H-Hour: World's Elite™ is a TPV tactical, team-based multiplayer, military shooter in which cooperation among players is required for success on the battlefield. Designed by David Sears as a spiritual successor to the early SOCOM games.
All Reviews:
Mixed (346) - 65% of the 346 user reviews for this game are positive.
Release Date:
May 19, 2015
Developer:
Publisher:

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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 2017. 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;
  • 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 ingame clan management tools -- allowing clans to create their own custom page, invite members, see member stats, issue and accept clan challenges and other tools the community may request;
  • 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 official 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 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 (187)

September 9

Patch Release - 3.0.21

Releasing a new patch this morning. Servers will be offline while the updates are completed.

-------------------------------------

New Features:

RANKS

NOTE: The current ranking system is only for testing and WILL be changed once the necessary data has been obtained. Players will be able to quickly rank up during the validation of this new framework. Once validation is complete, the existing logic will be replaced with something closer to the final logic and stats will be reset.
  • Players can now progress through 20 levels of Ranks

  • This is a first pass at the progression logic to test the framework and will change prior to release

  • Players will currently rank up roughly every 100 "Ranked Points" to begin with a slight increase as levels increase.

  • This is an internally calculated score and is NOT the same as the "Game Points" awarded


Updates:
  • Increased Hostage characters speed by a small amount

  • Jump to climb rework of networking

  • Sismis: Bush added behind stone wall in Terr spawn area to prevent spawn to spawn shooting


Bug Fixes:

Bug (444): Nades and other various explosions can kill players behind cover/walls

Bug(451): Scope Overlay displayed when spectating

Bug (452): Red X for "shot blocked" indicator shows too far out

Bug (453): When player dies while in J2C, they play death animations instead of going to physics state (ragdoll)

Bug (454): Auto Kick for Idle Time not working

Bug (455): Player's Rank Graphic on the In-Game HUD was not updated with new rank images


Workshop Maps:

Update to Kadesh for bushes and culling distance
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September 2

Patch Release 3.0.20 - 02 Sept 2017

Releasing a new patch this morning. Remember new features are first pass and we would appreciate constructive feedback to help us in moving to the next level for these.

If anyone has connection issues with this new download, try a verify first and if that does not work, delete your Saved folder and use the menu option in game to reset your options.

Verify:
  • Right click on game
  • Select Properties
  • Click on the Local Files tab
  • Click on "Verify integrity of game cache files"

Saved folder location:

\Program Files (x86)\Steam\steamapps\common\H-Hour Worlds Elite\HHourGame

_________________________________________________


New Features:

Jump to Climb (J2C)
  • Players will now be able to "Jump to Climb" select obstacles. Note: This feature will be enabled for additional objects, as identified, in future patches.
  • Players will only be able to Jump to Climb on to objects that are of a specific height and taller than the player. A solution for shorter objects will be addressed in a future patch.
  • To initiate J2C, a player simply needs to walk/run approach an obstacle and jump towards it, no action key press will be required

Known J2C objects

Simsis:
  • Broken building in front of church to allow side access without using ramp
  • Coffin building several locations enabled
  • Rock wall by Terrorist spawn adjusted and j2c added, fence removed as no longer want rock wall access restricted
  • Terrorist "Rug Room" building by the breach wall

WolfRun:
  • Rail car at far right SOF side knocked over and j2c added
  • Flatbed truck added to far left Terr side and j2c added

Factory:
  • All Shipping Containers now have j2c

Temple:
  • SOF side Top of entrance on both sides to allow spot for SOF snipers

First pass custom hand placement for weapons

Custom framework created to handle new dynamic Hand placement on all weapons for all stances

New animations for "No weapon" stances
  • Added a dedicated animation framework for equipment items so characters are no longer using pistol animations when holding equipment
  • Updated stances and transitions to accommodate the new equipment animations
  • Equipment items (grenades, smoke, mines, etc) now display in player's hand when active
  • Equipment is place in appropriate hand, throwables in right and placeables in left
  • When the item's inventory is depleted, the character is no longer shown as holding the item

C4 is now a weapon:
  • C4 is now treated as an equipped weapon, just like mines & claymores so you must switch to that slot and use the fire button to place (no more action icon)
  • C4 can be placed on ANY wall, object, character within arms reach of your player (excluding team mates)
  • C4 has the same fuse timer as before (5 seconds)
  • Breachable objects in official maps become highlighted when the player is nearby with their C4 weapon equipped. This is to make it easy to tell what objects can be breached without guessing or trial/error.
  • Players are limited to 1 slot of 2 C4 charges (like with claymores)
  • C4 is limited to SOF only
  • C4 charges can be "scooped" from fallen players that had C4 equipped (like with all other scoopable items)

Death Fade:

When a player dies, their cross hairs & reticle are removed and a "Bloody Vision" image is displayed and fades out.

Expanded Stat Tracking System:

Now includes:
  • Completed Team objectives (such as planting/defusing bombs or extracting hostages)
  • Bombs Planted/Defuse
  • Hostages Killed/Extracted (for killed hostages, lower is better)
  • Melee Kills
  • Grenade Kills
  • C4 Kills
  • Penalty Deaths

---------------------------------------

Updated Features

Animations:
  • Melee animation has been sped up significantly
  • Knockback animations were cleaned up

Player Profile Screen:

Updated to reflect additional stats

Framework for Start of Ranking System (coming soon!):

Build is underway with custom scoring model and badges. Currently ranking is not enabled though you will see references to ranking and a new badge for ranks in game.

MVP Screen:

Match Accuracy Ratings are now limited to factor "bullets" (grenades will no longer effect the value).

Loading Screen Updates:
  • Proper Map Loading screen is now displayed when first joining a server instead of the default Ha-Hour screen
  • Added proper logo to represent Workshop maps on their loading screen

Mini-Map:

Hostage indicator on MiniMap now disappears from Terrorist Compass when under the possession of an SOF player

Hostages:

Hostage characters' run speed increased slightly. We will access whether it needs to be increased further based on community feedback.

Map Updates:

WolfRun:

- trees moved to block spawn to spawn sniping and allow SOF to exit spawn, also added additional shrubs for cover

Factory:

- all objects in background had setting changes to reduce rendering cost

-added an additional stairway to the front of the Assembly building between the two container openings to allow quicker access and improved lighting in that zone

-removed some of the physic enabled props and relocated other props to improve FPS in Assembly building

Weapon updates (aesthetics):

-1911 handgun has new textures and settings to allow for a standard weapon suitable for both fractions

-Created new scope lens for M4A1, M4A1-SD, Dragunov, and SR25 weapons, lens was missing from previous models

------------------------------

Bug Fixes:

Bug (419): Compass Items not updating since Aim Offsets were added
Bug (): Respawn was no longer cleaning up bodies

---------------------------------

Workshop DLC:
  • Updated version of Kazbah with fixes to glitch spots, textures and optimizations
  • New map- Kadesh by Mike C
    NOTE: This map appears to primarily be a sniper map. It will be featured on a separate server for a few weeks so the community can test and provide feedback on whether it should be added to the regular rotation.

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Feature List

Our Custom Map Workshop version 2.0 is LIVE . Community maps are tested and once approved, released as DLC content.

About This Game

H-Hour: World's Elite™ (H-Hour) is a tactical, team-based multiplayer 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. This battlefield perspective rewards strategic awareness and teamwork. Designed as 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.

Current Features:

  • One life and respawn game play.
  • 4 official maps and free DLC pack containing community custom maps (to date these maps have been a mix of SOCOM recreations and original content).
  • 6 game modes available including Elimination, Demolition, Breach, Sabotage, Suppression and Hostage Extraction for play with up to 16 players.
  • 6 different characters.
  • 4 camos to select from for your character.
  • 4 dance moves to celebrate your kills.
  • A variety of different loadouts for weapons and equipment to carry on the battlefield depending on the demands of a particular mode.
  • Action system to pickup weapons, open/close doors, plant/defuse bombs, melee, and dance.
  • Guns hot activated when near enemy.
  • Pick up ammo and equipment dropped by teammates.
  • Ladder climb & Jump to climb on selected objects
  • In game access to Team Actions, Options and Weapons Inventory selections.
  • Spectate your teammates when dead.
  • Team voip communication system with channels defined for live and dead players to chat.
  • Text based communication system.
  • Lobby entry into matches to allow for Armory access, team switching and options setting.
  • Map load presents a overhead view detailing objectives and locations.
  • Player and Leaderboard stats tracking.
  • MVP award at end of match
  • Hud and compass in game
  • Team kill management system
  • Multitude of anti-cheat tools
  • Servers can be configured for numerous in game features such as allowing Vote to Kick, Friendly Fire, Proxy Chat, number of players and number of rounds per match, one life or respawn, game modes and map rotation, ranked or unranked play, password protection and admin functions.
  • User Created Room option so players can host their own unranked server.
  • Custom tools for community map makers to create maps for addition to our DLC pack once approved.

Planned Features before Release:

  • Improvements to Browser, options and audio.
  • Taunt system to enrage the enemy.
  • More maps.
  • More weapons.
  • More effects.
  • More actions and animations.
  • Steam achievements.
  • Clan features.

All characters and locations are presented in a plausible, authentic manner. The game characters are inspired by real Special Operations Forces and the maps to simulate real world locations—repurposed and staged for battles where savages plot and launch their insurgencies or terrorism campaigns.

System Requirements

    Minimum:
    • 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 660 Ti, 760, 950, 1050 / ATI: HD 7850, R9 270, R9 270X, R7 370, RX 460
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 15 GB available space
    • Additional Notes: KB/M and Controller: PS4, XBox and Steam Go (mobile): 970, 1060 / Mobility: RX570
    Recommended:
    • 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 590, GTX 680, GTX 770 / ATI: HD 6990, HD 7970, R9 280X, R9 380, R9 380X
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 15 GB available space
    • Additional Notes: Go (mobile): 980, 1070

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