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H-Hour: World's Elite

H-Hour: World’s Elite™ is a tactical, team-based, modern miltary shooter game in development for PC and PlayStation 4.

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Game Media

Check out concept arts, screenshots of Connor Thomas and other H-Hour related multi-media.


H-Hour: World's Elite

A Tactical, Team-Based Military Shooter

Game Overview

Return to the grand tradition of shooter gameplay style with H-Hour: World's Elite™. Releasing on the amazing Unreal 4 Engine in 2015 on Steam Early Access with a subsequent release for PS4 planned! (Updated Dec 16, 2014. Thanks to the community for bringing this discrepancy to our attention and sorry for any confusion!)

H-Hour is an evolved tactical, team-based military shooter in which cooperation among players is required for success. A run-and-gun lone wolf approach very quickly results in death; only by cooperating with the team will you achieve victory. The design philosophy is simple: bullets are lethal and any character not working with their teammates will not last long, just as it is in the real world.

H-Hour is a hybrid third person and first person shooter. The third person perspective allows players to view their character and provides increased situational awareness—an edge in combat situations. The first person view presents the player with only a reticle and adjusts the field of view so that he has the feeling of being in the thick of it and a naturally enhanced “zoomed in” perspective that provides a twitch play edge.

The ballistics model is perhaps the most complete and authentic of any weapons simulation available in a game. With tweakable parameters for every aspect of firearm performance, every weapon has a distinct and recognizable personality built from a foundation of real world weapons data.

Cheating is not tolerated in H-Hour and state of the art anti-cheating measures ensure that anyone wanting to spoil the game for others will not be playing for long.

H-Hour also includes extensive support for clans including clan challenges, clan ladders, and at a glance Analytics Sergeant™ data for clan members’ individual and team performance on a timeline.

Command & Communication

Within the game and lobbies, players have access to headset chat with multiple channels so that they can speak directly to their teams. Team leaders can also use the TEAMCOM™ visual interface to send predefined and user-defined text commands to their entire team or individuals—including the AI-controlled civilians that appear on many maps.

If you're not comfortable talking out loud in an online game that's okay—you can just choose from a menu of simplified visual commands and your character will do the talking for you.

Community & Clans

Multiplayer games live and die by virtue of their communities. In H-Hour, these communities are supported natively in the game itself through innovative community and clan management tools.

Teams can create their own permanent clans with just a few clicks using preset options. Other customization options include sending invitations to join the clan, creation of unique clan badges and logos, a dedicated clan page, clan member performance data at a glance, the ability to issue and accept clan challenges, and the creation of clan or training games with detailed after action reports.

Offering dedicated servers allows SOF Studios to not only offer you the most reliable gameplay but to maintain a vast database of player metrics that can be used to improve the existing gameplay experience.

Ladders have always provided players with an easy way to compare their progress and abilities against other players. In H-Hour ladders perform the same function but in addition to the common focci of most matches won, most headshots and achievements of that sort, the statistics will include more abstract and until now, difficult to track performance.

Our Unique Resources

Members of America's retired warfighter community aren't our consultants—they're our colleagues. We don't email them with a question about firearms, they take us to the range and train us. We don't ask if they have photos from a dangerous part of the world, they take us there. We don't ask them what extreme rappelling is like, they throw us over a cliff so we know firsthand (which is far more awesome than it might sound).

One of our resources is a professional weapons engineer who knows as much about firearms and ballistics as just about anyone on the planet. The game development team blends all these insights and experiences into a shooter that is as realistic as the overarching principles of fun allow.

Production Values

We're going to push the PC to the limits of its rendering possibility (don't worry if you don't have a bleeding edge machine—H-Hour is scalable) and we have the artists and animators committed to doing this. H-Hour will be visually stunning and the Unreal 4 engine is the tool we will use to get us there.

Our goal is to unify AAA game design, art direction, and music to deliver you an outstanding game. It's a tall order but we've been doing this for years and with our no nonsense philosophy, we can dispense with the politics and get down to making the game you want to play. With our planned move to Unreal 4 Engine, the results will be amazing.

The Historic Significance of H-Hour

"H-hour" is a military term used to denote the specific hour that first assault elements are scheduled to reach a designated target. The letter "H" stands for the hour operations begin and there is but one H-hour for all units participating in a given operation. Hours or minutes are then attached to indicate a pre or post start of a specific operation. For example, H-3 means 3 hours before H-hour and H+75 means 1 hour and 15 minutes after H-hour.

The earliest recorded use of the term H-Hour is by the U.S. Army during World War I. In Field Order Number 9, First Army, American Expeditionary Forces, dated September 7, 1918 it states: "The First Army will attack at H hour on D day with the object of forcing the evacuation of the St. Mihiel Salient."

Note: Additional public archives can be found at the Center of Military history.

During World War 2, "H-hour" was the name given to the joint airborne assault in the Battle of Normandy. This operation included the American 101st Airborne Division and 82nd Airborne Division (Operation Neptune) and the British 6th Airborne Division (Operation Overlord).

Consisting of over 50,000 men and 1,200 planes and gliders, this assault took place in the cover of night roughly three hours prior to the famous beach landings on Normandy (H+3). Through speed, the combined assault of these American and British Airborne and glider divisions would surprise German defenders and create enough havoc to prime the beaches for the infamous dawn landings.