H1Z1: King of the Kill is a fast-paced shooter in which players compete in large-scale chaotic PvP spectacles of skill, wit and a little luck, where everyone must fight to the death to stand alone at the top of the podium.
User reviews:
Recent:
Mixed (9,093 reviews) - 55% of the 9,093 user reviews in the last 30 days are positive.
Overall:
Mixed (55,104 reviews) - 61% of the 55,104 user reviews for this game are positive.
Release Date: Feb 17, 2016

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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?

“H1Z1: King of the Kill has always been developed under the principal of creating a game side-by-side with our players, and we’ve used Early Access as an opportunity to grow our relationship with our community. We will continue to use player feedback to plot the course for King of the Kill and to make it as good as we all know it can be.”

Approximately how long will this game be in Early Access?

“We want to be sure everything is working as intended with our players, prior to an official launch. When we launch out of Early Access, King of the Kill will achieve the quality targets we are putting in front of us -- a game that is competitive, enjoyable, fair, and as fun to watch as it is to play. Once these targets are met, we will launch out of Early Access.”

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

“Throughout Early Access, we have made essential updates to the game including improvements to combat and vehicles, general game polish, a new map, new UI, new scoring system, Twitch Integration, and more. The full version of King of the Kill will be a high-quality, highly-polished game; one that is well balanced, predictable, fair, and as fun to watch as it is to play.”

What is the current state of the Early Access version?

“Millions of players have already jumped into H1Z1: King of the Kill and competed in large-scale, chaotic PvP spectacles of skill and wit. Millions have watched casual and competitive tournament games live-streamed. Players can expect to fight against each other in solo- or team-based matches or in rule-based Skirmishes. We are continuing to improve the game with updates, anti-cheat tech, and new features regularly as we work our way toward an official launch out of Early Access.”

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

“H1Z1: King of the Kill is expected to see a price increase at launch. We’ve added – and will continue to add -- a lot of features and polish to the game over the course of Early Access to create a high-quality, competitive experience -- one that is enjoyable to watch and play. Development is never truly done, and players can expect continued game updates and bug fixes post-launch to further enhance and refine the gameplay experience.”

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

“Player feedback plays a major role in the development process of H1Z1: King of the Kill. Our players challenge us as developers to be that much better at delivering great game experiences, and we invite and encourage them to join the conversation on Twitter, Reddit, and the Steam forums.”
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Recent updates View all (57)

March 20

March Test Server Calendar



The Test Server is open between 4:00pm - 9:00pm Pacific
 


The Test Servers have been updated with the March update, and we could use your help getting some extra testing on it to see how it checks out prior to going to the Live servers.  Please pay special attention to these items:

Region Connection Test

In this build you will see the first iteration of our connection quality test we talked about last week. As part of initial login, you’ll have the option to select which region you’d like to play on. However, if your ping exceeds acceptable thresholds to a particular region, you will not be able to select it. This will help keep all players in fair and consistent matches.


While this will not be that testable on our test environment, it is important to stretch it as much as we can. Just a note in terms of the plans to roll this out. Our plan is to implement the limits of ping in several phases, with the goal being down to a 150ms cap by the time we start the next Pre-Season.

New Feature: Team Follow Cam

We have a new version of the Team Follow Cam that not only works out a lot of the kinks, but also makes the overall experience much smoother. In addition, we’ve designed a new Team UI that will be visible during gameplay and as a spectator provides more information about your teammates – what weapon they have equipped, and if they have armor and a helmet. Finally, we’ve also streamlined the teammate colors so that each member of your team will have their own unique outline color which will correspond to their color in the team UI.

Vehicles

Vehicles play a huge role throughout the course of the game and we worked on a number of areas to improve the overall vehicle experience.


The first change you’ll notice is a brand new UI for vehicle drivers and passengers. This includes a speedometer, your life and fuel, as well as an indication of the vehicles parts and overall condition. Condition matters more than ever before, as vehicles will lose performance and functionality as they take damage. If your vehicle is in bad shape, you’ll notice that handling starts to degrade and eventually you’ll even lose your turbo! This will go a long way towards addressing late-game situations where the last few players would drive around in circles with little incentive to engage.


As a related change not mentioned before in the producer letter, the Magnum is a bit too powerful against vehicles right now, especially in team games where an entire team carrying Magnums can take down a vehicle in seconds. We’ve slowed down the Magnum bullets beyond 60 yards and increased the drop rate at 80 yards. So, you can expect Magnums to be just as effective at close range; but it will be a lot more difficult to shoot players and vehicles from long distance.


Another topic we’ve looked into is exiting vehicles at high speeds. We previously mentioned a change to not allow players to exit a vehicle above a certain speed threshold. As we have played it internally, we decided to back out this change as it was not really meeting the goal we had for the change. The goal was to make vehicles a little less desirable in the end game, but this change felt more frustrating and punitive. We are going to investigate just applying damage based on the vehicle’s speed when you exit, but this will not be included in this update and will be worked into a future one. We’ve done some work addressing desync issues that could cause a player to exit a vehicle at an unexpected location – this should be a lot more consistent and predictable.


In addition, there are a few quality of life changes in this build. When you enter a vehicle without keys, you can hold the gas button (default: W) in order to hotwire it. Also, moving vehicle items such as sparkplugs can now be done via drag and drop.


Finally, we’ve smoothed out the collision volumes of many objects in the world that could cause vehicles to unexpectedly explode when coming into contact with them. If this happens to you, please send us a video or screenshot so that we can address any other objects in question. Hit Feedback


As we’ve continued to work on servers to create the best experience possible, we also want to make sure that your actions during combat are effectively messaged to you as a player. We’ve updated the effects, sounds, and UI to make it a lot clearer when you are hitting armor versus flesh, when you’re on or off target, and if you’ve knocked off your targets armor or helmet. These upgrades have also been applied to your character taking damage; so you’ll be a lot more aware of things like losing your helmet and where shots are coming from when under fire.      

The Arena

An updated version of The Arena is included in this build with a number of changes and improvements. Our focus for The Arena on this patch has been on optimizing the zone to improve overall performance as well as general cleanup of bugs.

  • There should be far fewer floating and clipping objects
  • Cleaned up a objects that prevented items on or near them from being looted
  • Made optimizations to the residential areas. Some house layouts have been adjusted for better navigation. Some homes were boarded up completely, others had their windows boarded up. You’ll be able to tell which homes are boarded up when parachuting in by looking at whether the yard has been kept up. Green grass means loot!
  • Optimizations were made to Ranchito and Pleasant Valley to increase framerate in those cities
  • Office building layouts have been improved to make them easier to navigate and move through.
  • Ammo boxes were made more unique so that you can easily distinguish different ammo types.
Bug Fixes
  • Removed the ability to instantly go to prone by side-stepping
  • Fixed the smoke grenades so that they do not render out while in gas
  • Aligned the range of the gas grenades visual effect and its damage
  • Fixed a rare case that could cause vehicle horns to get stuck on
  • Lined up the AK-47 reload animation with the actual reload timing
  • Fixed a number of clipping issues with several wearable items
  • Fixed an edge-case that would allow players to switch seats in a moving vehicle
  • Numpad 0 should no longer act like “enter” when splitting stacks of items
  • Fixed an issue where shift dragging items could double the amount requested

Of course, if anything else sticks out, please let us know.  Please make use of the community issue tracker - https://dgcissuetracker.com/secure/Dashboard.jspa?selectPageId=11004 


You can also head over to Reddit where you will find specific feedback threads dedicated to each of the major changes. Please leave as many details as you can if you encountered an issue to help us track it down.


Test Servers will be open up until the date of the next push to the Live Servers


 

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March 7

Game Update 3/8

Servers will be coming offline at 10AM PT on March 8th for approximately 8 hours. 

Desync Issues:

Door desync: We identified and fixed a few issues that could cause doors to appear open for one player but closed for another. We will evaluate if these fixes represent a comprehensive solution.


Vehicle passenger desync: There was a similar desync issue where a player could be in a vehicle but appear out of the vehicle to an onlooker. We've deployed a potential solution and will continue to investigate if there are any other fixes that need to be made.

Reload Improvements

There was an issue where interrupting a gun reload at the beginning of the animation could cause the gun to fire a ghost bullet and reload again. We've submited another potential fix as well as set up some additional logging to help collect more data when reloads fail. 

Vehicles Exploding

Players who die immediately before being struck by a vehicle should no longer cause that vehicle to explode. The team is working on updating The Arena with a number of object and collision fixes to further reduce unexpected vehicle explosions; however, that won't be ready for this Test build (or the next Live update).

Exploits

We take exploits very seriously and jump on them as quickly as we can. Thank you to everyone who has sent videos and repro information for these - it's very, very helpful and allows us to diagnose and respond faster. If you're familiar with these, please go ahead and see if you can replocate them anymore. 

  • Running at full speed while aiming down the weapon sights
  • Hiding particle effects
  • Skipping prone-to-stand animation
  • Throwing infinite grenades
Additional Bug Fixes
  • Cleaned up an issue where you could get stuck moving (without auto-run enabled) while the Inventory is open
  • Fixed another edge case that could cause Turbo to get stuck on
  • Smoke grenades now have a much longer render distance
  • Bleed effect should no longer appear through smoke

 

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About This Game

H1Z1: King of the Kill is a large-scale, fight-to-the-death shooter where every moment counts. Drop into the high-intensity, arena-style grudge match and activate your inner beast mode. Gear up fast, throw together a game plan, and we’ll see if you have what it takes to be the last man standing. Rack up a kill streak or just add to the chaos – this is a spectacle and only one can be King of the Kill. #TakeYourShot

Visit the King of the Kill website https://www.h1z1.com/king-of-the-kill/home for more info!

System Requirements

    Minimum:
    • OS: Windows 7, 8, 8.1, 10 (64 bit only)
    • Processor: Intel i5 Quad-Core
    • Memory: 6 GB RAM
    • Graphics: nVidia GeForce GTX 280 series or higher
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: DirectX Compatible Sound Card
    Recommended:
    • OS: Windows 7, 8, 8.1, 10 (64 bit only)
    • Processor: Intel i5 Quad Core or higher / AMD Phenom II X6 or higher
    • Memory: 8 GB RAM
    • Graphics: nVidia GeForce GTX 560 series or higher / AMD HD 6870 or higher
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: DirectX compatible Sound Card
Customer reviews Learn More
Recent:
Mixed (9,093 reviews)
Overall:
Mixed (55,104 reviews)
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