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Zeta Leporis RTS

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Zeta Leporis RTS screenshot 1
Zeta Leporis RTS Early Access Gameplay Trailer trailerWatch trailer on Steam ↗

Zeta Leporis RTS

Jason Gieske · Published by Jason Gieske

Positive — 86% positive (21 reviews) · 20 achievements

Last updated 27 Sept 2026

A sci-fi real-time strategy game. An existential war among asteroids in classic RTS style. Build and defend, produce and upgrade, attack and annihilate!

Early AccessDJCTQ 6
-70%

£1.28

£4.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

£1.28£4.29

Price history

3 Sept 2026Lowest: £1.28 · Highest: £1.288 Oct 2026

Indie, Strategy, Early Access · 2024 · More under £5 games

Engage in sci-fi real-time strategy battles as you build and defend your base on Zeta Leporis. Upgrade technology and expand your fleet to dominate the asteroid field.

About this game

Among the asteroids surrounding the star Zeta Leporis, competing cybernetic vestiges of a dead civilization follow their infinite mandate to expand, exploit, and exterminate. Eternally adhering to the operational templates from the Last Great War, they interpret any life or machine form that deviates from their own build as an aberration that requires eradication. The efficiency of the machine and the mindlessness of total war...a constant cycle of rebuilding and destruction, until, some day, there will be nothing left.

Zeta Leporis RTS currently features:

  • Single player mode featuring highly customizable random map skirmish matches with up to 11 capable AI opponents with adjustable difficulty settings. The demo offers a 4 player free-for-all match with no customization.

  • Fighters, frigates, destroyers, cruisers, battleships, missile corvettes, defense turrets, battlestations, assimilators, and more.

  • A literal resource transfer system unique to the RTS genre.

  • Build queues and rally points, dynamic control groups, hotkeys and a navigable minimap.

  • Upgradable resource collectors and turrets, and other researchable technology.

  • Saving and loading games; not present in the demo.

  • A basic tutorial to help you get started.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Processor: 64bit Intel Dual Core CPU
  • Memory: 1 GB RAM
  • Graphics: DX11 compliant graphics card
  • DirectX: Version 11
  • Storage: 100 MB available space
  • Additional Notes: Requires a 64-bit processor and operating system

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz
  • Memory: 2 GB RAM
  • Graphics: NVIDIA GeForce GTX 650
  • DirectX: Version 11
  • Storage: 100 MB available space

Supported Languages

English*, French, Russian, Italian, German, Spanish - Spain, Bulgarian, Greek, Indonesian, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Thai, Traditional Chinese, Ukrainian
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Zeta Leporis RTS updated to v.0.6.29.2026

    Mostly a continuation of work on multiplayer; got more things working correctly and eliminated all currently known causes of multiplayer crashes, so it should be possible to play an entire multiplayer match to the end now, albeit still with plenty of quirky little bugs on the client side. In other words, multiplayer's still in a pre-alpha state. Changelog single player .6.23 -Enabled fullscreen switching (alt+enter). -Removed returns from localization files, which allegedly makes the game crash when not in fullscreen. -Explosion script is now executed by the exploding unit instead of the attacker. -Collector and defense turret shields no longer reset to 0 upon upgrading. .6.25 -Made fighter turn direction deterministic. .6.28 -Removed a line of code that was likely sometimes causing a unnecessary recalculation of which selected mechbot to display. multiplayer .6.22 -Fixed client crash on player elimination caused by an out of scope variable. -Rounded all values before writing them to the buffer in an attempt to address the sporadic issue with incorrect client unit hp. .6.23 -Client turret bases are now removed properly when upgrading and when destroyed. -Added client explosions. -Client unit health now is now always set correctly upon construction completion. -Clients can no longer do free research at facilities. -Fixed a bug preventing ERCs from targeting clients properly in the case of RMB targeting. -Investigated the issue of clients' fighters not damaging right-clicked targets; made improvements to the code but seemingly didn't find the cause. .6.24 -Fixed client crash caused by a scoping bug in the client turret base removal code. .6.25 -Made fighter turn direction deterministic. .6.26 -Fixed host crash introduced in .6.25 caused by trying to send an array rather than array index to clients. -Host now fully updates client fighters when updating their state. -Clients can now cancel shipyard construction queues, except it didn't work. .6.27 -Client fighter state ...
    Read full article on Community Announcements (Jaspo)
  • Patch NotesOfficial

    Zeta Leporis RTS hotfixed to v.0.6.21.2026

    Changelog -Pressing hotkeys in the menus no longer crashes the game. multiplayer -Fixed client crash caused by reading the wrong buffer when selecting units.
    Read full article on Community Announcements (Jaspo)
  • Patch NotesOfficial

    Zeta Leporis RTS updated to v.0.6.20.2026

    Fixed a particle display issue and some localization issues, and added an alternate option for MMB view panning. changelog -Turret muzzle flashes and ERC, MUI, and shipyard particles are no longer drawn at maximum zoom level. -Added ability to grab the view and move it using the middle mouse button. -Options menu toggle added for switching the MMB view pan method between "push" (how it was previously) and "grab". -ALT can now be held down while pressing the MMB to temporarily change to the other view pan method. -Updated localization files to include translations of the new options menu line. -Added missing characters to included Chinese, Japanese, and Korean fonts. -Unit names and descriptions now update properly when selecting a different language from the ingame options menu.
    Read full article on Community Announcements (Jaspo)
  • Patch NotesOfficial

    Zeta Leporis RTS updated to v.0.6.19.2026

    Changelog single player .6.17 -Available resource deposit locations are now highlighted when placing resource collectors. -Fixed targeting issue causing individual fighters to stop finding targets automatically in some cases. -Units' GUI elements are now drawn by the GUI controller rather than by the individual units, and are no longer drawn when off screen, for improved efficiency. -Unit GUI element position is now updated properly when changing the GUI scale in-game with the +/- keys. -Changed audio volume to be set logarithmically and adjusted the default volume of music and sfx accordingly. -Removed unused master volume variable. -Fixed bugs and added missing code preventing target/construction assignment via shipyard rally point from working correctly for all shipyards. multiplayer .6.17 -Attempted to fix issue with clients' mechbots at match start being in a slightly different location than the host's. -Added debug info for client display issue when selecting the starting mech shipyard. -Added missing client unit update for assigning newly created mechbots to a construction project. .6.18 -Fixed client unit deselection code that was trying to use a variable used only by the host. -Implemented potential fix for client display issue when selecting the starting mech shipyard (if the issue was diagnosed correctly). -Fixed issue with clients' mechbots at match start being in a slightly different location than the host's. -Reduced client starting unit spawn-in delay, which was increased to 2 seconds in a past attempt to address an issue with a different cause that has since been resolved. -Added client-side battle station creation, which apparently was missing up until now somehow. .6.19 -Fixed crash caused by incorrectly trying to fix client display issue when selecting the starting mech shipyard in .6.18. -Fixed client display issue when selecting the starting mech shipyard. -Client is no longer given the notification to pick a player slot upon joining the multipl...
    Read full article on Community Announcements (Jaspo)
  • Patch NotesOfficial

    0.6: The "Juicy" Update

    Juice: All those little extra details that together make a big difference.Amid the ongoing work on multiplayer, I've (finally!) juiced up the game a bit, adding shadows, projectile glow, ship engine jets, shipyard construction arms, and better explosions. I've also improved the appearance of units under construction, as well as the appearance of mechbots as they are doing the constructing. Update 0.6 also features GUI improvements, a new background music track (featured in the update video), bug fixes and efficiency improvements, and a new unit, the resource converter:The resource converter, available upon reaching tech level 3, continually turns two resource types into the third resource type at a 2,2:1 ratio, until its storage is full. The converted resource can be chosen manually, or the converter can be set to run automatically, in which case it reevaluates which resource to produce whenever it finishes converting a "batch" of resources.Full patch notessingle player.5.62-Mechbots now run build script if not constructing, rather than if they have no construction target.-Cleaned up AI building construction code to be in line with previous code refactoring.-Improved the appearance of the Energy Reversal Cannon.-Rebalanced VO audio volume..5.63-Shipyards still under construction now display their build menus when selected in all cases, allowing units to be added to their build queues.-Simplified code for checking if more than one building type was selected.-Moved unit deselection to the beginning of the unit selection script..5.67-Added the Resource Converter, which can be built after reaching tech level 3 and currently just works automatically.-Added debug info for tracking cargo barge resource handling, to make sure it is working correctly in all cases..5.68-Increased mech shipyard resource export threshold from 100 to 200 to enable mechbot creation when ore starved.-Cargo barges now check if they've picked up any of a resource before attempting to deliver it to t...
    Read full article on Community Announcements (Jaspo)

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