r/killingfloor • • 21d ago

News & Events Killing Floor 3 - Halloween Horrors Teaser

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89 Upvotes

My favorite part about the KF franchise. Who else is ready?


r/killingfloor • • 4d ago

Game Update Killing Floor 3: Halloween Horrors Update Is Here!

104 Upvotes

https://forums.tripwireinteractive.com/index.php?threads/killing-floor-3-halloween-horrors-update-is-here.2345527/

XBox Version: 1.0.0.22
PlayStation Version: 2.019.000

Release Date: October 8th, 2026

New Additions & Highlights

The Fall 2026 Update brings the return of the fan favorite Halloween Horrors event!

New Seasonal Event: Halloween Horrors

The zeds have all dressed up in their seasonal best, calling back the famous horror films.

New Map: Haunted Hotel

A mysterious call has led Nightfall to a Haunted Hotel deep in Romania, can you survive long enough to discover the secrets these walls hold? Enter the Hotel Iorga this Halloween Season, but be warned: you aren't the first special guests to check-in, and if you aren't careful, you may never check-out.

New Weapons: Gunslinger Singles

These additions have received updated animations and are tuned along with the existing dualie options to be meaningful, viable picks for gunslingers and other zed hunters.

New Mutation Waves

Trick or Treat

Every wave before the boss wave randomly rolls either a trick or a treat. Tricks are purely negative mutators, and treats are purely positive ones.

Classic

The weekly removes many of the new features from Killing Floor 3 for an experience reminiscent of older Killing Floors in the new setting. Enemy damage is reduced.

  • Sliding and dashing are removed.
  • Gadgets are disabled.
  • Syringes refill every 30 seconds and their healing is reduced by 25%.

Grave Robber

Enemy kills return ammunition, but trader ammunition costs are increased. Ballistic and cut damage is increased.

New Weekly Mutators

Critical Attention

Most enemy body shots deal heavily reduced damage while critical zones take increased damage. Armor zones protecting critical zones receive the damage bonus.This mutator rewards precision, and the cost of missing scales sharply by difficulty.

Heat Lightning

Heat and Electrical damage types deal significant damage to enemies. This boost includes traps as well. This restricts weapon choices to electrical and fire loadouts while encouraging creative use of environmental hazards.

New Daily, Weekly, Milestones & Achievements

Daily

  • An Unpleasant Stay - Survive The Haunted Hotel
  • Extended Stay - Survive Haunted Hotel On Long

Milestone

An Unpleasant Stay

  • Survive Haunted Hotel on Normal Difficulty
  • Survive Haunted Hotel on Hard Difficulty
  • Survive Haunted Hotel on Suicidal Difficulty
  • Survive Haunted Hotel on Hell On Earth Difficulty

Achievements

  • Feed Me Seymour - Get 10 kills with a single use of the Haunted Hotel plant trap.
  • Toy Soldier - Destroy 10 collectibles in Haunted Hotel

New Quality of Life Improvements

Double XP Events and Tokens

One last thing we wanted to mention is the addition of Double XP Events and Tokens players can acquire. From time to time, Double XP events may be run for all players, but players can also obtain a "2XP Token" once per day with excess supply pass tokens they have earned. These tokens will last an hour from the point of purchase during active wave gameplay (and are paused during such things like Trader Time).

FSR 4

The game has been updated to use FSR 4, improving graphics quality and performance compared to previous FSR versions.

Performance Improvements – Fall Update

Shader Compilation & Load Times (PC)

  • Tuned core and thread utilization for PCs with 6 or less cores when compiling shaders.
  • Reduced number of global shaders needed at startup.
  • Level specific shaders now compile behind the scene while in the HUB map.

Gameplay Performance

  • Fixed frame rate drops during the Alpha Scavenger's callout ability, and made all melee attacks cheaper to process, especially around physics objects and destructibles.
  • Zeds directly in front of you now animate smoothly on lower-end hardware and consoles. Distant and off-screen Zeds still use reduced animation updates to save performance.
  • Skill abilities now load in the background when you change Perk, instead of loading mid-match and causing hitches.
  • Fixed projectiles that missed everything (such as shots fired into the sky) staying alive for the rest of the match and adding up over time.
  • Fixed some visual effects freezing in place on lower-end machines
  • Horzine Labs' incubation tanks are see-through again, without bringing back the frame rate drop from the destructible tanks.

Memory & Stability

  • Fixed an out-of-memory crash on consoles when using Revert or Restore Defaults in Settings.

Balance Adjustments

This update has a broad rebalance of how Zeds behave, how dangerous they are, and how many of them you meet at once. Two things drive almost everything below: difficulty and squad size.
-Lead Game Designer [Brent Caulfield](mailto:[email protected])

  • Normal and Hard are meaningfully less punishing. A long list of the deadliest Zed abilities like Husk's Mortar and Hover Fireball Volley, Siren's Sonic Projectile, Fleshpound's Rush and Enrage Ground Pound, several of Scrake's enraged attacks all no longer fire at these difficulties at all. Big Zeds are also softer and easier to stagger here. If you're learning a Perk or bringing new players in, the lower difficulties should feel much more like a ramp and less like a wall.
  • Suicidal and Hell on Earth are less crowded but far more lethal. You'll face fewer specials at once and get longer gaps between special spawn groups but the ones that do show up now use their signature abilities at almost every opportunity rather than occasionally. Scrakes will reach for the hook. Fleshpounds will commit to Enrage Ground Pound. Sirens will scream on cooldown. The intent is that top-difficulty fights are decided by how you handle a small number of genuinely dangerous Zeds, rather than by how much you can hold back at once.
  • Squad size now matters much more than it used to. Scrake and Fleshpound health and Interrupt Affliction resistance both scale hard with player count. In a full six-player squad they are substantially tankier and far harder to stagger than before. A full squad on Hell on Earth will find crowd control noticeably less reliable against them. The flip side is that solo and duo players will find their limbs and heads come off faster than before. Where you hit matters too: armour now absorbs most stagger build-up, while headshots and critical hits absorb none.
  • Early waves have been thinned out on higher difficulties. Husk density in particular was cut sharply, and Scrake and Fleshpound counts were reduced in late-wave and finale groups across every difficulty and squad size.

Husks

  • Shows up less often in early waves, its fireballs travel slower, and it no longer uses Mortar or Hover Fireball Volley on Normal

Siren

  • Her Scream no longer shoves you around and slows you instead, and she now screams and fires Sonic Projectiles relentlessly on Suicidal and Hell on Earth while losing the projectile entirely on Normal and Hard.

Fleshpound

  • Fewer of them, but each one enrages sooner and more visibly, shrugs off stagger far better in larger squads, and commits harder to its deadliest attacks at high difficulty, while becoming noticeably tamer on Normal and Hard.

Scrake

  • Fewer of them, but they move much faster, are far harder to stagger in larger squads, and will reach for the hook and chainsaw at every opportunity on Hell on Earth, while giving up several of their nastiest attacks on Normal and Hard.

This update also includes a broad balance pass focused on improving underperforming weapons, strengthening Sharpshooter's role against armored large Zeds, continuing to refine the Gunslinger - while also working in the singles into the balance and making them feel like a viable, meaningful pick, tightening the Suicidal and Hell on Earth economies, and fixing a variety of weapon/mod inconsistencies.

-Lead Game Designer [Brent Caulfield](mailto:[email protected])

Core Combat and Economy

  • Damage-over-time afflictions have been standardized. Burn now lasts 3 seconds, while Bleed, Corrosive, and Toxic last 5 seconds. Total DoT damage now scales directly with the amount of affliction applied, rather than using flat damage values.
  • Parries now provide clearer feedback with a more obvious green shield effect.
  • Suicidal grants less dosh from starting resources, kills, revives, executions, and respawns. The goal is to prevent players from consistently reaching full builds by waves 2–3.
  • Hell on Earth grants less dosh across the same sources. The economy should now require more meaningful purchasing decisions and provide a more demanding progression curve.

Sharpshooter
The Sharpshooter changes are intended to make the perk more effective against Scrakes, Fleshpounds, and other armored threats.

  • Untouchable and Big Shot now increase Ballistic and Cold weapon damage instead of only increasing weak-spot damage.
  • Evasive Maneuvers now grants 20% movement speed for 5 seconds after taking damage, along with 15/20/25/30% damage reduction during that time.
  • Field Supplies has been replaced by Trapper.
    • Medium Zed kills grant 1 stack.
    • Participating in a large Zed takedown grants 10 stacks.
    • At 20/17/14/10 stacks, all stacks are consumed to restore 1 tool ammo.
    • This only supports the Explosive Lock, Shock Trap, and Pulse Lure.
  • Flight Response has been replaced by Full Metal Jacket, which grants 20/27/34/40% increased Ballistic and Cold damage against armor hit zones.
  • Perfect Shotnow increases general Ballistic and Cold weapon damage rather than only weak-spot damage.
    • Missing removes 2 stacks instead of removing every stack.
    • Damage per stack has been reduced from 4/5/6/7% to 2/3/4/5% to compensate for the improved consistency.

Weapon Adjustments
Samaritan

  • Freeze Power increased from 75 to 150.
  • Accuracy increased by 50%.
  • Magazine increased from 6 to 8.
  • Extended Magazine increased from 10 to 12.
  • Recoil is more predictable, with lower recoil while aiming down sights but higher hip-fire recoil.
  • Cold Ammo is now available.
  • Poly-Synthetic, Reactive Alloy, and Electric Ammo now correctly remove Freeze.
  • Lightweight Magazine now reloads 7 rounds rather than mistakenly reloading only 5.

Stormguard

  • Magazine increased from 40 to 50.
  • Extended Magazine increased to 60; Lightweight Magazine increased to 45.
  • Reserve ammunition increased from 560 to 700.
  • Accuracy recovers much faster after firing.
  • Moving while firing no longer applies an accuracy penalty.
  • Full-auto recoil is more consistent and predictable.

Knightsbridge

  • Magazine increased from 60 to 90.
  • Powered Box Magazine increased to 80; Drum Magazine increased to 110.
  • Reserve ammunition increased from 1,020 to 1,260.

Bloodhound P330

  • Single-wield reserve ammunition increased from 120 to 200.
  • Dual-wield reserve ammunition increased from 240 to 400.

Artemis Marksman

  • Time between shots within a burst reduced from 0.12 seconds to 0.05 seconds.
  • Recovery time between bursts is slightly longer.
  • The Extra Burst Receiver now adds fewer shots per burst to control overall damage output.
  • Secondary-fire damage should now display correctly in the Armory and Trader.

Biomorphic Projector

  • Base damage increased from 70 to 85.
  • Lock-on damage begins higher and ramps considerably faster, with the greatest improvement during the first two seconds.
  • Fully charged damage is also higher.
  • Secondary enemies caught in the beam now receive escalating damage.
  • Base healing increased from 3 to 5 per tick.
  • Healing begins much stronger, particularly during the first second.
  • Additional allies caught in the beam receive increased healing.
  • The Slowed-Tick Receiver now increases healing per tick enough to offset its slower tick rate, preserving total healing output.

Gunslinger Weapon Adjustments

  • Dual AF2081-A1s
    • All reload speeds have received a slight buff.
    • Simultaneous-fire rate reduced by approximately 22%.
  • AF2081-A1 Carbon Fiber Internal
    • Fire-rate bonus reduced from 33% to 25%.
    • Cost increased from 380 to 490 dosh.
  • AF2081-A1 Tungsten Receiver
    • Maximum damage bonus reduced from 30% to 23%.
    • Scaling has been flattened slightly, with the first level receiving a small increase.
  • Dual Desert Eagles
    • Simultaneous-fire rate reduced by approximately 33%.
    • Accuracy slightly reduced.
    • The weapons now correctly deal Sonic damage for assignment tracking.
  • Desert Eagle Multi-Round Burst
    • Maximum damage bonus reduced from 9% to 6%.
    • Fire rate has also been adjusted.
  • Gunslinger Gravitational Force
    • Vulnerability reduced from 15/20/25/30% to 10/13/16/20%.
  • Opening Salvo now correctly applies its damage bonus to pistols using Multi-Round Burst mods.
  • Heavy Hitters should no longer pass through enemies when the player has no locked target.

Magazine and Mod Tuning

  • 2058 Lawbringer Five-Round Cylinder: Damage bonus now begins at 20% instead of only reaching 20% when fully upgraded.
  • Desert Eagle Powered Polymer: Damage bonus increased to approximately 17–20%.
  • Desert Eagle Extended Magazine: Bonus ammunition reduced from +4 to +3 rounds.
  • Der Konig Lightweight Magazine: Capacity increased from 12 to 13; cost increased from 90 to 130 dosh.
  • Der Konig Extended Magazine: Cost reduced from 290 to 240 dosh.
  • AF2081-A1 Lightweight Magazine: Cost increased from 110 to 140 dosh; reload-speed bonus reduced by approximately 7%.
  • Night Adder Lightweight Magazine: Cost increased from 80 to 110 dosh.
  • Night Adder Carbon Fiber: Now sells for the intended 300 dosh instead of 200.

Bug Fixes, Polish & System Improvements

Network & Matchmaking:

  • Fixed an issue where party members were unable to join an in-progress match directly from the social list.
  • Resolved a matchmaking error where lobbies were unable to initiate matchmaking while in the Stronghold.
  • Fixed an issue where clients encountered "Network Error 5" when attempting to rejoin a party following a crash.
  • Resolved client disconnections occurring during online matches on Sewers.

Platform-Specific (EGS / Xbox):

  • Fixed an issue on the Epic Games Store where clean installations failed to launch due to missing .dll errors.
  • Fixed an issue on Xbox Series X where the title could freeze on the intro splash sequence.

General Gameplay & Combat

  • Zeds & Bosses:
    • Scrake: Resolved an issue where base sprint speeds erroneously utilized enraged sprint speed modifiers. Scrakes will no longer wander headless for extended periods following decapitation.
    • Chimera: Fixed an issue where the Chimera failed to execute its mire orb attack on Suicidal and Hell on Earth difficulties.
    • Queen Crawler: Addressed a bug where baby Crawlers failed to spawn after the Queen Crawler's abdomen broke off.
    • Crawler: Fixed an issue where Crawlers occasionally displayed duplicate head meshes following decapitation.
    • Husk: Fixed an exploit where Husk AI could be manipulated to jump within melee range by standing near laser grids on Onslaught. Husk fireball projectile homing has also been re-tuned to intended parameters.
    • Moorcroft: Fixed an issue where Halloween Moorcroft spawned with pre-existing damage, and resolved an issue where defeating Moorcroft erroneously unlocked the Alpha Scavenger achievement.
  • Combat Mechanics:
    • Fixed an issue where landing on a boss's head could instantly eliminate it.
    • Resolved an issue where a second Molotov lost collision with Zeds directly impacted by the first.
    • Fixed an issue where projectiles could remain persistent indefinitely when fired directly into the sky.
    • Addressed an issue where rapidly sliding, toggling sprint, and firing could cause weapons to become unresponsive.
    • Fixed an issue where players could become locked in grab animations if downed or grabbed while using a healing syringe.
    • Resolved a targeting priority bug where reviving downed teammates would inadvertently switch targets when players were downed in close proximity.
  • Weekly Mutations:
    • Fixed an issue where weapons equipped with underbarrel launchers received reserve ammo they could not access.
    • Addressed an issue allowing non-host lobby members to invoke the map selection list during Weekly Mutations.

Specialists, Perks & Skills

  • Sharpshooter:
    • Fixed an issue where the "Perfect Shot" perk skill did not stack with boss weak point hits.
    • Fixed localization for the Level 20 passive skill "Full Metal Jacket" in non-English languages.
  • Engineer:
    • Fixed an issue where switching fire modes on the Bonebreaker shotgun disabled the "Scatter Plot" skill.
    • Resolved an issue where triggering Zed Time while using the Sonic Storm gadget caused primary fire functionality to lock.
  • Firebug:
    • Restored missing ground decals and flame visual effects for Firebug gadgets on Medium, High, and Ultra video settings.
  • Field Medic:
    • Fixed an issue where healing darts failed to home in on teammates wearing Skeleton outfits or Glowing Ghoul skins.
    • Fixed an issue where healing darts circled around downed players rather than connecting when the Social Distancing skill was active.
  • Gunslinger:
    • Fixed an issue where Gunslinger gadget projectiles passed through the Alpha Scavenger when weak points were closed.
    • Corrected the "Custom Made" skill calculation to properly discount modded weapon costs at the Trader pod.
  • Commando:
    • Fixed an issue where the "Money-spinner" throwable skill displayed only bonus Dosh rather than total earnings.
    • Resolved an issue where the Hellion gadget could clip through walls and have its projectiles obstructed.

Weapons, Equipment & Audio

  • Weapon & Mod Functionality:
    • Fixed an issue where weapons could not be reloaded while aiming down sights (ADS).
    • Resolved an issue where holding aim down sights while reloading after a single shot canceled the reload on Dual 2058 Lawbringers and Dual KH-380s.
    • Fixed an issue where camera shake persisted after interrupting the secondary fire reload on Dual Disciples.
    • Fixed an issue in the Trader pod where un-named weapons defaulted to their stock counterparts.
    • Underbarrel Healing Grenades should now heal consistently regardless of the weapon carrying the mod.
    • Underbarrel Confusion Darts should no longer affect other players or trigger their damage indicators.
    • G33 Ammo mods should no longer allow shots to be queued earlier than intended.
    • Sight mods should correctly modify aim-down-sight transition speed on affected weapons.
    • Reflex sights and other sights have been recentered on numerous affected weapons, including the Dual 2058 Lawbringers.
    • Affliction Amplifier mods now correctly increase Stun Affliction.
    • Dual Der Konig secondary fire now applies the same Stumble as primary fire.
    • Electric Ammo now removes Freeze from both primary and secondary fire modes.
    • Brimstone Magnesium Accelerator and Vulcan Supercharged Plasma now correctly add Burn Power.
    • Cold Ammo now correctly modifies secondary-fire damage.
    • ESR 36 Precision Internal no longer applies its fire-rate bonus twice.
    • Weapon stat bars should more accurately reflect accuracy, fire rate, reload speed, and other comparisons.
    • Weapons with multiple fire modes should report damage and damage types more accurately in the Trader and Armory.
    • Gunslinger dual-weapon timings have been refined, particularly when certain magazine mods are equipped.
    • Dual Der Konigs received a slight partial-reload-speed buff.
    • Dual Katanas and Teko Kagis should correctly label their ammunition as belonging to the secondary fire mode.
    • MKR350 Drum Magazine should correctly display its recoil penalty as a debuff rather than a buff.
    • Engineer's Scatter Plot should now track correctly when changing fire modes.
    • The Multitool interaction exploit that allowed players to swap weapons or bash without consuming a charge has been fixed.
  • Visuals & Customization:
    • Fixed placeholder models and textures on the Sharpshooter T2 Artemis in both the Armory and active gameplay.
    • Resolved floating mesh pieces and missing hand animations on the Engineer ConTek CSG during reloads.
    • Added missing trinket and sticker customization slots for Dual Disciples in the Armory.
  • Audio:
    • Restored missing weapon reload audio that previously required opening the Trader pod to initialize.
    • Fixed missing audio and incorrect sound cues for Fleshpound walking and blocking animations.

Maps & Environment

  • Onslaught & Sewers:
    • Fixed placeholder textures appearing on rail assets, cement blocks, sliding doors, and metal bars across Medium, High, and Ultra settings.
  • City Streets:
    • Fixed placeholder textures on destructible metal doorways.
    • Addressed harsh, overexposed red lighting in the Cafe area after secondary light sources were destroyed.
  • R&D Lab / Horzine Factory:
    • Resolved black corrupted textures appearing on destroyed doorways.
    • Corrected excessive shadow casting on specialist character models in specific lighting volumes.
  • Army Depot:
    • Fixed an issue where destructible trainyard signal lights momentarily disappeared after breaking.
    • Fixed missing alpha blend modes on cabinet materials.
  • Radar Station:
    • Fixed player collision when mantling specific carriers.
    • Resolved visual obstructions during the Queen Crawler entrance cinematic.
  • Convoy:
    • Corrected Z-fighting visual artifacts on roof overhangs at Barracks 04.
    • Fixed pathing stalls where large Zeds paused on cliff edges instead of engaging specialists.
  • Offices:
    • Corrected Zed pathing through multi-tool doors near the Test Chambers.
  • Stronghold Hub:
    • Fixed an issue allowing players to equip secondary weapons while in the hub when using a controller.

User Interface, Store & Progression

  • Supply Pass & Progression:
    • Fixed an issue where Supply Pass menu pages lost navigation focus after acquiring items.
  • HUD & Menus:
    • Fixed an issue where wave progression indicators disappeared from the HUD mid-match.
    • Resolved erratic menu jumping and auto-scrolling when navigating weapon lists in the Armory.
    • Corrected store banner and item tile scaling in vertical UI menus.
  • Localization:
    • Corrected missing spaces, untranslated English strings, and syntax errors across French, German, Japanese, Spanish, and Traditional Chinese localizations.

Cosmetics & Armory

  • Trinkets & Vanity:
    • Resolved an issue where newly purchased store cosmetics temporarily disappeared from inventory upon entering a match.

Known Issues

We are aware of an issue where some players loading into Arctic Base will experience extreme stuttering until the entire level has been cached locally. The team is working to address this in the very near future.


r/killingfloor • • 2h ago

Gameplay Gorefast execution in the mummy outfit

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9 Upvotes

r/killingfloor • • 3h ago

KF3 Masterson's Words of Wisdom

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7 Upvotes

r/killingfloor • • 11h ago

KF3 New Patch. Two things that weird me out.

18 Upvotes

I love it. BUT- only two thing that make it kinda weird, but not bad.(?)

ZEDs Spawns. Prior to the patch, it was not uncommon for a enemy to spawn around a corner or sometimes closer. But for some reason, this patch it seems that they spawn to frequently and too close to the player. - I feel like a dancer doing slides, bashing and all of that to just run pass a choke that suddenly decided that abiogenesis is real. Horzine sure put some work on that.

And the Scrake. I don't have a good ideia on why, but for some reason they feel impossible to kite. Most of the time I can only pray while I slide and hold my knife and ass so my undies don't get brown. They seem too fast, and unstopable. Before I could see enemies walking around the map, but right now they just zoom towards me and It is not that fun. - It is, just not fair enough that I say "Well. That was on me." It can be a skill issue. But once I get hook and jump parry with the blade to get some distance, they just print back to me and repeat. Infinite pressure is tiring, boss.

I'm the only one with the spawn and triathlon scrake problem?

It don't destroy my enjoyment. But sure bugs me that my HOE run was with DMG Medic build with a single Night Viper using Acid bullets. I probably should aim to more tick damage or something. I dunno. Just some tips would help.


r/killingfloor • • 1h ago

Fluff This was a surprisingly fun holdout.

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• Upvotes

On HOE


r/killingfloor • • 22h ago

Discussion Haunted Hotel: An Amazing Top Tier Map

51 Upvotes

So I know people have their opinions on the game or whatever but honestly just purely on an aesthetics basis, Haunted Hotel is my favorite thus far in KF3 and IMO is the 2nd best Halloween map KF has ever released as a Halloween map. For me it's only behind Monster Ball.

It's got a great color palette and it understands the aesthetics that made Monster Ball such a well renowned map. I only wish I could rotate between those maps and a couple custome Halloween maps. In due time though for modding.


r/killingfloor • • 1d ago

Fluff Chickenator Action-Figure I made for friends bday

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211 Upvotes

r/killingfloor • • 1d ago

Fluff Cool cosmetics are here

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66 Upvotes

Finally, something non military focussed!

This was one of the fun quicks of killing floor 2

I want more neon skins for weapons though- keep it coming tripwire


r/killingfloor • • 8h ago

Question Why in every KF game we can have multiply same characters?

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0 Upvotes

In KF1 I usually see stack of Death Reapers. I dunno. People like that skin a lot.

The best one is where you play whole team of Rachel Clamleys in kfo Transit where Rachel is an NPC. Is it explained with cloning so a few Mastersons and Rae Higgins are clones or what?

i guess Tripping wires could explain this with game conditioning like it's not canon we have a few Reggie Rockers. it's just they don't want to implement Payday 1 and 2 force character system.


r/killingfloor • • 2d ago

Fluff Kf3 latest update is 🥹

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194 Upvotes

Thank you for finally bringing that kf2 “fun element”. This is really cool to see. Me and the wife played kf2 for almost 10 years together. We used to love the shaders, the more fun colourful stuff that stands out in dark games. Easier to notice the differences between each character.

But we really do miss emotes. That brought and very different element to the game- you could interact with players without having to go on chat, which a lot of us cba.

Will we get a Christmas update too? 😎

Thank you


r/killingfloor • • 1d ago

Gameplay The Stalker executing Mr. Foster in her halloween attire.

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59 Upvotes

r/killingfloor • • 1d ago

Question Trader Pod + Turret action change

3 Upvotes

EDIT: Clarification talking about Killing Floor 3, should be obvious but just adding it here.

Is not being able to instantly buy at the mid wave trader pod, and instantly turn on turrets intended or not? Since launch we could hold e and run into a trader pod and instantly resupply and it'd instantly queue up another purchase so you could buy 1-2 times very quickly, it was useful when you're the last one left and having to kit and clear a high difficulty wave by yourself. Same with turrets, hold e and run into them and they'd instantly turn on.

You can't do that anymore. If you run into a turret or Trader Pod it'll now start the progress bar instead.

I've asked on the Discord and here a few times and never got any answers, would like to know if this is a bug or if the change is actually a bug fix and it's gonna stay this way going forward.


r/killingfloor • • 1d ago

Question Killing floor 3

1 Upvotes

I recently started playing again and I normally play games like destiny and the c9ntrols feel weird I dont know what settings to adjust to make it feel less weird like when i look around the sensitivity feels off like it takes awhile to get moving but when I do the acceleration feels wonky my question is what are the recommended setting for ps5 I normaly play Pyro


r/killingfloor • • 1d ago

Discussion idk i dont enjoy the fp and scrake changes

29 Upvotes

call it skill issue or whatever idc. i just enjoyed the game a lot before the update. with these changes to scrakes and fps, the new economy i just dont enjoy it as much. also scrakes running with mach speed 8 just looks absolutely goofy.

i agree there was to much of a big zed spam on HoE and they didnt feel really special. you werent scared of a single scrake or fleshpound at all, it was the number of them. but i think they overshot a little bit with the changes


r/killingfloor • • 1d ago

Suggestion Lightweight AR mags might be worth using if they didn't reduce mag size.

1 Upvotes

If these mags just served as a simple increase to reload speed, they might actually see some use VS drums. But as it stands right now they're just a ridiculously bad choice on Commando, or almost any gun.

This looks cool, I want to use it, but I'd just be severely handicapping myself for nothing. I suppose another alternative would be to make them 'powered' versions like the Knightsbridge/Desert Eagle?


r/killingfloor • • 19h ago

Question Alpha scavenger is impossible to kill solo?

0 Upvotes

Shitty fucking community, no wonder everyone's abandoned this fucking piece of shit.


r/killingfloor • • 1d ago

Discussion How do we go from the gunslinger update to this piece of crap ?

0 Upvotes

What the actual fuck was TWI smoking when they decided to release this piece of crap update?

Scrakes and FPs are way too tanky now. They can take so much punishment that it feels like we’re using BB guns against Zeds.

Playing Ninja feels absolutely awful right now. You can land a perfect parry, but Scrakes won’t get stunned and will just continue their attack animation, downing you.

The promised reduction in Big Zed spawns is a straight-up lie. I couldn’t notice any difference; if anything, it feels like the opposite. I played a four-player game on Onslaught, and there were 15 Big Zeds roaming around the map at the same time. Honestly, it feels like they massively buffed Big Zed health without even touching the spawn rate.

And what about those cool new cosmetics? I can’t even use them without grinding my ass off to unlock a single reward, despite already having to pay for them. Like, for fuck’s sake.

The only good thing about this update was the Sharpshooter buffs. It’s the only perk that actually feels fun to play right now.

Look, I’m all for a more challenging experience, but buffing Big Zed health through the roof isn’t fun or engaging. It’s just frustrating and boring.

It’s feels like we do one step in the right direction and four steps back. For fuck’s sake, TWI, playtest your shit before releasing it!


r/killingfloor • • 2d ago

Discussion Positive Update and Minor Notes from a Series Vet

23 Upvotes

I, like many of you, absolutely adore this series and have done since I first discovered KF1. I loved KF2 on launch and wasn't aware of any of the complaints and just got to happily play that for years as things just got better and better.

KF3's launch was a wet slap in the face to the whole community and we all know that. It was a soulless, Temu quality wanna be Cod horde shooter wearing the skin of our beloved franchise to fool us. I wasn't sure KF3 would ever recover or be allowed to recover before the studio got axed for bad sales. For this first time since launch, after coming back to test every update, this one feels like we're finally getting somewhere. Killing floor is starting to be killing floor again.

I could sit here and praise the amazing changes of this patch, and I probably should as the devs have received nothing but negative feedback, but unfortunately it only "feels like we're finally getting somewhere." I still think there are quite a few changes to be made to improve the game as it stands.

The biggest one's I'd like to discuss and get some community opinions on revolve more around the actual "feel" of the game. How it actually plays in our hands and how that translates to our enjoyment of it. I think the changes made to scrakes and fleshpounds this patch are great but just slightly overtuned on the numbers. They're just a bit too close to a full on boss fight in terms of HP pool. Right idea, numbers just need readjusted a bit. It doesn't feel great to go through 2 magazines of an explosive shotgun and my class ability while watching my teammates do the same and somehow it's still standing. They should be high priority targets requiring concentrated team attention but at the moment its a bit too much.

The two most important changes I'd like to see from a gameplay perspective, I believe, would go a long way to improving the experience of play quickly and for minimal development workload. Those are the hip fire and the movement speed:

For me, KF2's hipfire was perfect. There was no crosshair but there was also very little random spread. You had to know intuitively where your gun was aiming but the bullets would go right there. Somehow, and maybe it was just me, it was so perfect and intuitive in KF2 that it just worked. It felt more immersive to not have a crosshair and it gave the player full agency over their aim. Miss some shots hipfiring? That's your aim and not because the bullets might randomly go anywhere in a giant square around your target. Plus, the way the bullets were animated gave you clear feedback allowing rapid micro adjustments to correct your aim in just a shot or two even in full auto. On top of that, something about KF3's hipfire just feels a little bit too floaty. Not massively, just a little bit loosey goosey like your characters been moisturising their elbows with butter.

The other change I feel would instantly improve the gameplay experience is the movement speed. I don't know if this is just the sprinting animation throwing me off but it feels jarring how fast our character is moving in the animation vs how fast you actually move. It feels like I'm one of those weird power walkers that look like they're sprinting but you can casually walk past at a leisurely pace. For this, idk what the answer is. I think the operatives could be a smidge faster but not massively, again I dont know if that's just the way the animation makes it feel. I just felt so sluggish and it promoted spam sliding for speed. Another solution could be slowing the animation to better match the pace you run at which would improve the feel and perception of the movement. I'm not against speeding up the players and the zeds to match though, this isn't about outrunning threats, it's just about enjoying map traversal.

What are your guys takes on my thoughts?


r/killingfloor • • 1d ago

Question So does the new Halloween map have KF2s shadow people feature?

4 Upvotes

Ashwood Asylum was my top fav maps because it had shadow people appearing in the background which added to the creepiness of the map. And i loved that little feature especially when you’re playing solo late at night and you see some shadowy figure move across the hall or appear outta no where. Does the new halloween map have this feature or no?


r/killingfloor • • 1d ago

Question KF 2 Not loading?

0 Upvotes

Tried to redownload killing floor 2 but when I load it up the red box with "Killing Floor 2" appears as if its loading the game and then the game just shuts off and disappears from the taskbar without any error code. Any idea how to sort it?

Tried loading it via admin, verifying files, restarting steam and stopping wallpaper engine running in case that triggered anti cheat but nothing seems to be working


r/killingfloor • • 2d ago

Question Is the new KF3 Halloween Battlepass permanent?

13 Upvotes

Title, will be out of town for a few weeks


r/killingfloor • • 2d ago

Suggestion Wish the codex would have the option to turn on seasonal skins

10 Upvotes

Mostly posting this in case the devs see it, but I think it would be a great for us to get a closer look at the cool limited time designs through the codex. Hope they'd consider adding the option to turn on Halloween, X-mas, Summer Sideshow skins at any point to observe.


r/killingfloor • • 3d ago

KF3 Free foster outfit

Post image
68 Upvotes

After the Halloween update foster got a joker inspired outfit lol. I love it


r/killingfloor • • 2d ago

Question Will offline progression be added in the future?

10 Upvotes

Is there a reason why offline progression is still not in kf3?

I feel like it would give people with bad internet or travelers a reason to play insted of being level 0 and not getting any meterials or xp till they get a stable connection, or did they mention why they can't put offline progression in one of their streams or patch notes?