This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Apr 9, 2014 @ 2:30am
May 14, 2014 @ 1:56pm
Recent Announcements View All (4)
Development Update - October 2016
  • The addition of projectile glow with deferred rendering.
  • Remodels for some of our more dated units.
  • A unique constructor for the gunship factory.
  • Improved start positions - not just rectangles.
  • Improved interface for terraforming.
  • Dynamic commander upgrading.
as well as the usual bugfixing, balancing and miscellaneous improvements. Most of the changes are over three months old because, frankly, developing the game itself is the most fun. Our focus on other parts of Zero-K is partially because they were lagging behind but also so we can get the relatively boring bits out of the way. We seem to be on track to do just that.

2v2 Tournament Casts
Release date: 2010
Zero-K is a free, multiplatform, open-source RTS game where opposing Commanders wage war with increasingly large robotic armies. With design and balance refined over many years of development Zero-K offers many interesting strategies and ways to play.
  • Start with a single commander, build large armies and test your strategies.
  • Enjoy endless variety of tactics and strategies with over 100 units and 3000 hand-crafted maps.
  • Let the powerful interface and unit intelligence help you control large armies while leaving room for smart micromanagement.
  • Change the shape of the battlefield with deformable terrain and terraforming.
  • Join our community of smart, friendly players with ladders, campaigns and tournaments.

Zero-K boasts over 100 diverse units including Vehicles, Tanks, Hovercraft, Planes, Gunships, Ships, Spiders and giant Striders. The amount of unit diversity really is extreme; from the well armored Jack beating your units to death with a spear to glass cannon saturation artillery. Add this to special abilities such as cloaking, terraforming, jetpacks and EMP warfare and there is plenty of room for innovative strategies.

We are dead set against tedious micromanagement. A lot of work has been dedicated to make implementing a plan about as complicated as the plan itself. Other games may limit your ability to implement simple plans such as "move to stand in an arc" or "engage the enemy and stay at your maximum range" but Zero-K has smarter units than that. That is not to say that Zero-K plays itself, far from it, you just won't have to click frantically to make your armies understand simple concepts. Fight your opponent, not the interface!

Units are balanced intuitively using physics. Your robots are armed with many weapon types; Lasers, Missiles, Lightning, Plasma to name a few. These weapons have different characteristics, some are slow and inaccurate while others travel as fast as light. These physical characteristics are used to give units a readily understandable role, for example the small speedy Glaive excels at dodging slow missiles. There are no armor tables to memorize here.

This game has been designed with 1v1, Teamgames and Free For All in mind as well as skirmish AI and cooperative Chicken Defense (alien invasion). So whether you are looking for intense competitive play or more laid back epic battles there is something for you. For competitive players Zero-K offers 15-20 minute long intense battles with very little messing about at the start. Other players may prefer a small tactical teamgame or a larger slugfest where economies can ramp up to produce battles of epic scale. Free for all gameplay actually works quite well with many ridiculously expensive superweapons to create tension and break stalemates. Development of a singleplayer campaign is underway and there are currently some stand alone missions to play.

Some superbly cast 1v1 games can be seen here:
Popular Discussions View All (4)
Jun 26, 2014 @ 6:45am
Improve Linux Support
Aug 12, 2014 @ 6:49pm
Casts and Stream
Jun 4, 2014 @ 5:21am
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stonecarver Oct 18 @ 5:29am 
GoogleFrog  [author] Oct 18 @ 4:39am 
There is some news, I'll make a news post instead of posting it all here.
stonecarver Oct 9 @ 5:08am 
Any news? Sep 29 @ 3:19am 
Great game!
DeinFreund Aug 22 @ 3:06am 
Don't bump here, bump on
Anzorik Jul 26 @ 1:01am 
Wije Feb 17 @ 6:43am 
wow i like that
GoogleFrog  [author] Feb 17 @ 1:07am 
We still plan to release on Steam. The main blocker is the infrastructure and pregame lobby. We want to release something at least with decent and easy to find local singleplayer. The content for this is fairly advanced, we have some pretty good skirmish AIs and quite a few missions have been produced. The main issue there is with the interface to reach all these things.

Infrastructure is another place that needs work. We want to be able to handle a lot more people playing multiplayer. This involdes technical and design aspects. We want to make sure the servers can handle it and also to make the design of the system such that people can find games. Matchmaking is one approach.
Orfelius Feb 15 @ 6:04am 
Game is definetely not "Steam ready" yet mostly because its infrastructure is simply not finished. There is no matchmaking, game lobby is bad, its hard to change options. It just isn't ready to be introduced to the wider audience.
It is definetely pretty awesome though.