
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!
This is a guest post by Aquanim, who led the 2016 sea rework.\n\nOver two thirds of our own planet is covered by oceans. Therefore, strategy games which are played on planetary landscapes have some reason to consider how to handle bodies of water. The simplest approach is to treat water bodies as an impassable barrier to land units and leave it at that. In games where units can interact with water, often this is reserved for a special class of ship-type units, but beyond this distinction water is just another terrain type.\n\nThe physics-driven mechanics of Zero-K require us to give some deeper thought to how units ought to behave on and around water. This goes all the way down to fundamentals like where is the water, where can units go, when can units see each other, and how do units fight each other. We can dispose of the first point quickly: the sea level is defined by the engine to be altitude zero, so unfortunately we cant have fancy waterfalls or scenic mountain lakes.\n\n
\n\nOn land, all units (which are not flying, jumping or thrown) are standing on the ground. That ground might be flat, precipitous or anything in between. In water, on the other hand, there are four places a unit might plausibly be:
- \n
- Hovering above the water surface\n
- On the water surface\n
- Floating beneath the surface\n
- On the seafloor\n
\n\nVerisimilitude demands that units under the water are more difficult to see than those on the surface. However, just like the ordinary fog-of-war mechanics deviate from `realistic line-of-sight for the purposes of gameplay, we simplify seeing underwater to a single mechanic, sonar. An enemy underwater unit is visible to us if and only if it is within the sonar radius of a friendly unit. To make things even simpler, in modern Zero-K all sea units have sonar radius equal to their vision radius, while most other units do not (notably the Owl scout plane has limited sonar capability). \n\nUnderwater units are still stealthier than surface units, since they dont show up on long-range radar and cannot be detected by non-combat buildings like metal extractors. They are not as hidden as cloaked units, which seems reasonable since cloaked units are less common and normally pay a cost in terms of energy or immobility. As previously mentioned, units underwater cannot be cloaked, since the decloak radius mechanic would not play nicely with variable water depths.\n\nBesides the gameplay mechanics associated with vision, sea maps also pose a visual clarity problem to the player. Between the tint of the sea, surface ripples and reflections, units operating at several different depths, and typically less informative terrain textures, it is often more difficult to tell exactly what is going on underwater. This is part of the reason why underwater combat in Zero-K has few weapon types, and those that exist do not strongly reward quick reactions and micromanagement.\n\n
\n\nA second constraint on the weapons which are usable by and against underwater units is that the game mechanics must remain reasonable for a fairly wide range of water depths. Imagine, for example, a surface unit with an unguided torpedo with similar mechanics to the Ronins missile, firing at a group of Ducks on the sea floor. In shallow water the path of the torpedo traces a straight line lengthways through the Ducks, and is likely to hit one. In deep water the torpedo will instead have only a brief window where it is at an appropriate depth to hit the Ducks before it impacts the ground. This all sounds rather messy, so we have given all underwater-capable weapons tracking or other projectile properties which avoid this discrepancy.\n\nFrom the perspective of balance rather than design, there is yet another constraint on underwater-capable weapons: if the longest-range conventional underwater-targeting weapon is itself attached to an underwater unit, then there is a lot of danger that these units will become dominant in the sea meta, since if they can be protected against swarms there is little else which can outscale them. Addressing this by expanding the surface-vs-underwater game with a wide range of units and capabilities is a superficially interesting idea, but has two big drawbacks. First, as we have already discussed, the potential variety in sensible underwater-capable weapons is rather limited. Second, while surface units can directly interact with land units and vice versa in interesting ways, it seems much more difficult to have land units and underwater units interact well. \n\nTherefore, in Zero-K we have gone in the direction of reducing underwater interactions to the minimum feasible set - of the units below strider class, only the light submarine and a few Amphbots can fight underwater, and all of their weapons have short ranges. The old Serpent long-range sniper submarine is one of the very few units to have been outright removed from Zero-K in the last decade (well get to the second one later), and Scallops skirmisher-range torpedoes were reduced to riot range (though this was by no means the end of Scallops career as a game-warping balance headache)\n\nSince very few land-based assets can interact with submerged units, it would be quite unfair for underwater units to engage land units freely without fear of retaliation. Therefore, the only unit with a weapon designed for underwater-to-land combat is the Scylla tactical missile submarine, which pays a metal cost for each missile and hence does not engage freely.\n\n
\n\nWe conclude with a lightning round covering other interesting aspects of Zero-Ks sea design.\n\nEconomy: The core principles of Zero-Ks economy remain the same on water maps, but there are some differences which alter the typical play patterns (adding some desirable variety). Arguably the most important is an indirect consequence of where units can move. The wrecks of destroyed units fall to the seafloor, where they are much less prone to being trampled or reduced by stray weapon fire. Therefore, metal reclaim is often a major factor in prolonged sea battles. Since wind generators perform poorly at sea level they are replaced with tidal generators, which combine the efficiency of wind generators with the reliability and robustness of solar collectors. Singularity Reactors cannot be built underwater, though one can terraform a land platform on which to place them. This is motivated by similar reasons as the decision to prevent cloaking of structures in general, and gives Fusion Reactors a point of difference.\n\nFactory balance: Across the land-based factories there is a (tenuous) principle that each factory should be similarly powerful and competitive with each other in a 1v1 on a suitable map. We dont hold to the same rule in sea battles for two reasons. First, it would be boring to do the same thing twice. Second, since they are unable to travel on land, Ships have less freedom of movement than the hybrid Hover and Amph factories, which makes a difference even on maps which only have small islands. Therefore, our (tenuous) goal is for the Ship units to be a bit overtuned, but the Hover, Amphbot and air factories should still provide useful tools.\n\nLandships: Okay, I lied. Ships can go on land sort of. Lobsters, air transports, or terraforming can put a ship on land, and while the ship cant move around without assistance it can still fight. The Envoy and Shogun artillery ships make the best use of this, since their long range mitigates mobility problems and their ballistic weapons benefit from higher elevation.\n\nTransports: Unlike almost every other game with a dedicated class of ship units, Zero-K does not have a conventional transport for land units across bodies of water. The Surfboard used to fill this role, but it did not have much purpose when compared with the Djinn teleporter and Charon air transport, and was eventually consigned to the ship graveyard alongside the Serpent.\n\nSpicy water: Some maps replace water with acid, lava, or void. On these maps Zero-K behaves much more like the water is an impassable barrier games we mentioned at the start, although some acid is weak enough that units can survive in it for a while. These maps are not affected by most of the issues described in this post, but they do offer some novel tactical opportunities of their own\n\nCome back in a few weeks for Cold Take #35, in which we will stop building a navy.\n\nIndex of Cold Takes \nMinimum 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
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