H-Hour: World's Elite™ is a tactical, team-based military shooter in which cooperation among players is required for success. The game uses a Third Person perspective to enhance a player's situational awareness in relation to the world. This battlefield perspective allows for more strategic game play.
User reviews:
Mixed (667 reviews) - 53% of the 667 user reviews for this game are positive.
Release Date: May 19, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The original vision of H-Hour: World’s Elite evolved out of the frustrations expressed by gamers and gaming communities with the loss of military shooters that were team based and required tactical skills to be successful. Another of their concerns was the move away from supporting clans in how multiplayer games were delivered. By working closely with the community since our successful Kickstarter in 2013, we have been able to design a game vision that we believe will put control of the play environment back in hands of the community when the full game is released.

Working closely with our 11,000 strong community has provided tremendous benefits for us as an independent developer. We are now ready to get our alpha version of H-Hour that they helped us build into the hands of the masses so we can gather additional design and gameplay feedback from newcomers to the one life, round based tactical shooter genre.”

Approximately how long will this game be in Early Access?

“Development of H-Hour began in late October 2014. We released on Early Access on Steam May 19, 2014 and we anticipate H-Hour will be in early access until end 2016. We have a lot of design ideas and features we want to introduce during early access and our desire to work hand-in-hand with the community in evaluating and polishing those additions requires we set aside enough time to do this right.”

How is the full version planned to differ from the Early Access version?

“We will continue to add content, fix bugs and tweak things as we head towards full release. Between early access and our full release, with the CONTINUED support of our community we would like to:
  • Add more characters, more maps, more weapons and explosives;
  • Add more animations and character actions;
  • Add achievements and player cards;
  • Build robust player stats that not only allow players and clans to view their results so appropriate training is possible but also allow for a database of player metrics that can be used to detect cheats;
  • Allow communities to control their play environment by releasing Dedicated Server files for their use with included admin tools for the server;
  • Integrate e-sports tools;
  • Integrate ingame clan management tools -- allowing clans to create their own custom page, create unique badges and logos, invite members, see member stats, issue and accept clan challenges and other tools the community may request;
  • Build a character and weapon customizer tool to allow for aesthetic pack DLC for those players who just want that little something different.
  • You can expect some performance and graphic improvements as we optimize.

What is the current state of the Early Access version?

“If you are looking for a full featured game without bugs or the need of polish, this game in current state is not for you.

Our current early access release includes the main framework for our multiplayer experience with lobbies, 8 vs 8 rounds, matches, 4 maps and 6 game modes, weapon and armament selection for your characters, character camo and dance selections, in game voice, mute and text chat, original music score, team actions for vote to kick and friendly fire and in game announcements. Players will have the ability to interact with the environment; opening and closing doors, breaching walls, destroying objectives, picking up weapons from dead enemies, scooping ammo from the fallen and best of all, dancing on your enemy’s corpse.

Players will have the choice of using our in game server browser to join our dedicated servers or to setup and host their own peer to peer server. VAC anti-cheat is activated. We are also working with Evenbalance to introduce PunkBuster anti-cheat services.

We have a fully playable multiplayer game that is in alpha state. Development started in late October 2014 and our community has been working side by side with our devs on early builds, playing on our dedicated servers since March 2015. Their support in testing our game has helped us solidify the gameplay framework. There is a lot of development yet to come but the feedback we have received tells us the game has that “fun” factor already. We listen closely to our community and try wherever possible to release bug fixes and tweak features in line with community wants or release new content weekly.”

Will the game be priced differently during and after Early Access?

“Our early access price will be lower to reward those who join us early and help shape the development of H-Hour. As major features and content are added, prices may rise.”

How are you planning on involving the Community in your development process?

“Development of H-Hour has been fan-centric since our 2013 Kickstarter campaign. We believe by working with our community to assess, tweak and polish the design and implementation of features, we can deliver an addictive play environment for the masses. Many of the ideas and suggestions of our community have already made their way into our current game and our future design plans.

We provide bi-weekly updates on our website about the development state at https://sofstudios.com. We also run polls on design choices and other subjects on our website. With this move to Steam, we have begun to use our Community Hub for the same purposes, connecting with and engaging our fans. Everyone is encouraged to hunt and report on bugs, and provide constructive feedback on features or the game. You can hate something in the game, just explain why and tell us what we need to do to fix it!”
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Recent updates View all (136)

October 26

Patch Notes - Release

We are pushing this one out this morning to address the third pass of content from Sept's major changes and a few small addition/fixes from last week's patch. We want to ensure these new features work well for the majority of the community and felt we should address some concerns that still existed with the new features before moving on to other content.

We are aware this may require kbm and controller players to once again adjust their sensitivity/look rate settings and apologize in advance for the inconvenience. The team put together a Q&A for you to explain the situation (see below).

Anyone who experienced issues with their input devices after this patch, should delete their Saved folder from the following location.

../Steam/steamapps/common/H-Hour Worlds Elite/HHourGame


Patch Notes:

  • Updated movement framework logic related specifically to mouse, so that turn/look rates remain consistent across varying Frame Rates - this will eliminate the rate difference between workshop and official maps
  • Increased Base Turn/Look rates for controllers and adjusted Controller Sensitivity Sliders range accordingly. It is expected that most controller players will need to adjust this to fit their comfortability.
  • Updated mouse sensitivity values in relationship to slider. Same 1-100 slider range, but results in more broad range used by the game in order to accommodate a wide range of hardware. It is expected that most players will need to adjust this value to better match their device. With the move from an FPS based rate, it was required to add this flex for those using a mouse that does not support DPI.
  • Headshots in the Kill feed now display the killer’s weapon as well. As before, Headshots from TeamKills are not displayed.
  • Damage Camera Shake is now scaled to correlate with damage amount (stubbing your toe on a fall won’t seem like you just got shot in the chest by a sniper).
  • Inverting Mouse Y (Look Up/Down) Axis setting now functions as expected

Q/A based on community feedback on patch changes:

Q: Look speed is too fast for a console game

Look speeds are currently allowed at rates that are appropriate to the PC player with PC hardware.

Controller limits are increased to try and lower the gap between the two, but it is impossible for a controller user to have the same control as a mouse user.

To limit KBM players on the PC version to controller rates is not practical as some players use non-DPI mice that severely hamper look speed.

Look & Turn speeds will be more “original” when we move to console.

Q: My sensitivity values are changing with these patches, and using the same as before feels completely different

The same values feel completely different, because they are.

We only have a limited variety of hardware to test upon, and that’s why we rely on input from the community testers (our Early Access Players, aka YOU) and their hardware specs.

What feels perfect to the developers & dev testers, can be completely wrong for other players. We are constantly re-tuning the Options Interface to give a huge range of hardware the same playability.

With this patch, the slider for mouse sensitivity still looks like 1-100; however, the actual results used by the game are very different.

Players with low DPI mice such as your laptop touchpad, or common generic mouse should now get a much higher turn/look speed at the higher end of the slider.

Whereas players with adjustable and/or higher DPI gaming mice, will want their sensitivity slider much lower (e.g., around 20-30).

These updates most often “reset” the sliders to a middle ground, because there is no way of knowing what default value will work for most. As a result, most everyone will need to adjust the sensitivity after an update because most everyone is on different hardware, with different settings. There is no default value that will not need changing unless everyone was using the exact same devices.

As we work towards our console goal, some changes have an unintended negative effect for the PC player, and we have to re-work things to try and cover both worlds.

Q: Why do I have to hold the action button for planting/defusing, can I not just move instead?

Holding the Action button and getting that visual feedback for remaining time is reminiscent to the game’s heritage.

It also prevents the player from accidentally canceling the action during a critical time because they bumped “move” on their KB or Controller.

It makes you focus on the task at hand; while still having to try and pay attention to your surroundings. Things like this that require a little extra from the player are what separated SOCOM from other games.

Q: Is the look Left/Right SPEED different from Up/Down?

Yes and No. It depends on your monitor aspect ratio.

Because we mostly play on wide screen monitors & TVs, having these be the same, gives the player the impression that looking up/down is faster than looking left and right. This is an issue with perception, and not that you’re actually moving at any different rates.

As a result, these values were set at a fixed relationship to each other. With the new engine, we can now allow the game to use your chosen resolution to dynamically set this relationship for you. However, for those that the speeds don’t “feel right”; we gave you more control over this by now being able to alter your Left/Right (X) and Up/Down (Y) sensitivity as an advanced setting feature for both mouse and controller stick.

Having to use these advanced settings doesn’t mean there is a flaw in the game, but that we keep our players in mind and allow them flexibility in making the game conform to them instead of the other way around.

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October 24

H-Hour Community News - 24 October 2016

Posted on Behalf of SOF Studios President, Tom

Welcome back for more news on happening for H-Hour!

Patch News:

The development team worked through the weekend to get another large patch out for everyone. This one adds new player stats for tracking and points, improved killfeed information on a variety of in game events, the long wanted ability to cancel the plant and defuse actions and a second pass on the content from the September patch. You asked for more flexibility in setting your inputs and the team ripped apart the input framework once again so they could deliver just that for everyone. More fine tuning was also done on camera shake, the movement system and on spectate actions.

The movement system is the most challenging piece of this larger puzzle. The developers need to accommodate as wide a range of hardware as possible to allow everyone the ability to play. Input is updated every frame so a player’s FPS is a major factor in movement speed. To further complicate things, gamers tend to use high DPI mice to enhance their movement and give them precise control. The trick for the team will be finding the sweet spot that allows for a player at 30 FPS to play and move easily without those running very high FPS to have insane movement speeds. Putting this second pass in the hands of the community will allow us to gauge the results across multiple devices and frame rates to determine what further tweaking is required. Based on the early reports, expect this feature to receive a third pass.

Additional details on the patch can be found here.

Around the Studio:

I am sure some will ask what happened with the animation studio we were in discussions with. They did finally submit their work plan and costing to us early last week which showed their preferred plan was to create all new characters and animations. A very expensive and time consuming approach that we felt would delay game development and burden the studio. Keep reading below folks for more information on what we have planned to deal with the animation and other work for the game going forward.

Since April the development of this game has been in the hands of volunteers who are former staff or talented community members with skills to offer. One thing these folks have in common is a shared passion for the H-Hour vision. We all have witnessed the amazing transformation and improvements to the title these dedicated individuals have brought. Jason, Rick and Rosie have all expressed their wish to continue working on H-Hour and delivering us to final release. I hope you all will join me in thanking them for carrying the torch and keeping the dream alive for the H-Hour community.

Based on the success we have seen that comes with having passionate, skilled folks on the team, we are adding 3 more individuals who stepped forward and offered to help with upcoming deliverables. Welcome Brian, Fred and Self to the development team.

Brian will be taking on the audio and video engineer role for the studio. He was educated n music theory and the performance arts, performed in orchestras, jazz ensembles, theatre, bands, and has experience in audio/video editing and graphics arts. He is an avid gamer that has played countless hours in SOCOM 2, 3, and combined assault and wants to use his experience to capture the feeling of SOCOM and bring it to H-Hour through audio and visual design.

Fred will be responsible for animations. He is in his final year in Game Development, has excelled at character rigging in Maya, worked with human IK rigs, as well as character animation and locomotion. Fred offered up his training in the animations field to help the team and at the same time gain studio experience. While waiting for the setup of his work environment, he worked with the team last week on retargeting our character skeleton to fix the leg and knee issues we had. Once he has had time to catalogue the existing content, you can expect to see more animation fixes incoming in future patches. Then as existing content is corrected, he will begin work on the missing animation deliverables.

SelflessOne, as many are aware, is a talented level creator from the community. Self began creating content back in 2004 for a game called Second Life and found a home in the work he enjoyed. Between then and now he has created levels, fantasy props, weapons, clothing and other paraphernalia for games. Since 2014 he has been working in Unreal Engine creating models, textures and level design. He is well known in our workshop for both map creation and helping his fellow map makers in the complexity of UE4 development. Self has been working with the team on our 5th map and you can get a sneak peek in this week’s development topic.


Developers Topic: Map 5, Modeling and Texturing has Begun

Hello everyone from the level design team! We have been working over the last 6 weeks now on the design and block-in of a brand-new map for H-Hour. The theme for this new map will be Mediterranean with SOF needing to infiltrate a coastal resort.

For those not familiar with level design, design and block-in stages were used to identify and create specific areas on the map where you are bound to find one or two snipers hiding out, just waiting for someone to run by. We also determined the main area where most of the action would occur. Then we went back to the drawing board and identified the pathways and areas for flanking and other maneuvers. Some of these may be tweaked as we build out the map but we have sufficient detail now to move on to asset identification and creation.

We want to immerse you into the environment of our selected theme so there will be a lot of detail asset creation and texture work required for this map. That work has already begun and we are sharing just a few pictures with you today of some of our unique Work In Progress (WIP) pieces. As things progress, we will be sure to share more of the plans for this map. Hope you enjoy!

This first image shows some of the modeled and textured add on components for buildings in the map. As you can see, the architecture and detail follow the Mediterranean theme.

Our next image shows the beginnings of one of the key buildings planned for the map—the sniper house.

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Feature List

Our Custom Map Workshop version 2.0 is LIVE . Check out the great community maps on our Workshop and play them on our Workshop servers.

About This Game

H-Hour: World's Elite™ (H-Hour) is a tactical, team-based military shooter in which cooperation among players is required for success. The game uses a Third Person perspective to enhance the player's situational awareness. Players can see where they are in relation to the world. This battlefield perspective encourages more strategic awareness and teamwork.

In line with our vision to produce a spiritual successor to the early SOCOM series, H-Hour is primarily a one life game that encourages players to think strategically and work as a team in order to avoid waiting in the dead room until the round ends. A respawn mode is also offered. This allows for player warmups and to help new players adjust to the Third Person perspective prior to joining the community in the more punishing one life game play.

Currently H-Hour includes one life and respawn game play. There are 4 maps and 6 game modes available to select from including Elimination, Demolition, Breach, Sabotage, Suppression and Hostage Extraction. Players can also select from 6 different characters, change camos and dance moves and setup a variety of different loadouts for weapons and equipment to carry on the battlefield depending on the demands of a particular mode. Servers can be configured for numerous ingame features such as:
  • enabling/disabling Vote to Kick and Friendly Fire,
  • swtching between one life, respawn or running a mix dependent on gamemode,
  • setting the player number, round time and number of rounds in a match.
We have also added a custom map Workshop to allow the H-Hour community to develop and share their own maps for the game. To date these maps have been a mix of SOCOM recreations and original content. Workshop maps require download before they can be played on the servers.

All characters and locations are presented in a plausible, authentic manner. The game is inspired by real world events—the personal stories of Special Operations Forces—repurposed and staged in new and equally deadly locations for the purposes of preserving national security. The art style is hyper real—photorealism is the foundation but is exaggerated to a level of vivid, dramatic tones, grittiness, and dramatic lighting in which the color palette tells as much of a story as the mission briefings. Environments emphasis all the filth, chaos, and visual disruption that is common to many of the places where savages plot and launch their insurgencies or terrorism campaigns.

System Requirements

    • OS: Windows 7 SP1, 8 or 8.1, 10 -- 64 bit version
    • Processor: 2.6+ Ghz Dual Core Processor
    • Memory: 4 GB RAM
    • Graphics: NVidia: GTX 295, 480, 570, 660 / ATI: HD 4870 X2, 6970, 7850, R7 265
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Additional Notes: KB/M and Controller: PS4, XBox and Steam Go (mobile): 680M, 780M / Mobility: 7970M
    • OS: Windows 7 SP1, 8 or 8.1, 10 -- 64 bit version
    • Processor: 3.0 Ghz Quad Core Processor
    • Memory: 8 GB RAM
    • Graphics: NVidia: GTX 580, GTX 670, GTX 960 / ATI: HD 5970, 7870 LE (XT), 7950, 280, 285
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Additional Notes: Go (mobile): 970M
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mixed (667 reviews)
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546 reviews match the filters above ( Mixed)
Most Helpful Reviews  In the past 30 days
7 of 7 people (100%) found this review helpful
13.0 hrs on record
Early Access Review
Posted: October 15
This is finally worthy of being called a SOCOM style game. I hope development continues, this is worth buying and playing!
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8 of 9 people (89%) found this review helpful
49.7 hrs on record
Early Access Review
Posted: September 28
Great patch! I love how the controller can go head to head with mouse and keyboard.
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6 of 7 people (86%) found this review helpful
7.4 hrs on record
Early Access Review
Posted: October 2
H-Hour worlds elite was a very rough game about 5 months ago and I couldnt stand to play it. I just jumped on to see if it had gotten any better and let me tell you! This game is day and night different from the last time I played it job well done dev team. If you are thinking about buying this for the classic SOCOM feel then do it! The servers do need more active players but that is the only problem I see so far I will deffinatly be more active in the months to come!
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5 of 6 people (83%) found this review helpful
58.8 hrs on record
Early Access Review
Posted: October 9
How to download the new map ???
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5 of 6 people (83%) found this review helpful
39.6 hrs on record
Early Access Review
Posted: October 3
i like the game and i think its going to be great i hope we get a campaign that would be great for this type of game keep up the good work
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4 of 5 people (80%) found this review helpful
21.1 hrs on record
Early Access Review
Posted: September 30
It's pretty close to the old SOCOMs. The lack of players is the biggest issue. They are constantly patching, which is great, but overall progress is slow. It's way too hard to just get into this game and start having fun. Most of the player-base is well-seasoned and has pretty legitimate skills. SOCOM was a hardcore game, but you didn't just dive in to ranked and start effing ish up. It took a lot of time to master weapons, maps, and mechanics. But the most important part of SOCOM was always the tactics and communication with your team. That is still there, but in the most minimal form. There are not enough players to create that gritty clan competition that used to dominate ranked. That's what I miss most about the old SOCOMs. Was being able to join a respawn or a casual ranked game, meet up with recruiters, and find a clan that fit your personality and playstyle. Once you had teammates to back you up, it really motivated you to get better so you could hold them down in all of the crazy firefights and intense shootouts. The community is great when it comes to that attitude, it's just too small.
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4 of 5 people (80%) found this review helpful
40.7 hrs on record
Early Access Review
Posted: September 29
An early access game with lots of potential. Wait until the release if you want a polished game.
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4 of 5 people (80%) found this review helpful
86.9 hrs on record
Early Access Review
Posted: October 4
This game is awesome, still in development, but really nice. It is not like your Cod or Battlefield game, this is more strategic
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Most Helpful Reviews  Overall
290 of 405 people (72%) found this review helpful
19 people found this review funny
Not Recommended
54.5 hrs on record
Early Access Review
Posted: May 19, 2015

It seems my Review Video has been Banned from Steam. The video was talking about Censorship, and how ANY sort of Critique gets you shunned from the studio...and look what happened.
I speak my mind, it gets reported and banned.
This studio deserves no money.
As a very passionate fan of SOCOM 1 and 2, I wanted to see this game succeed.
But every decision they have made in the last year, has caused them to be:
A) Out of Money
B) Out of fans who can speak critically
C) Out of Ideas, so they launch a Broken Pre-Alpha Build onto Steam for $25.00 in hopes they can take some people for a ride, before they ride off into the sunset.
I give this game 3 months. With a 24 Hour Peak of 60 players. Maybe sooner.

Edit: It appears that Players are now getting Banned from the game for speaking out in Game Chat. I have heard that players who livestream and talk critical, are getting banned under the pretense of cheating.. This company will do anything to silence critics.
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A developer has responded on Aug 20, 2015 @ 1:25pm
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208 of 308 people (68%) found this review helpful
12 people found this review funny
Not Recommended
236.7 hrs on record
Early Access Review
Posted: May 20, 2015
To start off with, this game is not worth $25 for the amount of content that was released. I participated in the Pre-Alpha/Beta Testing and believe they need more time to get the basics down before they shipped if off to EA.

I have a long history with playing shooters and started off with S1-S4(including CON) and I have to say that we are playing games in 2015 and I would like to see a tactical third person shooter where its realism is believable. Right now, they are not where they need to be.

This game is suppose to be a soul successor of the famous title Socom Us Navy Seals, but falls short with many many fundamental problems.

I wouldnt recommend you to pick up this game till maybe about 3-4 months down the road, where I can see the Devs picking up their act and implementing a competitive side to the game.


Character/movement - The Characters you control are very robotic, very little sway or any fluid movement, when controlling the gun you dont see or feel like your receiving any kick back from the gun. its like the gun was mounted on a rock that can have the ability to move around. Jumping around feels like your on the moon, being able to shoot as if you were standing still or your running through the air. lots of things that your character will get stuck on, like pivots in the ground, rubble that should be easily cleared, or inclined terrain that anyone can walk up on. Your Character doesnt seem to have any inertia, or body weight when moving around and can change direction(strafe or back pedal) on a drop of a dime with no transfer of weight being displayed. your back pedal is the same speed as if you run forward. you cant dive properly and with many bugs with Dolphin Pop Up Animation exploits(sliding off the ground being able to shoot accurately and still be mobile).

Characters dont feel like they receive damage from anything. Bullets, Pellets, Grenades, or Fall Damage. Character does not slow down when receiving damage untill dead.

Movement Speed is way too fast and arcady to believe you are playing a human character with combat gear and weapons.

There is no Sprint button, You either Press a button to walk, or you move around at a run/jog speed in all directions. No Ability to put your gun down to sacrifice for top flight speed.

Gunplay - The Aiming system is One Dimensional which is point and shoot, There is no general aim or focused aim. There are scopes for the Snipers, but if you have to make a long range shot with a AR or SMG, you will have to scope in with your binocular zoom out and shoot in the regular point and click Classic View). There is no depth in the shooting mechanics, you are set in a battle stance that you are shooting as if you are looking down the sights of the gun all the time(and still are able to move around at jog-running speed in all directions)

- Stances play no role in how you control your gun. Same bullet pattern, same spread.

-All guns pretty much do the same damage, have the same kind of bullet spray, and dont have any feel.
- Fire Rates and How many bullets the gun has really makes the difference in the game.

-Holding down the trigger will only kick your spray pattern so much till it stops at the top of the cross-hair circle. And it will automaticly return to the original point where you started shooting.

Sub Machine Guns can out snipe any gun class. If you want a challenge use the Assault Rifles or Sniper and feel the struggle.

Pistols suffer from bullet delay and do very little damage.(Desert Eagle is the pistol of choice because of its different damage)

Shotguns are never used because its DMG is based off of how many pellets make contact, and there are no knock downs or staggering effects when hitting your enemy.

Grenades/Throwables - You can only throw at Max Distance or Min Distance. You cannot control or gauge the throw. When changing directions from straight to left or right while throwing makes the item go 90 degrees to that direction.

Excessive Bullet Travel - Long Range I think its fine, but the close range combat feels like if you shoot at a wall or target from 3 feet away from you, the bullet is lagging behind your character and will hit 1 foot behind while you mov at a constant speed in 1 direction.

Game rewards spraying more than burst fire(due to fundamental problems^^^^).

No Mic Support

In game Text is displayed for everyone that is playing in your room(dead or alive).

You have to keep picking your gear at the start of every round.(does not remember your previous load out)

2 maps only

1 game mode set to each map.

Incomplete Features for Demolition Game Mode.
-Bomb Location in game
-Which Team has the bomb
-Which Team dropped the bomb
-Many glitches in planting the bomb(locks up character, fail to plant bomb and cannot repick it up, cannot cancel a plant and more.)

Doors are inconsistent

Sound in game is terrible, cannot figure out where shots are being fired from, where people are walking.

So.... probably way more problems but I do not see this game developing faster than what we have seen to Pre EA, if we do they still need more time to fix all the bugs that come with each patch.

I see a lot of inconsistency and I believe its lack of true direction and a big division in the community.

If you want the nostalgia feeling and want to reconnect with a bunch of socom type of player go for it, but get ready for a rough ride with this game.
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Recently Posted
14.5 hrs
Early Access Review
Posted: October 26
Stole my money over a year ago and nothing has really changed... another kickstarter failure. i knew this game was going to fail when the socom producer bailed out. seems like he just wanted a payday
Helpful? Yes No Funny
0.7 hrs
Early Access Review
Posted: October 7
Helpful? Yes No Funny