Zero-K

With 100+ truly unique units, Zero-K is an RTS of freedom and creativity, tempered by a decade of refinement. Sculpt land into a castle and throw invaders off it with a Jugglenaut. Explore a massive campaign, solo or co-op. Hop online for epic 32 player battles or fast paced 1v1, on 100s of maps.

Zero-K is a strategy, free to play and rts game developed and published by Zero-K Team.
Released on April 27th 2018 is available in English on Windows and Linux.

It has received 3,733 reviews of which 3,495 were positive and 238 were negative resulting in an impressive rating of 9 out of 10. 😍

The game is free to play on Steam.


The Steam community has classified Zero-K into these genres:

Media & Screenshots

Get an in-depth look at Zero-K through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • 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
Linux
  • 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
  • Graphics: 512 MB graphics card with OpenGL 3 support (GeForce 8800 or equivalent)
  • Storage: 6 GB available space
  • Additional Notes: 64bit only, Big Picture mode is not supported

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2022
I've gotten over 500 hours so maybe its review time. An excellent game in the Total Annihilation and Supreme Commander style. Entirely open source code written by volunteers, in family with Beyond All Reason. While it inherits a lot from this gene pool, it provides a very good re-imagination of several core concepts. I was a skeptic when I first came over Zero-K on Steam, and my first game was just weird feeling. Its a bit more zoomed-in and less-serious feeling, but delivers (in particular) really interesting large multiplayer battles. Now when I try one of the more classic games mentioned above, I miss the options Zero-K gives. It can take a while to understand the different factories and units within; not all factories have the answer to all problems, and not all units fit into some nice category. Map control is a big deal. Terraform and shields allow the construction of pretty impressive forts, while cloak fields keep the enemy guessing. Water units could be better, one of the superunits ought to be changed (I think). Overall though, excellent game.
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March 2021
Zero-K ("ZK") is an open-source real time strategy game based on the Spring engine. That engine has been around for over 15 years and it shows: While the graphics may not be state of the art any more, the other technical aspects of the game are very mature. Spring based games tend(ed) to be oriented at the 1990s classic "Total Annihilation" ("TA") but ZK has come a long way: The devs have streamlined the mod so that every unit and building has its own role and mechanics: There are units that cloak, stun, disarm, jump, incinerate, push or pull, climb walls... and lots more. Units are organised into different factories, each of which represents a certain theme or gameplay focus: Rovers are quick in flat terrain but fragile, tanks are the robust but more expensive option for the plains, there are aircraft to bomb high value targets and shield the team from air attacks and there is a gunship factory for providing close air support to ground units. There are bots with cloaked snipers and stealthy melee assassins, heavier shield bots, amphibious bots, jumping bots for taking strategic hills and closing in quickly to the enemy and there are spiders for mountain warfare. Also hovercraft and ships have their own factory. Sounds a lot? Yet, the game is relatively easy to learn (but hard to master) as every factory has only the units required for the classic roles on the battlefield (raider, skirmisher, riots, artillery, assault) and a few specialists for the factory-specific gameplay. Most factories can do most things in principle but every on is best suited for a specific purpose. As in original TA there are the two resources metal and energy where metal is extracted from spots on the map that thus mark strategic important positions and energy is created by specific buildings. Unlike original TA there are no buildings to generate metal from energy but instead excess energy is used to "overdrive" metal extractors with decreasing returns. Thus one cannot simply sit back in one's own base and build defense. A good economy requires to conquer the metal spots on the map! Every player starts with a single (unique) commander as the first construction unit and can instantly build a free factory of her choice. There are no technology levels as in original TA or other games. Instead "higher tier" units and buildings simply cost more. This design choice makes the game very fast and dynamic to play and allows for a vast magnitude of strategies as players can cooperate to rush more expensive units and (hopefully) gain a surprise advantage by those unit's special capabilities. In addition to the standard factories there is also a strider-hub for very expensive super units and there are game-ending super-weapons to break ties. The game features ranked competitive matchmaking in 1v1 or small teams (but currently only 1v1 has a decent player base). There are also casual games, typically played in larger teams up to 16v16, FFA games, coop games vs AI or special aliens ("chickens"). The AI can be surprisingly strong and give this game a viable singleplayer option. A specialty are widgets written in LUA which can automate a lot of the tedious click-work found in other rts games. Many widgets come with the base game and others can be downloaded for free. For example there are skirmish AIs which let artillery retreat from raiders and push when they are free to advance. Writing ones own widgets is not considered cheating and there is a variety of community-made "helper scripts" available. (Note that it is usually expected to publish the self-written widgets for everyone.) With the default skirmish AIs and other widgets, players can focus on strategic thinking and tactical nuances and need not indulge in rapid clicking only to manage default tasks as is often the case in other RTS games such as Starcraft. I have been playing Spring based games since 2006 and ZK since 2011 (with a long pause), before it came to Steam. A decade of continuous development has resulted in a very polished game which is surprisingly well-balanced given its complexity and unique innovative features. Certainly a must-try for RTS-lovers.
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Oct. 2020
Fun with some light strategy.
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Sept. 2018
this is like TA and thats is a GOOD thing!! very good game and people who not a tech/number person will just not understand just how good, im in love just love them numbers!!
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates

Steam data 22 November 2024 15:11
SteamSpy data 19 December 2024 16:39
Steam price 22 November 2024 15:11
Steam reviews 23 December 2024 09:59
Zero-K
9
3,495
238
Online players
107
Developer
Zero-K Team
Publisher
Zero-K Team
Release 27 Apr 2018
Platforms