Z
The Bitmap Brothers' 1996 RTS classic Z lands on PC with its original chaos intact - territory-capture mechanics, no resource mining, just pure unit aggression and speed.
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About Z
Z is a real-time strategy game with a design philosophy almost nobody uses anymore: forget resource gathering, forget base building from scratch. You capture flags to claim territory, territory produces factories, factories churn out units on a timer, and then you throw those units at the enemy before they throw theirs at you. Every second you spend not pushing a front line is a second your opponent's factory queue is ticking toward something nastier than what you currently have on the field. It is a stripped-down, aggressive loop that punishes turtling and rewards map awareness above almost everything else. The original Z was developed by the Bitmap Brothers and released in the mid-1990s, and this PC release by TickTock Games and KISS Ltd. is positioned as the definitive version of that classic. The comedy cutscenes are present - robot soldiers with full voice acting and genuine personality, which was remarkable for its era and holds up better than you might expect. The campaign puts you through a series of missions across alien planets, each one a tactical puzzle around flag control and unit composition. Robots, tanks, artillery, helicopters - the unit roster is small by modern RTS standards but each unit has a clear role, and learning to use the right tool at the right moment is the actual skill ceiling here. For anyone expecting a deep tech tree or a late-game economy management layer, a warning: there is none of that. The depth in Z comes entirely from real-time decision-making under pressure - which flags to contest, when to split your forces, when to sacrifice a group of infantry to stall a tank column long enough for your own armor to arrive. It is closer to a fast action game wearing RTS clothing than it is to something like Age of Empires or even StarCraft. The AI is appropriately relentless for the era, though by modern standards it reads predictably once you have a few missions behind you. There is no mod ecosystem to speak of, and the multiplayer situation is thin at best given the age of the release and the size of the active playerbase. The Mixed Steam review score (sitting around 76% positive across nearly 1,500 reviews) tells you something real: this is a nostalgia product with a narrow appeal window. Players who grew up with Z will find the experience lands exactly where they left it. Players coming in fresh will either click with the frenetic territory-grab loop within the first two missions or they will bounce off it hard. The tutorial is minimal - the game largely expects you to figure out the flag-capture economy by doing it wrong once or twice. That is fine for the target audience. For genuine newcomers to the title, the learning curve is short but the game does not hold your hand through it. If you want 200 hours of campaign depth or a competitive ladder, Z is not that game. If you want a lunch-break-length RTS session where every match feels like a barely-controlled panic, this scratches a very specific itch that almost nothing else on the market replicates. Go in knowing what it is - a preserved piece of mid-90s RTS design with personality to spare - and the value is clear. Go in expecting a modern release with contemporary features and you will be disappointed before the second mission. Diego, Scout Team
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Game Info
- Developer
- TickTock Games
- Publisher
- KISS Ltd.
- Release Date
- Jul 4, 2014
