Killing Floor 3
by Tripwire Interactive · 24 Jul, 2025
36 downloads
About the Game
It’s 2091. Join up with Nightfall, the last line of defense against megacorp Horzine’s inhuman army of monstrous zeds. The future is in your hands… if you can survive long enough to reach it.
Killing Floor 3 is the next installment in the legendary action/horror series. This intense FPS puts you in the boots of a Nightfall specialist joining forces with up to five teammates to battle waves of Zeds, earn dosh, unlock skills, and build the ultimate arsenal.
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Assemble the ultimate zed extermination squad for frenzied 6-player co-op. You can also brave the battlefield alone in tense single-player mode.
Brace yourself for the most lethal zeds yet. Every enemy has been redesigned and retuned with smarter AI; making them faster, deadlier, and more strategic than ever.
From flamethrowers to shotguns to katanas, you’ll have an expansive arsenal at your disposal. Customize your own unique brand of bloodletting with hundreds of mods, gadgets, and skills to choose from.
Drop into a variety of treacherous hot zones where you’ll have to contain the further spread of the Outbreak. Thankfully, you can use the environment to your advantage by activating turrets, fans, and other devastating traps.

Our M.E.A.T. System returns to deliver even more realistic carnage. Featuring additional points of dismemberment and persistent blood, the game responds to your attacks with gruesome authenticity.
Screenshots
28 images
Version Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/44535905/5f9d1d7915427d388c714194425f1d20d8c412ce.png"]
This update addresses the following 2 issues:
Fixed a crash that was experienced by some clients
Fixed an issue where some users couldn't purchase items from the in-game store
[img src="{STEAM_CLAN_IMAGE}/44535905/a552599b9f140d1c18e8a06bfb200990049fa0ff.png"]
New Additions & Highlights
Welcome to the Text Chat update. This update introduces the Text Chat feature for all platforms and is a full cross platform feature allowing you to communicate with Nightfall operatives on the fly to expand communication and strategy within Killing Floor 3. This update also includes some pointed fixes around various Crashes, the Medic Pistol Dart recharge rate, and a handful of other targeted bugs.
Text Chat
A full text chat system has rolled out across the game! Features include:
In-match text chat with team and public channels, configurable opacity, and fade-out for inactive messages
Text chat in the Stronghold, Pre-Match (Ready Up) lobby and the After Action Report, in addition to gameplay
Spectator text chat so spectators can communicate
Command Wheel to chat integration: command-wheel selections (callouts, requests for healing, etc.) post as messages in chat
Channel switching with Tab; Party / Public / Team channel separation
Controller support: open chat from the gamepad, right-stick to scroll, virtual keyboard on Xbox & PS5
Mute and unmute controls in the Social Menu now also apply to Text Chat
Customizable keybinds: remappable Open Chat / Team / Public / Command Wheel switch keys on both keyboard and gamepad
New Game Settings:
Text Chat on/off
Background opacity slider
Profanity filtering settings (PC Only - Console players can adjust this via their console settings)
Performance Optimizations
These performance improvements primarily target the CPU, specifically focusing on optimizing the game thread to ensure smoother execution. Key updates include refined multi-pass LOD bone-pruning for Zed models and more efficient handling of audio component ticking and occlusion services. Additionally, adjustments to VFX spawn counts and UI tick rates further reduce the processing load, minimizing CPU idle time. This should translate into up to a 14% improvement in base frame time (measured on a mid spec machine) in certain scenarios.
Skeletal/LODs
Multi-pass LOD bone-pruning and refinement across all Zeds
Fixed Siren inner-neck and Fleshpound pounder-tube meshes stretching at distance via Enforce Bone Boundaries
Audio
Audio component occlusion services sharing a refresh rate no longer all tick on the same frame
Batch Tick Subsystem register-order fix when changing tick intervals
Turrets and similar stationary actors disable Audio component tick where occlusion isn't needed
Migrated destructible destroy SFX and limb SFX to a different event to reduce spawning audio components per tick
VFX/GPU
Lowered toxic affliction VFX spawn count
Corrosion VFX budget tuning
Shockwave VFX budget tuning
Cleaned up several unused child-actor components
Engine/CPU
UI tick updated to reduce CPU idle time
1P camera update: New master camera-bob settings for smoother start/stop motion blending, resulting in a feel closer to Killing Floor 2
Bug Fixes, Polish & System Improvements
Crashes and Stability
Fixed crash when loading into R&D Labs solo on a new account with newly rebuilt shaders
Online
Fixed Xbox Unicode gamertags showing garbled — names are now properly UTF-8 decoded
Fixed a case where muted players would be unmuted after map travel
Fixed a case where a user losing connection would break the start-up timer
Fixed a case where a user using the armory during matchmaking could get stuck in a failed state
Reduced timeouts to prevent unresponsive cases while the game was still downloading in the background
Gameplay
Fixed medic darts failing to recharge when two updates happened on the same frame
Fixed Zed Time bonuses (Sharpshooter, Engineer) persisting past Zed Time
Fixed Specialist being able to walk freely while executing a Zed from a crouch
Fixed Zeds becoming unkillable in certain edge cases
Fixed progressive achievements not working in solo
Fixed a case where players could see negative perk proficiency after playing several matches and returning to stronghold
Visual
Fixed Chimera Phase 2 material LOD so crit zones stay consistent at distance
Fixed Cyst spit textures showing placeholder due to wrong reflection sampling
Fixed Queen Crawler Phase 2 mire-pool teleport material
Fixed Prison ice trap textures disappearing at distance
Fixed military star decal on the 4x4
Decal replacements and cleanup on workstations, security cars, container transports, crates, fume hoods, 4x4, zed hauler, power box
[img src="{STEAM_CLAN_IMAGE}/44535905/8d77a84043b2f69c1aef784d4dd327b4ef406e77.png"]Please pardon the interruption tomorrow, March 20th at 9:30am ET. We've scheduled maintenance and a spring hotfix to address the following. Keep an eye on this space for updates on when it's been completed.
Update* Maintenance is complete and the hotfix went live!
Stability Fixes
Fixed a crash some users were experiencing related to querying blocked player lists
Fixed the command wheel so that it respects the selections players choose.
[img src="https://media.tripwirecdn.com/031226/kf3maintenance.jpg"]Please pardon our interruption to KF3 services. We are beginning a period of backend maintenance that will last about 2 hours.
Update edit* Maintenance complete, Operation Deep Freeze is rolling out now.
We are pushing a hotfix to address the following that could be experienced by some PC players.
Stability Fixes
Resolved an issue causing a GPU hang at the title screen on Windows 10 PCs, which occurred during PSO compilation and the start of the background movie.
Addressed a crash that could happen when the decompression of virtual textures failed.
Corrected the issue of green-tinted videos on AMD GPU cards by enabling software decoding.
Welcome to Season 2 Operation: Breakout. This massive seasonal update expands gameplay with new content, features, and balance improvements. Players can wield the KV Recluse, a new Medic SMG, face the return of the new stealthy Stalker Zed, and explore the new Prison survival map deep in the Costa Rican jungle. The update reintroduces DJ Scully as a new Specialist alongside a new ten-mission narrative campaign, fresh weekly modes, wave mutators, and Zed execution animations. A new Collections store taband100-tier Supply Pass overhaul progression and customization. Extensive balance tuning, optimizations, and hundreds bug fixes round out the most ambitious update yet within Killing Floor 3's Year 1 Roadmap.
New Additions & Highlights
New Weapon & Mods - KV Recluse — SMG (Medic)
Supported Mods:
Ammunition: Armor Piercing, Incendiary, Overpressure, Acidic, Rapid Release Darts, Instant Heal Darts, Explosive Healing Darts
Underbarrel: Laser Sight, Healing Grenade Launcher, UV Light (NEW)
Barrel: Compensator, Suppressor, Ginger Snap Muzzle Break (NEW)
Magazine: Drum, Extended
Receiver: Fast Action Receiver, Heavy Frame Receiver, Affliction Amplifier
Sights: Red Dot, Reflex, AOS, Green Dot, C4mi (NEW), Sonar (NEW)
New Enemy Zed - Stalker
Now part of the Survival Spawn pool, Stalkers join the fight with their acrobatic dexterity and stealth cloaking capabilities to hunt down their prey.
To reveal them while cloaked be sure to utilize one of the following tools
Pulse Lure
Sonar Sight Mod
UV Light Underbarrel Mod
Commando Perk Passive Ability
New Survival Map - Prison
An abandoned Costa Rican cryo-prison set deep in the jungle. A power outage awakens a small army of hibernating Zeds that threaten the jungle and its wildlife.
New Specialist - DJ Scully
Everyone's fan favorite Dutch smart mouth DJ joins the Nightfall team to combat the corporation that had only grown in power over the ensuing years since the original outbreak.
New Narrative Missions: Operation - Breakout
With Dr. Emmanuel Moorcroft's threat intensifying beyond Nightfall's capabilities, Cordelia decides to expand their ranks, Cordelia sends the team to Horzine Blacksite to find a veteran of the original outbreak, but their efforts are soon thwarted by Moorcroft. After rescuing the mercenary, Nightfall must scramble to block Morocroft's alarming consolidation of power.
Ten new missions taking place across the new Prison and familiar maps.
Complete all ten missions to unlock exclusive player cards, character skins, weapon stickers, and XP Rewards
Operation 2 is selectable with Assignments: Mission Tab for which the player has the ability to toggle between active incomplete Operations if you want to progress and complete available ones out of order.
New Weekly Modes and Mutation Waves
New Wave Mutators
Mire Minions: Cysts and Clots are replaced with Mire variants.
Secret Admirers: Wave is heavy with Stalkers compared to normal waves. Players have increased Cut and Biological Damage as well as longer Pulse Lure duration.
Bioweapon Barrage: This mutator is a flood of enemies which will test player endurance and ammo efficiency.
New Weekly Mutators
Shadow Dance: Greatly increased numbers of Stalkers within the wave. Players have increased Heat Damage and Pulse Lure Duration. Revives are disabled.
Shriekfest: Greatly increased numbers of Sirens. Player and Enemy Soundwave Damage Increased. Revives are disabled.
Juggernaut: Only Bloats, Scrakes, and Fleshpounds. Players have increased Gadget Recharge rates and Enemies have increased Biological Damage. Revives are disabled.
Blade Storm: Greatly increased Stalkers and Gorefasts. Player and Enemy Cut Damage Increased. Player Biological Damage Increased. Revives are disabled.
New UI Feature - Character VO Portraits
During your narrative assignments Character Radio Portraits will now be visible while characters are speaking to the player
New Zed Executions on the Player
All Zeds including the new Stalker will perform execution animations and actions on the player when they're able to get to you while downed. New Zed Executions include:
Siren, Gorefast, Husk, Fleshpound, and Stalker.
New Achievement - Nuclear Standoff
Requirements: Complete Operation 2
New Cosmetics:
Collections Tab:
Instead of Item Shop bundles and individual items only accessible via limited weekly rotations, all new and previous store cosmetics will be also available to purchase within a new Collections tab within the store sorted by category.
Season 2 Supply Pass: Operation Breakout
Brand new Durable Supply Pass with 100 rewards to unlock both free and premium rewards. Progressable using interchangeable Supply Pass Points.
Contains 90 unique cosmetics and 10 Cred Packs across the following categories
3x Body Outfits
3x Head Swaps
14x Body Skins
20x Head Skins
16x Weapon Skins
8x Weapon Trinkets
10x Weapon Stickers
16x Player Cards
Premium access can be purchased individually for 1000 Creds or via Elite Nightfall Edition / Future Season 2-4 Deluxe Pass Ownership.
Store (Featured Weekly, All Now Available in Collections):
Bundles
Covert Ops Bundle
Bloodstream Bundle
Classic Scully Bundle
SAS Uniform Bundle
Firebreather Bundle
A la Carte:
Silver Sufferer Weapon Skin, Fractal Blue Weapon Skin, Classic Horzine Weapon Skin, Substrated Aquatic Weapon Skin
D20 Weapon Trinket, Shark Bomb Weapon Trinket, Nine-Ball Weapon trinket
Neon Samurai Weapon Sticker, Hardwired Weapon Sticker
New Purchasable Premium Cred Pack Size
100 Cred Pack is now available to purchase as of Season 2 so that you can top up to the exact amount you need for whatever is available on the store based on your balance amount.
Performance Optimizations
Optimized Core Performance (CPU, Simulation & Tick Rate)
Enemy behavior, pathing, and animation processing have been overhauled for smoother performance, especially during high-ZED density waves.
Reduced the overhead caused by physics simulation for debris, breakable environment pieces, and turret targeting systems, minimizing stutters.
Clean-up processes between waves have been streamlined to prevent brief game slowdowns.
General stability for large player squads and crowded hub areas has been improved for more reliable framerates.
Visual & Rendering Enhancements
Visual fidelity has been smoothed across all maps, making busy combat scenes clearer and more stable.
Reduced visual "clutter" from transparent materials (glass, mesh fences, foliage) to curb sudden dips in frame rate.
Improved the efficiency of level-of-detail (LOD) swaps for distant objects, leading to more consistent frame pacing.
GPU load spikes have been mitigated by carefully adjusting the budget for shadows, reflections, and atmospheric fog effects.
Performance "choke points" in confined spaces (tunnels, hallways, antenna fields) have been lightened to maintain fluid action.
Stability in Gameplay & Online Experience
Micro-stuttering during intense moments, such as Siren effect dissipation, door destruction, and heavy corpse removal, has been reduced.
Smoother performance during critical transitions (match end, using the Trader, and match resumption) by reducing hitches.
Joining matches in progress and rejoining friends is now faster and exhibits fewer network lag spikes.
Loading, Streaming & Content Delivery
Faster loading times and smoother transitions between game areas and modes due to optimized background content streaming.
Content "pop-in" has been significantly lessened, and in-combat streaming efficiency has been improved on multiple maps.
Wait times for mounting game content packs and switching between the hub and mission deployment are now shorter.
UI, HUD & Visual Effects
User interface (UI) and Heads-Up Display (HUD) components refresh more efficiently, resulting in quicker, more responsive menu and screen navigation.
Reduced screen flicker and pauses when accessing the Trader, Armory/Store, and Assignment screens.
Visual effects for blood, fire, smoke, and boss abilities have been tuned to keep frame rates stable, even during the largest fights.
Balance Adjustments
Tools/Armor Tunes
Pulse Lure - The Pulse Lure has now been enhanced with reverse-engineered Siren biosonar technology allowing it to emit dual frequency ultrasonic bursts. The primary pulse maintains its original luring and confusion effects, while the secondary revelation frequency exposes cloaked enemies through acoustic interference with their stealth systems.
Zed Gameplay Tunes
Zed Confusion
Confusion duration reduced
Clot – 58%
Cyst – 50%
Mire Clot – 81%
Mire Cyst – 67%
Gorefast – 64%
Crawler – 42%
Crawler Larva – 42%
Bloat – 40%
Husk – 50%
Siren – 56%
Scrake – 50%
Fleshpound – 50%
Siren
Scream - shared cooldown reduced from 6.5 seconds to 4 seconds.
Sonic Projectiles - shared cooldown reduced from 6.5 seconds to 5.5 seconds.
Large Siren groups struggle to be impactful in gameplay if they are targeting the same player. The intent with this adjustment is to allow them to use their abilities on the same target slightly sooner to improve their challenge while still not allowing these abilities to become overbearing when fighting groups of Sirens.
Impaler
Player count adjustments for 3-6 Players
Attack damage reduced 20%
Health reduced 20%
Hitzone health reduced 20%
Weapon Mod Tunes
Sight FOVs
AOS fov zoom reduced 42% 0.85 was 0.6
Sniper scopes zoom reduced 33% 0.8 was 0.6
Cmore fov zoom reduced 19% 0.95 was 0.8
Greendot fov zoom reduced 16% 0.93 was 0.8
Confusion Coating Mod
Cost increased by 42%. Effectiveness reduced by 80%.
This mod was too powerful when fully leveled as it allowed for confusion of large Zeds in only 2 hits.
Enfeebling Coating Mod
Cost decreased by 14%.
This mod was too expensive compared to its effectiveness when compared with other Coating mods.
G33's Confusion Grenade ammo mod
Further reduction Confusion Grenade ammo mod for the G33 by an additional ~12%
Match Grade ammo mod
Standardizing "Match Grade" ammo mod name so that it's called "Match Grade Ammo" in the Armory and when on weapons.
Sniper Scope Sight Mods
Cost decreased by 25%.
Stunning Coating Mod
Cost increased by 14%. Effectiveness reduced by 15%.
This mod was too powerful when fully leveled as it allowed for stunning of large Zeds in only 1 hit.
Toxic Coating Mod
Cost decreased by 55%.
This mod was too expensive compared to its effectiveness when compared with other Coating mods.
Various Fast Action internal mods
Updated the descriptions of certain Fast Action internal mods which always feature a Damage buff, as compared to those Fast Action internal mods that only get a Damage buff once they're upgraded.
Commando Weapons
Commando T4 Knightsbridge
Fixed issue where you couldn't fire the Knightsbridge immediately after firing the last shot of the Underbarrel Frag Launcher mod (while that mod is attached to the weapon). Now it should feel more responsive and not make you wait to fire the weapon's primary fire mode after firing the last frag.
Medic Weapons
Medic Dart Underbarrel
Improved Medic Dart Target-lock behaviors. The target lock should now clear when you lose line-of-sight, or if the target gets too far to your left or right.
K&W MP6 - Medic T3
Damage – 29% increase
Cost – 9% increase
Ammo Cost – 20% reduction
With the introduction of the KV Recluse, the H&W MP6 has been buffed to keep it competitive. It now deals 29% more damage, costs 9% more to purchase, and has a 20% reduction in ammo cost, making it a stronger and more efficient choice for Medics.
Medic T4 - LF-85
Reload half time increased 14%
Reload empty time increased 13%
Base damage increased 14%
The LF-85 has been rebalanced to hit harder but reload more slowly. Base damage is up 14%, while both half and empty reload times have been slightly increased, making timing and positioning more important for sustained fire.
Sharpshooter Weapons
Sharpshooter T4 Samaritan
reload empty time increased 27%
reload half time decreased 5%
Base damage increased 21%
Ammo cost increased 3%
The Samaritan has been tuned to feel more deliberate but deadlier. Empty reloads now take longer while half reloads are slightly faster, encouraging tactical reloads. Base damage is up 21% for greater punch, with a small ammo cost increase to balance the boost.
Bug Fixes
Includes over 500+ individual bug fixes across the game, with top-line highlights as follows:
Gameplay & Core Systems
Controls & Input:
Addressed perpetual slide while holding crouch with a controller.
Tweaked Toggle sprint being cancelled by sliding.
Corrected the escape button becoming unresponsive if the user presses ESC twice after defeating a boss.
Resolved users temporarily losing all keyboard functionality if they click on an item in the Featured tab of the Store.
Resolved inability to interrupt queued melee attacks Online with Block.
Visual & Animation:
Rectified the Ready Up Specialist animation not disengaging after Un-Ready.
Corrected computer interface screens not glowing with the rest of the computer parts during hacking interface sections of the story.
Addressed specialists A-posing in 3P after completely dying before spectating in a match.
Corrected wind socks not animating correctly on the Office rooftop.
Adjusted grime on the glass of AOS sights when the flashlight is on.
Addressed the Player camera revealing character arm gaps when turning while using Ninja's Hebi-Ken.
Tutorial:
Corrected the countdown dialogue playing with a delay after interacting with the console.
Resolved Survival Basics 02 prompts getting stuck & won't complete if the user finishes the base tutorial but doesn't Matchmake to "Any".
Gadgets/Abilities:
Corrected the gadget icon fill level appearing partially filled after respawning.
Adjusted healing darts displaying an unnatural trajectory when being shot towards an ally that has taken damage.
Updated to allow both shared cooldowns to be considered on the same ability.
Matchmaking / Stability
Mitigated matchmaking instability after crafting many mods.
Mitigated users getting a "Server lost connection" error at various points during multiplayer gameplay.
Resolved player nameplate duplication when a player disconnects during the 'Ready up' lobby screen.
Resolved black screen encountered in the Ready Up menu during the Boss Wave of a multiplayer match.
Corrected the party being able to start a match from anywhere in the Stronghold.
Restored players being unable to start multiplayer matchmaking.
Corrected users being healed by the resupply trader during an active wave.
Restored players being unable to rejoin a lobby after returning to the Hub solo on AAR.
Stabilized Exploding Challenge Wave Crash.
Corrected teammates not being hidden during the Boss defeat/outro sequence.
Restored players being unable to rejoin a party after repeatedly entering and leaving the party.
Corrected the title potentially losing functionality after a player idles in the recent players submenu and exits it.
Resolved an issue where more than 6 players could join an online match when loading into a map.
Maps
Collision & Zeds Navigation:
Resolved multiple instances of Zeds being unable to reach players or getting stuck:
Melee Zeds unable to reach a specialist on a specific railing on Horzine Factory (Resolved twice in source).
Impaler AI stuck leaping on Convoy tunnel.
Convoy Zeds hovering/bouncing on a specific cliff.
Zeds unable to reach the very edge of a lab asset in R&D Labs.
Radar Station Zeds unresponsive on a specific box.
Zeds unable to reach the player in a specific spot on Offices Map (Addressed twice in source).
Addressed collision at the base of the stairs preventing melee weapons from hitting crawling Zeds in the Sewers map.
Corrected a safe spot from melee Zeds on Radar Station.
Repaired faulty collision allowing players to stand on a Trader in Army Depot Map.
Repaired a player-pass-through-wall/fence exploit on Horzine Factory.
Rectified an issue where a specialist could get stuck in different spots on the Radar Station map.
Addressed an issue where users could be softlocked in the Tutorial due to Zeds remaining outside of the map.
Repaired multiple spots in Army Depot where players were unable to shoot through.
Visual & Lighting:
Repaired broken light/emissive at the office space reception desk in Offices.
Updated the Horzine Power Wall logo to blue/green consistency.
Corrected transparent floor decals in the Factory map.
Improved gore texture resolution and grounding on The Broadcast Studio Desk in Offices.
Resolved an exploding oil barrel on Radar Station creating a fire effect in a different location.
Corrected an emissive cube visible in reflections at Military Base.
Repaired a light missing its base at the firing range on Radar Station.
Addressed floors Z-fighting near the Trader Pod in Horzine Labs.
Addressed shadows rendering in plain sight when pathing through the Army Depot map.
Corrected Shadows appearing as large squares near strongly lit areas of Stronghold and maps.
Corrected bullet decals on concrete surfaces.
Addressed City Streets light VFX spawner scale.
Miscellaneous:
Addressed the fan trap animation stopping when not looking.
Restored maps being absent from the Map Selection screen.
Adjusted the low-resolution Locker Splat Map on Radar Station.
Corrected players seeing an unreleased map region on the Globe when searching for "Any map".
Perks & Skills
Skills & Functionality:
Stronger Prescription skill - Fixed issue where Medic's Stronger Prescription skill wasn't working to increase healing from weapons when they had Instant Heal Dart, Rapid Release Dart, Explosive Healing Dart, or Underbarrel Healing Grenade mods
Resolved Medic T5 Skill "Active Infection" VFX potentially remaining permanently drawn on Zed Corpses.
Addressed the user losing functionality when using the gadget from the Ninja perk while in a match.
Restored Skills sometimes becoming locked again & no longer selectable.
Corrected the double-barrel Shotgun auto reload feature failing to trigger the Firebug Extinguisher skill.
Resolved Bouncing Betty shrapnel VFX remaining stuck on screen with the Heated Exchange skill equipped.
Restored users not retaining their perk or cosmetics when transitioning to the ready up screen or joining together in the HUB.
Addressed level 2 passive skills for 'Ninja' failing to update in both the lobby and solo play mode.
Corrected the 'Perk' UI prompt remaining on screen upon selecting another perk after returning from a multiplayer match.
Addressed the off-perk ninja gadget model being seen briefly after a failed grab.
Corrected "Painkiller" not applying to other Medics with the same skill equipped.
Addressed Ninja LV16 Hard Rain failing to spawn more than 10 projectiles.
Resolved Commando T3 Cluster Bombs sticking with Think Fast.
Corrected the weapon going off screen with certain level-16 grenade throws.
Visual & Animation:
Rectified Bloodhound P330 Commando pistol remaining in an empty magazine animation state when being reloaded by the T4 passive skill "Get Loaded".
Corrected the 'Stronger Prescription' skill not applying heal increases to several weapon mods.
Restored Katanas failing to be fully recharged when using Ninja's maxed Skirmisher skill during Multiplayer Games.
Corrected Medic's "Chemical Reaction" skill cloud on Engineer T4 (Ifrit) secondary kills.
Adjusted Engineer gadget equip explosion staggering without damage and Clear the Area interaction.
Mitigated green pixel flicker on mod attachments when viewing as Medic.
Other:
Stabilized long loading behavior when crafting/upgrading skills.
Resolved duplicate secondaries after death.
Weapons & Mods
Functionality & Visuals:
Medic Weapons (Heal Darts/Grenades): Players can no longer fire healing darts or grenades while on a ladder.
Medic darts now originate from the weapon muzzle, not the screen center.
Resolved glitchy blocking that occurred with repeated use of the backup knife.
Fixed a flicker at the end of the Vulcan TA inspect animation.
Corrected the pistol-holding animation that appeared when a player was executed by a Chimera while shurikens were equipped.
Fixed dual katanas guard appearing during turret activation.
Ninja's charging attack no longer gets stuck when blocking during the charge.
Corrected the P330 Bloodhound firing during the syringe animation.
Reload animations can now be cancelled with alt-fire heals.
Restored Ninja T3 Yumi arrow recovery after hitting Zeds.
Adjusted the Dragon's Breath equip animation in the Ready Up screen.
Fixed a broken inspect animation that occurred on an empty magazine for some weapons.
Corrected melee hitbox rotation issues that caused misses.
Resolved sight shift during Aim Down Sights (ADS) while jumping and shooting.
Restored firing capability after switching from Bloodhound P330 burst fire in Zed Time.
Corrected missing block tags on some melee weapons, which was breaking the parry mechanic.
Addressed grenade throw animation issues when holding weapons equipped with a foregrip.
Resolved outfit-driven weapon stretch/float issues affecting the Foster character model.
Fixed an issue where ammo was not granted when picking up the exact same weapon after death.
Corrected arms being visible during jump/mantle animations while carrying certain weapons.
Resolved an issue in multiplayer where holding the trigger after an underbarrel frag blocked normal fire.
Fixed mirrored weapon image when looking toward glass.
Corrected mismatched equip audio FX on weapon switch.
Corrected crosshair update after the first alt-fire on the Tier 2 Ninja weapon.
Adjusted spent shotgun shells to prevent them from flying toward the camera while ADS firing.
Corrected the Sharpshooter sidearm missing the ammo display on Secondary Fire.
Addressed an inspect animation delay for the T1 Firebug with a drum magazine + laser attachment.
Fixed Medic healing dart lock-on failure when non-capsule third-person parts were in the crosshair.
Corrected ammo consumed from reserves during the match.
Weapon Reloads & Clipping
Corrected the Medic T4 LF-85 discarded battery asset during reload.
Addressed the Medic T4 LF-85 foregrip improper reload animation.
Eliminated the floating spare magazine seen during the 1P reload for the KH-380 medic sidearm.
Fixed Imran's shoulders clipping through the 1P camera when reloading the LF-85 and the ESR 36.
Adjusted the 1P Specialist's left hand improper placement while using the MKR350 with the Enhanced Foregrip attachment.
Specific Weapon Updates
Dual Defender Shotgun:
Fixed a delay before reloading that could occur after immediately firing the primary and then the secondary fire modes. Also corrected an issue that allowed the secondary fire mode to be fired faster than intended after the primary.
Fixed an issue where the Streik Dual Defender shotgun would occasionally reload without user input.
IR-50 Brimstone: Fixed an issue allowing the secondary fire mode to be fired faster than the primary fire mode.
K&W MP6 (Medic T3): Fixed an issue where equipping a Dart Ammo mod along with the Underbarrel Laser mod would prevent the weapon's innate secondary (semi-auto) fire mode from activating.
MKR350: Fixed an issue where Bashing while in ADS did not play the Bash animation properly.
Weapon Mods
General Mod Functionality:
Fixed an issue where the quad barrel attachment model was firing backward in third person.
Updated the mod description language in the Armory for consistency.
Corrected the acidic ammo mod missing the Damage-over-Time (DoT) stat.
Restored internal mod crafting on the dual-defender.
Fixed damage types not updating in the Armory until the mod menu was reopened.
Addressed the alt-fire reload cooldown after firing the last grenade with the Knightsbridge frag.
Corrected some mod costs in the Armory that were not multiples of 5.
Tweaked IR-50 Brimstone single-fire spam behavior.
Restored the Samaritan "-100% Freeze Affliction" stat on certain ammo mods.
Addressed reload delay after a rapid primary + secondary fire sequence on the dual-defender.
Corrected the Powered Box Mag upgrade incorrectly lowering handling.
Updated the sniper scope mod term from "Mobility" to "Handling".
Eliminated the placeholder/hook node that appeared after exhausting Shuriken ammo.
Corrected the Clan-Crest Pommel upgrade incorrectly decreasing handling.
Resolved the Disciple secondary fire-mode being lost after execution/grab during reload.
Corrected Gunsmith tooltip inputs overlaying glyphs.
Resolved dual Ninjatos getting stuck in a charged state when blocking without secondary ammo.
"Critical Exposure," "First Strike," and "Ammo Efficiency" Mods: Fixed issues preventing these mods (on Magazine, Sight, String, and Arrow attachments) from triggering their unlocked effects.
Acidic Ammo Mod: Fixed the mod's bonus DoT not applying to the following weapons: Bloodhound P330, Artemis Marksman, Stormguard, SCAR EIR, Pyre .357, and MKR350.
Bloodhound Multi-Round Burst Internal Mod: Fixed the burst-fire mode being activatable while using a syringe.
Burrowing Arrow Mod: The Armory now correctly shows the Cut damage type when crafting this mod (no change to in-game behavior).
Clan Crested Pommel Mod: Corrected the stat display: the mod now correctly reports a Handling buff that improves with leveling, instead of a debuff.
Explosive Rounds Ammo Mod:
Fixed an issue where the Explosive Lock's health bar wouldn't update after being repaired by the Multitool until it took additional damage.
Fixed the "Repair Explosive Lock" prompt appearing for Multitool-equipped players even when the lock was undamaged.
Flechette Ammo Mod: Fixed an issue where Secondary Fire modes were not receiving the correct Damage modifier from the mod (affected the Trader, Armory, and in-game damage).
Powered Box Mag: Fixed an issue where the Handling buff was incorrectly getting worse with leveling instead of better.
Slug Rounds Ammo Mod: The Armory now correctly shows the Ballistic damage type when crafting this shared mod (no change to in-game behavior).
Sniper Scope MK-1C Sight Mod (ESR36): Corrected the description to accurately state a buff to "Handling" instead of "Mobility."
Underbarrel Frag Launcher Mod: Fixed an issue where the Knightsbridge would not continue firing correctly after immediately firing a grenade from the underbarrel mod in online play.
White Phosphorous Flares Ammo Mod (IR-50 Brimstone): The Armory now correctly shows the Heat damage type when crafting this mod (no change to in-game behavior).
Tools, Gadgets & Armor
Functionality:
Resolved using the engineer gadget during the multitool animation causing a loss of functionality.
Corrected wasting Multitools on doors already open.
Addressed the explosive Lock interaction UI flicker with the Multi-Tool equipped.
Corrected using the multi-tool on a specific door from 21 meters through a wall.
Rectified throwable tools placing under the player instead of throwing.
Explosive Lock Tool -
Fixed issue where the Explosive Lock's health bar wouldn't update when it was repaired by the Multitool until after it took additional damage.
Fixed issue where the "Repair Explosive Lock" text prompt would appear for players who had the Multitool equipped even when the Explosive Lock wasn't damaged.
Visuals:
Updated ammo and syringe bags to appear empty after use.
Repaired Assets clipping into the Zipline.
Corrected gunsmith/paperdoll weapon clipping through the desk/scene elements.
Zed AI & Combat Behavior
Cyst and Clot: Fixed an issue where the player was not killed after being executed for failing the grab sequence of a Cyst or Clot at 10 health or lower
Cyst, Clot, Mire Cyst, Mire Clot - Fixed multiple instances where destroying the legs during another ability could cause the enemy to become stuck in an unusual animation state. Destroying the legs should now attempt to force a knockdown in most cases.
Fleshpound and Scrake - Fixed an issue where triggering a bump against the Fleshpound or Scrake during its downed state can cause it to attack while stuck in the downed state animation.
Siren - Fixed the Siren's chest crit zone being a temporary on (orange) to always on (red).
T-Posing & Animation Issues:
Addressed Fleshpounds t-posing at the end of execution and sometimes after being decapitated.
Resolved headless clots and cysts t-posing.
Corrected specialists often t-posing when killed while incapacitated.
Mitigated Fleshpound stuck in a single frame after an interrupted execution.
Corrected boss ragdoll instead of death animation after a heavy attack.
Adjusted placeholder textures in the Husk execute animation.
Addressed Fleshpound arms becoming frozen in an extended position when killed.
Addressed executing large Zeds near collision causing misplacement.
Corrected the knife attack animation during Zed Time.
Corrected Crawler execution animation when the target has a shuriken sidearm.
Corrected lingering VFX after indirect red barrel explosions and other events.
Movement & Collision:
Addressed Husks returning to the jump destination even after being grabbed mid-jump by the 'Ninja' gadget.
Addressed Clots/Cysts occasionally snapping to the ground when legs are shot off.
Mitigated Husks sliding/lerping to the starting location after players knock them down via a slide.
Adjusted Clots/Cysts spawning from wall vents teleporting when reaching the top of the fallen cryo pod.
Corrected Clots/Cysts hovering after Shock-affliction leg cuts.
Addressed a dead Hazmat body collision partially trapping players.
Corrected Large Zeds door-destroy behavior when stumbled at entry.
Mitigated Fleshpounds moving while visibly vulnerable when bumped.
Bosses & Special Zeds:
Addressed Queen Crawler mire portals having a heavily faceted look.
Resolved Queen Crawler stuck after dropping down from egg laying on Radar Station.
Rectified Queen Crawler's boss outro breaking if she is killed right as she burrows into the ground.
Repaired Impaler getting stuck in R&D Lab lobby area.
Resolved Scrake stuck in ragdoll state still being active during an online match.
Corrected Scrake having glowing eyes on the outside of his mask.
Addressed Fodder Mutator spawn rate behavior.
Chimera: - Fixed an issue where it could use the incorrect rotation values during the Life Drain ability.
Gore & Visuals:
Adjusted Clots/Cysts that die by bleeding out getting impulsed after death.
Addressed Clot Gore: Seeing floating gore that can move if they are ground crawling.
Addressed Gorefast VFX/SFX continuing after death.
Restored Bleed affliction VFX duration/visibility.
Other:
Rectified shuriken floating in the center of the screen when grabbed by a Scrake (Rectified twice in source).
Mitigated the player camera shaking stronger than in other gameplay scenarios.
Resolved Turret SFX continuing to play while on cool down for one client.
Corrected the Siren chest crit zone always being on.
Stabilized the Ninja's gadget cable potentially freezing upon repeatedly missing a target or shooting near walls.
Rectified multiple issues when both killing and dismembering the legs of clots and cysts.
Rectified throwables not destroying properly when hitting the Siren Scream.
Resolved the last Zed endless respawn blocking wave completion.
Mitigated dark player silhouettes visible through walls during Zedtime.
Restored the red outline for spawns when 5 or fewer Zeds remain.
Audio
Restored Scrake taunt audio.
Fixed audio bug that caused zed audio to often not play or play quietly
Tweaked voice Chat threshold is very low - Mic picks up mouse clicking & Controller vibration.
Corrected Convoy landscape footstep material type to dirt.
Corrected Radar Station landscape footstep material default to dirt.
Adjusted Medic Gadget Sanctuary Field attenuation curve.
Cosmetics and Customization
Imran Gadget Preview: Corrected an issue where Imran's gadget would appear on the paperdoll when swapping from old to new outfits until the menu was backed out of. The gadget also no longer appears deployed in the Uniform Bundle preview.
Character Scale: Fixed Nakata appearing too tall on the Ready Up screen.
Player Card: Adjusted the swapped names for Damage Dealer Luna Tier 2-3 player cards.
Player Card Reversion: Restored the fix to prevent the player card reverting to its default image upon closing and rebooting the game.
UI/UX
Addressed UI elements twitching with a controller.
Stabilized mission progression UI after late-joining a party.
Addressed shurikens blocking the screen on first equip.
Corrected the "Hold" status persisting after crafting in the Create Loadout UI.
Adjusted the scale of UI prompts that appeared too large.
Addressed the "Not Dead Yet" cooldown bar resetting after kills.
Corrected the spectate UI for late-joining and spectating players.
Adjusted the spam timer for the "I need Dosh" message.
Corrected Ready Up checkmarks for absent players and addressed nameplates persisting after players leave.
Sharpshooter Codex: Corrected the Sharpshooter holding the wrong gun on their codex page.
Restored auto Fill and other widgets after viewing primary weapons (Ready Up / Trader flow).
[img src="https://media.tripwirecdn.com/101625/fall2025.png"]
New Additions & Highlights
Perk & Specialist Decoupling:
All Specialists can now utilize any Perk, gaining full access to its unique Skill Tree, Grenade, and Gadget.
Specialists not originally linked to a Perk will use a universal handheld gadget (mirroring the original integrated versions).
A one-time save migration will preserve all previous Perk progress upon the update's initial launch.
Specialist selection has been moved to a sub-menu within Cosmetics.
New Weapons & Mods: [img src="https://media.tripwirecdn.com/101625/rearmweapons.png"]
Streik Dual Defender — Shotgun (Engineer)
Supported Mods:
Ammunition: Electric Slugs, Enfeebling Slugs, Flechette, Nano-Thermite Shells
Barrel: Extended Barrel (NEW), Quad-Barrel (NEW)
Receiver: High-Velocity Receiver, Aluminum Alloy Receiver, Affliction Amplifier
Sights: Red Dot, Reflex
M14 EBR — Semi-Auto Rifle (Sharpshooter)
Supported Mods:
Ammunition: Armor Piercing, Cold Ammo, Incendiary, Electric, Polymer Tip, Match Grade (NEW)
Barrel: Fast-Attach Suppressor (NEW), Compensator, Muzzle Brake
Magazine: Drum Magazine, Light Magazine
Underbarrel: Laser Sight, Foregrip
Receiver: Air-Tight Receiver, Tungsten Receiver, Full-Auto Receiver (NEW)
Sights: Red Dot, ACOG, Sniper Scope
MKR-350 — Assault Rifle (Commando)
Supported Mods:
Ammunition: Armor Piercing, Hollow Point, Overpressure, Acidic Ammo, Incendiary Ammo, Polymer Tip (NEW)
Barrel: Suppressor, Compensator
Underbarrel: Laser Sight, Foregrip
Internal: Fast Action Receiver, Heavy Frame Receiver, Multi-Round-Burst Fire Mode Override (secondary fire-mode override)
Magazines: Drum Mag, Dual Mag (NEW)
Sights: Red Dot, Reflex, Green Dot Sight Mod (NEW)
New Gameplay Feature — Zed Bump Physics:
A new mobility-based takedown system lets players use movement as both offense and defense. You can now push Zeds out of the way by sprinting when cornered, giving you a chance to break free. This same system allows for stumbles and knockdowns through movement-based impacts like sliding and sprinting—though it won’t trigger if the Zed is actively attacking.
Landing on their heads will knock them down—and if you drop from far enough, you’ll obliterate them instantly.
Sprinting, sliding, or dashing into smaller targets will also stumble and knock them over.
This works on Crawlers, Crawler Larvae, Cysts, Clots, Mire Clots, Mire Cysts, Bloats, Gorefasts, Sirens, and Husks.
New Cosmetics:
Granted on Login:
Player Card: Evolution of a Monster
Obi — AR Helmet (Bareheaded)
Foster — M60 Joint Service Mask
Store (rotating weekly):
Bundles
Sewer Dweller Weapon Bundle
Nakata — Biological Agent Bundle
Foster — Gas Attack Bundle
Obi — Augmented Reality Bundle
A la Carte:
Nightfall Weapon Skin, Old Painless Weapon Skin, Ripley Weapon Skin
Shotgun Shell Weapon Trinket, Toy Master Weapon Trinket
Performance Optimizations
Rendering & GPU
Reduced on-screen decal load (capped counts and merged heavy decal clusters in key areas like City Streets interiors/markets)
Standardized Nanite settings to avoid expensive masked materials; audited and cleaned up masked assets
Trimmed VFX overdraw and particle counts on effects tied to abilities and gadgets (e.g., fewer persistent acid pools per shot)
General GPU cleanup across scenes to improve frame pacing and reduce spikes
CPU, Tick Rate & Simulation
Cut unnecessary background “tick” updates in world objects (e.g., doors, volumes) and physics components
Consolidated multiple small tickers into fewer, cheaper updates to reduce per-frame CPU cost.
Optimized master materials and common functions to lower shader and CPU overhead
Gameplay Performance
Limited certain proximity/overlap checks to characters only, reducing per-frame collision work.
Reduced per-frame updates on dismembered limbs and other background components that didn’t need constant ticking.
Streamlined ability/affliction logic to minimize runtime cost during hectic combat.
UI / HUD
Consolidated UI widget trees and canvases to reduce Slate tick time.
Optimized HUD update paths (weapon swaps, damage indicators, mod slot setup) to run less often and do less work.
Audited text formatting and layout passes to avoid repeated expensive updates.
VFX
Capped or pooled specific high-cost emitters (e.g., spark and burst effects) to prevent emitter spikes.
Identified and tuned “heavy” systems, aligning them with the new global performance budget.
Fixed cases where VFX and audio hooks could desync, improving effect timing without extra cost.
Tools, Streaming & Build-time Improvements
Improved PSO (Pipeline State Object) precaching to cut shader hitches and reduce first-use stutter.
Expanded internal performance telemetry and capture reviews on PS5, XSX, and PC to guide targeted fixes.
Balance Adjustments
General Gameplay Tunes
Biosteel drops from Gorefasts have been slightly increased.
Players will take slightly less damage when falling from most heights.
Mutation wave Horde and Fodder spawn rate increased 50%
Audio System Improvements and Tunes
Weapon audio has been adjusted to align with the style of Killing Floor 2.
Headshot audio feedback has been enhanced.
Turret firing sound effects (SFX) have been improved.
Third-person (3P) weapon audio mix has been refined for clearer perception and more realistic distance attenuation.
Bash and melee audio mix and SFX have been improved to provide clearer player feedback.
Perk Tunes
Proficiency Gains
Players will gain more proficiency from completing waves on Hard and HoE difficulties.
Skill upgrade progression was feeling slower than intended making choosing new builds feel like too much of a grind.
Ninja Gadget Adjustments Against Large Zeds
The Ninja Gadget will now shock Fleshpounds more consistently. It will also bump the player slightly backwards when completed on large zeds and bosses.
Commando Gadget Skill Rework
The Boom Cycle skill has been reworked for performance and gameplay reasons. New behavior increases the damage of the initial projectile explosion for each shot fired.
Execution Against Enemies
The player will not take damage for 1 second after executing an enemy.
Global Weapon Tunes:
All Shotguns: Shotguns have been overhauled to utilize Instant Hit instead of Projectiles, for performance gains.
Balancing Bash to ADS transition speeds
Increased the transition speed from Bash to ADS for many weapons.
Tools/Armor Tunes
% of damage to armor and health adjusted to lean heavier towards eating away more armor. As this upgrades it becomes more effective.
Skill Tunes
"Deadly Resupply" Random Mod Effect
Nerfed "Deadly Resupply" (Random Mod Effect 30) so that it triggers 10% of the time instead of 33% of the time.
Zed Gameplay Tunes
All Non-Boss Enemies
Updated to allow afflictions that can interrupt to cancel out executions of enemies against players. This also fixes an issue where destroying a limb during an enemy's execution against a player did not disrupt it.
Bloat
Adjustments to the rotations and distance triggers of multiple abilities to improve gameplay for dodging.
Chimera
Disabled the use of the longer version of the Phase 2 Mire Energy Ball ability for Normal Difficulty.
Adjustments to damage radii and rotations of multiple melee abilities to improve gameplay for dodging.
Clot & Mire Clot
Adjustments to the rotations and damage volumes of abilities to improve gameplay for dodging.
Crawler & Crawler Larva
Adjustments to the rotations of multiple melee abilities to improve gameplay for dodging.
Cyst & Mire Cyst
Adjustments to the rotations and damage volumes of abilities to improve gameplay for dodging.
Fleshpound
Adjustments to the rotations of multiple melee abilities to improve gameplay for dodging.
Gorefast
Adjustments to the rotations and distance triggers of abilities to improve gameplay for dodging.
Husk
Fireball attack is 30% slower to give more time to shoot the barrel before it fires. The homing of the projectile has also been reduced by 40%
Added impulse to the Flamethrower ability.
Adjustments to the rotations of multiple melee abilities to improve gameplay for dodging.
Impaler
Reduced the damage dealt by the charge and leap parts of its Charge ability by 50%. The slam part of the Charge ability deals the same damage as before.
Adjustments to damage radii and rotations of multiple melee abilities to improve gameplay for dodging.
Queen Crawler
Adjustments to damage radii and rotations of multiple melee abilities to improve gameplay for dodging.
Scrake
Adjustments to the rotations of multiple melee abilities to improve gameplay for dodging.
It now takes way more hits before the zed will attempt to block incoming damage. The Zed will also leave block stance 2x faster if no more incoming damage is happening.
Fleshpound
It now takes way more hits before the zed will attempt to block incoming damage. The Zed will also leave block stance 2x faster if no more incoming damage is happening.
Siren
Reduced projectile speed of sonic projectiles by 37.5%.
Added distance restriction of target being at least further than 4 meters before allowing use of ability.
Removed homing (there was a slight homing aspect on this projectile).
Weapon Mod Tunes
All Light weight mag mod
Mod cost reduced 50%
AOS Sight Mod Tuning
Increased the speed that players can ADS while using the AOS Sight.
"Recoil has been substantially decreased, making the weapon 50% easier to control when firing.
Accuracy while aiming down sights has been significantly improved, with spread reduced by 75%.
No longer increases the amount of accuracy decreased with each shot."
Adjusted camera creating a clearer sight picture while in ADS.
Compensator barrel mod
Mod cost reduced 50%
Electric Slug mod
Increased the Accuracy buff by 20%
Enfeebling Slug mod
Increased the Accuracy buff by 20%
Forearm grip mod
Mod cost reduced 50%
G33's Confusion Grenade ammo mod
Reduced Damage by ~22%
G33's Eight Round Cylinder mod
Now, it features a Damage debuff of 20%, 15%, 10% or 5% (at mod levels 0-3). Lowered Dosh cost by ~10%.
G33's Enfeebling Smoke Grenade ammo mod
Reduced Damage by ~12%
G33's Three Round Cylinder mod
Added Damage buff of 210%, 223%, 235%, and 250% (at mod levels 0-3)
Increased Dosh cost 225%
Large quiver mod
Mod cost reduced 50%
Lasersite mod
Mod cost reduced 50%
Muzzle Brake barrel mod
Mod cost reduced 50%
Ninja bow Laser sight mod
Mod cost reduced 24%
Ninja bow minimal sight mod
Mod cost reduced 50%
Ninja bow Telescopic mod
Mod cost reduced 24%
Red Dot Sight Mods
Recoil decreased, making the weapon 30% easier to control when firing.
Adjusted camera making it easier to see on various weapons while in ADS.
Reinforced string mod
Mod cost reduced 50%
Silk bow string mod
Mod cost reduced 50%
Sniper Scope Mod
Adjusted camera creating a clearer sight picture while in ADS.
Updated names of the 3 unique sniper scopes that were created for the Sharpshooter T1, T2, and T3, so they are named Sniper Scope MK-1A, Sniper Scope MK-1B, Sniper Scope MK-1C. This should alleviate any confusion about why the mod(s) can't be shared.
Accuracy while aiming down sights has been significantly improved, with spread reduced by 50%.
Suppressor mod tuning
cost increased 25%
Underbarrel Frag Launcher
Reduced the scale of the Underbarrel Frag Launcher mod's grenade explosions by 50%. Fixed issue where this mod's explosion wasn't able to deal damage to the player shooting the grenade.
Underbarrel Healing Grenades
The underbarrel heal grenade could previously heal for up to 12/18/24/30 total (at mod levels 0-3). Now it can heal for up to 18/24/30/36 total (at mod levels 0-3). Updating the Underbarrel Healing Grenade mod to come with 10 instead of 8 grenades. Increased the amount of grenades the player gets from ammo bags from 6 to 7.
Medic Dart
Updated the Medic homing dart behaviors so that if the target-locked player gets too far out of the direct view, the target lock clears.
Commando Weapons
Commando Sidearm Bloodhound P330
Recoil pitch speed increased 80%
Recoil pitch amount reduced 20%
Recoil yaw speed decreased 71%
recoil yaw amount decreased 69%
Min spread decreased 50%
The Bloodhound pistol has been refined for tighter precision and smoother handling. Vertical recoil is quicker but less extreme, horizontal recoil is greatly reduced, and minimum spread is cut in half—making it far easier to stay on target shot after shot.
Commando T1 X295 Wraith
Base damage increased 23%
Movement Spread decreased 20%
recoil Pitch speed increased 72%
Reload empty base speed slowed down 52%
Reload half base speed increased 3%
Ammo cost increased 15%
The X295 Wraith has been overhauled into a harder-hitting, more precise assault rifle with a significant damage boost and improved accuracy on the move. Vertical recoil kicks faster for a sharper feel, while reload times now favor tactical reloads over empty mags. A higher ammo cost balances its increased lethality
Commando T2 Stormguard
Recoil Pitch speed increased 92%
recoil Yaw speed decreased 36%
Hip Spread decreased 20%
Movement Spread decreased 27%
The Stormguard has been tuned for sharper handling and better accuracy. Vertical recoil kicks much faster while horizontal recoil is slower, and both hip fire and movement spread have been reduced—making it more responsive and precise in fast-paced firefights.
Commando T3 SCAR EIR
increased damage 125 was 110.
Hip Spread decreased 20%
Movement spread decreased 32%
Weapon cost 3300 was 3100
These changes make the SCAR more lethal and versatile by boosting its base damage and improving accuracy during hip fire and movement. The increased ADS FOV enhances target visibility, while the higher cost reflects its improved performance.
Commando T4 Knightsbridge
Base weapon cost increased 2%
Base weapon damage increased 10%
Recoil Pitch speed increased 20%
Recoil Yaw speed decreased 20%
Recoil Yaw strength reduced 55%
Hip Spread decreased 20%
Movement Spread decreased 33%
Reload speed reduced by 16%
The Knightsbridge has been rebalanced to hit harder and feel more controlled. Its base damage is up, with tighter hip and movement accuracy and recoil tuned for faster vertical kick and much weaker horizontal pull. To balance the boost, the weapon now costs slightly more and reloads slower, rewarding sustained fire but demanding better timing.
Firebug Weapons
Firebug Sidearm Pyre .357
"Damage increased 19%
Prefire delay added 10millisec
Postfire delay reduced 50millisec
Global recoil reduced 70%
recoil pitch speed increased 42%
Hip Spread decreased 33%
Move spread decreased 40%
Penetration increased 300%
min spread decreased 25%
Max spread decreased 33%
Ammo Cost increased 25%
The Pyre revolver has been upgraded into a harder-hitting, more precise backup for Firebugs. Damage, penetration, and accuracy have all seen big boosts, with drastically reduced recoil for better control. A slight prefire delay balances its newfound power, alongside a higher ammo cost to reflect its improved performance.
Firebug T1 IR-50 Brimstone
"Moving Spread decreased 45%
Min Spread reduced 50%
Spread increase per shot 350%
Damage decreased 30%
Recoil Pitch speed increased 55%
Recoil Yaw speed decreased 135%
Recoil Yaw amount reduced 22%
The Firebrand remains a strong Firebug starter but has been reined in for better balance. It’s now far more accurate on the move and from a steady aim, but damage has been reduced and recoil behavior adjusted—making it kick faster upward while reducing side-to-side drift.
Dragon's Breath (Firebug T2)
Double Barrel shot is now fired while in the Primary fire mode by pressing the Fire-Mode-Swap button, instead of having its own secondary fire mode. Also changed the behavior of the Secondary fire mode, so that if you try to fire the double-barrel shot while you only have 1 shell in the gun, it'll fire the single shell rather than force a reload.
Firebug T4 Vulcan TA
Purchase cost increased 9%
Primary Damage reduced 16%
Critical Damage removed
The Vulcan has been rebalanced to stay powerful but fair. Its purchase cost has increased, and base damage has been reduced, while critical hits have been removed due to the weapon’s large area-of-effect, making them too easy to trigger. The result is a more consistent and balanced powerhouse that still delivers devastating impact.
Engineer Weapons
Engineer Operational Budget
Engineers at all level 1 will have 200 additional dosh to work with in ready up, and Engineers at level 30 will have 100 additional dosh to work with in ready up.
Engineer Sidearm Krait
Cost reduced 11%
damage increased 9%
recoil pitch speed increased 33%
recoil pitch amount reduced 59%
Recoil yaw speed increased 67%
Recoil yaw amount reduced 76%
Total ammo increased 40%
Stating ammo increased 43%
The Krait has been tuned into a formidable backup weapon for Engineers, offering more stopping power and better sustained fire. It’s cheaper to buy, hits harder, and carries significantly more ammo, with major recoil reductions to keep shots on target even during rapid fire.
Engineer T2 Bonebreaker
Increased Dosh cost 14%
Move spread decreased 40%
Recoil pitch speed increased 50%
Recoil pitch amount decreased 12%
Recoil yaw speed decreased 100%
Recoil yaw amount decreased 69%
The Bonebreaker has been tuned to feel more accurate and controlled while coming at a higher price. Movement spread has been tightened, vertical recoil kicks faster but with less climb, and horizontal recoil is drastically reduced—making it steadier and more reliable in sustained fire.
Engineer T3 G33
Purchase cost increased 5%
Critical damage removed
Fire rate decreased 10%
total ammo reduced 45%
Ammo cost increased 2%
Hip Spread decreased 20%
Move spread decreased 20%
Min spread reduced 50%
Aluminum Alloy Mod fire rate bonus reduced 18%
Three Round Magazine Mod Damage bonus added, plus 50% damage at max level.
G33 Explosions: Reduced the amount of damage that a player can take from their own G33-based grenades (including ammo-modded grenades). Slightly adjusted how far the grenades need to travel in order to fire off the grenade's standard explosion so players standing still shouldn't be able to damage themselves.
The G33 Grenade Launcher has been rebalanced to remain powerful but less exploitable. Its cost, fire rate, and total ammo have been adjusted, and several mods have been reworked to create better trade-offs between power and utility. Additionally, critical damage has been removed from explosions, as its large area of effect made critical hits too easy to achieve.
Medic Weapons
Medic Sidearm KH-380
Recoil pitch speed increased 83%
Hip spread decreased 20%
Move spread decreased 20%
min spread decreased 50%
The KH-380 pistol now offers greater accuracy and a quicker vertical recoil kick. Hip fire, movement, and minimum spread have all been tightened, making it a more precise and dependable sidearm for Medics.
Medic Dart Underbarrel
Updated the Medic homing dart behaviors so that if the target-locked player gets too far out of the direct view, the target lock clears.
Medic T1 VS-11
Min spread decreased 80%
Hip Spread decreased 20%
Move spread decreased 32%
Recoil pitch speed increased 20%
Recoil yaw decreased 55%
The Entropy has been refined for greater precision, with major reductions to minimum, hip fire, and movement spread. Recoil adjustments make vertical kick slightly faster while cutting horizontal drift in half, giving Medics a more accurate and controllable weapon in any situation.
Medic T2 Biomorphic Projector
Upped the base healing of the Biomorphic Projector from 1.5 to 2. Now the first tick when healing an ally with the Biomorphic Projector heals for 2, and the progressive heals scale up from there as happened previously.
K&W MP6 - Medic T3
"Hip Spread decreased 20%
Move spread decreased 25%
Min spread decreased 76%
Spread decay decreased 67%
recoil pitch speed increased 55%
recoil yaw speed decreased 275%
recoil yaw amount decreased 65%
The K&W MP6 is now a much steadier and more accurate option for Medics. Hip fire, movement, and minimum spread have been tightened significantly, while recoil has been reworked for faster vertical kick but greatly reduced horizontal drift—making it easier to keep shots on target during sustained fire.
Medic T4 - LF-85
Hip Spread decreased 20%
Moving Spread decreased 20%
min spread decreased 60%
Spread yaw decreased 89%
Spread yaw speed decreased 175%
The LF-85has received major accuracy improvements, making it far more precise whether standing still or on the move. Hip fire, movement spread, and minimum spread are all tighter, with drastic reductions to horizontal spread and its speed—allowing Medics to land shots more reliably even in hectic fights.
Ninja Weapons
Ninja T2 Kunai
Ranged no longer has a 25% damage increase while in ADS.
Fixed issue with Spread not being reduced while in ADS.
Reduced Heavy Attack melee damage by 20%.
Reduced Light Attack melee damage by 20%.
Increased charge duration required for heavy attacks by 33%.
The Kunai's hybrid versatility has been reined in with reduced damage across both ranged and melee modes, while improved ADS accuracy encourages more precise throwing over raw damage output, and slower heavy attack charging demands greater commitment in close combat.
Ninja T3 Yumi
Ammo cost reduced by 50%.
Fixed an issue where Queuing repeated Bow shots wasn't working as intended.
Moving Spread Modifier reduced by 40%.
Crouch Spread Modifier reduced by 50%.
Reduced overall Spread by 50%.
Reduced recoil by 50%.
Increased damage by 34%.
Lightweight Frame increases Attack Speed by 2% more per level. 8%-14%
The Yumi receives comprehensive improvements with enhanced accuracy across all stances, reduced recoil for better control, increased damage output, and significantly lower ammo costs, while the Lightweight Frame modification now provides even greater attack speed scaling to create a more responsive and economically viable precision weapon.
Ninja T4 Dual Katanas
Ammo Cost reduced by 30%.
The Dual Katanas become more economically accessible with reduced ammo costs, encouraging more frequent use of it's secondary fire mode.
Sharpshooter Weapons
Sharpshooter Sidearm Disciple
Prefire delay 50millisec post fire delay reduced 50 millisec
Recoil pitch speed increased 55%
Recoil Yaw speed decreased 42%
Recoil Yaw amount 25%
Max spread decreased 53%
Spread increase per shot 37%
The Disciple pistol now fires with a snappier rhythm thanks to a shorter postfire delay, balanced by a brief prefire delay. Recoil has been reworked for faster vertical kick and reduced horizontal movement, while maximum spread is greatly lowered—though spread builds faster per shot, encouraging more controlled bursts.
Sharpshooter T1 Fieldmaster HR-10
Hip Spread decreased 20%
Movement Spread decreased 22%
ADS spread increased 57%
Recoil upkick time increased with a reduction in left and right recoil.
15millisec time added to prefire delay and 15millisec removed from postfire delay.
camera shake refinement to not have so much roll in shake.
Recoil is more manageable with reduced lateral kick, and tighter hip and movement spread make it easier to land follow-up shots. While aiming down sights is less accurate, the improved handling and refined camera shake help the weapon feel smoother and more reliable in close-to-mid range combat.
Sharpshooter T2 Artemis
Hip Spread decreased 30%
Movement Spread decreased 20%
recoil yaw has been reduced 50% in secondary fire mode.
recoil Pitch speed increased 40%
The Artemis has been refined for better precision and control, especially in its secondary fire mode. Hip and movement spread reductions make it more accurate on the move or when firing from the hip. In secondary fire, horizontal recoil (yaw) has been cut in half, allowing for tighter shot groupings. To balance this, vertical recoil speed (pitch) has increased by 40%, requiring more deliberate aim control during sustained fire.
Sharpshooter T3 ESR 36
Adjusted recoil to make the weapon feel heavier while making it easier to control.
added 60 millisec delay on fire while reducing post fire delay by 60 millisec this added to the KH-heavy internal firing mechanism action
weapon cost increased 6%
ammo cost increased 14%
reload speed reduced 37%
Base damage increased 36%
The Skull Splitter has been reworked into a heavier-hitting, more deliberate powerhouse. Its recoil has been tuned to feel weightier yet easier to control, with a new firing rhythm that emphasizes its brutal mechanics. Damage has been significantly increased, but it now comes with a higher weapon and ammo cost, plus a slower reload—rewarding precision and timing to unleash its full destructive potential.
Sharpshooter T4 Samaritan
Movement spread reduced 6.7%
recoil tuned to be more controllable.
30millisec delay to prefire 30millisec removed from postfire.
The Thunderlance railgun has been tuned for smoother control and improved flow between shots. Movement spread has been slightly reduced for better accuracy on the move, and recoil has been refined to feel more predictable and manageable. A new 30ms prefire delay adds a touch of charge-up weight, but this is offset by a 30ms reduction in postfire delay, helping maintain a steady combat rhythm.
Bug Fixes
Includes over 790 individual bug fixes across the game, with top-line highlights as follows:
Gameplay & Core Systems
Ladders: Fixed inability to climb while downed.
Spawning: Resolved slow spawning in Ranged Mutation wave.
Sliding: Fixed grab-while-sliding causing an invalid state; numerous fixes for slide/sprint conflicts, standing slide visuals, and Sharpshooter + slide interactions.
Slide now applies the grab invulnerability while active so that the player can not be grabbed while sliding. This should make it so that there are no issues with the player getting stuck in awkward or gamebreaking situations when the QTE gets cancelled.
Interactions & Gadgets: Fixed edge cases with lights/flashlight behavior, hands/weapon detach, assignment interactables, gadget edge cases, and trap interactions.
Skills & Explosions: Corrected Unyielding heal proc behavior and Husk jetpack explosions logic.
Damage Triggers: Addressed rare issues where corpse damage could incorrectly trigger skills.
Ziplines: Fixed vertical ziplines sometimes fail to move players upward when used from specific angles or positions.
Player Execution: Fixed an issue preventing Specialists at 10 HP or below from being executed after failing the grab QTE.
Matchmaking / Stability
Fixed a crash that could occur after map vote if joining an ongoing match during wave 5.
Fixed parties having trouble returning to Stronghold from the AAR or Ready-Up screen.
Fixed “Can’t join, party full” error preventing rejoining once a slot was available.
Maps
Player exploit fixes, environment collision improvements, enemy navigation fixes across all maps
Fixed blocky lighting artifacts caused by flashlights in Horzine Factory on Xbox Series X.
Fixed floating Warning Glass decals on R&D Labs after the glass was broken.
Fixed floating bullet-hole decals on destructible walls in City Streets.
Perks & Skills
Engineer T4 (Fast Focus Array): Fixed firing while using Commando gadget.
Medic — Active Infection: Simplified, bug-fixed, and duration & explosion damage increased.
\[PS5 & XSX Only] Fixed Medic Perk gadget unintentionally changing the firing mode of equipped weapons.
Execution: Invulnerabilities-frames and perk edge cases adjusted to prevent unintended damage windows.
Fixed a rare issue where players could become stuck in a broken third-person ADS mode.
Fixed Engineer’s level 16 Throwable skill “Dismember the Day” having no in-game effect.
Fixed extra Shuriken ammo from Ninja “Skirmisher” skill being removed when picking up additional shuriken.
Fixed Firebug LVL 30 skill “From the Ashes” triggering incorrectly after execution.
Fixed sliding animation when waiting for the second blast wave of “Double Feature” Firebug skill.
Weapons (General)
All Shotguns: Instant-hit conversion paired with bug fixes for pellet handling and consistency.
Transitions: Bash → ADS transition reliability improved across multiple weapons.
Pre-Modded Weapons: Fixed issues with Trader entries, names persisting after matches, and attachments appearing correctly.
Full-Auto Queuing: Resolved conflicts when queuing full-auto after using certain underbarrel launchers.
Weapons — By Specific Weapon
Medic T1: Extended magazine reload now syncs audio.
K&W MP6 (Medic T3): Fixed dart/grenade firing conflicts; fixed double-dart; new pre-modded variant with Explosive Healing Dart may appear as intended.
KLF-85 (Medic T4): On-screen dart count now displays above 28 (holds 30).
VS-11 / Biomorphic Projector / MP6: Various reliability and tooltip fixes.
Bloodhound P330 (Commando Sidearm): Burst mode with Multi-Round Burst Internal now deals full 115 damage per bullet.
Extended vs Lightweight mag visuals now distinct in Armory.
Vulcan: Fully charged burn affliction now applies correctly; queued shots on charge now work; weapon-check camera no longer persists after swapping.
G33 (Engineer T3): Proximity grenade can no longer be triggered by dead zeds; reduced self-damage edge cases; adjusted arming distance.
Shuriken (Ninja Sidearm): Armory preview recenters; head severs replaced with pops; inspect-cancel issues resolved.
Kunai (Ninja T2): Tooltip differentiates Thrown (Primary) vs Light Melee ×2 (Secondary); Zed Time attack-speed exploit fixed.
Dual Katanas (Ninja T4): Tooltip shows Light ×2 (Primary) and Light ×2 ×1.4 (Secondary) correctly.
Disciple / HR-10 / ESR 36 / Samaritan: Fixed shotgun reload cancel via firing and scope/ADS camera issues.
Weapon Mods
Random Mod Effects: Deadly Resupply, Armor Repair, Combat Cure, Critical Exposure, Armored Allies, Coordinated Carnage, Killshot Cure no longer trigger from Turrets.
G33 Freeze Grenade: Damage buff now displays 10/15/20/25% correctly.
Red Dot / Reflex: No longer increase weapon FOV (Red Dot all levels; Reflex at max level only).
Multi-Round Burst — Bloodhound: Recoil now applies correctly during bursts.
Underbarrel Frag Launcher Mod: Animation speed normalized; full-auto can be properly queued after use.
Trader Pre-Modded Weapons: Missing mod attachments now appear consistently.
Tools, Gadgets & Armor
Shock Trap:
Now destroyed by Siren’s Scream.
Fixed Shock Trap ground effects not appearing in online matches.
Pulse Lure: Fixed multiple issues that could cause enemies to freeze in place.
Bags (Ammo, Syringe) and Shock Traps: General reliability improvements.
Tool/Armor Distribution: Tweaks to favor armor degradation behaving as intended with upgrades.
Hebi-Ken:
Fixed Ninja grappling hook occasionally mis-targeting when fired among spread-out Zeds.
Improved Ninja gadget homing logic to reduce delayed or incorrect targets.
Multi-Tool: Fixed inability to activate ziplines with the multitool while standing too close.
Death’s Hand: Fixed Sharpshooter’s gadget displaying incorrectly when using Enhanced Foregrip mod.
Sonic Storm:
Fixed Engineer’s Sonic Storm projectiles being blocked when fired against walls.
Fixed brief inability to fire weapons after depleting Engineer gadget ammo.
Zed AI & Combat Behavior
Clot & Cyst
Fixed an issue that was allowing enrage to disrupt a traversal (Wall Climbing, Vaulting, etc...) and cause the enemy to appear to warp.
Fixed issue preventing a Clot or Cyst from killing a player when initiating the execution sequence after the player fails escaping the grab sequence.
Fixed Clots from portal spawns remaining idle instead of moving toward players.
Crawler Larva
Updated to use a smaller VFX for its obliteration and freeze affliction.
Cyst, Clot, Mire Cyst, Mire Clot
Fixed an issue causing the bite ability to trigger out of range of the target.
Fixed Zeds being knocked back into walls after spawning from a vent on R&D Lab.
Fleshpound
Fixed an issue preventing the Fleshpound from destroying walls and doors when missing an arm.
Gorefast
Fixed Gorefast dealing unintended one-shot damage with its charged attack.
Scrake
Fixed an issue causing the incorrect VFX to trigger on the Siren, Scrake, Husk, Fleshpound, and Bloat when buffed by the Mark for Death ability.
Fixed an issue causing the Scrake Hook Grab ability to become permanently stuck when any part of its hook arm is destroyed during the ability
Fixed the Scrake’s hook model occasionally remaining on-screen after being used.
Queen Crawler:
Fixed LOD popping on the Queen Crawler during phase transitions.
Fixed inert web traps created by a confused Queen Crawler.
Animation
Tool Use: Fixed accidental syringe cancel when throwing/using a tool at animation start.
Weapon-Check: Resolved animation issues (wouldn’t play / camera shake persisted).
Weapon Check: Fixed inspect animation not canceling properly when zooming in after inspecting certain weapons with the Enhanced Foregrip mod.
Player Model: Fixed 1P left-hand clipping on strong-attack charge; correct Scrake execution 1P camera hand placement.
Movement: Ladder climbing now cancels reload/inspect properly; specialist-hand overrides fixed.
Ninja: Addressed rare T-pose on Kunai alt-fire swap; fixed execute QTE hand/knife with Yumi.
Audio
Specialist VO: Volume now defaults to 100%.
Dragon’s Breath: Alt-fire pump SFX plays in ADS.
Recycle: SFX no longer loops after recycling with controller.
Medic Weapons: SFX no longer muffles for a magazine after Sanctum.
Attachments & Environment: Corrected barrel-attachment audio (e.g., Brimstone + Muzzle Brake, Medic Sidearm Muzzle Brake); new destructible speakers include voice SFX.
Fall Damage SFX: Fixed missing SFX and screen shake when taking falling damage while not sprinting.
Zed Audio: Multiple bugs fixed with Zed SFX mix to address players not hearing Zed audio at critical times
Fixed an issue where Siren’s debuff audio filters were incorrectly replicating for all players
Corrected instances of side chain compression engaging at inappropriate times.
Resolved incorrect application of voice limitations to various Zed sound effects.
Implemented missing sound effect notifications for modified animations.
Added Zed targeting player volume bump: when a local player is targeted by a specific Zed in multiplayer matches, their audio volume will now increase for that local player.
Addressed erratic ducking of large Zed spawn-in audio by explosions.
VFX
Lighting and Shadow Visuals: Broad pass on light actors, materials, impact FX, LOD lighting, gadget/flashlight interactions, emissives, shadow casting, trap FX, scope/projectile/acid/bow/beam visuals.
Spawning & Artifacts: Fixed scenery VFX spawning at world origin; corrected FX assignments and culling artifacts.
UI/UX
Menus: Fixed Trader text positioning, and resolved input blocking during Crafted Mod pop-ups.
Fixed operational budget display being invisible for late-joining players in Ready-Up.
Fixed an issue where parties could only replay weekly mutations or return to solo Stronghold after selecting Weekly Mutation.
HUD: Corrected auto-open Sticker menu, Engineer gadget display with Take Charge, loading widget visibility, and ensured "Wave Incoming" consistently displays "5".
Pop-ups & Indicators: Fixed interact pop-ups, Bleeding Out UI, "Get Loaded" Zed Time reload requirement, and downed icons.
Initial Launch & UI Elements: Improved first-launch safe-zone visuals, EULA/Privacy button sizes, corrected "Refill Grenades" spelling, and addressed localized menu layout issues.
Localization & Layout: Fixed skill menu window sizing across languages, Codex hover flicker/overlap, and weapon preview covering Operational Budget (ES/LA/PT-BR).
Display Errors: Resolved Supply Pass text overflow, texture stretching, remote squishy SFX, 2D item rotation prompts, and crawler navigation display issues.
Item & Menu Issues: Addressed item toast duplication, passive row button hitbox, missing post-release maps (playtest), quiet reload SFX, and incorrect scope model in crafting.
Tutorial & Text: Resolved tutorial dosh throw soft-lock, Sharpshooter text typos/clarity, Ninja 3P menu missing Kiba, and spectate debug text.
VOIP and Nameplate: Fixed microphone detection, ensured modded weapon names are retained after matches, corrected HUD nameplates, and addressed title screen Load Error: 4.
Player Outlines:
Fixed player outlines disappearing when a teammate’s health dropped below 70%.
Fixed Medic being able to see a player’s outline even at close range.
Fixed player outlines appearing white during Zed Time on Radar Station.
Fixed applied trinkets showing Medic Stencil outlines when using the Medic Perk.
Perk Selector in HUB: Fixed lingering interaction prompt after selecting a Perk from Communications Terminal in multiplayer.
Supply Pass Preview: Fixed weapon-skin previews clipping off-screen in Store and Supply Pass.
Bug Fixes
Stability
Addressed client side backend services disconnects related to save data spamming.
Performance Optimization
Optimized performance spikes that occur during Boss battles while they take damage.
Reduced wait time when closing Skill videos
Matchmaking Improvements:
Improved matchmaking reliability issues experienced by players with several hundred crafted mods and/or dozens of saved weapon loadouts.
This fix is expected to improve user behavior, now supporting up to 2000 mods and/or 90 loadouts. If you continue to experience issues below that limit, please consider recycling unneeded mods and reducing your saved loadouts.
Our intention is to continue to work towards expanding stability for larger account inventories of loadouts and mods over time in future updates.
Gameplay & UI
Addressed Issues with the Complete All Daily Challenges assignment and associated rewards
Maintenance Window: September 30th
Starting at:
10:00 UTC / 12:00 CET / 6:00 ET
This maintenance window is expected to last an hour and half. We thank you for your patience.
Future Update Preview
Following Hotfix 4, the team is already working towards our Rearmament Update later this Fall as previewed at launch within our Post-Launch Roadmap here: Killing Floor 3: The Start Of A Journey And The Year 1 Roadmap
Rearmament Update Key Highlights:
Perk and Character Decoupling: Implemented by popular community request.
New Weapons & Mods: Inspired by real-world designs.
M14 EBR Mod 0 (Sharpshooter)
MKR-350 Assault Rifle (Commando)
Streik Dual Defender Shotgun (Engineer)
Performance & Stability: Further improvements and optimizations.
Balance & Quality of Life: A wide range of fixes and tunes.
Thank you for your continued support and feedback. Please keep reporting issues to
https://forums.tripwireinteractive.com/index.php?forums/kf-3-bug-reports.2333664/
for our team's visibility and tracking.
We are continuing to actively investigate performance, matchmaking, and stability as primary concerns. Our goal is to implement fixes that address identified issues within upcoming releases, while ensuring that any optimizations provide a consistent and stable gameplay experience through thorough testing and iteration.
Release Date: August 27th, 2025
Balance Tunes
The Husk’s ranged attack has been rebalanced to give players more counterplay.
Its charge-up is now slower, creating a clutch opportunity to shoot and destroy the cannon before it fires.
In addition, the homing on its fireball has been reduced, making the projectile easier to dodge with sharp movement
Armor has been reworked to provide more consistent protection and eliminate frustrating edge cases.
The new curve makes armor absorb a greater share of incoming damage, preventing situations where players die while still holding a large armor reserve.
This also resolves the problem of being one-shot while at full health and full armor, making survivability feel more reliable.
Increased Proficiency Awarded for completing waves for Hard and Hell on Earth
Hard from 10 to 12
Hell on Earth from, 12 to 16
Biosteel drop rates have been significantly increased across all difficulty levels:
Normal: 2.5% to 4%
Hard: 2.5% to 4.5%
Hell on Earth: 2.5% to 5%
Bug Fixes
Stability Fixes
Investigated and patched memory leaks on the Military Base map.
Potential fix for skill video player crashing causing a soft lock
Performance Optimization
Trimmed down VFX emitters to optimize CPU performance
Change Default Frame Rate Cap to Unlimited
Note: this was done based on findings that the current frame rate cap setting incorrectly applies additional performance overhead compared to uncapped that we are looking to address at a later date.
Optimized Clot Zed death behavior to reduce performance spikes
Reduced overhead from moving car environment assets in City Streets
Reduced or eliminated various VFX emitters to increase performance
We hired an exterminator to get rid of the roaches on the maps that were hurting performance.
Improved UI performance in various areas such as the name plates.
Reduced performance impact on various Husk attacks
Turned off masked materials for weapons and mods where they were unnecessary to increase rendering performance
Matchmaking
Resolved a bug allowing more than 6 players to join an online match.
Players should no longer encounter an issue where rejoining a party with five members incorrectly displayed a "party full" message.
Gameplay & UI
Added save points on each wave start for better mid-match progression and experience tracking
Improved cases where the “Complete All Daily Challenges” assignment would not consistently complete or reward players.
Corrected multiplayer bug where Explosive Rounds did not damage Clots and Cysts.
Fixed an issue where Kunai speed attacks did not adapt to Zed Time when it triggered.
Fixed a rare bug where Scrakes became stuck in a looping grab animation if their hook was broken.
Resolved issues with Audio Events not firing appropriately
Fixed audio bug where “damage taken” SFX triggered despite avoiding hits.
Resolved sprint bug where running would not resume after ADS + shooting.
Future Update Preview
Following Hotfix 3, the team is already working towards another hotfix to address additional issues around stability and optimization as well as our Rearmament Update later this Fall as previewed at launch within our Post-Launch Roadmap here: Killing Floor 3: The Start Of A Journey And The Year 1 Roadmap
Rearmament Update Key Highlights:
Perk and Character Decoupling: Implemented by popular community request.
New Weapons & Mods: Inspired by real-world designs.
M14 EBR Mod 0 (Sharpshooter)
MKR-350 Assault Rifle (Commando)
Streik Dual Defender Shotgun (Engineer)
Performance & Stability: Further improvements and optimizations.
Balance & Quality of Life: A wide range of fixes and tunes.
Thank you for your continued support and feedback. Please keep reporting issues to
https://forums.tripwireinteractive.com/index.php?forums/kf-3-bug-reports.2333664/
for our team's visibility and tracking.
We are starting some backend maintenance for Killing Floor 3 and will be monitoring it.Update: Maintenance has concluded. Players are encouraged to restart their clients. Please see the patch notes for the hotfix that started rolling out to clients.
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How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
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