Zero-K - Made for players, by players

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 began its life about 15 years ago as a mod built by volunteers, and development has continued in much the same way, except now as a full game. Admittedly we have slowed down a bit in recent years, in part due to the greater focus on polish, but also because we've already combined the best bits of RTS into a cohesive whole. Including some things that seem like gimmicks elsewhere, but really just need several years of refinement to get right. Massive online battles and tight 1v1? Done. Campaign, AI, skirmish? Done. Spider-tanks, jumpjets, ships, planes and hovercraft? Done. Terraforming, cloaking, and 3D terrain that really matters? Done. Giant robots and superweapons? Done three times over. And there isn't much to do for the controls either, as we're so far ahead of everything else already. That's just what happens when people play for over a decade and improve what they notice needs improving. Not that there isn't more to do. We release 3-4 major updates a year and don't plan on stopping. Just this month we added two new bombers and tweaked some other aircraft that needed a bit of love. In the last few months we improved the controls for Lobsters and notifications for tacnukes, in [i]Don't Nuke Your Allies[/i]. As well as all the extra modding support of the past few years, so things can go full circle. So there is plenty to do, and we plan to do it for as long as we keep playing. [previewyoutube=pHQkctGTm_A;full][/previewyoutube]