HAWKEN is a multiplayer first person shooter for PC that places you inside a mechanized war machine on the battlefield of a dystopian world called Illal. With strategic, fast-paced gameplay, HAWKEN features incredible alien landscapes, customizable and upgradable mechs, and dynamic experiences across multiple competitive game modes.
Enimmäkseen myönteinen (101 arvostelua) - Edellisten 30 päivän aikana tehdyistä 101 arvostelusta 71% on myönteisiä.
Erittäin myönteinen (17,621 arvostelua) - 85% / 17,621 tämän pelin pelaajien arvosteluista ovat positiivisia
Julkaisupäivä: 14. helmi, 2014

Kirjautumalla sisään voit lisätä tämän tuotteen toivelistallesi, seurata sitä, tai merkitä ettet ole kiinnostunut siitä

Early Access -peli

Voit pelata näitä pelejä viipymättä - jo niiden kehitysvaiheissa.

Huomio: Tämä Early Access -peli on keskeneräinen ja se saattaa vielä muuttua. Jos sinua ei kiinnosta pelata tätä peliä tällä hetkellä saatavilla olevassa muodossa, odota ja tarkista peli myöhemmin uudelleen. Lue lisää

Kehittäjien kertomaa:

“We are extremely happy to now offer HAWKEN as an Early Access title on Steam! We've been working hard fixing bugs, addressing feedback from the community and polishing up our design as we push forward towards our final release. HAWKEN is in the very final stages of BETA so you may notice a few bugs but we're ready for an expanded audience to try the game and have fun! HAWKEN is Free to Play so don't be shy about giving the game a try or recruiting your friends and family!

Please note that a pilot account is required to play HAWKEN. Use the following address to create a pilot account and you will be playing in no time at all: http://www.playhawken.com/enlist

We currently have 2 bundles available for purchase which offer players great game content at great discounts. We have a new lower price on the Prosk Starter Bundle and just launched the Mercenary Bundle which saves you an approximate 60% off the cost of purchasing each item individually!

If you were a player of HAWKEN previous to our presence on Steam please note that we are no longer be using our own launcher for the game but instead will be using Steam as a sole content delivery method. As a result we recommend that players uninstall any previous versions of the game before downloading the game here to avoid any potential conflicts. All your progress is stored remotely so you won't have to worry about losing anything!

We're excited to now bring HAWKEN to even more players and look forward to seeing you on the battlefield!”
Lue lisää
Tuote ei tue kieltä suomi
Tämä tuote ei tue paikallista kieltäsi. Varmistathan tuetut kielet ennen ostopäätöksen tekoa.


Free to Play

Uusimmat päivitykset Katso kaikki: (164)

20. kesäkuu

Dev Update - Q&A

Now that we're home from E3 I've put together the questions you have and had the Devs take a pass at answering. I hope this information helps put your minds at ease that the PC is still going to be around. We're not replacing it with the consoles, the consoles are a new addition to the Hawken family. Click here to read the full Q&A/

72 kommenttia Lue lisää

13. kesäkuu

Dev Update - Catching Up! Coming Soon - PS4 & Xbox One!

The E3 Announcement for Hawken on Play Station 4 and Xbox One is finally released!  We hope you're just as excited as we are about the news. 
Ever wondered just what was going on for the past year or so? We figured a high level timeline might be of interest :) 
The long and short of it is that the console port is a fantastic addition to Hawken. It brings the gameplay we all love to a very wide audience, and we’ve all kinds of good plans for the future. The PC platform is going see all kinds of benefits; we’re in the process of getting all platforms up to feature parity, and from that point on, the Illal sky is the limit.
March 2015 – Reloaded Games acquires Hawken assets

This was the big rescue-style emergency recovery action to make sure Hawken didn’t disappear.

June 2015 – Console port starts to ramp up
505 Games happened to notice when we acquired the Hawken assets. They pretty quickly mentioned they thought a console port would make a lot of sense, and so after some negotiation time and some exploratory research, an agreement was signed that put Hawken on the road to becoming a console title. Prior to then, we had to sort of remain in a bit of a holding pattern, because depending on the possible console port work, the nature of immediate development efforts would have been drastically different. This is probably when you may have noticed capnjosh becoming a little less-than-precise in his communications ;)

July 2015 – Initial code merge for PlayStation 4 port
This involved merging some 26,000 files. I'm sure you can imagine how mind-numbing that can be. Our tech director had done this a number of times before, so when he finished, the game was surprisingly close to running. Things generally compiled, but, as you can guess, it becomes a hugely painful process of addressing every compilation problem, adding more logging, iterating, and generally going into super-focus mode for hours and hours and days and days. If you don’t mind doing that, then, well game dev may be for you.

August 2015 – First raw PlayStation builds
This phase took the longest, since it had to set things up to work with the upcoming Xbox One merge. It also was where we had to also port the Hawken-specific online subsystems; this proved to pretty time-consuming on its own. All throughout, we made sure it ran on PC, which helped with testing overall, and it also allowed for faster dev work for the rest of the team. 
September 2015 – Xbox One code merge and first builds

During this process we had to upgrade to DirectX 11. We had to merge 3 different rendering pipelines into one so future development could be faster. 

October 2015 –  Significant playable builds for console. UI starts to become a challenging little beast
Here’s where the development started to get interesting. Talk about complex.

November 2015 – UI proves to be far more of a problem than anticipated.

The problem essentially boiled down to pretty old tech debt. The UI code had had to be structured to handle a lot more than ActionScript 2 was really well-suited to handle, so there were added layers of complexity that made work very slow for people unfamiliar with all the context behind where and why things were coded the way they were. Clean, well-engineered code, yes, but very complex.
December 2015 – Started a UI rebuild; winter illness

The idea behind this was that we could not get satisfactory console controller input. Shifting focus between all the elements on the existing UI was proving near impossible. So, we sort of had no choice but to try rebuilding a new UI framework using all the experience of past console port work and current best practices. This process was very time consuming, and I’m sure our publisher can emphasize how worrisome it all was ;)
January 2016 – Revert to old UI with help of original U programmer; framerate gets better
Out of nowhere, Jay Elwanger happened to become available. He knew how and why code was the way it was and he loved Hawken. He was able to do a proof-of-concept UI update that indicated we did not have to scrap the entire old UI. This work allowed us to put focus back on the engine-specific porting work.
February 2016 – Services layer updates, continue UI, reschedule launch dates

We upgraded frameworks for the back-end services, we improved handling, created all the server-to-server communications systems required for console authentication and purchases. Kind of a complex bundle of things there, let me tell ya. Good thing is it’s all fairly reusable and pretty clean.
March 2016 – More services updates, hosting and deployment adjustments
The services layer saw upgrades to things like processing efficiency, security, and compression of data in transit over the network. Hosting systems and the services layer had to updated to handle the now-multiple platforms per environment. Deployment systems, build servers, gameserver hosts, and services machines all saw changes. And all the while we had to keep in mind how we can ensure the live PC game is supported.

April 2016 – First certification checks on Xbox One
The Xbox team at Microsoft was excited to see Hawken on the Xbox One, and they actually did a few pre-certification reviews for us. And then they even had an expert do an analysis of some PIX captures. You know when you get to hear a true expert on some topic sort of explain what they’re seeing, what they suspect could be a cause, and then some historical background on why something could be happening? Yeah, there are some really smart people over at Microsoft.
May 2016 – First certification submissions, massive bug fixing

Having a game build in certification testing is nerve-wracking. You go for several days fearing the worst – dozens of Condition For Resubmission items (in Xbox parlance) or Must Fix items (in Play Station testing terms). The stakes are high at this point ; it takes a week or two from the time you do final commits for a build to when that build is done with submission testing. Getting fixes retested and approved can be that long plus the time it takes to find and fix the issues. It was in May that we lost someone who had become a great friend and huge Hawken supporter, Jay Elwanger. We were all stunned and we still miss him. He loved Hawken, and he poured some fantastic work into this game. I’m proud to have known him.

Summer 2016 – Launch, relaunch, and updates
There will undoubtedly be some cleanup and fixes required after the console launch, but during all that we will be preparing for the PC relaunch. Why didn’t we do the PC first? A commitment to launch the console version first and the desire to solidify that release before we tackle the task of making sure all the existing data in the PC game is handled right. We also have what we expect to performance improvements, a new patcher, and the new faster services layer. Most importantly, we have structured the project so that any development efforts apply across all platforms, so once we have all the platforms up to the same version, all future development should proceed in lock-step.
Future development targets, roadmap, and more will be released over the coming weeks.

41 kommenttia Lue lisää
Katso kaikki keskustelut

Ilmoita bugeista ja anna tälle pelille palautetta keskustelupalstalla


“It's the type of experience that gets under your skin, making you want to come back for more.”

“Perfectly balanced mech warfare”

“HAWKEN is everything I ever wanted in a mech shooter”

Key Features

  • Fast Mech Gameplay: War is a Machine. Pilot hulking death machines and use massive weaponry to destroy your foes.
  • 18 Unique Mechs: Determine your method of mass destruction. Choose from 18 unique classes including the lightweight assassin like Reaper, the medium blitz mode Raider and the heavy tank-like Incinerator. Each mech is unique with their own special abilities, stats and weapon loadouts.
  • 6 Game Modes: Play cooperatively or competitively in the 6 game modes available. Deathmatch, Team Deathmatch, Missile Assault, Siege, Co-Op Bot Destruction and Co-Op TDM.
  • Stunning Dystopian Environments: Experience a planet in the depths of war. Battle across decaying cityscapes, desert towns, post-apocalyptic wastelands, jungle outposts and secret weapons facilities.
  • Loadout Customization: Customize your playstyle with a wide array of internals that offer passive improvements, as well as offensive, defensive and functional items. There's also a plethora of cosmetic enhancements to truly personalize your mech.
  • Arsenal of Weapons: Choose your weapons wisely. Massive sniper rifles, rotary cannons, ballistic spike guns, fireball launchers, corrosive chemical weapons and dual mode explosive launchers are just a few of your options for ordnance.
  • Variety of Items: Use the right tool for the job. Deploy a hologram to fool enemy mechs, use an EMP to shutdown their core systems and then launch a high explosive grenade or detonator for their fiery demise. Choose from 12 unique items which offer a variety of gameplay.
  • Enhanced NVIDIA PhysX: Take your battle experience to the next level with the latest in NVIDIA’s PhysX technology. Explosion and particle effects are incredibly more detailed to provide the optimal visual experience of mech warfare.
  • Oculus Rift Support: Fully immerse yourself in mech battles with gameplay support for the Oculus Rift.

Tietoja pelistä

HAWKEN is a multiplayer first person shooter for PC that places you inside a mechanized war machine on the battlefield of a dystopian world called Illal. With strategic, fast-paced gameplay, HAWKEN features incredible alien landscapes, customizable and upgradable mechs, and dynamic experiences across multiple competitive game modes.

HAWKEN features 6 game modes: Team Deathmatch, Co-Op Bot Destruction, Missile Assault, Siege, Deathmatch and Co-Op TDM. Each mode offers a unique gameplay experience that requires a different approach and hones a separate set of skills.

  • Team Deathmatch
    Two teams of six group together and battle as a team in a race to 40 kills. Fighting as a group and knowing when to play defensively is essential to survival.

  • Co-Op Bot Destruction
    Team up with three other pilots for 25 waves of increasingly intense encounters against computer controlled mechs and attack drones. Every fifth wave is led by one or more elite boss mechs that can’t be defeated alone. Move as a group, plan your attack, and spend your resources wisely to eek out a victory against all odds. Co-Op Bot Destruction is currently available on the Facility and Front Line maps, each featuring a unique set of enemies.

  • Missile Assault
    Split your team of six into groups and compete over three missile silos spread across the map. Capture a silo and maintain control over it to launch missiles against the enemy team’s base ship. Control all three missile silos to do bonus damage and end the battle even sooner. Flexibility and effective use of items are the key to destroying the enemy base before they destroy yours.

  • Siege
    Collect EU from two energy sources in neutral territory and return them to base to launch an attack ship at the enemy base. Fight for control over the Anti Aircraft battery in the center of the map to keep your ship from being shot down before it reaches and destroys the enemy base. There is no time limit in Siege, but every ship you launch is more powerful than the last.

  • Deathmatch
    Watch your radar and be careful not to expose yourself until you have the advantage in an intense free-for-all battle. The player with the highest score after 10 minutes wins.

  • Co-Op TDM
    Team up with 5 other pilots for online TDM against computer controlled mechs. If you want to jump into a match and have some fun without concerning yourself with human opponents, then this is the mode for you!

HAWKEN features a wide range of customization options that allow you to craft a unique look and equipment loadout that other players will remember.

  • Cosmetic
    Strike fear in your enemies and confidence in your allies with unique trim colors & paint patterns, chassis parts, thrusters, and repair drones. Taunt defeated opponents and make your teammates laugh with comic mech emotes and deployable hologram generators. Make yourself at home in your mech by using cockpit decorations, custom HUD colors and different combinations of primary and secondary reticles!

  • Practical
    Customize your play style and abilities with passive internals and deployable items. Internals take one to three of six available internal slots and range in effect from giving your mech a unique ability, such as dashing or doing a 180 spin in mid-air, to temporarily boosting damage or healing each time you gain a kill or assist. Items can serve as an additional weapon (e.g. EMPs, Grenades), a deployable piece of equipment that helps you and your teammates (e.g. Portable Scanner, Shield) or one that disrupts your enemies (e.g. Machine Gun or Rocket Turret, Radar Scrambler). Select a loadout that matches your play style to defeat your enemies quickly, support your team, or control tactically important areas of the map.

Game Guide

HAWKEN offers pilots numerous mechs in three different weight classes that fill a variety of distinct roles on the battlefield. Find the mechs that match your play style and study the strengths and weaknesses of enemy mechs in our comprehensive mech guide.

HAWKEN has numerous maps to explore. But you can’t always enjoy the scenery--or get your bearings--while boosting away from enemies. Our Map Guide includes interactive maps showing major points of interest for every game mode on every map, plus lore, screenshots, gameplay tips, and more.

Every mech starts with one primary weapon. You can purchase two additional primary weapons in the garage. You can purchase the alternate primary weapon at mech rank 3 and the prestige weapon at mech rank 5. You can swap your primary weapon in the Garage or in the Staging Area before a match or between respawns. Each mech only has one secondary weapon. They cannot be switched out for alternatives like primary weapons. However, all secondary weapons possess a special ability that provides additional functionality. Use the middle mouse button to activate that ability.

HAWKEN lets you change your equipment to customize and upgrade your mechs. You can equip a variety of useful items and deploy them in battle to gain an edge over your opponents.


    • Käyttöjärjestelmä: Windows XP, Windows Vista, Windows 7 (32bit or 64bit)
    • Prosessori: 2Ghz Dual Core
    • Muisti: 3 GB RAM
    • Grafiikka: 512 MB Graphics Card Supporting DirectX 9.0c and Shader Model 3.0 (NVIDIA 9800 GTX or AMD HD 5670)
    • Verkko: Laajakaistayhteys
    • Tallennus: 5 GB vapaata muistia
    • Lisätietoja: 1280 x 720 or Higher Resolution
    • Käyttöjärjestelmä: Windows XP, Windows Vista, Windows 7 (64bit)
    • Prosessori: 3Ghz Dual Core
    • Muisti: 4 GB RAM
    • Grafiikka: 1024MB Graphics Card Supporting DirectX 9.0c and Shader Model 3.0 (NVIDIA GTX 460 or AMD HD 6850)
    • Verkko: Laajakaistayhteys
    • Tallennus: 5 GB vapaata muistia
Asiakkaiden arvostelujärjestelmä päivittyy syyskuussa 2016! Lue lisää
Enimmäkseen myönteinen (101 arvostelua)
Erittäin myönteinen (17,621 arvostelua)
Arvostelun tyyppi

Ostoksen tyyppi



(mikä tämä on?)
45 arvostelua vastaa asetettuja suodattimia ( Enimmäkseen myönteinen)
Hyödyllisimmät arvostelut  Kaikken aikojen
15/15 (100%) arvioi tämän hyödylliseksi
1 käyttäjän mielestä tämä arvostelu oli hauska
5.1 tuntia pelattu
Early Access -arvostelu
Julkaistu 1. maaliskuu, 2014.
Yhdistelmä Team Fortressia ja Quaken sinkohippasta, paitsi ADHD-mechylöisillä joilla voi hyppiä ympäriinsä. Kuskia ja mechia levelataan eli joudut grindata, ennen kuin on saanut avattua kaikki paremmat vehkeet. Heti avatulla perusmechilläkin pelaa kyllä, kunnes kyllästyt konekiväärillä röpöttelyyn. Paras pelimoodi on PvP siege, joka on paranneltu versio capture the flagistä. Ei mikään Mechwarrior vaan paljon nopeatempoisempi perusräiskintä.

8/10 Pelissä on kuitenkin enemmän opeteltavaa kuin gyntherissä. Ihan viihdyttävä.

Jos etsit moninpelattavaa Mechwarrioria pelaa Crysis Warsin "Mechwarrior: Living Legends" -modia ( mikä onkin muuten ihan pirun hyvä! )
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
2/2 (100%) arvioi tämän hyödylliseksi
Ei suositeltu
27.0 tuntia pelattu
Early Access -arvostelu
Julkaistu 17. huhtikuu, 2015.
At the current state of the game I could not recommend it to anyone, the game needs a lot of balancing but could possibly be a great game, but yea could.
Lets hope the new Devs do some balancing and stuff, cause getting rekt in a heavy mech by a submachinegun in 3 seconds is totally legit.
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
4/6 (67%) arvioi tämän hyödylliseksi
1 käyttäjän mielestä tämä arvostelu oli hauska
351.0 tuntia pelattu
Early Access -arvostelu
Julkaistu 6. elokuu, 2014.
Suosittelen. Peli sinänsä toimii, harmittava asia on matchmakingin huono toimiminen , varsinkin Euroopan servereillä, koska pelaajakanta on täällä aika suppea = monesti matseissa pelaaja taso on aloittelijasta killstreak veteraaneihin. Silloin kannattaa hakea pelejä USA East servuilta.

Parannettavaa löytyy: Mechien tarttuilu satunnaisesti kentissä, peli moodeja lisää, kenttiä lisää, partyssä pelaamisen ongelmat, joillakin pelaajilla ilmenevät lagi-ongelmat, jne.


Kohtuu tempo, taktiikoiden ja tiimipelin vaikutus, rambona yleensä ei pärjää. Eri mechi tyyppejä on riittävästi, jotkin niistä toki kaipaa viilausta, esim. G2 Raider. Ja rahalla ei pärjää, monesti perus CRT mechi on listalla ylhäällä. Headshot! syövän puuttuminen voidaan laskea plussaksi myös. Nopea oppimiskäyrä, pelaaminen ei vaadi NASA - tutkintoa.

Älkää antako META-scoren hämätä, ilmeisesti arvosteltu jostain alpha versiosta...
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
3/5 (60%) arvioi tämän hyödylliseksi
5.0 tuntia pelattu
Early Access -arvostelu
Julkaistu 8. kesäkuu, 2014.
Ilmanen Titanfall :)
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
1/2 (50%) arvioi tämän hyödylliseksi
13.4 tuntia pelattu
Early Access -arvostelu
Julkaistu 3. huhtikuu, 2014.
Yeah it's a pretty good game if u like this kinda games :)
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
2/4 (50%) arvioi tämän hyödylliseksi
9.6 tuntia pelattu
Early Access -arvostelu
Julkaistu 23. kesäkuu, 2014.
10/10 its ok
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
2/5 (40%) arvioi tämän hyödylliseksi
2.8 tuntia pelattu
Early Access -arvostelu
Julkaistu 16. kesäkuu, 2014.
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
0/1 (0%) arvioi tämän hyödylliseksi
3.9 tuntia pelattu
Early Access -arvostelu
Julkaistu 22. tammikuu, 2015.
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
5/12 (42%) arvioi tämän hyödylliseksi
Ei suositeltu
0.3 tuntia pelattu
Early Access -arvostelu
Julkaistu 10. toukokuu, 2014.
2/5 Ei maistunu salami
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
3/8 (38%) arvioi tämän hyödylliseksi
Ei suositeltu
2.5 tuntia pelattu
Early Access -arvostelu
Julkaistu 27. kesäkuu, 2014.
Pay 2 win ♥♥♥♥♥♥.
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
Hiljattain julkaistu
catlover 12234
4.6 h
Early Access -arvostelu
Julkaistu 20. heinäkuu.
Hyödyllinen? Kyllä Ei Hauska
30.2 h
Early Access -arvostelu
Julkaistu 13. helmikuu.
its good

Hyödyllinen? Kyllä Ei Hauska
1.2 h
Early Access -arvostelu
Julkaistu 7. helmikuu.
Muuten hyvä peli, mutta turhan sekalainen ja vaikea pelata.
Hyödyllinen? Kyllä Ei Hauska
9.7 h
Early Access -arvostelu
Julkaistu 29. marraskuu, 2015.
Very good game i like it 5/5
Hyödyllinen? Kyllä Ei Hauska
Finland devil
0.1 h
Early Access -arvostelu
Julkaistu 30. heinäkuu, 2015.
näytää hyvältä
Hyödyllinen? Kyllä Ei Hauska
12.3 h
Early Access -arvostelu
Julkaistu 25. toukokuu, 2015.
Muuten hyvä mutta vaatii hyvän tietokoneen. Omalla läppärillä joutuu pelaamaan pienimmillä manuaalisilla asetuksilla ja pientä pätkintää yhä.
Hyödyllinen? Kyllä Ei Hauska
1.8 h
Early Access -arvostelu
Julkaistu 19. toukokuu, 2015.
Hyödyllinen? Kyllä Ei Hauska
1.3 h
Early Access -arvostelu
Julkaistu 24. huhtikuu, 2015.
Hyödyllinen? Kyllä Ei Hauska
19.3 h
Early Access -arvostelu
Julkaistu 21. huhtikuu, 2015.
Pay to win, autoaim/bot problems etc. I wouldn't recommend.
Hyödyllinen? Kyllä Ei Hauska