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 (681 reviews) - 53% of the 681 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?

“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 4 game modes, weapon and armament selection for your characters, in game voice and text chat, original music score and in game announcements. Players will have the ability to interact with the environment; opening and closing doors, picking up weapons from dead enemies, scooping nades and 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. Our community has been working side by side with our development team 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 have been providing weekly updates on our website about the development state since late fall 2014 at https://sofstudios.com. We also run polls on design choices and other subjects on our website. With this move to Steam, we will begin 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 (126)

August 22

Quick Look - 22 August 2016

Posted on Behalf of SOF Studios President, Tom

Hello H-Hour Community!

The development team released a great patch last week that included a little bit of everything. The largest deliverable was the return of a Workshop that is bigger and better than ever before. Mappers now have access to all game modes, bomb plants and zones, breach points, destructible objects, door actions and destructible lights. For more information on this release and to see some of the other nice fixes that were included, check the Patch Notes.

Giving map creators this degree of access comes with a need for them to be thorough in how they review their maps and assets for errors before releasing content to the public. We want to enjoy a long term relationship with our mappers and support them by providing tools and server space when available but we also need to be cautious that we balance the needs of the players. Opening week we put all public maps on our workshop servers as a starting point. Unfortunately, we saw maps released with issues that affected players in game and had to remove a few of them as a result. To minimize player impacts in future, we have put up a special server for testing all workshop maps. Only after careful screening will they be moved to our live servers. We hope this new process will prevent players from having issues and benefit the mappers who will receive private feedback.

What’s Ahead?
  • The dev team is working on in game content once again so you can expect a combination of fixes and new content or enhancements in their next patch. They are returning to their "todo" entries from Trello and are also continuing to review and fix any log messaging that requires game changes. It is important to note that most messaging is benign so not every message will be addressed

  • I also wish to remind everyone that our dev team is comprised of volunteers who graciously give the studio and the H-Hour community their free time. The studio has not and will not set milestones dates for deliverables as a result. This does make it difficult to announce specific items that will be worked on in advance as I know many of you would prefer. It also means times for completing tasks is always an unknown. Despite this, the volunteers have delivered regular patches that were worth the wait. I ask the H-Hour community to recognize the tremendous job in delivering content they have achieved and to understand that the lack of specifics is just the way things will need to be until full time funded resources can be bought back to work on the game.

  • We are still waiting on the report from the animation studio assessing our current and future animation needs. This is understandable as they are reviewing everything from rigging, to characters to skeletons, individual and medley animations, etc. so it is a rather large task.

  • On the investor front, due diligence is still underway and we are in process of setting up a follow up meeting for next week.

We reviewed the forum feedback on what members would like to see in the Quick Look going forward. I thought I would chunk off one request at a time and address for everyone. This week’s subject is funding.

Many out in the H-Hour community have wondered how it could possibly be so difficult to bring investors in so we can get the game completed on PC and ported over to PS4 for everyone. The reality is that as much as we may love this vision and see its value, there is a lot more than love of a game that goes on in investment circles. Of course if an H-Hour fan won the lottery, life would be simpler for all of us. In the meantime, it is hard work to find investors interested enough to have that first meeting (called discovery) and harder still to get to follow up meetings and due diligence; let alone close the deal.

The investor community comes from a broad range of backgrounds, some in the gaming industry, others not. Some with knowledge of gaming, others with none. Some looking for short term investments with large and almost immediate paybacks. Others looking for mid term but solid, blue chip investments and of course, large returns. Still others looking for longer term relationships that include an interest in your IP. Not all of these will be a good fit for H-Hour.

Getting access to a discovery meeting with any investor requires an introduction from someone they know. Every single meeting requires investor centric presentations be prepared and presented. An investor who talks to a company has a need or a hole in their portfolio they are hoping to fill so your first presentation must fit those needs. This means doing research and adjusting our pitch before we talk to them. Any meetings that go beyond the initial discovery meeting require much more intensive production of documentation related to the project and tailored to the asks from that group. Once you get to due diligence which is still not a guarantee an agreement will be reached, you are dealing with accountants, lawyers and tax attorneys. None of this is accomplished quickly unfortunately.

Some discussions will get to this stage and then when presented to the publisher or investors board, realize there is a conflict with their existing portfolio and decide not to sign on. This is just the way the ball bounces with these things.

Throughout all of this, the studio has worked diligently to make those connections to get the introductions and pursue funding the project. I cannot give you specifics on those particular discussions as both parties enter into a non-disclosure agreement before meeting. One thing I can tell you is that for those discussions that advance beyond the discovery meeting, the investors search out information online to educate themselves on the potential for their investment to be successful. This is truly in the hands of the H-Hour community and is why I ask each and everyone of you who wants the game completed and released on PS4 to help us keep the dream alive by continuing to play on the servers and showing your support for H-Hour online.

More to follow on September 6th…..

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August 16

Server Downtime & Patch Notes- Release

I will be taking the servers offline at 1230 PM EST for 30-60 minutes to apply the patch and setup and deploy some workshop servers for everyone. Please make sure you update your game in Steam to apply the patch. If you plan on using the Workshop servers make sure you have subscribed to the currently released workshop maps before trying to join those servers.

Public maps can be found here.


Patch Notes 16 August 2016

This build includes all updates needed to allow for the latest version of workshop editor; integration so creators have access to action for doors, loading screen option for their maps, destructibles for lights and objects and all game modes. It also includes the following changes/additions:
  • Changed Lobby logic to allow game start with 3 players in Lobby and 2 in ready up status.

  • Lobby wait time adjusted down from 30 to 20.

  • Fix for AcetyleneTank_Short so it displays its materials properly. Tank is now visible with the correct material in WolfRun and Factory.

  • Added blocking volume in Factory Manequin Shipping Room to prevent players from walking along a slightly protruded beam by the 2nd floor office platform.

  • For Sismis, the fog intensity has been dialed back to allow more light source into the map so things do not look as washed out. You now get some light haze with the lower fog setting but are not blinded by the brightness of the light. Many objects in the map had their lightmap settings increased to remove black appearance. Testing noted improvements in FPS in this map with the changes.

  • New code for using multi-threading for workshop map loads so users can play the game while downloading.

  • New "Steam Schronization" message on the Main Menu to alert players that Workshop content is being pulled from the Steam folders and integrated into the game files on game startup. Recommend players wait till the integration is complete before joining a server.

  • Tooltips have been added for the Lobby and In-Game Options menus to help players understand the purpose of the various settings. Will be added to the Main Menu later as time permits.

  • Create a game menu changed to reduce font size and prevent overlap on game mode field for maps with longer titles.

Workshop changes:

Because of the significant number of changes to the build process, migration process and the addition of many new features, all Creators (whether new or old) MUST read the provided Workshop Guide if they hope to be successful in creating map content with the new H-Hour Editor.

The new H-Hour Workshop Editor was created to greatly improve the process of migrating content from both the older H-Hour Editor engine versions (now done by Copy) and from the base UE4 - 4.11.2 engine itself (Merge). Make sure you read and understand this section of the guide before beginning the process of migrating your maps. Doing so will save you hours of unnecessary cleanup afterwards.

The new Workshop Editor also improves the packaging process and rejects packaging of content that does not meet file structure requirements. It is the responsibility of Map Creators to closely monitor their packaging logs so they identify rejects due to structure errors or missing or incompatible file errors in their content.

The Workshop Editor is now fully integrated into our game and access to certain features were enabled. This allows creators more flexibility in game modes use and access to map options. It also comes with the requirement that Creators must now mirror H-Hour's level design structure when creating levels. This means all community maps MUST now have an Elimination game mode as their main level and from that add sub levels to enable additional game modes they may want. So every community map will have at least an Elimination game mode as their main map.

New EditorApp content includes:

  • Creators can add sub-levels to their main map to deploy map versions running any or all of the following game modes; Extraction, Sabotage, Demolition and Breach. Special settings required to enable bomb spawns, plant zones, breaches and hostages are noted in the guide.

  • Creators have been provided with a blueprint to allow access to H-Hour's door action and sound (experimental) feature.

  • Creators have been provided with a blueprint to allow the addition of breachable walls.

  • Creators have been provided with a blueprint so they can create and deploy destrucibles such as blown bridges or other assets.

  • Creators have been provided with blueprints to allow access to H-Hour's breakable lights, point and spot light feature.

  • Creators have been provided access to load their own loading screen for their map game modes.

The H-Hour Uploader has also been updated to reflect new validities to enforce map content requirements and protect existing Workshop content from Creator mishaps. Make use of the "?" help added to each field to ensure the file paths you enter are correct. This will not prevent Creators from uploading content that does not work but it does protect the integrity of the files so other mappers content is not overwritten accidentally. We will continue to monitor and work with those mappers who upload broken content to the Workshop.

The H-Hour Workshop Guide has gone through a significant overhaul. With new features comes new complexities so it is critical all Creators read and use the guide. Map mapping in UE4 is a time consuming and lengthy task. Use of the guide will help you be successful. We tested with some using and others not using the guide. Those who did not, significantly added to the time and energy needed to make their maps workable in H-Hour.

Disclaimer: As testing was limited to a small group, bugs and/or guide change needs may still exist. Please report any issues you find in the Workshop area of our forums so we can determine if future updates are required.

Special thanks to the following community members:

A thank you for helping the studio dev team in this huge undertaking by testing the tools:
  • Thanks goes out to Vice_President and SelflessOne who had to test while the guide was still in development. They did things the hard way in order to be able to provide feedback on the best migration path to take for the maps.
  • Also thanks go out to PoisonCobra, PurpleUrkel, Mr_Q_Blaze and UNITEDIFALL for participating in the second wave of testing by migrating or creating maps with the new tools.

Two special shoutouts are also due for effort above and beyond:
  • The first is to tconscout (Nikita) who actually took on the task of a new user creating a map so she could vet the sections of our guide a new user would follow. Her feedback and suggestions for improvement to the guide was an enormous help in making the guide flow as it should.
  • The second is to SelflessOne who took it upon himself to create breach, a new door sound and breakable light assets for the community to use in their maps.

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Feature List

Our Custom Map Workshop goes LIVE on April 16, 2016. We are celebrating with a 2 week sale so come try out H-Hour and the new community maps!

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 5 game modes available to select from including Elimination, Demolition, Breach, Sabotage 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. We have also added a custom map Workshop to allow the H-Hour community to develop and share their own maps for the game (Releasing to public April 14, 2016).

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 -- 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: Go (mobile): 680M, 780M / Mobility: 7970M
    • OS: Windows 7 SP1, 8 or 8.1 -- 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! Learn more
Mixed (681 reviews)
Recently Posted
22.7 hrs
Early Access Review
Posted: August 12
This game has come a long way since its launch. Really the ONLY reason to buy this game is if you are a huge fanboy (like me) of the original Socom games. Right now, as of 08/13/2016, this game is pretty amazing. However the amount of actual people playing are next to none. I would say on average, you can join one, maybe two games that will have a full room but nothing more than that. Is it worth the 10 bucks? Yes. Only because the studio is continuing there updates with this game, the old Socom community is awesome. For anyone that is NOT a Socom fan boy, I probably would not reccomend this game to you.
Helpful? Yes No Funny
0.4 hrs
Early Access Review
Posted: August 11
game is dead, bought it for me and a friend, 1 player online, instant refund.
Helpful? Yes No Funny
105.9 hrs
Early Access Review
Posted: July 21
I have been playing the game for several months on the weekends and I can honestly say, I enjoy H-Hour. There have been some major gameplay improvements in the last couple of months that made sniping a little more accurate. My shots seems to hit the target, some time I see an issue where I see blood fly, but the player does not die... I would love additional sniper rifles and scopes before this game is out of early access. Snipers need weapon choices and claymores.
Helpful? Yes No Funny
0.1 hrs
Early Access Review
Posted: July 18
Please Note: i bought this game a few months back and only "played it" for a little. Things may have changed (for better or worst) so read just if you like to hear from my experience with my time with the game and my past with socom.

I bought this game only a month after i got my new PC. traded in my PS4 for it. I am a huge fan of the socom franchise. it was the first game i truely fanboyed over and even played online on my ps2. ill never forget buying Socom: Combined Assault at my local rental store in the bargain bin. it was only five bucks and my dad bought it for me. now, i was terrible at it. i was always at the bottom of the scoreboard but i didnt care. i would kill a single person, run over and dance on their body, and then get killed by their friend. once again, i had a blast. then imagine my suprise when years later i saw a spiritual successor on steam early access. it even had someone (cant remeber their name) from the Socom team on board. i was excited and bought it.

after buying it, i slowly browsed their patch notes and researched the game after reading some less than stellar reviews. i then realized the guy who originaly worked with Socom was no longer apart of the project. i was getting Destiny vibes all over again. i decided how bad could it be and started up the game.

Tried to play the game and before the match started it crashed on me. so i lowered all the specs. still crashed. i put my hands on my head and slowly tried to think of what else i could do. i tried again and finally got a match, but it was a slideshow of a frame rate. then guess what? it crashed. totally frustrated i requested my refund and used it to buy Ghost Recon, my second favorite franchise.

maybe it was my system or maybe it was the game. i dont know, but its safe to say i was highly disapointed with my purchase. even after i gave up on it, i stayed followed to their page to keep up with their patches. i truely wanna see this do good, but the other reviews and other issues tell another story. you want a good Socom game? go out a buy a used PS2 and play the originals. even Socom: Confrontation was better than this game (online only...really?). sorry devs...i just cant reccomend this game.
Helpful? Yes No Funny
3.0 hrs
Early Access Review
Posted: July 17
been in alpha/beta for over a year. waste of time and money.
Helpful? Yes No Funny
Ebon Wolf
0.5 hrs
Early Access Review
Posted: July 17
It's a poorly made game that has potential but terrible execution. Doesn't help that it's basically dead and will probably never see a full release.
Helpful? Yes No Funny
Acorn Porn
1.6 hrs
Early Access Review
Posted: July 17
This game is trash balls...
I like Socom, I don't like trash balls.
Helpful? Yes No Funny
11.8 hrs
Early Access Review
Posted: July 13
Helpful? Yes No Funny
Y tho
1.0 hrs
Early Access Review
Posted: July 5
If you played Socom in the early 2000's, this game is for you.
Helpful? Yes No Funny
3.1 hrs
Early Access Review
Posted: June 29
This early access game is very similar to SOCOM, I look forward to the full release with many improvements.
Helpful? Yes No Funny
Most Helpful Reviews  Overall
288 of 403 people (71%) found this review helpful
18 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
(view response)
211 of 309 people (68%) found this review helpful
12 people found this review funny
Not Recommended
236.1 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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101 of 141 people (72%) found this review helpful
4 people found this review funny
Not Recommended
27.3 hrs on record
Early Access Review
Posted: June 12, 2015
Update: as of August 7th, 2015

The game still isn't worth $25....BUT it has improved.

- There is a new map called Factory and it is so much better than the original two maps. I actually had a lot of fun playing Factory.

- I have came to the conclusion that the original maps are just bad. In all honesty those two maps are so bad I think it took away from my playing experience when the game launched.

- There is now three game modes..TDM, Demo, and Sabatage..IMO they need to tweak sabatage to play more like breach did in Socom (adding breach points, ect, to make the mode more unique) As of now its basically just demo but the SOF side spawns with the bomb and is the only team that can plant it.

- The shooting mechanics are much better than what I played back at launch of EA. I mean night/day difference

- Grenade throwing has been fixed, the nades no longer shoot off in a random direction. They also added smoke nades, which I do not think were in the game before.

- The guns have a more unique feel now than they did before...meaning the shoot, feel, and handle differently from one to the next.

- Sniper rifles still need work and they need to add the one hitter rifles

- Movement animations are still rough, but they have made some improvements, the jumping looks a little better but still needs work.

I will give credit where it is due and in this case they have made some solid improvements. The main reason I say this game is still not worth $25 is because there is only 1 map worth playing (the new factory map). The other two maps are still terrible. If they can get 3-4 solid maps in this game than it might have a chance.

My only other concern is the player count. This is an online only shooter and each time I have logged in I see less than 20 people online. There is usually only one active room. That is a major concern for an online only game and something to take into consideration prior to buying.
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136 of 211 people (64%) found this review helpful
8 people found this review funny
Not Recommended
272.0 hrs on record
Early Access Review
Posted: May 19, 2015
OK, first off, this is a review based on what the game is like right now NOT what potential it has or how it might be better later.

I've played SOCOM 1, SOCOM 2, SOCOM Combined Assault and SOCOM Confrontation religiously. I played them all until the end. So i literally can't even estimate as to how many hours of my life i played them. ALOT. I played Confrontation up until the servers shutdown. I gave SOCOM 4 a shot and was unimpressed. I even tried Mag and played it for a little while.

So, When i heard David Sears and company were attempting to get backing for a Spiritual Successor to SOCOM i about pooped my pants. Of course i donated and kept my eye on their updates just about daily. Then David left (without saying why.. red flag) and that's where things began to turn for the worst.

All that being said, in it's current state, i must say that this game feels NOTHING like SOCOM! The mere fact that it is on the PC takes away from a lot of the core values that made SOCOM great. The competive feel, the even battlefield, the teamwork and tactical feel all go immediately out the window when someone who knows much more about PC and possibly even how to decode the game is in the room. The basic stability and protection from all of that was provided by PlayStation and you can feel it's mising on PC. That's not even to mention that some people use special controllers and mouse/keyboards to gain a competitive edge where it used to be that camping in a building with some PMN mines was the way to gain that edge. (Oh yeah there are no PMN mines.)

The shooting mechanics are.... for lack of a better word... bad. Even strange. The bullets travel slower than a nerf gun and the hit detection is worse than I've ever seen of a shooter. And those who played the SOCOMs know bad hit detection when they see it.

I could go on for days about this or that being missing but bottom line. This game is not even remotely close to being considered a "Spiritual successor" to SOCOM and honestly, at this point, I feel like I've been robbed by SoF Studios.

EDIT (July 7th, 2015):

They recently made the guns work. Kind of. I still got shot yesterday and clearly saw the blood come off me and lost no health. This is an issue that had to do with Network prediction and Hitscan, and honestly, should have been addressed before they EVER released this game to the public. And although it is better than it was, it's still pretty damn broken.
Still no content updates. Only 2 maps and 1 (and a half) modes. The weapons still have no unique characteristics and even with the new "Gun fix", you can still shoot across the map fully auto at the beginning and get kills.
I see most of the positive reviews consist of little to no facts and are either asking people to buy just to "support" the cause or they grade from a nostalgia (I miss SOCOM.) perspective.
Still no mics, PMN mines or claymores. The movement mechanics are still terrible. Jumping looks and feels like a gameboy game. Crouch walking for stealth purposes is useless. Team tactics are non existent at this point.

So, in conclusion, the new gun "fix" makes the game slightly less annoying to play but overall the game is still bare-bones and feels nothing like a spiritual successor to SOCOM. I know the Studio keeps walking back their promises and saying its early and its unfinished, blah, blah, blah but I've been playing since the Closed Alpha and i can see the progress is slowing to a near halt. Do not buy this game. Your 25$ WILL NOT, i repeat, WILL NOT make a difference at this point. This is not Kickstarter and no one wants to buy a game that has no content or features in the hopes maybe one day it will.
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108 of 168 people (64%) found this review helpful
5 people found this review funny
31.1 hrs on record
Early Access Review
Posted: May 19, 2015
I applaud the developers for trying to revive what truly was a great shooter, while this game is far from being what SOCOM was it is a step in the right direction and with time and attention to detail I believe this game can succeed. Would I purchase this game if I wanted a finished product? no. Stay away unless you want to help the development of this game.
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92 of 141 people (65%) found this review helpful
3 people found this review funny
Not Recommended
16.9 hrs on record
Early Access Review
Posted: May 20, 2015
I have been looking forward to a successor to Socom for years. SOF Studios sold me (as well as many others) on the notion that H-Hour will be a true successor to Socom. Truthfully, this game plays nothing like Socom. The core fundamentals of Socom are not implemented. The addictiveness and competitiveness of Socom is not there. In fact, this game is completely unplayable in its current state.
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112 of 178 people (63%) found this review helpful
7 people found this review funny
Not Recommended
5.0 hrs on record
Early Access Review
Posted: May 19, 2015
They say this is a spiritual successor to SOCOM 1/2 for the PS2. I must ask, what are they smoking? Have that many people truly forgot what SOCOM 1 and 2 stood for and what they were? To say HHour is anything close to those masterpieces of a game is a insult to thefolks who worked on those original SOCOM games.

Lets get the facts out of the way on who I am writing this review.

I am a:
SOCOM Vet (1 and 2 my favs)
A Kickstarter backer of this project
Someone who actually wants this game to succeed.

Now that is out of the way. This game in no way even delivers to my needs and I am their target audience. I am one of the many original KS investors of this project.

Why should you buy this game?
1) You have some spare money and are extremely desperate for a generic round based third person shooter.
2) You have never played SOCOM 1 or 2 and thus do not know how far off this game is from being even in the same ballpark as those games.

Why you should not buy this game?

1) There is no voice chat in the game at all. No way to be tactical at all with your teammates nor communicate with them.
2) The grenade arc in the game is atrocious and half the time my grenades go 90 degrees to the right of me without any rhyme or reason.
3) I constantly shoot at and get shot by my own teammates because the indicator on their head is not only terrible in distance/range but completely useless after a certain further range. Be prepared to get shot at constantly by your teammates. Friendly fire is not in this game and this is probably why.
4) There is no indicator, icon, map or radar to show who has the bomb in demolition game mode. Have fun knowing trying to play tactically when you have no clue what is going on.
5) WolfRun is one of the worst maps I have ever played in a shooter. It is Socom 4 levels of bad.
6) All of the guns shoot exactly the same. The only difference is their names. The sprays are identical for every gun.
7) The audio is broken and you are unable to tell where shots are coming from. Footsteps are somewhat manageable to hear but also suffer from similar issues. There are no red indicators like Socom had that show the direction of incoming enemy fire.
8) Sloppy animations. I do not mind these too much but some people do.
9) You have to pick your weapon each round even if you want to use the same weapon or if you did not die in the previous round? Anyone who played classic Socom games knows that you did not HAVE to pick the weapon you wanted to use every round, you kept the same gun each round unless you changed it.
10) No PMN mines at all. They were in the Proof of concept yet are not in this paid version. Probably a good thing since there is no voice chat.
11) Zero tactical gameplay at all. I feel like I am playing with bots who camp.
12) The price. This is without a doubt the biggest flaw of this game. This game is in no way worthy of a 25 dollar price tag. I would not even pay 10 dollars for it in its current state and I am a person who backed this project.
13) No stat tracking, no clan support etc. I honestly cannot see this game getting into a competitive gamers heart without these things.
14) Sniping is not even in the same ballpark as Socom games. Just look up some videos to see the difference.
15) 2 maps and 2 game modes.....thats all that is in the game. This is not a typo, your 25 dollars gets you 2 maps 2 game modes....

The game has potential yes, but you could seriously say that about every game on this planet. There are so many flaws in this game right now and it is not worthy of your time nor money as of todays date. Maybe in 6-8 months they will get the product in a state worthy of your time and money but it is not even close to that today. The Socom community deserves more than what this game currently has to offer.
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89 of 139 people (64%) found this review helpful
2 people found this review funny
Not Recommended
5.3 hrs on record
Early Access Review
Posted: May 19, 2015
After playing for a little while, I would not recommend to anyone who is looking for a Socom like game. Early access or not this game is still pre-alpha and was far from ready for a release of any kind. This is supposed to be a tactical team based shooter and the mic system isn't available. The characters look awful, the character movement is atrocious, the bullet spread is strange and the 2 maps we get don't have the Socom feel. This just looks and feels like it belongs on the apple and google play store as a cell phone game (My PC is plenty powerful to max out these settings). $25 is way overpriced for this and I would wait a few months to make sure SOF doesn't go MIA before I invest another penny into this company and hopefully if they stay on the project in 3-4 years this game may be what we were hoping for MAYBE. I mean a game that was over 10 years old that they're trying to replicate is 10 years ahead of this game in comparison. Hate to say this but it's just another disappointment that us in the Socom community are becoming accustomed to. =/
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36 of 49 people (73%) found this review helpful
4 people found this review funny
4.7 hrs on record
Early Access Review
Posted: December 9, 2015
So I've only played briefly... but I read sooo much criticism.

I am happy to say things have changed or people are just crabby... this game takes me right back to S1 and S2. Really impressed, and its a shame if the early version of this early release was a let down, because people need to get back on and try it.

Dont regret the money at all, and as long as you got a good trigger finger and know the playstyle of strafing/using 3rd person to spot enemies, you'll hold your own. (Havnt lost it even after so many years).

Again, impressed. No more CS:GO for me.


Low playerbase (Cant attest to all time zones, im EST) but enough to have atleast a game going during primetime, and yes it can appear a bit sluggish but honestly to me it doesnt feel sluggish, just has a slightly low frame rate.

I'll refine this half-♥♥♥ review as I play more.
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54 of 81 people (67%) found this review helpful
3 people found this review funny
44.1 hrs on record
Early Access Review
Posted: August 29, 2015
To veterans of Socom:

The developers are taking this game in the right direction.

To those new to Socom:

This game advertises "tactical" like Socom did when it first came out. If you were not around for Socom, the marketing team chose to do this for a few reasons:

1) The game was one of the first to utilize VoIP and it came packaged with a microphone.
2) You played as Navy SEALs in the single-player version of the game and could control your squad with voice commands.
3) It sounded cool.

This game is no more tactical than CS: GO or any of your other shooters. Do not go into this game expecting a realistic military simulator. It is not.

Things that need to be added/fixed:

- Round timers need to be cut by 1-2 minutes.
- Inputs. The drop down list is dumb. You should be able to press a button on your keyboard/controller to override the current key. Also, alot of the input values you select do not save.
- VoIP. It is hard to have a sense of community when people are constantly talking through static.
- Grenades need to actually follow the "arch". I also feel like my character loses hold of the grenade mid-throw?
- Footsteps should be removed. Right now you are put at a huge disadvantage if you choose not to camp a corner in 1v1s. I get it- listening takes skill, but it also promotes camping to an extreme.
- Sniping needs a lot of work. If the crosshair is on someone when I pull the trigger, they should be dead (assuming I have my crosshairs on their head or chest). We do not need a game with bullet lag/drop or breathing mechanics. Sniping in Socom was a challenge, and it was fun. One of the biggest reasons for this is you could move in the scope and accurately fire a shot. Moving allowed you to balance out the sway as well as outplay enemy snipers in 1v1s. I encourage the developers to closely examine Socom 2 sniping mechanics.
- Dragunov crosshairs need to be changed. Stick to a simple cross (+) in the scope.
- Nameplate view distance should be "Infinite" by default.
- If you can see an enemy through something you should be able to shoot through it. I have noticed some metal railings with 2ft gaps between them that you cannot shoot through. I understand this game is in early access, but we need to fix the maps we already have before adding more.
- Fall damage needs to be toned down by a lot. You should not lose half your HP when falling 10ft. Too much realism will ruin this game.
- Climb option (also Jump to Climb) needs to be added for certain terrain
- Headshot indicator needs to be added
- I would like to see SOFs own version of SocomBattles. Maybe make a simple app to use on your phone that has everything you need to start a match vs another clan. For those of you that are not familar with SocomBattles/GameBattles, it was a website that was used to find clan vs clan matches.
- This may be fixed by lowering my graphics setting, but the "sunshine rays" are extremely annoying in the new snowy Sismis. They make it hard to see.

Additional Comments:

- Movement speed is spot on.
- No kill cam is good.
- Grenade aiming and gun crosshairs are like Socom 2
- The "gun-up" feature is in this game. For new players, when your gun becomes "erect" that means an enemy (or enemy body) is nearby. Use this to your advantage.
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