Released
Apr 27, 2018
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20 posts
  1. Developer post

    Cold Take #46 - Giving and Taking Feedback

    A lot of the polish in Zero-K is driven by player feedback. A single complaint can be enough to spark a re-investigation of some part of the game to check for improvements. Case in point, the recently upgraded build icons are a result of someone complaining that the icons were to

  2. Developer post

    Cold Take #45 - Automatic Dodging

    Simulated projectile physics is a core part of Zero-K, both for the aesthetics and as a balance tool. Rather than using armour classes, light units are nimble enough to dodge most of the projectiles meant for heavier targets. We also want to create powerful controls, so players c

  3. Developer post

    Zero-K v1.14.8.0 - Unit Icons and Magpie Nerf

    This update improves the command menu by adding larger build icons with a higher resolution. The bottom of the UI also has a scale setting as we move towards better support for increasingly large screens. There are also a few fixes and a setting that automatically disables cables

  4. Developer post

    Cold Take #44 - Choice vs. Automation

    Automation means making tasks complete themselves without player intervention. The concept has a bit of baggage, at least in RTS, as people worry it means that a game will play itself. Some spin-off genres have found success in automating away large parts of RTS, such as DotA and

  5. Developer post

    Zero-K v1.14.7.0 - Guard and Pulsing Balls

    This update polishes a few mechanics and includes quite a few fixes. Singularity Reactors get their wobbly balls back and the guard command should be much more useful. Disarm no longer hard-disables jumpers while winding up and some pathfinding problems with cheap nanoframe spam

  6. Developer post

    Cold Take #43 - Levels of Customisation

    Zero-K is extremely customisable, which is great but risks making the game unapproachable. The problem with customisation is that it asks players to optimise their own experience without necessarily giving them the background required to make an informed choice. In general, an op

  7. Developer post

    Zero-K v1.14.6.0 - By Popular Demand

    Space clicking wrecks and build options is back by popular demand ( and ). Thanks to everyone who opened tickets to remind us that this probably should have been a hotfix earlier. Fixes Fixed space+click context menu crash when activated on a non-unit. Fixed map download for Plan

  8. Developer post

    Cold Take #42 - Reclaimable Wrecks

    The basic reclaim mechanic is as follows: units leave wrecks when they die, and these wrecks can be harvested by constructors for extra metal . This sounds like a simple enough mechanic, but the more I think about it, the more I feel like Zero-K would not work without it. Reclaim

  9. Developer post

    Zero-K v1.14.5.4 - Wire and Egg Fixes

    This is a small fix update which also has some commander tweaks. The big wire change is that the settings are now local, which means people with the graphics bugs on Linux can disable them until we figure out the problem. Fixed cable settings being global, i.e., the last player w

  10. Developer post

    Zero-K v1.14.5.3 - Eggs and Wires

    This update adds wires between structures to visually connect energy grids. This makes grids easier to use and more satisfying to build. We have also added commander eggs, which let players rebuild lost commanders. The egg can also be transported and thrown, to take advantage of

  11. Developer post

    Cold Take #41 - Deathballs and Auras

    The term "deathball" comes up whenever players complain that roaming around the map with a single army is too powerful. The complaint conflates whether deathballs are unfun to use, or just unfun to fight, but it is worth keeping both possibilities in mind. Most RTS designs addres

  12. Developer post

    Zero-K v1.14.5.0 - Planetwars Playtest Command Tweaks

    Planetwars is live right now. The second open playtest is in full swing, with 240 invasions launched in the past 26 hours. We designed the round to last the weekend, although it is hard to dial in, although we are considering pausing it during the week. This forum post summarises

  13. Developer post

    Planetwars Lobby Update

    This is a small lobby update to prepare for the next Planetwars test round. The round is starting in a little over 45 hours from this post (2026/05/01 at 12:00 PM UTC). More information on the changes is to come shortly. Factions can now be joined via the in-lobby faction selecti

  14. Developer post

    Cold Take #40 - The Retreat Range Bonus

    Cold Takes usually cover a concept used in the design of Zero-K, but this one is about a term invented by players to describe an issue with the game. This issue involved the "retreat range bonus", but the term was initially perplexing because it describes something that is both e

  15. Developer post

    Zero-K v1.14.4.0 - New Music and Brawny Dante

    This release includes an amazing new soundtrack by Vladislav Lapochkin (D.700). It is the new default, and all previous soundtracks can still be selected ingame under Settings/Audio. Big thanks to everyone who contributes music, eventually we will have enough to give each factory

  16. Developer post

    Cold Take #39 - Special Abilities

    A conflict has been brewing over the course of this series. Half the cold takes, those on general design principles, often imply that Zero-K avoids special abilities, while the other half shatter this impression by being about specific special abilities. In this post we will try

  17. Developer post

    Cold Take #38 - Avoid State Toggles

    Almost everything players do in RTS is done by issuing direct commands or by toggling states. Direct commands give units a temporary goal, and include classics such as "move to this location" or "shoot at this enemy until it dies". State toggles make more permanent changes to how

  18. Developer post

    Cold Take #37 - Scouting Trouble

    Most strategy games have tools for spying on the enemy, often at the cost of resources. This is known as scouting, and it is a tricky thing to design since its balance depends on the usefulness of information. Scouting is a waste of resources if you know the enemy's plans, or if

  19. Developer post

    Zero-K v1.14.2.0 - Lobster, Magpie, Venom, and Engine

    This release is mainly about tweaking a few overused units. Venom is slightly worse at stunning to counteract the overstun change, and other Spiders were buffed to compensate. Lobster now gives the enemy a little more time to react and Magpie should be easier to scare away. Terra

  20. Developer post

    Cold Take #36 - Bounding the Strategic Triangle

    Strategic freedom is a fragile thing, yet the feeling of devising your own plans is something that many games try to instil. The issue is that, as players explore and refine their strategies, the space of viable strategies can narrow down to a few options. This is usually seen as