Новости Zero-K
Объявления разработчиков, обновления и обсуждения.
Cold Take #48 - Early Commanders
The classic concept of the commander is that it is your avatar on the battlefield. You - the commander - teleport your giant mech suit into enemy territory to build an army from scratch and lead it to victory. This can e…
Читать и обсудить →Zero-K v1.14.10.2 - Nimbus Wiggle and Magpie Part 2
The new Magpie was always going to take multiple tries to get right, so here is our first foray out into the rest of the design space. These changes aim to focus on the importance of choosing where and when to use Magpie…
Читать и обсудить →Zero-K v1.14.10.0 - Juice
After a week of observation it is time to juice up some of the explosion distortions. Other distortions have been slightly rebalanced and the update also includes f…
Читать и обсудить →Zero-K v1.14.9.0 - New Magpie, Dante and Distortions
This update started as a set of small Shieldbot buff but spiralled out of control when I decided to both overhaul a major graphics system and add an almost entirely…
Читать и обсудить →Cold Take #47 - Scale and Escalation
Strategy games are seemingly synonymous with scale. The focus on scale is a bit less for real-time strategy, at least if the fact that my RTS games are *not* marketed as "epic" is any guide. But even "small" RTS games sc…
Читать и обсудить →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 (https://store.ste…
Читать и обсудить →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 tar…
Читать и обсудить →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 …
Читать и обсудить →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 suc…
Читать и обсудить →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…
Читать и обсудить →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 backg…
Читать и обсудить →Zero-K v1.14.6.0 - By Popular Demand
Space clicking wrecks and build options is back by popular demand ( https://github.com/ZeroK-RTS/Zero-K/issues/5742, https://github.com/ZeroK-RTS/Zero-K/issues/5747 and https://github.com/ZeroK-RTS/Zero-K/issues/5750 ). …
Читать и обсудить →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…
Читать и обсудить →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…
Читать и обсудить →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 commande…
Читать и обсудить →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…
Читать и обсудить →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 consid…
Читать и обсудить →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.…
Читать и обсудить →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 initia…
Читать и обсудить →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 contribute…
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