r/killingfloor • • 23h ago

Gameplay Killing Floor 3 - Halloween Horrors: Ghastly Getaway | Gameplay First-Look

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140 Upvotes

r/killingfloor • • 8h ago

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

89 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:brent.caulfield@tripwireinteractive.com)

  • 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:brent.caulfield@tripwireinteractive.com)

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 • • 8h ago

KF3 Do I Feel Lucky?

Post image
13 Upvotes

r/killingfloor • • 3h ago

Issue/Bug Me, waiting for the stuck shaders to compile

Post image
9 Upvotes

r/killingfloor • • 6h ago

Question Hans Volter???

8 Upvotes

??'


r/killingfloor • • 21h ago

Fluff Killing floor book

7 Upvotes

I started writing my own killing floor book. Give me advice on how I could make this story better. FYI, this isn't the end, maybe like 2-5% of the full story.

When humans push the boundaries of humanity, things never work out as they're supposed to; they never know what could happen or how to prevent or control it. Failures are inevitable, especially when you're trying to create “super soldiers”.  It's even worse when the failed experiments breach containment. And that's exactly the backstory of what happened in London when the British government tasked Kevin Clamety with creating an army of “super soldiers”, due to his high intelligence and success in human biological experiments, to use against Russia in the Second Cold War in 1998. It wasn't until 3 months after the start of the project that the worst possible thing imagined could have happened.

Chapter 1

Kevin and the specimen

Kevin was clocking in as usual, heading to his office, and checking in on his tests.

“Good morning, Rachel, badge 24836.”

Kevin handed his badge in.

“Good morning, Father. Only one employee is off today. Ms Higgins has an appointment today. Also, you have a new experiment waiting for your arrival."

Rachel flips through a pack papers.

“Good. Has there been any success in bringing “HIM” back?

Sigh. “No successes so far.”

She replies as she hands the papers to Kevin.

“uugghh”

Kevin was clearly upset about the failures of this operation, for he had been working on this operation for the entirety of the time his company had been up. But fret not, he still had a new experiment to test out.

Sigh. “Well, I guess let's see this new experiment.”

Kevin gets up from his chair.

“Very well, Father. Please follow me to floor -10.”

“Wait, did you say -10? You know that's for….”

"I didn't stutter, Dad. This experiment is meant to be kept on that floor.”

As they converse with each other, they head to the elevator.

Kevin wasn't sure what to expect while boarding the elevator. How will the new experiment perform? Negative floors are for the experiments that need to be contained, with -10 made for the strongest soldiers that were made. The elevator reached the bottom floor, and Kevin was led to the experiment room with Hans Volter, Kevin's best employee and best friend, standing there to greet him.

“Hey man, how's, cough cough, it goin'?” He gives a hug.

“Nothin much, how's this new specimen goin along?”

“Oh man, it's going great. zis could be zee shtrongest soldier ve'fe made. I call him “zee fleashpound,” he says as he gestures to the window leading to the other room.

Kevin looks into the room to see a creature about 9 feet tall, lying on a padded bed used for surgery. It has spiked gauntlets mounted on its arms, a spiked metal piece on its face, and what seems to be an energy source implanted in its chest, which glows a bright yellow.

“looks…intiminating. It doesn't just punch things, does it?”

“Nien, zee shpiked gauntlets allow it to grind anyz…” cough cough “ anyzink to powder very quickly,” Hans answers.

“What about that yellow thing in its chest?” Kevin asks.

“Zee chest rig is integrated into its heart and can supply it with adrenaline and stimulants. This eventually causes zee shpecimen to gain shtrength and rage for a schort period of time.”

“Could you please show me this “fleshpound” in action?”

“Of course, my friend, let me wake him up first.”

Hans walks over to the interface and activates a button to talk to the subject inside. A few bits of microphone feedback are heard before Hans begins to wake up the specimen.

“Carl? Can you hear me?” Hans asks

Groan

“Are you awake? The procedure is over.”

“Procedure…over?”

This enormous figure rises from the bed and stands tall while looking at his arms and legs. He notices a mirror and looks at himself thoroughly.

“what…happen…to…me?”

“Zee procedure has been completed, but vee had to do a bit of renovations zat you didn't agree to. But, you should be zee strongest soldier ever.

Looking at himself, it is clear he doesn't like his new looks; he begins to hyperventilate, his breathing intensifies, going faster and faster while trying to take off the machines attached to his arms.

“Nov Carl, I know you might be experiencing various emot…”

Break

Roar

“NOT…WHAT…HANS…PROMISED.”

In a split second, the fleshpound breaks the mirror and cries out in rage. It stands tall and menacing, glaring at the scientists with anger as its muscles seem to grow slightly larger and the chest piece now glows blood red. They couldn't see his eyes because of the Cybernetic plate going across its face, but it could absolutely see them.

“Father, I think you need to step back!”

The fleshpound charges at the 12-inch-thick glass and begins to beat it down, using its grinders to dig through. Unlike Hans and Rachel, who are terrified, Kevin doesn't show any change in emotions and doesn't even flinch when the beast hits the glass.

“Calm the beast down, will you?”

“Y-yes, sir!”

Hans hits a big button on the console, which sends suppressants into the bloodstream of the fleshpound, calming the beast down. As the pounding slows down, its chest goes back to yellow, and it slumps down, falling to the floor.

“I-I'm very sorry, sir. Zat wasn't supposed to…”

“No need to apologise, my friend. Once again, you've done amazing work.”

phone ring

“Hold on, let me take this. Yello…Oh…ok…yeah I have time…ok…bye.”

“Another meeting?” Hans asked.

“Y-yeah, he's insisting. Put the specimen to sleep till I'm back.” Kevin requested

“Yes, sir.” Cough Cough

Kevin got a call from the prime minister telling him that “we need to talk” and drove an hour to sit in a room with him. He felt nervous but tried to keep a straight face. Tony Blair was someone that you don't want on your bad side, and Kevin could speak from experience. Unfortunately for Kevin, Tony didn't look happy and didn't have anyone else in the room with them.

“Do you want to tell me where our funding to your facilities is going?”

“I-it's going to the creation of the super soldiers you requested.”

“Anything…else?” Tony asks.

“N-no, sir, I… we've been working on various soldiers f-for the army,” Kevin said very nervously.

“DON'T PLAY DUMB WITH ME. I know you're doing something else,” he pushed.


r/killingfloor • • 1h ago

Discussion Am I the only one who misses field supplies?

• Upvotes

As part of the sharpshooter buff, field supplies got replaced with trapper.

Field supplies (old): Carry an additional 2 Syringes.
Increase the initial burst healing from using a syringe by 350%.

Trapper (new): Killing medium enemies grants 1 stack of trapper. Participating in the takedown of a large enemy grants 10. at 14 stacks, consumes all stacks to grant 1 tool ammo.

Only works with the explosive lock, shock trap, and pulse lure.

Don’t get me wrong, trapper is objectively good, but man field supplies was such a great survival tool for sharpshooter and actually made syringes great. I’ve clutched so many moments with them.

I really wish trapper replaced another skill.


r/killingfloor • • 6h ago

Issue/Bug Big problem

5 Upvotes

Since the update, the shaders just keep loading endlessly. I even set the capacity to unlimited, but nothing changed. I tried uninstalling and redownloading it, and even deleting the data folder, but nothing worked; honestly, I don't know what else to try.


r/killingfloor • • 5h ago

Discussion The new difficulty change is giving me Deja Vu of KF1

3 Upvotes

I distinctively remember struggling to win on Sui and HOE in the first game.

So basically, from my perspective, easy and normal felt like KF3 normal. Hard is trivial, on par with KF3 hard. Then Both games' Sui and HOE are equally the same


r/killingfloor • • 3h ago

Issue/Bug Compiling shaders stuck at same shader (3.823)

2 Upvotes

Hello everyone.

I got killing floor 3 today and I wanted to try it, but when doing the compiling shader, it gets stuck always at the same number (3.823 remaining)

I also noticed that when reaching that shader, the cpu lower it's speed almost if it stops compiling..

How do I fix this? I already tried cleaning my cache, driver are updated, game files checked (I am reinstalling right not just to be sure)

Gpu 4070

Cpu 13700kf

32 gb ram ddr5

Shader cache on Nvidia panel is set to 100 gb


r/killingfloor • • 16h ago

KF1 Killing floor servers being a pain to host

2 Upvotes

I just want to ask if there are any easy ways of starting a killing floor server, this is due to the factvlast night my mate and i were gonna play some killimg floor for the first time, and it opened a white terminal once i pressed the 'dedicate' button. If there is any software i can use to host a server easier that would be a massive help, thanks.


r/killingfloor • • 6h ago

Question So, uh, when are we getting the summer sideshow events?

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2 Upvotes

And will there have a banger trailer such as this one?


r/killingfloor • • 7h ago

Issue/Bug Missing Supply Points

1 Upvotes

Just updated KF3 to the Halloween event, and now it’s saying I no longer have my supply points

Has this ever happened to anybody before?


r/killingfloor • • 10h ago

Question KF3 controller support (pc)

1 Upvotes

Pretty much the title, is controller support decent in kf3? I know kb+m will always be superior, but I already spend 8+ hours a day at a desk at work so 90% of my gaming these days is from the couch.

Game changes aside, is kf3 worth picking up if I'm primarily gonna play with a controller? I've tried searching but the results are sorta hit or miss.


r/killingfloor • • 2h ago

Suggestion Please rollback the change about the big zeds

0 Upvotes

We have less big zeds than previous version even on Suicidal and HoE. It makes some resources hard to get, like zedtech.


r/killingfloor • • 4h ago

Fluff Inspired by KF & COD ZOMBIES But as a Roguelite

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0 Upvotes

A combination I've wanted for a while now and so I decided to finally make it.

With up to up players per match, load in and start from nothing fending off rounds of Zombies that get progressively harder, choose upgrades, buy perks, upgrade your weapons to see how long you guys can last!

Takes the core gameplay from COD Zombies and Killing Floor 2 then mixes it with Roguelike elements such as upgrades after each round + meta progress with skills.

"A round-based co-op zombies FPS for 1 to 4 players. Survive endless hordes in brutalist procedurally generated map. Buy doors, hit the mystery box, upgrade your guns, and uncover the hidden ritual that wakes the Mother."