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Free and open source RTS 'Zero-K' releases on Steam on April 27th

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Free and open source RTS 'Zero-K' is going to release on Steam on April 27th, along with a single-player campaign and multiplayer.

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Features:

  • 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.

It's actually built on the Spring RTS Engine, something that's been in development for years. As a huge fan of traditional RTS games, this has me quite excited to see it "finished". Should be good fun to play some games with the community, possibly something we will livestream. Hopefully plenty of you are interested to join me on that!

Sadly, it seems they removed the direct downloads from their site, at least I couldn't find the downloads any more so everyone will need to use Steam now. There's also itch.io, but I'm not sure how up to date those builds are.

Thanks for the tip, Toric!

Article taken from GamingOnLinux.com.
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16 comments
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stretch611 12 April 2018 at 3:01 pm UTC
That looks pretty cool...

And Free too... WOW, I'm impressed.
Rolz73 12 April 2018 at 3:07 pm UTC
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I don't know if it was mentioned, but this looks like the src:
https://github.com/ZeroK-RTS/Zero-K
ElectricPrism 12 April 2018 at 3:37 pm UTC
The graphics have a old schol charm and the 3d models remind me of G-NOME by 7th Level.

I have the feeling this is going to be amazing. It might even have some of the "it's so bad it's so good" like a good B-Movie where you enjoy it but lol a little.

I am hopeful that the balance has some really OP choices and that everything isn't muttled down to the point that 1000 $1 units are better than $2000 of combo units.

I actually would be happy if there was a limit on the # of units -- say 30 or 40 just like chess or rock paper scissors.
MayeulC 12 April 2018 at 4:30 pm UTC
ElectricPrismI actually would be happy if there was a limit on the # of units -- say 30 or 40 just like chess or rock paper scissors.
What THE HELL are your rock paper scissors rules?
Whitewolfe80 12 April 2018 at 4:56 pm UTC
Yup will be added to my library as soon as its out a single player campaign too yeah def down I hate the fact there are no rts games like this around anymore.
pete910 12 April 2018 at 5:10 pm UTC
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Looks supcom/Total annihilation ish which is a good thing, free to boot
ElectricPrism 12 April 2018 at 6:45 pm UTC
MayeulC
ElectricPrismI actually would be happy if there was a limit on the # of units -- say 30 or 40 just like chess or rock paper scissors.
What THE HELL are your rock paper scissors rules?

Haha. It's a RTS insight that some StarCraft and Risk players reference. The idea in risk is that there are 3 kinds of units -- marine, zergling and tank or in the board game, soldier, horse and cannon -- referenced as rock, paper scissors.

StarCraft 1 had 16 units for Terran 19 for Zerg 17 for Protoss (52 Units total)

One area that StarCraft 2 fucked up BIG time was they had many units [at least 20 not including the ones they removed] and buildings 27 for Zerg 20 for Protoss (67 Units total not including heros or units removed from multiplayer like flying zergling from the campaign, etc...)

(Actually the difference used to be more -- Expansion #3 of SC2 has improved this a lot more.)

The principle idea behind my statement is that if you change games like Chess or Rock Paper Scissors to add new units it changes the gameplay for the worse.

Imagine they remade Super Mario Brothers NES and decided to change the core mechanics by making mario jump twice as high and eat blocks and enemies instead of climb over them -- the mechanics are critical.

So in the same way, the graphics, and creative units are important, but having what "100+ varied units with abilities including terrain manipulation" could actually make the game so complex that it's not fun and unintendetly alienates a large potential audience.

Having a clear vision for the core mechanics a game or kind of game is critical. Having event timing and clearly identifiable units with clear advantages and disadvantages against other units is important. And I do realize that it is a RTS but not going to town adding complexity where it doesn't need to be will KISS like chess instead of it being a pizza with 2ft of toppings.

Less is more.


Last edited by ElectricPrism at 12 April 2018 at 6:57 pm UTC
iiari 12 April 2018 at 7:21 pm UTC
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Looks almost like someone took the Ravenfield archipelago map and decided to make an RTS out of it, which is actually very cool... Looking forward to it, especially with a non-cheating AI.
Tchey 12 April 2018 at 7:30 pm UTC
I play it from time to time since several years.
Steam may give them more viewers... and troubles, too.
Hope it will become bigger, better, badder, then !
14 12 April 2018 at 8:51 pm UTC
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ElectricPrism
MayeulC
ElectricPrismI actually would be happy if there was a limit on the # of units -- say 30 or 40 just like chess or rock paper scissors.
What THE HELL are your rock paper scissors rules?

Haha. It's a RTS insight that some StarCraft and Risk players reference. The idea in risk is that there are 3 kinds of units -- marine, zergling and tank or in the board game, soldier, horse and cannon -- referenced as rock, paper scissors.

StarCraft 1 had 16 units for Terran 19 for Zerg 17 for Protoss (52 Units total)

One area that StarCraft 2 fucked up BIG time was they had many units [at least 20 not including the ones they removed] and buildings 27 for Zerg 20 for Protoss (67 Units total not including heros or units removed from multiplayer like flying zergling from the campaign, etc...)

(Actually the difference used to be more -- Expansion #3 of SC2 has improved this a lot more.)

The principle idea behind my statement is that if you change games like Chess or Rock Paper Scissors to add new units it changes the gameplay for the worse.

Imagine they remade Super Mario Brothers NES and decided to change the core mechanics by making mario jump twice as high and eat blocks and enemies instead of climb over them -- the mechanics are critical.

So in the same way, the graphics, and creative units are important, but having what "100+ varied units with abilities including terrain manipulation" could actually make the game so complex that it's not fun and unintendetly alienates a large potential audience.

Having a clear vision for the core mechanics a game or kind of game is critical. Having event timing and clearly identifiable units with clear advantages and disadvantages against other units is important. And I do realize that it is a RTS but not going to town adding complexity where it doesn't need to be will KISS like chess instead of it being a pizza with 2ft of toppings.

Less is more.
And this is why I am a Fire Emblem diehard fan.
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