Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:02 UTC.
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2026-08-30 02:47 UTC · Community Announcements · GoogleFrog
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 too hard to see. But it takes good feedback to see this kind of result, so today it is time for some advice on how to give feedback. Then, for balance, I'll talk a bit about how to use feedback. Do not read this post as a strict demand. Giving good feedback can be difficult and not everyone has the time. My hope is just
2026-08-09 00:49 UTC · Community Announcements · GoogleFrog
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 can fight their opponents rather than the UI, and automation is part of achieving this goal. So you might expect us to have effective automation that lets units dodge automatically, but in fact dodging is barely automated at all. The apparent contradiction here is the subject of this post. Technically, Zero-K units cann
2026-08-02 14:33 UTC · Community Announcements · GoogleFrog
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 for Linux users with ATI graphics. Anyone coming forward to reproduce, and potentially even fix, the cable bugs would be appreciated. The main balance change is a slight Magpie rework, and it is probably the last rework before we attempt to do something else with the unit. The main goal is to give it a proper set of c
2026-07-18 23:53 UTC · Community Announcements · GoogleFrog
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 autobattlers, but Zero-K wants to retain the core RTS sense of full player control. Sometimes we are accused of automating too much with our powerful UI, but we hold that the value of automation depends on how it is used, as it is not inherently good or bad. What people consider to be automation can be quite hard to p
2026-07-11 07:45 UTC · Community Announcements · GoogleFrog
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 have been resolved. Some of the changes are due to an engine update, which should stick as the engine is close to the end of a stable release cycle. Features Enabled fancy guard handling. This is an engine change that causes guards to maintain their relative position, rather than just trail behind. Disarming a unit dur
2026-06-28 00:37 UTC · Community Announcements · GoogleFrog
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 option is useful if players understand it well enough to sort themselves into the various versions of the game implied by the option. Good examples are colour blind modes and language settings, but Zero-K has far more options than these. Another issue is that of overwhelming players with too many options, even if they ar
2026-06-13 14:05 UTC · Community Announcements · GoogleFrog
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 ). 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 Planet Karuwal. Commander egg can be built underwater. Fixed Pheonix. Fixed some weird edge cases in grid cable flows. Fixed a rare landing pad bug that the previous patch allowed
2026-06-07 01:02 UTC · Community Announcements · GoogleFrog
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 is common to most games inspired by Total Annihilation, although its importance varies depending on how lucrative it is. As always, I am only intimately familiar with the design of one of these games, so while the ideas that follow are likely to be widely applicable, I focus on how and why reclaim works the way it does
2026-05-31 06:06 UTC · Community Announcements · GoogleFrog
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 who toggled cables controlled cables for everyone. This is what caused the setting to look like it needed toggling to work properly. Put cable settings in "simple settings" while we work out the linux graphics bugs. Fixed various problems with uneven teams and resigned players not allowing a team to hatch their full com
2026-05-28 15:31 UTC · Community Announcements · GoogleFrog
{STEAM_CLAN_IMAGE}/32557867/25f8735774d4f5fb996e5a914089f65776fee19d.png 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 its disabling explosion. On the more regular side of things we have a revert of the Hermit regeneration experiment, and numerous features and fixes. These include a new attrition graph for the endgame stats, and a lighting system update to fix the
2026-05-17 00:28 UTC · Community Announcements · GoogleFrog
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 address deathballing to some extent, but vary on how much they mitigate its issues or just outright discourage it. Deathballing is the natural state of RTS, in the same way that without a balanced strategic triangle, players would end up playing either all-in rushes or greedy economic booms. Another way to think about it is
2026-05-02 14:42 UTC · Community Announcements · GoogleFrog
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 the changes since the last test. This patch makes command structures easier to kill, which is the main secondary ingame objective of Planetwars. This objective only occured in 6% of the games so far, so representatives from each of the factions agreed that it was worth trying a change to make things more interesting.
2026-04-29 14:40 UTC · Community Announcements · GoogleFrog
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 selection UI.
2026-04-25 23:52 UTC · Community Announcements · GoogleFrog
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 emergent and ubiquitous. Nobody could tell me how other games dealt with it, and it seemed very hard to remove without breaking some of the basic rules of Zero-K. The retreat range bonus is the apparent range gained by units as they retreat from a battle. Consider two identical units called Chaser and Runner, locked in
2026-04-12 08:27 UTC · Community Announcements · GoogleFrog
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 its own theme. The contributions don't stop with an hour of new music. This release also has some Gunship tweaks by Ixzine and a Dante rework based on a mod by StiofanKingofAwoo. The Dante changes are designed to turn it into a brawler, rather than a standoff missile platform, and will require feedback. There are even
Full appinfo as delivered by Steam PICS, changenumber 37714469. Also at /api/app/334920/raw.
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