


We are committed to delivering a high-quality experience, one that is both satisfying and enjoyable. We are creating a competitive game that is consistent, predictable, fair, and as fun to watch as it is to play. We have been able to make essential updates to the gunplay, combat, and vehicles, get the new map in a state to go live, and add lots of polish to the core areas of the game. It was definitely a tough decision, but I think it was the right one to make. It became clear that to best line up the game for success was to reduce the number of variables in the equation.Īs a result, I have decided to pause our efforts on the console versions and put 100% of the focus on to the PC version of the game for right now.
We were spread too thin trying to fix areas of the game while simultaneously getting the game to work on the console hardware.

As we started to execute against that plan, it became apparent that the schedule was just too risky. Working out that schedule, everything lined up for a summer release of the game. We were just as excited as our players with the idea of King of the Kill on their PS4 or Xbox One. When I first joined the H1Z1 team, I looked to build a plan that would get H1Z1 out of Early Access and shipped on three platforms. Some of you are probably wondering what that means for the console versions of the game. Your feedback has been instrumental in helping drive and shape the experience that we were shooting for, and now I feel like we can give back a bit when we launch the full experience. With new mechanics to make the game more interesting, a brand new UI, and an entirely new map, the game has really come a long way over 2016. This entire year has been focused on reshaping, tuning, and polishing all of the core systems. The most important news in quite some time - I am thrilled to say that we will be launching King of the Kill on the PC on September 20, 2016.
