Zero Hour cover
Zero Hour screenshot
Genre: Shooter, Simulator, Strategy, Tactical

Zero Hour

Version 1.0

The day we have all been waiting for is finally here!





Greetings Everyone,



The moment we've all been eagerly waiting for is finally here—today, we proudly present Zero Hour 1.0. We want to extend our heartfelt gratitude to the incredible community that has joined this Early Access journey with us. As a passion project years in the making by everyone at Attrito M7 Productions, it's truly rewarding to see so many of you not only playing but also loving Zero Hour during its early access phase. We couldn't have made it without the unwavering support of our loyal community, and for that, we are extremely grateful to you all.

For those who have patiently awaited the full release, we promise you a thrilling experience filled with adrenaline-pumping action and excitement.

We also want to take a moment to address the price adjustment. This change is necessary to ensure we can continue delivering updates and new content, keeping the game fresh and exciting for everyone.

Today marks the beginning of a new chapter, and we can't wait for you to dive in and explore everything that 1.0 has to offer. Whether you're a returning player or a newcomer, thank you for being a part of our community.

What’s New in Zero Hour 1.0:



This full release brings plenty of new content, features, improvements, and more. Here’s a look at everything you can expect to find in Zero Hour 1.0:

New Map: Critical Response



In this map, you face an intense school shooter scenario where the stakes couldn’t be higher. Your mission is to swiftly and safely escort hostages to safety while neutralizing four terrorist leaders orchestrating the terrorist operation.

New Map: Cocktail Crisis



This map puts you into an enthralling active shooter situation in a popular Bollywood-themed bar. What possibly started as a botched drug deal quickly spirals into something far more sinister. As you secure the area, you uncover a web of criminal activity, including human trafficking and bomb-making operations. Your task is to bring down these dangerous individuals and restore order.

New Stamina System & Adrenaline Kit



We have reworked the stamina system along with the effects of the adrenaline kit to improve gameplay dynamics.

Now, you can run for extended distances without depleting your stamina, even longer than when using the adrenaline kit before the 1.0 update. However, there’s a catch: the longer you maintain stamina usage above 40%, the faster it will drain the next time you attempt to run. This accelerated drain will be indicated by a red bar beside the stamina meter.

The adrenaline kit no longer increases your stamina duration. Instead, it now aids your aim, reducing stamina consumption when continuously firing your weapon.

New Door Mechanics & C2



We’ve listened to your feedback and made significant improvements to the door mechanics in response to community concerns. While long-time players valued the system’s skill requirement and learning curve, we recognized that new players found it unintuitive, clunky, and unpolished. To address these issues, we've made significant improvements to the door system.

Breaching options like using C2 or shooting the door open are still available when you look at the door knob. However, we’ve simplified the basic door interactions. Now, looking at the middle of the door and interacting will directly open or close it. Interacting with the door knob will slightly open the door, and interacting again will close it. The ability to push the door open when it’s ajar remains unchanged. Additionally, doors will now fully collapse when using C2 or a door rammer, removing them from the scenario entirely.

Downed State & Revive



We’ve introduced a new downed state feature to add more depth and teamwork dynamics. Players now enter a downed state when their health drops below 15 HP in Co-op and below 2 HP in PvP. In this state, you’ll require a teammate to revive you, emphasizing the importance of teamwork. Your teammate will need to have a medkit, or if you have one, their attempt to revive you will automatically use your medkit.

New Weapon Audio



We have enhanced the weapon sounds to make them more powerful and realistic by incorporating real-life samples. Several iterations of the audio were created, and the final versions were curated based on player feedback on Discord.

Improved Squad & Suspect AI



We’ve made key improvements to both Squad and Suspect AI for better gameplay.

The Squad AI now moves more smoothly and reacts faster, with better trigger discipline and an improved understanding of the rules of engagement. They are also more adept at finding cover during gunfights, making your squad’s actions more tactical and responsive.

Suspects now exhibit more varied behaviors, such as rushing to cover, moving strategically during gunfights, and even taking hostages. Be cautious—if you push too aggressively, they may harm the hostages. We’ve also adjusted their rushing speed and refined their surrender logic, ensuring they no longer give up in unrealistic situations during shootouts.

Improved Match Points, Tier, & Leaderboard


We’ve made improvements to the match points system, including fixes for saving and loading issues. Now, after each match, you’ll see a clear display of your progress, showing whether you’ve gained or lost points. This improvement adds a stronger sense of progression in PVP and makes the match points leaderboard more competitive.

We’ve also introduced an indicator for when the entry fee is deducted for PVP matches, aimed to discourage players from leaving before the match is over. Additionally, if you get disconnected, you can now reconnect to the match from the main menu, as long as the match is still ongoing.

Miscellaneous Improvements


The 1.0 update brings a variety of improvements, and here are some of the key highlights. We’ve added new achievements to track progress for co-op players, and the action UI has undergone a major update, improving both aesthetics and quality to match the 1.0 release. Textures and lighting have been enhanced in the Bank Heist and Breaking Meth scenarios. We’ve also introduced helper prompts for various actions, giving players better guidance during gameplay. Additionally, we’ve expanded the options in custom matches, allowing players to tailor the game more closely to their preferred play style.



Full Update Log


Additions

  • New Map " Critical Response "
  • New Map " Cocktail Crisis "
  • New T.O.C voices in co-op
  • New M.S Unit voices
  • New weapon audio overhaul
  • New revive system for Co-op & PvP
  • New downed state for players ( when under 15 HP (coop) | when under 2 HP (pvp))
  • Physical door break when using C2 or Door rammer
  • Cutscene for Prison Break mission
  • Cutscene for Khan Manzil mission
  • Cutscene for Show Time mission
  • Canted ADS switch interaction ( Left Alt + V (Default) )
  • New animations for when there is nothing infront of player when rappelling
  • Censored hostage settings, neutralizing will cause the mission to end
  • New Anti-aliasing CTAA post process
  • New weapon aesthetics pack, Savanna skin
  • New character Ambassador's Wife in Residential House
  • Physical prop system when shot by weapon
  • Custom match option ( competitive breaker switch lighting )
  • Custom match option ( ping restriction, timer to be kicked if more than 200 ping)
  • Custom match option ( ignore penalty history )
  • Custom match option ( slow paced tactical mode )
  • Prompt to rejoin previous unfinished PvP match
  • Prompt to open planning table when interrogating suspect in co-op
  • Prompt that squad AI cannot rappel
  • Prompt that the dog has been moved to your position
  • Prompt when doing team damage
  • Prompt when blocked by spawn protection
  • Prompt to let player know you can't throw more than one utility at a time
  • Prompt for anticheat when joining anti-cheat enabled match via server browser
  • New achievement "Best Friends Forever"
  • New achievement "Tasting Justice"
  • New achievement "On a Roll"
  • New achievement "Cuffed and Stuffed"
  • New achievement "A Regular Joe"
  • New achievement "No Room for Error"
  • New achievement "Enemy of the State"
  • New achievement "Killer Instinct"
  • New achievement "Above & Beyond"

Fixes

  • Double bomb/hostage in PvP
  • Defenders being able to break outing doors before action phase
  • Re-sort ammo animation can be played while rappelling
  • Broken doors from previous round/mission spinning when interacting in new round/mission
  • Free-aim making arms move awkwardly in third person view
  • Reported spawn peek location in Terror House map
  • Rappel SFX too loud and audible range too long
  • Local player hurt SFX playing when squad AI gets hurt
  • Door rammer stuck to hand
  • Hotel Trouble spawning inside dumpster
  • Cafe Fourteen bullet going through wall in 2F due to TV
  • Mouse vertical movement during recoil off limit
  • Join lobby host prompt overlapping loading UI
  • Re-joining same team in PvP not working properly
  • Squad AI avoiding player even when in different floors
  • Squad AI moving to another position when commanding to stack up on a door from a "bad" angle
  • Squad AI prompt recalling when main player dies
  • Squad AI looking at suspects at different floors even when they are not shooting
  • Squad AI looking at the wrong direction during stack up command
  • Squad AI not spawning with NVGs like player
  • Suspect AI gathering in staircase
  • Suspect AI sync transform out of range error
  • Suspect AI walking over water in Red Wedding mission
  • Suspect AI in cover not shooting player in some scenarios
  • Suspect AI not being able to detect players properly through doors with glasses
  • Suspect AI surrender animation desync
  • Suspect AI shooting all together
  • Planning table controls working even when in chat
  • Rats Den map outdoor lighting not working properly
  • Rats Den map spawn attack
  • Weapon firing audio stuck when doing throw grenade sound
  • Weapon audio range not using proper SFX
  • Camera clipping through floor when player dies
  • Objective marker in planning table not showing properly in second match
  • Rappel Rope stuttering when moving
  • Co-op non host players see story button even when not available
  • Breaking Meth co-op leader suspect faulty shader
  • Player being able to kick door or use door rammer while rappelling
  • Mesh hole in Hotel Trouble terrain
  • Defuse trap not immediately triggering when in ready position
  • Using inventory to swap utilities with players not syncing properly
  • Shoulder tap prompt showing up even when other player is busy
  • white light flickering when near doors
  • Defender lobby van clipping
  • kyanite bright barrel

Changes

  • Reworked stamina system
  • Reworked adrenaline kit
  • Reworked door interaction system
  • Added hatch to basement in Cafe Fourteen Map
  • Added server browser unique name based on custom match settings
  • Added defender side selection menu, select location first prompt
  • Added land SFX for player
  • Vignette screen effect will grow when in low HP
  • Getting shot will set a 1 second cool down for sprinting
  • Sprint button now also cancels full body animations
  • Shooting from sniper's nest will not trigger R.O.E penalty in active shooter missions
  • Co-op objective suspects will shoot to taunt more
  • Co-op bot count being 0 after loading in
  • "Execute Now" button in planning table will now close planning table during action phase
  • Squad AI's death will trigger penalty points
  • Suspect AIs can now move hostage
  • Mouse sensitivity can now be changed by 2 decimals
  • FPV sprint animation plays in the same position as TPV
  • Headshot SFX volume is no longer connected to in-game music volume
  • Main menu QOL, Esc or RMB will close/move to previous menu
  • All attacker customization red stylings have been replaced with green
  • Players can now scroll between more floors in planning table
  • Mac10 has been renamed to Uzi
  • Updated map preview images for all outdated map previews
  • Updated match entry fee from -2000match points to -5000matchpoints
  • Updated Zero Hour manual PDF
  • Training is no longer mandatory for new players
  • Shooting while sprinting will make the player slow down first and then start shooting
  • Increased number of flashbangs a player can carry from 1 to 2 in co-op only
  • Increased number of smoke grenades a player can carry from 1 to 2
  • Increased number of C2s a player can carry from 1 to 2
  • Increased number of wedges a player can carry from 1 to 2
  • Increased number of flares a player can carry from 1 to 2
  • Increased planning table scroll wheel sensitivity
  • Increased player sprint foley volume
  • Increased player footstep audio range the longer you sprint in PvP
  • Increased negative match points for losing a match
  • Increased door trap defuse trigger scale
  • Increased sights reticle brightness
  • Reduced muzzle VFX scale
  • Reduced amount of time Squad AI affirms
  • Removed suspect's whistling in active shooter missions
  • Removed auto canted aim when using visible laser without NVGs
  • Reset Match Points
  • Reset BDT

Improvements

  • Action phase UI
  • Match points & tier showcase
  • Match points distribution system
  • Match points saving system
  • Retextured Embassy Raid map
  • Retextured Bank Heist map
  • Retextured Breaking Meth map
  • Residential House subtle graphical details
  • Terror House subtle graphical details
  • Military Airport runway lighting
  • Active shooter missions subtle graphical details
  • Prompt UI fade in when triggered
  • Procedural prop placement pool in all maps
  • Custom match menu UI
  • First Time region change UI
  • First Time training welcome UI
  • Co-op mission failed prompt to show proper reason
  • NVG visual styling
  • Smoke grenade coverage
  • C2 door explosion VFX & SFX
  • Frag grenade explosion SFX
  • Door interaction SFX
  • Squad AI's movement smoother
  • Squad AI now detects door trap when following breach commands
  • Squad AI now better understand trigger discipline
  • Squad AI can now better understand R.O.E
  • Squad AI can now use lean
  • Squad AI now has the same outfit styling as main player
  • Squad AI can revive player when player is knocked out
  • Squad AI's reaction time to suspect AI
  • Suspect AI's movement
  • Suspect AI's position syncing
  • Suspect AI's weapon shoot syncing
  • Suspect AI's behavior in active shooter missions
  • Suspect AI's detection when players sprint
  • Suspect AI's throwable choice decision
  • Suspect AI's will no longer surrender when shooting
  • Suspect AI's gunplay optimization
  • Suspect AIs reposition to positions with better cover
  • Suspect AI now tries to hold wound when dying
  • Suspect AIs to spread more if too close together
  • Hostage movement animation footsliding
  • AI path block check and teleport if stuck
  • Denuvo P2P Anti-cheat protection
  • Environmental ambience variety
  • Player look around vertical angle
  • Player character hand IK
  • Player character rotation to be smoother
  • Player door interaction animation in FPV
  • Explosion camera shake animation
  • Rappel rope movement
  • Optimization for lighting
  • Optimization for particle system
  • Optimization for AI
  • Optimization for CPU usage




Thank you for your patience. Please make sure to report toxicity and provide feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France

Together, we will make Zero Hour even better.
— Zero Hour Dev Team

New Map: Critical Response

Greetings Players!



Exciting News today!





Firstly, We want to thank everyone for joining us on Saturday for the Beat the Dev Stream; playing and chatting with our community was incredible. If you missed the Stream, you can watch it here on our Twitch channel.

Secondly, as we get closer to the full release of our game, we don't want to leave you empty-handed; we want to keep you excited.

Watch our latest map trailer release, Critical Response, AKA the School map.
Here is a quick TL:DR about it

Critical Response


A prestigious private school set in an elite area of Dhacca is under siege. Located dangerously close to the Prime Minister's residence, this attack is intended to send a dire message. Negotiations have successfully secured the release of many students, but the terrorists now hold some staff members hostage to leverage their high-stakes demands. Tasked with bringing order to chaos, the MS unit needs to rescue the staff and restore safety.

Please Note


⚠️ When the school map is released, it will not be a mandatory mission required to progress the game. Players who are not comfortable playing it do not need to partake in it. Additionally, The game will immediately end if players attempt to shoot students, ensuring that such actions are not part of the gameplay.⚠️


We hope you are excited about our 1.0 release and we look forward to showing you what we have in store. ✌️

~ Attrito M7 Productions






Beat the Dev

Greetings Players!





Exciting News!



We will be hosting our first Dev Stream this Saturday, August 24th, at 12 PM CST.

After countless training sessions and lots of Friendly fire, our Devs have decided to go out and show you how skillful they are (Fun fact: one of them is flagged as a team killer)😅.

So, if you think you are a good player or have good aim, come and try your best(will…. anyone be better than our Devs?), you are invited to join our event on Saturday where you can play with and against our Devs in custom 5v5 matches.

📺You can watch this event live on Discord - Twitch - or on our Steam page.

▶️ How to join:
- Join us on our Discord server, check the General chat, and get the code.
👉Join Here

▶️Rules for Joining.
- First come, first served.


We might also run a couple of custom matches off-stream.😉😉

Make sure to invite your friends and set your alarm.

See you then.✌️

Release Update

Greetings Zero Hour Community,





We regret to inform you that we have to delay the release of 1.0 for Zero Hour. This decision was not made lightly, and we want to share with you the reasons behind it.

The recent nationwide blackouts have significantly disrupted our schedule, causing us to rush our development process. Additionally, the instability of the internet has delayed our ability to properly test builds, which is critical to making sure the things we implement work the way we intend.

Furthermore, our team has faced several traumatic events due to the current state of our country Bangladesh. In light of this, we believe it is important to allow our team some time to address their mental health and well-being.

We want to use this extra time to ensure that Zero Hour meets our vision and provides the best possible experience for you. Our goal is to bring more polish to the game and to make the 1.0 release a true reflection of what we aspire Zero Hour to be.

We also want to express our deepest condolences to those affected by the recent tragic events in our country. Our thoughts are with all who have lost their lives and their families.

Thank you for your understanding and your continued support. We are committed to delivering a game that we can all be proud of, and we appreciate your patience as we work towards this goal.

We will provide more news regarding the 1.0 release soon, but please know that we are not planning to push the release date too far into the future. We will keep you updated.

Sincerely,
Zero Hour Team

Zero Hour is -30% off Now

Greetings,





As you all know, Zero Hour will be released in full on August 15th. The full release will include lots of content, improvements, new features, and an additional two maps.

Due to this transition, the game's pricing will also be updated, moving from $11.99 to $18.99. The new price is due to Zero Hour coming out of early access and our commitment to keep working on making it better and better. While continuing to refine the game and release patches and improvements.

In light of this, we wanted to show our appreciation to our community and players by offering a 30% discount on the game before its full release.

👉 This is the last time you can get Zero Hour at this price.

https://store.steampowered.com/app/1359090/Zero_Hour/

➡️ Ends August 8th

We are thrilled to have you on this journey with us. Your support has been invaluable, and we can't wait to show you what's in store as Zero Hour progresses beyond early access. Thank you for being a part of our community and for helping us make Zero Hour even better.

- Zero Hour Dev Team

Zero Hour | 1.0 Announcement


1.0 will introduce two new maps, along with improved gun sounds, polished gameplay, new achievements, map updates, and co-op improvements. Additionally, significant enhancements have been made to the door mechanics and anti-cheat implementation. A 1.0 reveal trailer has been prepared to mark this milestone.


Part Of So Many Lives



Zero Hour has been in early access for three years following four years of dedicated work. We extend our heartfelt gratitude to all those who have supported us since its early access launch, helping us shape a game that reflects our vision. While we've made significant progress, we acknowledge that there's more to refine and improve. As we prepare for the highly anticipated 1.0 release on August 15, 2024, we’re excited to announce that this milestone signifies our transition out of early access.

Throughout this journey, we've strived to fulfill our promises, although some aspects, like networking, proved challenging due to resource limitations. Our first experience with a multiplayer game of this scale has been exciting, and we're committed to continued growth and learning.

Update Part 5 rolled out the first of three new maps: Dockyard, exclusive to co-op mode. Now, we are thrilled to introduce the remaining two maps: School and a vibrant Bollywood-themed Bar. Each of these maps offers unique experiences, enhancing the diversity of Zero Hour. Additionally, we will be focusing on optimizations, bug fixes, and overall enhancements to further improve the gameplay experience.

As we transition, the game's pricing will also be updated, moving from $11.99 to $18.99. Looking ahead, our commitment to Zero Hour remains steadfast. We'll continue refining the game and releasing patches and improvements.

We are thrilled to have you on this journey with us. Your support has been invaluable, and we can't wait to show you what's in store as Zero Hour progresses beyond early access. Thank you for being a part of our community and for helping us make Zero Hour even better.

- Zero Hour Dev Team


Introducing the 2 New Maps:



Critical Response



A prestigious private school set in an elite area of Dhacca is under siege. Located dangerously close to the Prime Minister's residence, this attack is intended to send a dire message. Negotiations have successfully secured the release of many students, but the terrorists now hold some staff members hostage to leverage their high-stakes demands. Tasked with bringing order to chaos, the MS unit needs to rescue the staff and restore safety.

Cocktail Crisis



Masked behind the glitz of a Bollywood-themed bar lies a web of illicit activities: human trafficking, drug trade, and coercion of staff into unspeakable acts. Intel links these operations to the very terrorists threatening the city with a catastrophic bombing. Infiltrate the establishment, unravel the connections, and apprehend the manager for interrogation.

Improvements



Improved Gun Sounds

Our team has been diligently working on enhancing the gun sounds to make them meatier and more realistic. We've incorporated real-life samples and created several iterations, sharing them with our players on Discord for feedback. This approach has helped us understand what works best and the direction we should take. We've attached a video showcasing a comparison between the current gun sounds and those in the upcoming 1.0 version.



Polished Gameplay

Taking feedback from the survey reports, we have implemented several improvements to polish the game. Key changes include new animations for stance changes while rappelling, allowing players to move the mouse and look at wider vertical angles, and the addition of a revive system for downed players. We are also expanding our pool for procedural prop placement, providing more variations in every match. Additionally, you will no longer need a laser to perform a canted aim; you can toggle between the two aiming methods at any point. Changes have also been made to the sprinting mechanics: getting shot while sprinting will momentarily disable sprinting. Considering this, we are slightly increasing stamina. Running will now lower your weapon to better match its actual position, enhancing immersion.



New Achievements

We are adding more achievements to reward players for accomplishing various challenges in our game, including co-op players. Completing achievements will earn you badges that you can proudly display beside your username in matches.



Map Updates

We are retexturing Embassy Raid, Bank Heist, and Breaking Meth to bring them closer to our newer map standards. Additionally, some maps like Residential House and Terror House will receive new decorations to better fit their themes.



Co-Op Improvements

We've ramped up the difficulty in co-op by enhancing the suspect AI to feel more realistic. Suspects are now more aggressive and respond quickly to player actions. They will also move hostages, potentially leading to crossfire casualties. Additionally, they can detect players rushing or running and pre-fire in response. We've also improved the squad AI to better detect and react to suspects and check for door traps before breaching.





Door Improvements

We've received numerous complaints about the current door mechanics in the game. Long-time players appreciate the system for its skill requirement and learning curve, but new players often find it unintuitive, clunky, and unpolished. To address these issues, we've made significant improvements to the door system.



Breaching options like using C2 or shooting the door open will still be available when you look at the door knob. However, opening and closing doors have been simplified. Looking at the middle of the door and interacting will now directly open or close it. Interacting with the door knob will slightly open the door, and interacting again will close it. The ability to push the door open while it's ajar remains unchanged. Additionally, doors will now collapse completely when using C2 or a door rammer, removing the door from the scenario entirely.



Anti-Cheat Improvements

According to survey reports, many players feel that cheaters are still ruining the PvP experience. Denuvo has been working on improving the anti-cheat implementation in the game to better accommodate its P2P network structure. These improvements will help detect cheaters more quickly. Additionally, we are considering adding a feature to notify players when a ban is made, although this feature is not yet confirmed.

Announcement For 1.0 Reveal Trailer



We have prepared a trailer to reveal our 1.0 release date, and we want to give you a heads-up that it addresses sensitive content. The trailer is based on the new school map included in the 1.0 update. We have crafted this experience with the utmost respect for those who have experienced similar traumatic events and understand the importance of maintaining sensitivity.

When the school map is released, it will not be a mandatory mission required to progress the game. Players who are not comfortable playing it do not need to partake in it. Additionally, the game will immediately end if players attempt to shoot students, ensuring that such actions are not part of the gameplay.

We hope you are excited for our 1.0 reveal trailer and look forward to showing you what we have in store.





Thank you for your patience. Please make sure to report toxicity and provide feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France

Zero Hour | Player Feedback

Greetings everyone!





As you all know, the full release of Zero Hour is around the corner. To prepare and give you the best possible experience, we've started conducting a couple of surveys to gather your thoughts on the game.

▶️ This time, it's all about PvP


🔗 Check it out Here
  • This survey consists of 19 questions and should take 5-10 minutes to complete.

▶️ Here is the previous survey Report


Check it out 👇https://store.steampowered.com/news/app/1359090/view/4178856668733931778?l=english

Thank you for being a part of the Zero Hour community and helping us improve the game.

~ M7 Productions

Major Patch (9.9.8) | Survey Report


This update includes the highly requested survey results along with the improvements made using the feedback received. The survey results include how satisfied the players are with the gameplay elements and logistics, how they have found out about Zero Hour, whether they would like to participate in a PvP tournament, and most importantly whether the game is ready for launch. This patch includes improved planning table, addition of sniper’s nest in a few maps, improved Squad AI behavior, breaker box improvement, kill feed improvement, and animation canceling.



Survey Results

The results of this survey are based on 60% co-op players and 40% PvP players. Next month, we plan to conduct another survey, and we hope to engage more PvP players to gather a broader range of feedback. In this report, we have highlighted the requested outcomes and addressed the major concerns raised by the community.


How did you find out about Zero Hour?


Due to popular demand, we've added a statistic regarding how players discovered Zero Hour.



How satisfied were you with the logistics?


Players expressed the highest satisfaction with the gunplay in Zero Hour. Specifically, 35% of the players rated it a 5 out of 5, and 40% rated it a 4 out of 5.




The map layout and weapon selections received mixed reviews, but overall leaned towards highly satisfactory. The majority of respondents (approximately 34%) rated them 4 out of 5, followed by around 28% who rated them 5 out of 5.




Movement, equipment availability, and mission briefing and debriefing also received mixed reviews, leaning towards satisfactory. The majority of respondents (around 31-33%) rated these aspects 4 out of 5, followed by an average of 26% who rated them 3 out of 5, and approximately 20-25% rating them 5 out of 5.




Objective variety received the most average reviews, with approximately 37% of players rating it 3 out of 5. This was followed by similar percentages (around 22%) for both 2 out of 5 and 4 out of 5 ratings.




Squad AI Behavior received the lowest satisfaction rating, with 30% rating it 3 out of 5 and an average of 27% giving it 2 or 1 out of 5.



Improvements

We've received valuable feedback regarding clunky movement, which has helped us identify many related issues. We've addressed these concerns in the latest patch, improving the overall experience. Key updates include smoother and faster transitions between walking, running, and idling in first-person view, enhanced crouch and prone transitions, and a slight increase in fast walk speed for more optimal movement.

In this patch, we've improved Squad AI behavior. We've addressed the issue of squad AI blocking players' paths; they will now properly move aside. Additionally, the unpredictability of Squad AI has been enhanced to make encounters more dynamic and engaging.

We're working on enhancing objective variety by introducing "Arrest Only" and "Hostage Bomb Defuse" objectives in Co-op mode. Additionally, we are considering a new PvP game mode similar to "Secure the Area" to further diversify gameplay.


Did the game offer enough variety in terms of gameplay elements?

Half of the respondents were satisfied with the diversity and engagement of the gameplay elements and the other half believed there were certain elements that could be improved.

Players suggested extending the planning phase and adding more diverse mission objectives to enhance strategic depth. They also wanted AI behavior to be more unpredictable and dynamic. Increased equipment and weapon customization options, along with missions that include stealth objectives or the freedom to eliminate hostiles, were highly requested. Additionally, players called for more varied gun options, clearer effects of attachments, and enhancements like sniper spots and improved riot shields to enrich the tactical experience. Overall, there was a strong interest in boosting mission variety and gameplay dynamics.

Improvements

The planning table will be improved in the upcoming patch, providing more time and flexibility for strategic preparation. The unpredictability of Squad AI will also see significant enhancements. We will be increasing the customization options in future patches. The other feedbacks have been taken into consideration and we will be looking into them.


Would you participate in a PvP tournament?


When asked about participating in a PvP tournament, 60% of respondents answered negatively. However, we believe this is largely because a majority of the survey responses came from co-op players rather than PvP players.



Do you think the game is ready for launch?

The majority of respondents believe the game is ready for launch. Those who responded negatively highlighted concerns primarily related to squad AI and other specific aspects. Many of these issues have been addressed in the current patch, and further improvements will be included in the full release.

Some players have requested more weapons, maps, and utilities, while others feel there are already too many weapon options that are confusing. These demands are more related to personal preferences rather than a necessity for a 1.0 launch. Regarding controller support, it's challenging due to the extensive control inputs required by the game, but we are exploring possible solutions.


Conclusion

We would like to thank all the players who took the time to fill the survey and provide us with valuable feedback. It has helped us tremendously in identifying and addressing specific concerns. We hope you are satisfied with the improvements we have included with this patch.


Patch Details



[ IMPROVED PLANNING TABLE ]
The planning table has received various improvements based on the feedback we received from the community. We have added more functionality for using this tac map through out the session for PvP and PvE players.

Co-op players will now be able to see the last suspect alive in the planning table as long as the target is not part of an objective and no other suspects are alive. During the preparation phase, all objectives will be shown as an interest point icon in the planning table. NPC locations will also be shown later on after all suspects have been dealt with. Of course all this will only be available when playing in regular difficulty only.

PvP players will now be able to see their last 3 death locations and the locations they were killed from (note the killer's location will only show up in the next round). It will also show locations of your last 3 kills.



[ NEW SNIPERS NEST ]
Snipers Nest is a new way to approach your missions, giving you the ability to snipe for targets or gather intel for your team mates. You can approach the entry point showcased in planning table and get transported to the snipers nest. Only one player is allowed to be present in the sniper's nest (not available in DM FFA mode) and you will be teleported back to the grounds as soon as you are the last one alive and there is only 2 minutes left on the timer. You will also not be able to go to the sniper's nest if you bring in your K9 to the mission. The snipers nest if available for both PvP and PvE players.



[ KILL FEED IMPROVEMENTS ]
Auto Kill feed has been added as an option for custom match players, while playing with this option on the kills will be auto reported. We have also added color codes to the feed to further improve the experience.



[ ANIMATION CANCELLING ]
Animation cancelling has been added to the game and this is our first iteration for it. You will now be able to cancel full body animations. Note that you wont be able to cancel the animation once it reaches a core action ( for example, the door rammer being pushed forward ). Along with animation cancelling we have also added the ability to move slowly while performing certain full body animations such as using the medkit and door rammer. We hope to improve further with the next patch.



[ SQUAD AI IMPROVEMENTS ]
The Squad AI has received a significant improvement on detecting when they are blocking the player's way. We are aware of how frustrating the experience was for people using squad AI and we are glad to say the squad AI now has better detection to avoid blocking the player's path.



[ NEW BREAKER BOX LOCKER ]
The Breaker switch is now a 2-step action, you will now have to open the locker to use the lever to affect the operation building's lights. This was done to increase the risk of interacting with the breaker switch, requiring a more tactical approach.



Update Log
  • Added Snipers Nest to Residential House, Hotel Trouble, Prison Break, Show Time, Bank Heist
  • Added Breaker Switch as a locker, meaning its a 2 step action
  • Added New coop objective , arrest suspect (not neutralize)
  • Added Help Tip Prompt ( 1st iteration )
  • Added Auto Kill Feed option for custom matches (PvP)
  • Added Color code to Kill Feed (PvP)
  • Added Co-op story bot amount randomizer
  • Added Co-op Interest points display in planning table during prep phase only for regular difficulty
  • Added Co-op last suspect(non objective) remaining display in planning table only for regular difficulty
  • Added Co-op NPC location after no suspect remaining display in planning table only for regular difficulty
  • Added Planning table show player related data like death location and during prep phase you will get killer location + your kills location
  • Added Auto join previous team when rejoining previous match (PvP)
  • Added Sniper Trade prompt in Snipers Nest
  • Added full body animation cancelling ability
  • Added full body animation with movement while using UT3

  • Fixed Squad AI blocking player's way ( final iteration )
  • Fixed Squad AI move to command error log
  • Fixed NVG staying over round ( final iteration )
  • Fixed Defenders not being able to close outside doors during spawn protection (PvP)
  • Fixed several light flickering caused by light optimization
  • Fixed M4 charge handle not moving during draw animation
  • Fixed Utility 3 not saving for Defender
  • Fixed Double bomb/hostage (PvP)
  • Fixed being able to shoot and sprint with certain weapons
  • Fixed scope glitch for Acog and Sniper Scope
  • Fixed AS Val using the wrong SFX
  • Fixed M.V Meghna map LOD issue
  • Fixed Residential House table collider
  • Fixed SKS fast walk animation glitching
  • Fixed Dockyard getting stuck between Containers
  • Fixed Queue quick-match with auto weapon ban toggled on in custom match settings enables auto weapon ban for quick-match (PvP)
  • Fixed Terror house suspect spawning inside procedural prop table
  • Fixed SW11 gold skin texture issue
  • Fixed interacting with breaker switch while facing away
  • Fixed M.V Meghna VIP door error
  • Fixed stamina going down when walking down stairs
  • Fixed Hotel Trouble chair behind reception blocking movement
  • Fixed Auto weapon ban not showing ban icon for defender selection menu
  • Fixed crouched suspect AI not reacting
  • Fixed weapon positioned wrong when using universal animation ( final iteration )
  • Fixed grenade exploding again after resetting
  • Fixed rappel assign error log
  • Fixed UT3 mesh stuck in hand when triggered by rappel
  • Fixed suspect arrest animation desync
  • Fixed suspect dead trigger delay at times

  • Changed Planning phase time duration for Co-Op from 60s to 125s
  • Changed Planning table switching floors with mouse scroll
  • Changed bomb defuse to be required after 120s is remaining instead of 90s (PvP)
  • Changed Spawn protection to be turned off for the entrance the attackers will use to enter operation building (PvP)
  • Changed Custom match join-ongoing toggle to be turned on by default
  • Changed Hotel Trouble 4th floor balcony rappel height to 5th floor for better approach
  • Improved Suspect detection if player is running
  • Improved lighting optimization even more
  • Improved NVG effect
  • Improved fast walk speed
  • Improved crouch transition speed
  • Improved prone transition speed
  • Improved Walk/run transitions
  • Improved Hotel trouble garage more cover
  • Improved Residential house 2f hall lighting
  • Improved Muzzle VFX high volume probability
  • Improved Co-op score required to unlock missions
  • Improved weapon firing stamina usage per weapon based
  • Improved Planning table prompt




Thank you for your patience, please make sure to report toxicity, feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France

Zero Hour | Upcoming Patch Details

Announcement
The upcoming patch will be the last one before the 1.0 release (the date will be announced very soon). We are excited to bring some cool new features along with many improvements to gameplay and polish. We have added sniper nests to a few of the maps (available in both PvE and PvP), allowing for a new type of gameplay. Additionally, we have made many improvements to the Squad AI, which will no longer block your way (we apologize for the wait). The breaker switch is also finally receiving an update; it will now be a two-step action to turn the lights on or off.

We have also taken into account much of the feedback received through the survey. We have made attempts to fix the clunky feel that many players complained about. These were some highlights for now; we can't wait to show you more of what we have in store for the 1.0 release later this year.


- Zero Hour Team

The Sniper's Nest



New Breaker Switch




Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France

Zero Hour | Player Feedback



As we're moving closer to the release, we wanted to conduct an official survey on the current state of the game to gather your thoughts on it. Your input, combined with feedback from all our social platforms will help us get the game ready for release.

Thank you for staying with Zero Hour, we'll be looking forward to your answers!

Click here for the survey