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.
Recent Reviews:
Mixed (8,827) - 56% of the 8,827 user reviews in the last 30 days are positive.
All Reviews:
Mixed (99,673) - 62% of the 99,673 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 principle 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 (116)

September 22

Test Server Update: September 22



The latest build on test features a new crouching system, AK recoil tuning, and some quality of life improvements for vehicles.  In addition, we’ll be unlocking the Swagnum Opus Skirmish for the weekend!  Be sure to jump in and send us your feedback.  We’ll also be doing a special Community Outbreak this afternoon at 3:00pm where we’ll be showcasing the new Skirmish and trying out the other changes in on the Test Server!

Tuning & Gameplay Updates:
  • Increased the horizontal recoil for the AK-47 by roughly 25%, and the vertical recoil by 5%.
  • Re-tuned crouching
    • Crouching should occur more quickly than before.
    • Added a Crouch Fatigue system that will increase the time it takes to stand up from crouch after repeatedly going in and out of crouch.
    • Crouch “spamming” will result in temporarily getting locked in the crouch state.
  • Vehicle passengers can now scrap and craft items while the vehicle is moving.
  • Vehicles no longer spawn with lootable fuel by default, but now spawn with full tanks.
  • Lootable fuel can now spawn at gas stations and in airdrops.
Bug Fixes:
  • There are optimizations in this build that improve framerate performance, particularly on high-end machines.
  • The camera will no longer stutter when jumping and aiming down sights with a crossbow.
  • Standing on a vehicle will no longer cause exiting players to exit far away from the vehicle.
  • Fixed several dozen minor bugs in The Arena.
Known issues:
  • The red killer outline is missing from the death screen in Solos.
  • When encountering crouch fatigue when a throwable is primed, the camera may temporarily get stuck behind the character’s body.


Stay up to date with all the changes that have been made on the Test server recently by reading the patch notes from earlier this week.
138 comments Read more

September 20

Recoil Changes On Test



We are implemented our new system onto the Test server that moves away from a strict Cone of Fire while you are aiming down sights (ADS). Although the concept may appear simple, there are some nuances to the new mechanics that you should be aware of. Mastering these will give you a huge leg up on the competition. 

The Live servers currently use a shooting mechanism that relies on Cone of Fire expansion, which adds some randomness to each shot per successive shot fired, as the primary means of controlling how many shots per second the player can fire accurately. This mechanism secondarily uses recoil and an expanding reticle as a way to reinforce that the player’s weapon loses accuracy when firing too rapidly. The challenge in maintaining accuracy and a good rate of fire focuses on learning the timing of each gun. That is, how rapidly each gun can be fired with an expectation that shots will actually land on target. 

While easy to learn, the only way the player can counteract inaccuracy during rapid fire is by holding their fire when they deem their shots start to become too inaccurate. In order to give the player another way to counteract inaccuracy during rapid fire, the ADS shooting mechanic will soon change to rely primarily on recoil to add an accuracy penalty during rapid fire in aim mode only. “Hipfire” will maintain the shooting mechanism that is currently on live. 

With the adjustments coming to the ADS shooting mechanic, the player will be able to try to compensate for the recoil of their weapon during rapid fire. If recoil grows to a point of being completely uncontrollable, a Cone of Fire expansion kicks in as well to prevent the screen from shaking too violently. Each weapon will still reset to its base accuracy and return to the center point if the player stops shooting, as it does on Live now. Maintaining rate of fire and accuracy now tests the player in both timing and recoil compensation, where before the player only had to learn timing. 

The new recoil mechanism uses characteristic recoil behaviors per gun with variation built into them. While these are not perfectly fixed recoil patterns, the player will observe that some guns have more consistent behaviors in recoil than others. For example, the AK-47 has a vertical climb which gets more severe the longer its trigger is held down with an unpredictable amount of left and right recoil. The Hellfire, however, pulls hard left, then hard right, while its climb becomes gradually more manageable as the player shoots through their magazine. With both guns, the reticle will never jump to the exact same place each burst, as you can see in the video below:

Recoil Demo Video

Many of these changes have come based on suggestions and feedback from you, the players. It’s important to us that as we progress through Early Access that we work alongside our players and fans of the game. We hope you will enjoy these changes and continue to provide feedback as the game continues to evolve and grow.
154 comments Read more
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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
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