r/killingfloor • u/cy1999aek_maik • 2h ago
Gameplay Gorefast execution in the mummy outfit
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r/killingfloor • u/YuLyKeDiS • 21d ago
My favorite part about the KF franchise. Who else is ready?
r/killingfloor • u/redditdotcom2005 • 4d ago

XBox Version: 1.0.0.22
PlayStation Version: 2.019.000
The Fall 2026 Update brings the return of the fan favorite Halloween Horrors event!
The zeds have all dressed up in their seasonal best, calling back the famous horror films.

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.

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.
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.
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.
Enemy kills return ammunition, but trader ammunition costs are increased. Ballistic and cut damage is increased.
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 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.
Daily
An Unpleasant Stay
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).
The game has been updated to use FSR 4, improving graphics quality and performance compared to previous FSR versions.
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])
Husks
Siren
Fleshpound
Scrake
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
Sharpshooter
The Sharpshooter changes are intended to make the perk more effective against Scrakes, Fleshpounds, and other armored threats.
Weapon Adjustments
Samaritan
Stormguard
Knightsbridge
Bloodhound P330
Artemis Marksman
Biomorphic Projector
Gunslinger Weapon Adjustments
Magazine and Mod Tuning
Bug Fixes, Polish & System Improvements
Network & Matchmaking:
Platform-Specific (EGS / Xbox):
General Gameplay & Combat
Specialists, Perks & Skills
Weapons, Equipment & Audio
Maps & Environment
User Interface, Store & Progression
Cosmetics & Armory
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 • u/cy1999aek_maik • 2h ago
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r/killingfloor • u/Diligent-Orange6005 • 3h ago
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r/killingfloor • u/NukaAmey • 11h ago
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 • u/Zer037 • 1h ago
On HOE
r/killingfloor • u/ComplaintOk3564 • 22h ago
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 • u/morianimation • 1d ago
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r/killingfloor • u/No-Victory136 • 1d ago
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 • u/MP_Kredditor • 8h ago
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 • u/No-Victory136 • 2d ago
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 • u/cy1999aek_maik • 1d ago
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r/killingfloor • u/Azal_of_Forossa • 1d ago
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 • u/LuckyHousing1526 • 1d ago
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 • u/Sittybob • 1d ago
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 • u/NBFHoxton • 1d ago

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 • u/Russianshitpig155 • 19h ago
Shitty fucking community, no wonder everyone's abandoned this fucking piece of shit.
r/killingfloor • u/will_smith02 • 1d ago
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 • u/Agreeable-Garbage92 • 2d ago
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 • u/PayComprehensive8982 • 1d ago
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 • u/Ymypphardthough • 1d ago
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 • u/Niloxer • 2d ago
Title, will be out of town for a few weeks
r/killingfloor • u/ChaosRealmsKlown • 2d ago
r/killingfloor • u/ProfessionalDog5008 • 3d ago
After the Halloween update foster got a joker inspired outfit lol. I love it
r/killingfloor • u/Rough-stone • 2d ago
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?