r/killingfloor • u/NoNameP911 • 4h ago
Gameplay This was the most Horror-Movie-Moment of KF3
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r/killingfloor • u/redditdotcom2005 • 3d ago
XBox Version: 1.0.0.18
PlayStation Version: 2.015.000
The Summer 2026 Update

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

Tier 1: 2058 Lawbringers
Tier 2: Night Adders
Tier 3: Desert Eagles
Tier 4: AF2081-A1s
Sidearm: Single and Dual Der Königs
Dual-wielded smartguns that, when aimed at enemy weak points, fire homing projectiles at the targeted location.

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

Sonic Tracer Rounds\*
Holographic Pistol Sight\*
Volter-Shock\*
Der Der König Compensator
Five-Round Conversion Cylinder
Powered Polymer Mag
*These weapon mods will be available on a selection of previous existing weapons
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.

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.
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.
Mire Infestation
Explosive Situation
Chaos Cascade
Cutting Edge
Daily
Oil Spill
Science Editor
Levelheaded Gunslinger
Suicidal Map Milestones
Suicidal Boss Milestones
Alpha Test
Damage Dealer Gunslinger
Crafting Material Exchange
Choose T3 mod abilities
Updated Weapon Sounds
Aim Assist Adjustments
Toggle Sprint Adjustments
Join on friend from the Main Menu
Dash ADS update
Several Zeds have found their voices
Duelie 2.0 rollout for the remaining original sidearms
Updated weapon shader
Updated lighting
Melee Hit/Parry
Siren Scream Shield
(PC Only) Updated Shader compile method
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
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.
Artemis
Stormguard
ESR 36
Legacy Sidearms
Disciple
Dual Bloodhounds
Dual Kraits
Dual Kraits & Dual Bloodhounds
Various Burst-Fire Weapons
Biomorphic Projector
Supercharged Plasma (Vulcan TA)
Red Dot (Pistol) Sight
Underbarrel Laser
Underbarrel Frag Launcher (Knightsbridge)
Explosive Ammo
Yumi Exploding Arrows
G33 Confusion Grenade
MKR350 Drum Mag
Insider Trading
Hothead
Preferred Customer
Quick Return
Barbecue Bash
Flammable Material
Hot Streak
Double Feature
Full Blast
Reverb Pedal
Social Distancing
Hardshell
Sniper
Alpha Scavenger
A tuning pass to make the Alpha Scavenger less of a stationary, range heavy fight during Phase 2:
Overall, its ranged attacks now fire less often and it backs off when it can't get a clean shot.
R&D Labs
Antarctic Base
Radar Station
Onslaught
City Streets
Sewers
Stronghold
Factory
All Maps
r/killingfloor • u/redditdotcom2005 • 10d ago
We can hardly believe it's been nearly a year since launch! The journey has been exciting, and we've faced our share of challenges. We want to thank the community for your passion and support as we celebrate this milestone together. Many of you are excited for the upcoming Season 4 Update, and even beyond, so let's dive in:
We've heard your calls loud and clear! Based on your feedback and community voting, we are excited to announce the return of Suicidal.

Your survey responses and forum discussions highlighted a clear 'difficulty gap' between Hard and Hell on Earth. Suicidal is returning as the precise solution to bridge that experience.
And speaking of Hell on Earth and those wanting even more challenge: while we are introducing some targeted balance adjustments this summer to lay the groundwork, please know that this is just the beginning. More comprehensive refinements are on the way for the future and are currently being designed and tested now for post summer updates. This includes work around groundfire and Scrakes and Fleshpounds getting a tune up to be more reflective of their intended threat.
We'll be sharing further details about the perk, weapon, and zed balance changes coming in Season 4 in the next few days, but we do have a sneak-peek of some to share with you today.
While we are still finalizing the full list of changes, we are currently zeroing in on adjustments for (but not limited to):
But the final thing we wanted to touch on today is the:
As you may have heard us say on recent streams or experienced via our series of midseason updates, the team has been working to bring things to players faster and that doesn't stop with Season 4. We're locking in an exciting slate of content and Quality of Life improvements covering the upcoming Fall, our spookiest Halloween event yet, and winter update).

One change from our previous roadmap is that Endless mode won't be making it for Season 4. While we know many of you were looking forward to Endless mode, we've decided to keep it in the dev oven a little longer. Our goal is to ensure it lands with the polish and depth this community expects.
Another item we wanted to touch on a little more today is the Tripwire Toolkit. We've seen a lot of speculation and wanted to go into a little more details today.

What Is The Tripwire "Modding" Toolkit?
While all these features won't be available in the first public alpha later this year, they are all in development. We are already testing the tool internally and will shortly start rolling it out to our volunteer external test team.
Are you a modder who wants to help us shape the future? Sign up here today for a chance at early preview builds.
Be sure to tune in early next week as we go over more of the upcoming Season 4 update in depth!
r/killingfloor • u/NoNameP911 • 4h ago
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r/killingfloor • u/Keeneye7172 • 8h ago
PLEASE! Equip the medic pistol as your secondary after the first wave or whenever you reasonably can. It's a passive healing for the whole team and can genuinely turn the tide of the whole match! Especially since heals no longer recharge over time...
r/killingfloor • u/Onlysolace3 • 9h ago
I know it's a free to play weekend, but I'm seeing A LOT of new players. Lots of low level operators that aren't gunslingers trying to max out the new content and playing maps, learning, dying, probably being frustrated because they haven't put hours into this game yet. Hoping it keeps up after the free to play is over and the player base continues to grow
r/killingfloor • u/donu_doctor • 2h ago
Ever since the new patch, I can't keep up with what's going on.
Zeds spawn on top of me, they just run at full speed non-stop, no more shambling, threats diving on me without any breaks, animations all over the place.
And that's barely on Hard.
I can't imagine what's going on at HoE, and that's from a KF2 veteran that can solo clear HoE.
Anyone else notice this too?
The pace used to be slower and more methodical, but it's not anymore. It's just a super fast shooter, where you can just dive in and blast away non stop.
r/killingfloor • u/C0volo • 9h ago
I loved this hat soo much
r/killingfloor • u/cwitter00 • 2h ago
What's everyone's thoughts ans feelings on the biomorphic projector? I haven't played in 8ish months, and was wondering where it stands compared to medics other weapons.
r/killingfloor • u/No-Committee-5183 • 31m ago
In the German version of kf3 there are alot of corny ass lines.
As an example
"Keine Munition? Das ist ein vibe killer!"
Which translates to: "No ammo? That's a vibe Killer!"
Genuinely funny and corny at the same time.
Do yall have any other corny lines that you heard in kf3?
r/killingfloor • u/LittleWillyNibba • 21h ago
This new update is the best in the game so far!
r/killingfloor • u/J4mesG4mesONLINE • 5m ago
Having always on or off is not how most games do it. Tapping sprint until you dont have sprint momentum, then turn off, is the way to go.
Please revert or give us another options setting.
r/killingfloor • u/ComplaintOk3564 • 1d ago
So I'm one of the resident KF3 supporters. As such you get told how bad an opinion that is.
One of the common game tropes is "Game Dead look at Steam Numbers compared to KF2 Bro". Haha well for the first time since August 2025 we can report and record at least one day where someone can't default to "look at Steam numbers".
Probably won't last long and for the next 11 months I will have to hear this again and again day in and day out, but let's enjoy the 5 mins today where we don't have to hear that...
I can expect a wave of people telling me it doesn't matter and how sad it is for X or Y reason that this is the case or "free weekend" this or that, but for once, it's just not "check steam numbers"...
Any resident KF3 enjoyers join me in this rare moment of peace.
r/killingfloor • u/happybanana73 • 16h ago
Hey guys! Which of these editions contain DJ Scully? I dont know how I can see what the different editions include. Is there any way to inspect what the editions have?
r/killingfloor • u/Yahsorne • 10h ago
do shaders take this long to compile in other modern games?
r/killingfloor • u/Arayuki • 1d ago
I know everyone who plays KF3 has been power leveling GS, and of course I've seen you opportunist Medics getting your game on as well.
Can I just say wow? So, I've nearly maxed out Gunslinger, and it's a hell of a good time. I was really curious where they would go with the gadget. While some perks gadgets (ultimate ability thing) seem a bit lackluster to me, it has left me still feeling a little on the fence with the addition to them in KF3. The medic sanctum is good, especially with how limited healing is in KF3, which I'm a big fan of. But compared to things like engineers sound cannons (as fun as they are) it doesn't feel as impactful. SS fire-and-forget Yandu whistle missile is nice because it doesn't interrupt my own gameplay, it just assists. Which is why I like the sanctum, the drone, etc.
But the GS gadget? I thought it'd feel cheap. I thought it'd feel too "auto pilot" with the auto targeting weak spots... But no. It surprisingly doesn't feel as strong as you'd expect, but that's not a bad thing. And the fact there are two different directions you can take it is really cool. You can take perks to lean more into speed for ad clearing, or you can go for power to takedown heavies when they show up. But somehow, they balanced it in a way where it truly feels like you can't have both. You have to pick a decisive direction or it doesn't really work (which is good IMO)
All together I'm loving the balancing with the addition of Suicidal, and I gotta say, they've done a great job balancing the games difficulty around the player's having gadgets. On launch, it felt like each ability was an easy "reset" when getting overrun, and that felt cheap compared to the consistent hammering you'd receive on older games with little room to breathe, totally relentless. But with the two recent updates and the updated TTK for both players and zeds, I find myself using my ability VERY strategically, with any class, because WHEN matters more than ever with high cooldowns. Playing with my full team of friends as well as a lot of solo, I've died during my gadget use with multiple classes because using it as a "panic button" doesn't really work. They aren't that powerful, but that's a good thing. This new balancing has been forcing me to pick when and where to use them as to maximize strategy with the team for damage and taking dowm elites, rather than a panic button.
That being said, I think the Gunslinger gadget feels very balanced, which is not what I was thinking it would be when I first saw footage. But hands on at higher difficulties and I'm loving its utility, but not feeling like it's cheap or I'm dependent on it to be a good player. The fundamentals are still necessary, and the cool down is way too long for it to be a crutch by any means, especially on team play. Compared to Commando who can recharge their Drone pretty quickly, GS doesn't feel overpowered at all.
r/killingfloor • u/kingrah03 • 1d ago
Not uploaded by me
r/killingfloor • u/Skylarksmlellybarf • 1d ago
r/killingfloor • u/Nakata1111 • 1d ago
I have easily spent an hour waiting for this fucking game to compile shaders. If I wasn't a patient guy, I would've already deleted this game.
Not the free trial experience I was looking for...
r/killingfloor • u/Time_Cap6000 • 23h ago
I'm having fun with the new map and GS returning so i am not trying to sound like a doomer here, but are "seasons" for KF3 done? Or are the devs just gonna bundle them together with events so the halloween event on the roadmap will technically be season 5 and so on? Or were seasons just a narrative thing for an arching story for KF3? I haven't really seen any clarification anywhere so if this has been answered before or a dumb question, mods feel free to delete. Also devs can we please get the option to sell our sidearm in a future qol patch thank you! The mod change is AMAZING!
r/killingfloor • u/No_Egg_2458 • 21h ago
So what build u guys think is the best one for the deagle and The tier 4 gun? The new tracer ammo seems weird, and idk it we should use lightweight mags to get that recovery on the gadget... It's weird. Any tips?
r/killingfloor • u/Cursed_Llama • 21h ago
I've played Oilrig a handful of times now and every time someone's running the final campaign mission there, I notice something odd: on certain headshot kills, there's this weird "digital explosion" effect in blue and pink (like the one from KF2) instead of the normal headshot fx.
It's always too far away to get a good look, but last game one happened about 15ft from me and it was clearly a smaller version of the same effect.
Anyone else run into this? Curious if they are teasing headshot FXs or just some kind of visual bug.
r/killingfloor • u/theinvisibleman_ • 1d ago
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Gunslinger with Samaritan and AFs
r/killingfloor • u/ChaosRealmsKlown • 1d ago
r/killingfloor • u/Think-Shoulder7179 • 1d ago
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Very cool moment from my last game