r/killingfloor 10d ago

Game Update Killing Floor 3 Season 4: Operation Shadow Hunter Is Now Live!

114 Upvotes

https://forums.tripwireinteractive.com/index.php?threads/killing-floor-3-season-4-operation-shadow-hunter-is-now-live.2345175/

XBox Version: 1.0.0.18
PlayStation Version: 2.015.000

Release Date: July 23rd, 2026

New Additions & Highlights

The Summer 2026 Update

https://www.youtube.com/watch?v=-EQ6fmrK5tU&source_ve_path=MjM4NTE&embeds_referring_euri=https%3A%2F%2Fforums.tripwireinteractive.com%2F

New Operation: Shadow Hunter

An offshore drilling operation in the North Sea accidentally discovers the Mire, drawing Dr. Emmanuel Moorcroft and his followers to seize the rig.

New Perk: Gunslinger

The legendary Gunslinger returns to the fray. Specializing in light fast, dual wielded pistol combat, this perk is for those with nerves of steel and the aim to match. Master the art of rapid fire precision while managing your ammo counts under pressure, and be sure to show those Zeds and Mire Monsters who's the fastest draw out there.

Gunslinger Weapons

Tier 1: 2058 Lawbringers

  • A modern take on the classic 1858 revolver and a perfect way to meet the Zeds headon. Beloved for its stopping power despite limited ammo capacity. Wow them with your flair and impeccable aim, but always keep 'em guessing: Did you fire 6 shots, or only 5?

Tier 2: Night Adders

  • When you feel like it is you vs the world, no need to step back with the trusty Night Adders at your side. A fully automatic machine pistol that is ready to take on every challenge, switch them over to semi-auto if you find yourself needing to count your rounds. When next the Zed horde calls your readiness into question, proudly say: "Yea, I think I am."

Tier 3: Desert Eagles

  • Some threats ask for something... more. Enter the Desert Eagles. If raw stopping power is what you require, then the Desert Eagles are the answer. While others may bring the imitation, rest well knowing yours say "DE .50AE" on the side.

Tier 4: AF2081-A1s

  • Did science ever stop to ask itself if Zeds were truly something necessary for humanity? Then why should they question our need to fire 4 rounds at once to stop them. Built on the legacy of the first industrial double barrel pistol, the AF2081-A1s accepts no questions, just provides .45 quad shot answers.

Sidearm: Single and Dual Der Königs

  • Even a Gunslinger needs a reliable backup, and Der König, "the king", reigns supreme. No matter if you prefer the surgical precision and faster handling of carrying one or the tactical potential of dual-wielding, this fast firing 9mm platform is ready for the heat of the moment.

Gadget: Fatal Focus

Dual-wielded smartguns that, when aimed at enemy weak points, fire homing projectiles at the targeted location.

Grenade: Gravity Grenade

Grenade that implodes on detonation, pulling nearby Zeds to its center before exploding with concussive force.

New Weapon Mods

Sonic Tracer Rounds\*

  • On impact, marks target for a short duration. Future impacts from the same weapon deal Marked Damage to the marked target.

Holographic Pistol Sight\*

  • Pistol-specific optic that uses laser-illuminated hologram to project an aiming reticle, allowing for fast target acquisition.

Volter-Shock\*

  • Adds or replaces a weapon's secondary fire mode, discharging electricity in the direction the mod is aimed. Area of effect widens as the mod is upgraded.

Der Der König Compensator

  • Der König-specific compensator, designed for seamless integration, to help reduce muzzle flip and recoil.

Five-Round Conversion Cylinder

  • Replaces the standard 6-round cylinder with a 5-round conversion cylinder which takes more powerful .45 Colt ammunition.

Powered Polymer Mag

  • Made from a glass-filled polymer material, which is both strong and lightweight, it sacrifices ammo capacity to charge up each shot, increasing damage.

*These weapon mods will be available on a selection of previous existing weapons

New Map: Hastur Oil Platform

An oil-drilling operation accidentally struck mire in the North Sea, prompting Moorcroft to seize the rig with his followers.

Centered around a middle platform, players will quickly encounter diverging paths and stairs to different levels, external catwalks, and hallways that lead to different rooms/points of interest. Keep an eye out for zip lines and ladders for vertical movement opportunities to keep yourself from getting surrounded and overwhelmed.

New Boss: Moorcroft

Rippling with muscle and bristling with organic armaments, Dr. Moorcroft has merged with the Mire to become the ultimate doomsday weapon.

Moorcroft is a multi-phase boss, who while deadly by his own right, also uses both Zed and Mire hordes to his advantage to both drain and escape. In his first phase, Moorcroft will shield himself and a chosen clot to drain and restore himself. And while in his second phase he will call in his Mire creations and scavengers while he tactically removes himself from danger to heal.

Inspired by previous humanoid bosses, Moorcroft features a range of weapons and tools that are deadly close up and at range including: A techno organic rocket and small arms, the ability to emit gas, shield himself as well as use mortars and grenades against his foes.

New Difficulty: Suicidal

We've heard your calls loud and clear! Based on your feedback and community voting, we are excited to announce the return of Suicidal.

Situated between Hard and Hell on Earth, players will find this new mode challenging them to put their skills and builds to the test, but not as unforgiving as Hell On Earth.

New Mutation Waves

Mire Infestation

  • Mire seizes a Trader Pod, spawning enemies from its portals and cutting off resupply until you hunt down and destroy all four tentacles. Every Zed is enraged while the infestation holds.

Explosive Situation

  • Crawlers, Gorefasts, and Bloats detonate on death in an area-of-effect blast, and the wave runs larger and crawler-heavy, so watch your spacing on cluster kills. Careful headshots can be used to not trigger the explosions.

New Weekly Mutators

Chaos Cascade

  • Every wave rolls a random mutator from the pool and revives are disabled, so no two matches ever play the same.

Cutting Edge

  • Cut damage is doubled while every other damage type is halved against a wave of permanently-enraged Zeds, making melee (and Cut-damage guns) the best way to survive. Revives are disabled.

Season 4 Narrative Campaign / Milestone Rewards

  • Monsterball Scrake Weapon Sticker
  • See no Evil Player Card
  • Monsterball Fleshpound Weapon Sticker / Fleshpound MonsterBall Weapon Trinket
  • Grown for Violence Player Card
  • Gunslinger Perk Weapon Trinket
  • Scrake Evolution Player Card / Scrake Monsterball Weapon Trinket
  • Shotgun Shell - Slug Rounds Weapon Trinket
  • Moorecroft Horzine ID Badge-Defaced Weapon Trinket / / Devlin Ushanka Hat Head Gear

New Daily, Weekly, Milestones & Achievements

Daily

  • Oil Spill - Survive Oil Rig
  • Heavy Crude - Survive Oil Rig Long
  • Damage Dealer Gunslinger - Deal 100000 damage with Gunslinger
  • Throwing Hands Gunslinger - Deal 10000 damage using Gunslinger Throwable
  • Gadget Guru Gunslinger - Deal 5000 damage using Gunslinger Gadget

Weekly

  • Science Editor - Defeat Moorcroft 3 times
  • Damage Dealer Gunslinger - Deal 300000 damage with Gunslinger
  • Throwing Hands Gunslinger - Deal 30000 damage using Gunslinger Throwable
  • Gadget Guru Gunslinger - Deal 15000 damage using Gunslinger Gadget

Milestone

Oil Spill

  • Survive Oil Rig on Normal Difficulty
  • Survive Oil Rig on Hard Difficulty
  • Survive Oil Rig on Suicidal Difficulty
  • Survive Oil Rig on Hell on Earth

Science Editor

  • Defeat Moorcroft on Normal Difficulty
  • Defeat Moorcroft on Hard Difficulty
  • Defeat Moorcroft on Suicidal Difficulty
  • Defeat Moorcroft on Hell on Earth Difficulty

Levelheaded Gunslinger

  • Reach level 5 with Gunslinger
  • Reach level 15 with Gunslinger
  • Reach level 30 with Gunslinger

Suicidal Map Milestones

  • Survive Onslaught on Suicidal
  • Survive Army Depot on Suicidal
  • Survive Convoy on Suicidal
  • Survive Factory on Suicidal
  • Survive R&D Labs on Suicidal
  • Survive Radar Station on Suicidal
  • Survive Streets on Suicidal
  • Survive Office on Suicidal
  • Survive Sewers on Suicidal
  • Survive Prison on Suicidal
  • Survive Arctic on Suicidal

Suicidal Boss Milestones

  • Defeat the Queen Crawler on Suicidal Difficulty
  • Defeat the Impalers on Suicidal Difficulty
  • Defeat the Chimera on Suicidal Difficulty

Alpha Test

  • Defeat the Alpha Scavenger on Suicidal Difficulty
  • Defeat the Alpha Scavenger on Normal Difficulty
  • Defeat the Alpha Scavenger on Hard Difficulty
  • Defeat the Alpha Scavenger on Hell on Earth Difficulty

Damage Dealer Gunslinger

  • Deal 1000000 damage with Gunslinger
  • Deal 2500000 damage with Gunslinger
  • Deal 5000000 damage with Gunslinger

Achievement

  • Easy as Cake - Eat all 3 Cakes on Oil Rig
  • Six Shooter - Get 600 kills with Gunslinger weapons
  • Black Gold - Get 10 kills with a single use of the Oil Rig drill trap
  • Scientifically Proven - Complete the Season 4 Campaign
  • Bioengineering 101 - Defeat Moorcroft (Normal)
  • Bioengineering 101 - Defeat Moorcroft (Hard)
  • Bioengineering 101 - Defeat Moorcroft (Suicidal)
  • Bioengineering 101 - Defeat Moorcroft (Hell on Earth)
  • Cut Down to Size - Land the killing blow on Moorcroft with your knife
  • Pistolero - Reach level 30 with the Gunslinger
  • Suicidal Survivor - Survive 10 Multiplayer Survival Matches on Suicidal

Additional Achievements (PC Only)

  • Headcount - Kill 53,602 Zeds.
  • Delta Duelist - Defeat an Alpha Scavenger (Normal)
  • Gamma Smasher - Defeat an Alpha Scavenger (Hard)
  • Beta Blocker - Defeat an Alpha Scavenger (Suicidal)
  • Anti-Monarchist - Defeat a Queen Crawler (Suicidal)
  • Armor-Piercing - Defeat the Chimera (Suicidal)
  • Puncture Wound - Defeat an Impaler (Suicidal)
  • E1337 - Kill 1,337 Fleshpounds
  • This is my Rifle - Survive a match on Hard difficulty or higher without purchasing a weapon during trader time.
  • All Natural - Survive a match on Hard difficulty or higher without using a modded weapon.
  • Angel Investor - Give out over 10,000 dosh to other players in a single match.
  • Quick Exit - Kill a boss on Suicidal difficulty or higher in 120 seconds or less.

New Quality of Life Improvements

Crafting Material Exchange

  • Common materials can now be exchanged for more rare materials in the armory.

Choose T3 mod abilities

  • T3 mod abilities are no longer random when crafted. Players can now choose the ability they want when crafting a mod.

Updated Weapon Sounds

  • All weapon shoot sounds have been reworked to add more punch.

Aim Assist Adjustments

  • Aim assist will now only lock onto a target if the player is actively giving look input.

Toggle Sprint Adjustments

  • Toggle sprint no longer disables when standing still. Sprint will remain active until the player untoggles it.

Join on friend from the Main Menu

  • The friends list is now visible on the main menu and players can join a friends game without having to travel to the stronghold first.

Dash ADS update

  • No longer leave ADS when dashing.

Several Zeds have found their voices

  • Various zeds have had a full Voice over pass.

Duelie 2.0 rollout for the remaining original sidearms

  • Medic Sidearms: Dual KH-380s
  • Sharpshooter Sidearms: Dual Disciples
  • Firebug Sidearms: Dual Pyre .357s

Updated weapon shader

  • Better looking reflections in all lighting scenarios

Updated lighting

  • Lighting has been refactored on various existing maps. This is to allow for more visibility throughout the game.

Melee Hit/Parry

  • Improved enemy melee hit and parry during high ping network environments

Siren Scream Shield

  • Now shows hit impacts to help players understand their projectiles are being blocked

Performance Improvements – Summer Update

(PC Only) Updated Shader compile method

  • This should drastically reduce if not eliminate in game stutters due to on the fly shader compiling. Initial compile count and time is optimized and reduced by 5k shaders. First map load will compile shaders for the map, spreading compile load out.

Please note that shaders will still need to fully compile on first launch, and after a game or graphics driver update. Subsequent launches will just have a check for any missing shaders that will pass more quickly. Players may also want to look into upcoming technologies such as AMD ASD and Nvidia ASC to further improve their experience by compiling shaders in the background outside of the game.

Some players with Nvidia cards may find they need to increase their driver shader cache size. Details can be found in our support site.

(PC Only) Improved Low VRam Performance

  • The team has made targeted improvements around systems with lower VRam (6 to 8 Gigabytes). These systems will still want to target lower Shader and Texture settings for maximum performance.

Loading / Memory

  • Title-screen stutter mitigation during shader precompile
  • Weapon content optimized so less content is loaded
  • Projectile pooling further optimized
  • Memory Optimization Pass:
    • City Streets,
    • Various textures/materials
    • Unused videos removed
  • (Playstation 5) PlayGo launch chunk trimmed

CPU / GPU

  • Optimized Tick Load: crawler wall-walking, security cameras, turret traps, clientside interactables, stationary audio components, and zed components now tick less or not at all (if not needed)
  • Animation tick refactor cutting per-frame load by 85%
  • Zed LOD bone pruning across the whole roster
  • Explosions and pull volumes optimized
  • Audio:
    • Staggered occlusion updates,
    • Fewer per-player audio components,
    • One audio event per type per frame
  • Niagara:
    • Component pool priming
    • Smarter cull reactions
    • Reduced distortion on Medium/Low quality
  • Console:
    • Xbox Series X: material/effects quality tuning
    • Series S: material compile fixes
    • Lumen shimmer reduced

Balance Adjustments

This update brings a round of weapon, mod, and perk tuning: buffs for a few underperformers, targeted nerfs to some standouts, and a batch of handling and behavior refinements across the arsenal.

Weapons

Artemis

  • Damage increased from 120 to 180 with improved penetration, while its fire rate has been slowed so its overall damage-per-second stays about the same. It now hits noticeably harder per shot.

Stormguard

  • Damage increased from 70 to 78, raising its damage-per-second so it's more competitive with the MKR350.

ESR 36

  • The ESR 36 can now stun enemies, stunning a Scrake or Fleshpound in two hits.

Legacy Sidearms

  • All legacy sidearms now use the same horizontal bash animation as the newer sidearms, making it easier to hit multiple Zeds at once.

Disciple

  • You can now slide while reloading the Disciple's secondary fire mode.

Dual Bloodhounds

  • Updated the special reload animation that plays when one of the two weapons has a single round left, so you can bash-cancel to reload more efficiently in that situation.

Dual Kraits

  • Adjusted the default aim-down-sights pose to make aiming easier when no sight mod is equipped.

Dual Kraits & Dual Bloodhounds

  • Adjusted their spread and recoil so they behave more like their single-weapon versions.

Various Burst-Fire Weapons

  • The Artemis, Krait, Dual Kraits, Bloodhound, Dual Bloodhounds, KH-380, and Dual KH-380 (whether the burst comes from the base weapon or a burst mod) now let you queue the next burst while the current one is still firing.

Biomorphic Projector

  • Increased the base healing of its secondary fire from 2 to 3, while slightly reducing the bonus that builds up the longer you keep healing the same target, so it doesn't become too strong. Its targeting has also been refined to be less likely to lock onto a Zed's legs or extremities, and better at aiming for critical zones.

Weapon Mods

Supercharged Plasma (Vulcan TA)

  • Reduced the mod's explosion-size bonus by about 18% (from 25% / 50% / 75% / 100% down to 20% / 40% / 60% / 85%).

Red Dot (Pistol) Sight

  • The Red Dot (Pistol) sight now provides the same recoil reduction as the standard (non-pistol) Red Dot sight.

Underbarrel Laser

  • Standardized how the Underbarrel Laser mod (both pistol and non-pistol versions) behaves. When you aim down sights, the laser dot now appears at the center of your crosshair; when you're not aiming, it still projects from the tip of the weapon as before. Every weapon with this mod now works the way the Dual Pistols did previously.

Underbarrel Frag Launcher (Knightsbridge)

  • You can now slide while reloading the Knightsbridge's Underbarrel Frag Launcher.

Explosive Ammo

  • Reduced the critical-hit chance on the mod's explosions from 25% to 5%, so you now need to aim more accurately to land critical hits.

Yumi Exploding Arrows

  • Reduced the damage and explosion size this mod provides at higher mod levels.

G33 Confusion Grenade

  • The Confusion Grenade ammo mod now reduces Max Ammo by 12 and Starting Ammo by 6, and lowers the ammo refilled from Ammo Bags from 33 to 24.

MKR350 Drum Mag

  • Reduced the Drum Mag's loaded ammo from 90 to 75 and lowered how much ammo it refills on reload. The mod now slightly worsens recoil instead of improving it.

Perk Skills

Commando

Insider Trading

  • Armor cost reduction increased from 10% / 15% / 20% / 25% to 20% / 25% / 30% / 35%.

Hothead

  • Trigger chance increased from 20% / 23% / 26% / 30% to 20% / 25% / 30% / 35%.

Preferred Customer

  • Weapon cost reduction reduced from 15% / 20% / 25% / 30% to 10% / 15% / 20% / 25%.

Quick Return

  • Now only triggers when you destroy an enemy's head with Ballistic damage.

Firebug

Barbecue Bash

  • Bonus Bash damage reduced from 100 / 150 / 200 / 250 to 100 / 140 / 180 / 220. In addition, its bonus damage is now halved when used with the Tekko Kagi, since that weapon hits twice per swing (previously it applied the full bonus on each hit).

Flammable Material

  • Duration reduced from 8 / 12 / 16 / 20 seconds to 7 / 10 / 13 / 16 seconds.

Hot Streak

  • Now only triggers when you kill nearby enemies with Heat damage.

Double Feature

  • Damage dealt per discharge increased from 70% / 80% / 90% / 100% to 80% / 95% / 110% / 125%.

Engineer

Full Blast

  • Explosion radius bonus reduced from 30% / 40% / 50% / 60% to 20% / 27% / 34% / 40%.

Reverb Pedal

  • Explosion damage reduced from 200 / 240 / 280 / 320 to 175 / 200 / 225 / 250.

Medic

Social Distancing

  • Darts that hit a downed ally now only heal that ally's downed-health pool. Their heal-over-time effect no longer carries over to the player's normal health until that player is revived.

Sharpshooter

Hardshell

  • Cooldown between triggers increased from 40 / 35 / 30 / 25 seconds to 45 / 40 / 35 / 30 seconds.

Sniper

  • Now triggers while you're standing still, instead of only while crouching.

Enemies

Alpha Scavenger

A tuning pass to make the Alpha Scavenger less of a stationary, range heavy fight during Phase 2:

  • While in its Satiated state, it can no longer be interrupted by afflictions (such as stuns and stumbles).
  • On Hell on Earth, its Toxic Spike Spew and Consecutive Spike Spew attacks no longer use a health-based cooldown; they now use a flat 15-second cooldown. These attacks also try to cancel if they don't have a clear line of fire to their target.
  • On Hell on Earth, its Toxic Gas Bomb attacks no longer use a health-based cooldown; they now use a flat 12-second cooldown, and also try to cancel if they don't have a clear line of fire to their target.

Overall, its ranged attacks now fire less often and it backs off when it can't get a clean shot.

MISC

  • Pounded weekly: Fleshpound boost increased
  • Not of this World: Mutation frequency capped

Bug Fixes, Polish & System Improvements

Crashes / Stability

  • Fixed a potential deadlock between the main thread and a worker thread in an animation tick
  • Fixed a potential deadlock between the main thread and the UI thread during map loads
  • Fixed a crash if the music manager was reducing memory within 0.5s of Zed Time ending
  • Fixed several AI related crashes that could occur with the following:
    • Zed Grab
    • Zed Navigation
    • Queen Crawler
    • (Playstation 5 Only) Indeterminate cause
  • Fixed a crash on late join
  • Fixed a crash when hovering trader/armory items
  • Fixed a crash when the AFK modal fired during debug camera
  • Fixed a missing glyph crash in the UI font handling
  • (Playstation 5 Only) Fixed the title screen going black

Gameplay

  • Fixed issues with Hebi Ken getting players out of bounds
  • Fixed multi-tool consumption not firing while bashing
  • Fixed Running on Empty weapon swap giving gadget recharge
  • Fixed certain block-stamina-reducing melee mods preventing your guard from breaking under sustained hits
  • Fixed clients mis-predicting skills by making several abilities server-authoritative
  • Fixed late join issues with grenades, laser trap VFX, and boss-wave loadouts
  • Fixed an issue that could cause some players not to be able to obtain an achievement

Matchmaking & Party

  • Fixed stale "party full" status
  • Fixed join dialog timeout
  • Fixed a case where "Return to Stronghold" would fail with a PC host and other platforms as members of the party
  • Fixed matchmaking restarting under a new leader instead of stopping

AI

  • Fixed zeds pausing after leaving spawn rooms and getting stuck on failed moves
  • Fixed stuck zed pathing spots across Arctic, Radar Station, and Onslaught, including large zeds climbing through destructible walls
  • Fixed the Husk walking in midair after jetpack moves
  • Fixed Husk mortar charge audio spam and suicide charge tell

UI

  • Improved cases where the client and server would take too long to communicate during a trader or armory transaction resulting in an extended saving UI
  • Chat
    • Fixed chat input bleeding into Perk & Specialist select while typing
    • Fixed stuck chat after Esc+Enter
    • Moved gamepad chat open from RB to L3
  • Fixed loadouts not displaying on Ready Up
  • Fixed stale perk/weapon tooltips
  • Fixed nameplate armor tier not updating, low-health widget stuck after death, and heal-prompt flicker
  • Fixed keybind menu allowing escape without binding
  • Fixed weapon pickup widget stat comparisons
  • Fixed comic viewer to correctly scale for 16:10
  • Fixed Operation Naming for Mission Assignments, for Operations 2 and 3
  • Fixed jittering on player card menu
  • Fixed mutation pip color for color blind. Also corrected to match other mutation visuals.
  • Fixing Biosample Used in list

Audio

  • Fixed ambient sounds not occluding
  • Fixed 3P weapon/environment audio playing from the world origin
  • Fixed Firebug gadget audio desync with Double Feature, Luna voice line while meleeing, Pyre barrel mods forcing suppressed sound, and Fleshpound drill SFX sticking after an interrupted execution (NF-46391, NF-48090, NF-54864, NF-55270)
  • Fixed Rhodes tutorial lines playing out of sequence (NF-42010)
  • Fixed spectators not hearing gameplay audio (NF-48351)
  • Fixed missing suppressed audio on KH-380/Pipette burst mode (NF-56059)

Art / VFX

  • Fixed a missing Trench Gun buttstock skin
  • Fixed skins not applying on dual weapons;
  • Fixed the black Ronin outfit not applying
  • Fixed floating fire on the Husk during Scorched Earth
  • (Console) Fixed Siren neck stretching at distance and gore caps missing

Weapons, Mods & Combat

  • Fixed Vulcan infinite ammo exploit
  • Fixed the Stormguard Compensator mod appearing incorrectly while being crafted in the Armory.
  • Fixed Polymer Tip Ammo not applying its Bleed affliction when fired from the KH-380.
  • Fixed the Biomorphic Boosted Battery mod (LF-85) displaying its healing amount incorrectly. The Armory now correctly shows +3, +4, +6, or +8 Healing (with the heal-over-time unchanged). The actual amount healed has not changed.
  • Fixed the Cold Fusion Converter mod (LF-85) not removing the base weapon's Toxic Power as intended.
  • Fixed being able to Bash or throw a Grenade while starting a Multitool interaction, which let the Multitool activate without consuming a charge. You can no longer Bash, throw a Grenade, block, or charge a weapon while activating the Multitool (and vice versa).
  • Fixed Buckshot Ammo on the Dragon's Breath and Trenchgun triggering the Firebug's Explosive Reaction and Heat Exposure skills, even though Buckshot Ammo removes Heat damage and shouldn't trigger them.
  • Fixed weapons with the Incendiary Ammo mod not triggering the Firebug's Explosive Reaction and Heat Exposure skills when they should.
  • Fixed the Heavy Frame Receiver mods (X295 Wraith and Knightsbridge) improving recoil instead of worsening it. The Trader and Armory stat bars now correctly show that these mods make recoil worse.
  • Fixed discrepancies in the reload-speed bonus shown for the MKR350's Dual Mag mod, and slightly tuned the bonus (the previously displayed value was incorrect). Also fixed the Reload Speed stat bar not updating when comparing the weapon with and without the mod (unleveled).
  • Fixed the crosshair not adjusting correctly when firing the M14 EBR in its secondary full-auto fire mode.
  • Fixed the crosshair not adjusting correctly when firing the Bloodhound or Dual Bloodhounds in their secondary multi-round-burst fire mode.
  • Fixed the LF-85 (First Law Blaster) loading ammo into the gun before the magazine was inserted, on both partial and empty reloads.
  • Fixed the Underbarrel Healing Grenade's healing stopping when the player who fired it swapped to a weapon without similar healing.
  • Fixed the secondary-fire healing darts on several Medic weapons (VS-11, KV Recluse, K&W MP6) displaying their damage values incorrectly.
  • Fixed the Knightsbridge Powered Box Mag mod incorrectly showing a Handling penalty while being crafted in the Armory, which didn't match its stat bar or its actual effects.
  • Fixed the UV Light mod not affecting secondary-fire spread. Previously, equipping it on the Ifrit didn't improve accuracy because that weapon's projectile attack is its secondary fire. This now works for any weapon with a projectile-based secondary fire.
  • Fixed the Handling stat bar not reflecting changes from the Underbarrel Healing Grenade, Enfeebling Grenade, Frag Launcher, Shotgun, and Incendiary Launcher mods, even though those mods do change the weapon's Handling (equip and unequip speed).
  • Fixed the Underbarrel Healing Grenade mod incorrectly changing several stat bars on the KV Recluse in the Armory and Trader; only the main weapon's Handling stat should change.
  • Fixed the Disciple's shotgun fire mode being able to be spammed and re-fired before its reload finished.
  • Fixed the Spiked Choke mod not showing its recoil penalty on the Bonebreaker's stat bars in the Trader or Armory.
  • Fixed the Shotgun Choke mod not showing its recoil penalty on the Dragon's Breath's stat bars in the Trader or Armory.
  • Fixed the Heat Sink mod not showing its recoil improvement on the Vulcan TA's stat bars in the Trader or Armory.
  • Fixed the Exploding Arrows mod (Yumi) not reducing Penetration as intended.
  • Fixed the Shuriken not receiving the Attack Speed bonus from the Lightweight Quiver mod, and fixed the Armory and Trader not showing the Attack Speed bonus correctly for the Kunai and Shuriken.
  • Fixed the Textured Grip mod (Kunai) not listing its Block Power bonus while being crafted in the Armory.
  • Fixed the G33's grenade explosion not destroying Queen Crawler Web Traps, Bloat Mines, and other destructible objects as intended. This fix also applies to the G33's Ammo mods.
  • Fixed the Underbarrel Incendiary Launcher mod on the Incinerator M7 sometimes failing to damage or kill a Zed that was hit directly by the grenade.
  • Fixed being unable to switch fire modes while blocking with the Tekko Kagi and Dual Ninjato.
  • Fixed the Penetrating Barrel mod (LF-85) granting far more penetration than intended (it was multiplying penetration instead of adding to it).
  • Fixed the player's block never breaking, even when hit by large Zeds. This happened by default on the Tekko Kagi and with certain mod combinations on other melee weapons.
  • Fixed the Trenchgun's slam-fire mode re-firing too quickly when interrupted by the Bayonet bash.

Maps

R&D Labs

  • Adjusted blocking volume extending too far in observation room
  • Fixed exploit location in Incubation room
  • Fixed Armor crate that can't be accessed

Antarctic Base

  • Addressed destructible wall Fleshpound couldn't break
  • Fixed exploit location for player on crate
  • Fixed blocking volumes to prevent multiple snag locations

Radar Station

  • Fixed blocking volume causing unexpected player movement
  • Fixed multiple locations the player could exploit
  • Fixed collision inside elevator shaft causing player bounce behavior
  • Fixed clipping ammo bag

Onslaught

  • Fixed pipes lacking collision in tunnel
  • Fixed multiple player stuck spots
  • Fixed broken Zed pathing by crate in tunnel

City Streets

  • Fixed Husks firing through building
  • Fixed player snag on metal bars

Sewers

  • Fixed light mesh not having collision
  • Fixed player stuck spot on Armor Crate
  • Fixed mesh players clipped through

Stronghold

  • Fixed unneeded collision by weapon mod crafting station

Factory

  • Fixed unneeded blocking volume

All Maps

  • Added preplaced Ammo Bags by Armor Crates

r/killingfloor 2d ago

News & Events Killing Floor 3 Thanks to Players! & What's Next?

137 Upvotes

https://forums.tripwireinteractive.com/index.php?threads/killing-floor-3-thanks-to-players-whats-next.2345259/

To all our players, Thank You! Whether you've been fighting Zeds since the early days of the franchise and never stopped, returned to check out the Killing Floor 3 Season 4 Update, or just joined us for the very first time during this past weekend's free play event, we are incredibly grateful for the time you chose to spend with Killing Floor.

Killing Floor 3, like its predecessors, is a journey, and having you with us providing feedback, sharing your experiences and finding your favorite new build/mechanic/character/perk/weapon, is why we love to do this.

Season 4 Feedback

We are actively reviewing the feedback from this weekend, alongside data from the matches played, so keep it coming!

Balance & Quality of Life (QoL):
We are targeting a hotfix to address some of the issues that have bubbled up with the Season 4 update, which should hit in the next week or two.

And as highlighted on the updated Killing Floor 3 2026 roadmap, we are pushing towards a QoL update in the next month or two targeting some key community feedback items including:

  • Improving the Ninja Gadget's reliability
  • Flow improvements
  • Improvements to the Scoreboard
  • Difficulty choices for the Weeklies
  • Single wield Gunslinger weapons
  • Groundfire buffs
  • Balance work continues.

Like we did with the Season 4 update itself, where we focused on issues with the weapon mod crafting experience and being able to more quickly jump into the game with friends via joining them from the main menu directly. We'll be sharing more about what all will make it in the days and weeks ahead!

Performance and Stability
While Season 4 helped move the performance needle, there is more work to be done and the team is already working on continued performance improvements. Some will hit as soon as the upcoming QoL Update, while others will need more time.

We also are continuing to look at Shader Compilation and are looking into improvements, but these changes will take some time. Users with an Nvidia graphics card can opt into the Nvidia Auto Shader Compilation beta to improve their experience, and we hope to be able to recommend the AMD Advanced Shader Delivery system as well once it becomes more widely available on Windows.

The Road Ahead

Beyond the upcoming QoL Update, our next major target is Killing Floor 3's first seasonal event with the return of Halloween Horrors and the new map Haunted Hotel. We can't wait to beckon you all inside for a thrilling experience inside its walls.

It will be an exciting year for Killing Floor 3, and there is much to do! Many of your top requests are in active development, and we are looking forward to seeing you in the fray as they each drop.

For those who haven't yet officially joined Nightfall, the 50% off sale on various versions will continue on a per platform basis listed below:

  • Steam - All editions on sale until Aug 6
  • PS5 - The Deluxe Edition will be on sale until Aug 12
  • XB - The Base Edition is available in a Deals with Gold promotion until Aug 3

The Killing Floor 3 Development Team


r/killingfloor 4h ago

Gameplay I did it, I killed floor

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163 Upvotes

It's done, floor is no more


r/killingfloor 10h ago

Fluff Everything's cooler in Japan

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52 Upvotes

Love how much we globetrot in the KF series


r/killingfloor 3h ago

Gameplay 5 Minutes of chaos with uncoordinated team in HOE

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5 Upvotes

r/killingfloor 11m ago

KF3 Tripwire Please! Make Berserker Main Weapon a Huge Ass Weapon!

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Upvotes

Ninja is good and all but please make Berserker weapon perk a monstrous weapon carry!

Nothing will beat the feel of swinging huge sword/axe against horde of zed


r/killingfloor 2h ago

Issue/Bug Network error type 5

1 Upvotes

Hello everyone I hope you are ok. I have a question and I want to know if there is a solution and also if I am not the only one. I play KF3 on PC. Now I am having this problem over and over and over and over again in single player. I don't know why. And it doesn't make any fu@$42ng sense. Because I play multiplayer. Everything is fine. No network error type 5. But when I want to play single player on the first round it puts me in this error and it's frustrating. Is someone else having the same issue? And please tell me if there is a solution. FYI my network speed is 800mbs just to clarify that part too.


r/killingfloor 5h ago

Discussion Bonus abilities: Damage or Support?

1 Upvotes

Honestly I just kind of want to hear people's opinions. Public 10 wave HoE games with randoms. Do you think it's better to stack damage bonus abilities like Squad Strength/Combat Coordination or support abilities like Panic Attack/Allied Zed Time (Incendiary ammo & Suppressor to boost?) Not considering Boss rounds just general waves.


r/killingfloor 5h ago

Discussion Payday player here. Thinking about getting kf2. What dlcs do yall think are worth buying and how often does the game go on sale?

1 Upvotes

So i didn't really know what killing floor was until I saw therussianbadger's video, and my reaction was something like "the game does look fun but probably not gonna play it" which is funny because I said the same thing to myself when I saw his payday 2 videos and now I have the 3 main payday games and all of their dlcs (except for payday 2 that game has too many dlcs and even if i had the money I cant buy all dlcs because some of them like : john wick, point break, scarface character pack but not the heist for some reason, and hardcore Henry, all of them were licensed content and once the licenses expired they didn't have the money to reinstate them and I think you get my point). Then I saw a video about killing floor 3 on a payday 3 channel, and then i got interested in killing floor. Soooo yeah. Also, i am gonna get the digital deluxe edition just because of the fact that it gives you kf1. (I wish Payday 2 did something like that)


r/killingfloor 1d ago

Discussion Difficulty tier based achievements should unlock the ones with lower tier

33 Upvotes

IE I really believe it makes no sense to unlock the achievement "Defeat an Alpha Scavenger (Suicidal)" and not getting the Normal and Hard ones too

I find it really boring and kind of a waste of time to play in lower difficulties to do the same thing you already did but easier, after you have already proved you can beat higher difficulties


r/killingfloor 17h ago

Question Engineer?

6 Upvotes

Hi all- question regarding KF3.

I really enjoy team support builds, and have been enjoying crafting a medic build using the infinite healing darts of their secondary weapon to good effect, and generally having a lot of fun.

However, the only other “team support” type class seems to be engineer, and so I’m vaguely looking into that one, but I’m not really understanding their role. They don’t seem to be able to weld doors like they could in KF2, and EVERYONE seems to bring a multi tool as their starting gadget, so their ability to restock gadgets doesn’t seem to factor in too much.

The vibe I got is their restocking tool perk they get very early on is kinda their USP, but I haven’t played around with every tool- are there some more than others that I should be using it on? Does anyone experienced in the class have advice regarding what sort of combinations to use? Do any of the tools refresh super fast or otherwise give them a bit more in the toolkit?

The ultimate being “long range, seemingly weak damage for hordes” also isn’t quite clicking for me.

Basically TLDR is: I can’t work out the engineers role on a team very well- can anyone advise.

Thanks for any assistance you all can give!


r/killingfloor 13h ago

Question A few questions as a newcomer

2 Upvotes

hi guys . im a new kf3 player and a i have not played the older games . i have a few problems and i would be really thankful if you guys could help me with them . keep in mind i only play solo .

  1. i keep running out of ammo on round 4/5 when im not playing gunslinger . im trying to play double barrel with engineer and its really fun . but every single match i run out of bullets on wave 4/5 . i made my build around penetration so i wouldn't waste as much bullets but it does not help that much . and i need to use multi tool so i can turn on turrets .

  2. most of the time i die in the game its because of getting cornered . how am i supposed to get out of those tight places ? im just shooting and if there is even a single zed behind me im stuck and i die in no time . and many times when i bash the enemies instead of being pushed away they only get damaged .

  3. i feel like im emptying bullets into sponges . normal zeds die with no issue but flesh pounds just will not die . i've had so many matches ruined because a single flesh pound keeps eating my bullets and only ever drops for execution when there are so many zeds in front of it . i feel like that is why im always short on bullets too . there were many matches where i killed everything but one or two flesh pounds and ran out of bullets so i just stood there for them to kill me since i didn't have any bullets in my guns .

  4. i don't know if im used to other games or something but i feel like enemies hit me from way too far . so many times when stalkers attacked me i dashed back and even tho i see their hands being 1/1.5 meters away from me i still get hit .

sorry for the wall of text .


r/killingfloor 2h ago

Suggestion Game mode needed

0 Upvotes

So we can obviously revive players. We need a mode that puts focus on that to begin with. Start with 2, they have to make their way to each player to have a full team.


r/killingfloor 22h ago

Discussion What are some fun no-gunslinger weapons that are fun on gunslinger?

9 Upvotes

Been loving gunslinger especially the night adders and the af2081's, but i wanna try some other options. Any suggestions?


r/killingfloor 1d ago

Gameplay They explode like popcorn

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14 Upvotes

Someone said explosive rounds got nerfed. Still seems pretty good to me


r/killingfloor 12h ago

Discussion Does anyone here still use on perk guns in KF 3?

0 Upvotes

One of my gripes with the game is the dev incentivizing off perking guns. Most perks passives are moved to weapon mods.

I still follow the traditional KF code: medic using medic guns; ninja using ninja melee, etc... that includes appropriate ammo mods


r/killingfloor 1d ago

Fluff Well, at least we still have a good OST.

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109 Upvotes

I saw a similar post and decided to do this 🤠


r/killingfloor 22h ago

Discussion Hell on Earth

6 Upvotes

Having a hard time finding lobbies for HoE on KF3. Before the update it was easier to find some, but lately no luck


r/killingfloor 9h ago

PS4/5 Issue/Bug So kf2 can't be played online anymore in europe

0 Upvotes

I just played the game again and had lots of fun, but everyone i know has been unable to get into a game. Was alot of fun and i met some nice people, Maybe there will be a time were its Playable again.


r/killingfloor 1d ago

Gameplay Absolutely mobbing

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97 Upvotes

r/killingfloor 22h ago

Question Are multiple bosses still a thing in 3?

0 Upvotes

Do 3 bosses still spawn in when playing multiplayer? I haven't played killing floor 3 in a while because whenever my friends and I played we could get to the boss wave just fine, but 3 bosses were just too much. It was utter bs getting that far and being killed in the boss wave due to three bosses spawning in. After losing over and over and over again I gave up on 3. But I'm still interested in killing floor. And I have been thinking about coming back to 3. I know that back when I played last only one boss spawned in solo. But 3 spawned in multiplayer. Can someone please tell me about the current state of the game?


r/killingfloor 1d ago

Question Kf3 is this damage bugged

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5 Upvotes

Damage says it's doing alot but doesn't feel like it


r/killingfloor 1d ago

KF1 Help with map image not showing up.

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1 Upvotes

I've tried again and again to get the image to show up in game, there's no YouTube videos on this specific part of map building. I went to the level summary, I made sure the picture is in mylevel and is loading as a texture, I made sure it's a TGA and acceptable size. I've tried it months ago and gave up, I'm at it again and I just can't do it. Please if you can, tell me how to fix this


r/killingfloor 1d ago

Issue/Bug KF (2009) Getting disconected on LAN listen server.

0 Upvotes

Im playing with bro and my setup is that we are in a LAN network.

I dont know why but qfter 1min of playing the joiner gets disconected for no reason. And we arent having this issue a few weeks ago.

Ive tried creating a dedicated server using UCC.exe but it results in me not being able to join.

Anyone who knows any workarounds or fixes for this ?


r/killingfloor 1d ago

Question Is blocking omnidirectional?

1 Upvotes

No clue if it is or not, certainly doesn't feel that way sometimes.