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 (9,265 reviews) - 54% of the 9,265 user reviews in the last 30 days are positive.
Overall:
Mixed (40,350 reviews) - 64% of the 40,350 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 (51)

January 19

January Test Server Calendar


The Test Servers have been updated with the January 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:

  • Reload: We were able to address all known weapons issues including reload issues on all weapons. It should be consistent now, but I could use some people really watching this one to see if there are any other cases that may have been missed. These should be few and far between if any. 
  • End of Game UI: The end of game UI should now show you who killed you. I can say from experience, the inability to see how close the person who got you was to his/her own death was very frustrating.
  • Car Ejection: You should no longer be ejected from a car and then stuck in place with no ability to do anything. This one bug was driving many people nuts (no pun intended), and I am glad to see this one go away.
  • Infinite Inventory: There was an exploit allowing some users to have an infinite inventory, this has been addressed. 
Speculative Fixes: We believe we will have fixes for the following issues in place before the 1/25 game update. There are still a few edge cases present that we will need your help and feedback on before we completely nail these down.
  • Crouch Spamming: We have addressed crouch spamming. The current fix is to slightly delay how quickly you can return to standing so the reticle, camera movement, and animation are all in sync to remove the exploit of rapidly crouching and being able to remain accurate.
  • Crouch Blocks: If you crouched next to an object, it would usually block you if you tried to stand back up and you would need to back away slightly in order to stand. You should now be able to stand back up (assuming there is not something directly above your character’s head).
  • Emotes: We’ve cleaned up Emotes so that they can no longer be played while another action (such as looting or shooting) is performed – actions like these will always interrupt Emotes. We also have an incoming fix (not on this build) that will prevent binding emotes to the same keys as other actions to solidify the fix and clean up any last edge-cases. 
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 this Reddit thread and leave as many details as you can if you encountered an issue to help us track it down.

Here is the schedule for when the Test Servers will be open up until the date of update on the 25th.  All times are Pacific Standard Time.

Thursday, Jan 19 – 4pm – 6pm

Friday, Jan 20 – 2pm – 4pm

Saturday, Jan 21 – 12pm – 2pm

Sunday, Jan 22 – 12pm – 2pm
4pm – 6pm

Monday, Jan 23 – 12pm – 2pm
4pm – 6pm

Tuesday, Jan 24 – 12pm – 2pm
4pm – 6pm

46 comments Read more

January 18

Producer's Letter - January 18


Welcome to 2017!  It’s a new year and we have a lot of really exciting things planned for King of the Kill. This update has some much needed bug fixes and general polish that we are anxious to get into the game. It’s going to hit the Test Server today and your feedback will be very important.

Next Game Patch – Jan 25th

We are lining up our next patch to go to live on January 25 as the target date. The Test Servers will be updated with all of this today. Here is what to expect in this update.

  • Reload: We were able to address all known weapons issues including reload issues on all weapons. It should be consistent now, but I could use some people really watching this one to see if there are any other cases that may have been missed. These should be few and far between if any. 
  • End of Game UI: The end of game UI should now show you who killed you. I can say from experience, the inability to see how close the person who got you was to his/her own death was very frustrating.
  • Car Ejection: You should no longer be ejected from a car and then stuck in place with no ability to do anything. This one bug was driving many people nuts (no pun intended), and I am glad to see this one go away.
  • Infinite Inventory: There was an exploit allowing some users to have an infinite inventory, this has been addressed.

Speculative Fixes: We believe we will have fixes for the following issues in place before the 1/25 game update. There are still a few edge cases present that we will need your help and feedback on before we completely nail these down.

  • Crouch Spamming: We have addressed crouch spamming. The current fix is to slightly delay how quickly you can return to standing so the reticle, camera movement, and animation are all in sync to remove the exploit of rapidly crouching and being able to remain accurate.
  • Crouch Blocks: If you crouched next to an object, it would usually block you if you tried to stand back up and you would need to back away slightly in order to stand. You should now be able to stand back up (assuming there is not something directly above your character’s head).
  • Emotes: We’ve cleaned up Emotes so that they can no longer be played while another action (such as looting or shooting) is performed – actions like these will always interrupt Emotes. We also have an incoming fix (not on this build) that will prevent binding emotes to the same keys as other actions to solidify the fix and clean up any last edge-cases.
 

EU Servers

The EU servers were hit pretty hard over the holiday break and a series of login interruptions made things even more challenging. I want to apologize for the issues encountered over there; we have been working towards a better hardware solution that should make a difference in the near future. The game is seeing the most growth in Europe, and all of our server focus right now is on serving the region better than we are currently. 


Next week we will deploy a software change with the intent to maximize the capabilities of all servers. After this, we will switch over to the new servers and see how they do. I’ve started a thread on Reddit about this issue specifically and I would love your direct feedback, you can find that right here.
 

Cheating

We are seeing a lot more chatter around cheating in the game. I want to assure you that we take cheating very seriously, and every time we have clear evidence of cheating, we have taken action and will continue to do so. Point being, we have been steadily kicking people out that get caught and that will not subside. No one is or will receive special treatment.
 

Test Servers

Starting this week, we are going to be utilizing our Test Servers differently to help us test the game at scale prior to deploying live and to get more time around difficult to reproduce bugs. We are going to lock the Test Servers as a default case and then unlock them at specific times and ask you guys to switch over and play some matches on Test to look at specific changes, etc. We will post what changes have been pushed to Test and what to specifically look for and provide feedback on, along with the Test Server schedule. We believe this will help catch any new issues before they go to live.


For this week, we are still a little limited in the number of players that we can support on the Test Servers. Over the next couple of weeks we are going to increase the capacity to be able to handle more people and add Test Servers in Europe for our EU friends. All of that to say that this week there could be some queue issues if a ton of people try and help us out, but we should alleviate that over time. 


This week, we could use help keeping an eye on the issues listed above to ensure they are indeed gone for good. Members of the dev team will be on testing as well, so be sure to say HI!


The Test Server will remain locked today. Check back tomorrow (1/19) for a detailed list of the times we will unlock the Test Server. 
 

Airdrop Ticket to Scrap Conversion

We have this scheduled to happen with our next downtime when we patch the live servers. Again, I want to thank you for your patience on this one. We wanted to be thorough and ensure we had everything identified and lined up to make this as smooth as possible. 


We are also using this opportunity to update the items that you can receive from the Scrapyard. We added items from the Marauder, Vigilante, Mercenary, Showdown (2015), and Ronin crates (plus a few others) so there is quite a bit to pull out of it now.
 

Pre-Season 2 Ends; Pre-Season 3 Begins

Pre-Season 2 will end with the next game update. We will also grant the shotgun skin reward for anyone that completed a Top 10 score and is placed on the Leaderboard. This shotgun matches the backpack given out with Pre-Season 1. 


We are going to immediately begin a Pre-Season 3 because there are quite a few changes in the patch that warrant solid testing. 


The first is new score values for both finishing position and more importantly kills. We wanted to reward aggression in the game more so than we are now. Finishing position still matters the most, but you will now be rewarded more for your kills than you previously would have. These changes brought all new values for both finishing and kills so we want another Pre-Season to test out how they do and collect feedback from you on how you feel about it. We will be publishing an article that specifically shows the new values when we begin Pre-Season 3 so that you can see how it is changing. 


Additionally, we added Kill Count and next Kill Value elements to the game HUD to make it easier to know where you are in your match. There is also now a leaderboard tier icon associated with your name in the kill feed UI element so everyone can see your status.  


The end of Pre-Season 3 will come with an award, likely an emote, that will be slightly different based on what tier you finish the season in.
 

Current Bugs in Development

Here are the current bugs that are next up on our list to tackle:

  • Vehicles: Two of the three vehicle bugs are all still under investigation. I spoke about these in my last Producer’s Letter. We are still looking at vehicles auto accelerating and getting stuck in turbo.
  • Recoil: There is a bug that we are calling the recoil bug. This is when your gun has returned to center faster than the crosshair.You can actually fire accurately prior to the crosshair telling you that you are on target again. We are going to make the crosshair match what the gun is actually doing so that we do not mess with any muscle memory and learned skill that is in place now.
  • Throwables & Mouse Sensitivity: If you use a throwable and then go ADS (aim down sights), your default mouse sensitivity gets messed up. We are looking to fix this one.
  • Doors: One of the more difficult bugs on our list that we are trying to track down is where a door may appear open for one player, but closed for another.

Some good fixes to get out and I am excited about how using the Test Servers differently will help our live stability.

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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 (9,265 reviews)
Overall:
Mixed (40,350 reviews)
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