via reclaim.
  • Fixed a shield merge crash related to using a non-default shield link setting.
  • Fixed a transport error related to picking up floating amphibious units.
  • Fixed AI memory usage, which should fix a few crashes.
  • Potentially improved performance in various ways, introduced bugs.
2 comments Read more

March 17

1v1 Tournament March 30th 2019

There will be a 1v1 tournament at 19:00 UTC in two weeks, Saturday 30th March. The format is round robin or Swiss followed by tiebreaks or finals.

Sign up by posting in this thread:
0 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

    • 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
    • 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

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