
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? Join PlanetWars, a competitive online campaign with web-game strategic elements, diplomacy and backstabbing (currently on hiatus pending an overhaul).
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!
Bandit no longer exemplifies Quant's Rule with a potentially 1v1-breaking speed buff. Luckily there are still raiders with 90 speed (Duck and Pyro). Other Shieldbots have a few buffs, as well as several Spiders, with the Spider buffs being more for fun than necessity. On the other end of the game scale, space Jacks have a few mechanical nerfs and UI tweaks that should make it easier to spot and counter.
Balance is barely half this patch. A large engine update went live a few weeks ago, which seems stable by this point, and this patch includes some remaining fixes. The default music has also been changed to a track list created by the player Superintendent (look ingame under Settings/Audio). Several other community members also contributed features and fixes over the past few month, there are so many that the features overflowed into three headings.
Balance
Bandit regains most of the speed it lost in 2012.
- Speed 90 -> 93
- Reworked walk animation.
- Cost 130 -> 125
- Projectile speed 185 -> 190
- Cost 340 -> 330
- Speed 42 -> 43.5
- Cost 150 -> 145
- Health 650 -> 680
- Turn rate increased by 7.1%
- Health 4200 -> 4800
- Torpedo reload time 2s -> 2.6s
- Torpedo AoE 48 -> 32
- Range 290 -> 285
- Damage 260 -> 250
- Cost 500 -> 400
- Health 4000 -> 4500
- Raven is a bit stricter about avoiding overkill.
- Seawolf now thinks it deals 260 damage, rather than 210.
Paladin and Detriment also aim slower when slowed. This should be the case for all units, but is labourious to implement.
Space Jacks
Jack launching received a few tweaks in addition to the Singularity Reactor buff.
- Very high units draw a vertical line and icon down on the ground, making them easier to spot.
- Units that land beyond the map edge now snap to the nearest structure-free location along the edge, rather than behind a structure (which makes them hard to access and kill).

Selection Panel
The selection panel gained a few features, so it is time for a refresher:
- Left click (LMB) a portrait to select the corresponding unit.
- Right click (RMB) a portrait to remove it from the selection.
- Shift LMB/RMB selects or deselects a unit type.
- Alt LMB/RMB selects or deselects half of the units of this type.
- Holding Ctrl defers all selection changes until Ctrl is released. This is a weird one, but it allows you to hold Ctrl, click a few units, then release Ctrl to end up with those units selected.
- Shift+Alt LMB/RMB selects or deselects units that are at least as healthy as the unit (by percent).
- Units are sorted by health, within unit type, when the selection changes.
- Fixed a bug with Ctrl not working properly on grouped selections.

Settings Features
These features can be changed in the ingame menu with Simple Settings unticked.
- Changed the default music to the Superintendent track lists, which were created by a community member for Zero-K. The license is the same as the Denny Schneidemesser tracks, but won't cause Youtube issues. Existing players can switch track lists via Settings/Audio.
- Sonar units now draw their sonar range in the water when selected. Configure via Settings/Interface/Map/Sonar.
- Shift and Space can now be set to flatten selection rank (Kingstad wanted this). Configure ingame via Settings/Interface/Selection/Filtering.
- Added options to change nuke warning position and size. Configure via Settings/HUD Panels/Nuke Warning.
- Health bar progress can be inverted per bar type (thanks amnykon). Configure via Settings/Interface/Healthbars/Invert.
Other Features
- Captured units satisfy "Have" bonus objectives in the campaign.
- Slings now contribute to total burst damage on the UI.
- Unit help (space+click) now shows Tech-K adjusted stats for the level of unit clicked on (thanks cktang88).
- Innate player income now obeys battle option multipliers.
- Added pathfinder selection to battle options. It defaults to random.
- Automatic handicap mode is now more visible in battle options.
- Touched up some errors in Lance texture (thanks garfild888).
- Improved Moderator walk animation (thanks garfild888).
- Added extra random numbers to capture rays.
- Improved Bandit walk animation.
- Thug, Convict, Dirtbag, Paladin, and Detriment animate slower when slowed. This happens for many units, but not all. Finishing off the remaining units would be a good task for a new contributor.
- Added dev tools (Settings/Toolbox/Dev Commands) to spawn a test unit, set the game to max speed, and to spawn all units in order.
Fixes
- Fixed penetrating commander projectiles (ie flamethrower) not taking damage modules into account for damage vs. shields (thanks Shaman).
- Fixed a rare selection widget crash (thanks amynkon).
- Fixed switching team colour options with smooth icon zoom enabled (thanks Azim-Palmer).
- Fixed some latency-dependant issues with the Newton Firezone autojump widget.
- Improve performance of strike/guardian weapons (thanks Porkch0p).
- Fixed beam-style nano lasers sometimes disappearing.
- Patched errors related to trying to find the cost of unseen enemy commanders.
- Fixed the reset settings button for colour picking settings (such as radar colour).
- Fixed "gunshipkrow script error" caused by vectors of near-zero length (look at what they need to mimic a fraction [strike]of our power[/strike]).
Minimum Setup
- OS: Ubuntu 13.04 or equivalent
- Processor: 2.0 GHz dual core CPU with SSE (Intel Core 2 Duo or equivalent)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512 MB graphics card with OpenGL 3 support (GeForce 8800 or equivalent)
- Storage: 6 GB available spaceAdditional Notes: 64bit only. Big Picture mode is not supported
Recommended Setup
- OS: Ubuntu 17.10 or equivalent
- 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 spaceAdditional Notes: 64bit only. Big Picture mode is not supported
[ 6537 ]
[ 2302 ]
[ 4866 ]