Monday, September 7th at: 10.00 UTC 12.00 CEST (UTC +2) 06.00 EST (UTC -4) 19:00 KST (UTC +9) We will have a period of scheduled maintenance and all services are expected to be impacted. Please pardon the Killing Floor 3 downtime that is expected to last up to 1 hour. Keep an eye
Monday, September 7th at:
10.00 UTC
12.00 CEST (UTC +2)
06.00 EST (UTC -4)
19:00 KST (UTC +9)
We will have a period of scheduled maintenance and all services are expected to be impacted. Please pardon the Killing Floor 3 downtime that is expected to last up to 1 hour. Keep an eye on this space for notice when it's complete.
And ICYMI, be usre to check out the two latest Office Hours Streams to learn more about what's coming your way this Fall and beyond!
Welcome, Nightfall! We've been closely monitoring your feedback and digging into the data to bring you our September 2026 Update. This patch includes an array of Quality of Life (QoL) improvements, bug fixes, and targeted balance changes across Perks, Weapons, and Zeds. Quality o
Welcome, Nightfall!
We've been closely monitoring your feedback and digging into the data to bring you our September 2026 Update. This patch includes an array of Quality of Life (QoL) improvements, bug fixes, and targeted balance changes across Perks, Weapons, and Zeds.
Quality of Life Highlights
UI, HUD, & Menus
The scoreboard has been split from the "pause" screen, allowing users to bring it up and view it during gameplay without stopping their movement.
The Boss Name will now show on the Wave Title card
Gameplay/General
Players can now choose the weekly difficulty (such as Hell on Earth)\[/p]
Smoother gameplay while shaders compile
Fixed audio stutter and frame hitches caused by shader compilation. During gameplay, compilation now runs on a limited set of efficiency cores at reduced priority so it no longer fights the game for CPU time
Shaders needed for what's actually on screen now jump to the front of the compile queue, reducing one-off hitches when new effects or enemies appear
Fixed players being held at spawn for minutes on some machines because the game was waiting on background shader work that didn't need to block anyone
Perks & Balance
Addressed several overperforming items such as targeted Gunslinger Skills while improving underperforming areas such as ground fire.
Several key fixes around the Ninja Gadget to help make it feel better and perform as intended
Shader Optimization
First-launch shader optimizations. The game now uses every available CPU core while compiling shaders on the title screen
Fixed a rare startup issue where the game filtered the bundled shaders by the wrong game usage mask
The title screen now caps its own frame rate while shaders are optimizing, so the menu stops competing with compilation for CPU time
Changing your graphics settings now rebuilds the affected shaders at a much faster rate in foreground mode
Players on the Low graphics preset no longer compile shaders for every other quality preset as well
Reduced the total number of shader variants by consolidating weapon, environment, and effects materials
Balance Updates
GENERAL
Explosive Situation: Explosion radius reduced by 30%.
ZEDS
Husk
Mortar ability updated to not trigger on Normal difficulty.
Hover Fireball Volley ability updated to not trigger on Normal difficulty.
Desperation Mode updated to increase movement speed by 1.75x.
Desperation Attack baseline damage of explosion increased from 25 to 65 (a 2.6x damage increase). The explosion no longer modifies damage depending on distance from the center.
Fixed an issue with incorrect trigger chances set for the Mortar and Hover Fireball Volley abilities.
Fixed an issue preventing the Husk from sprinting when its Desperation Mode is active.
Fixed an issue with the Husk Desperation Mode and Desperation Attack playing their animations faster than intended.
Moorcroft
Added additional information to the codex about the barrier being neutral to damage types.
WEAPONS
Groundfire Buffs:
All weapon groundfires have had their damage increased from 10 damage per tick to 25-35 depending on the weapon.
Trenchgun Groundfire:
Fixed a bug where the Trenchgun's groundfire wasn't dealing damage.
Sonic Tracer Ammo Mod:
Fixed an issue where the mod wasn't marking targets or dealing bonus damage in the secondary fire mode of the X295 Wraith, SCAR EIR, Stormguard, & Artemis Marksman.
Also addresses marked enemies not receiving bonus damage from Sonic Tracer rounds
Fixed an issue where players could be blinded by the red dot(s) drawn in the world if the targeted location was too close. The red dot will no longer appear on targets that are very close to the modded weapon.
PERKS
General Perk Changes
Trader Time Gadget & Health Refresh:
Players will now only gain health and gadget energy restoration the *first* time they interact with a trader pod during each trader time. This prevents exploits where players refreshed gadget skills by repeatedly interacting with the trader.
These skills will now also reduce the sell price of the weapon by the same percentage, removing an exploit where weapons could be sold at a profit.
Gunslinger
Gravity Grenade:
Pull radius decreased by 40%. Stun affliction amount has been reduced (most noticeable against bosses).
Skill - Center of Gravity:
Pull radius increase buffed from {11/15/20/25%} to {15/20/25/30%} to compensate for base radius nerfs.
Skill - Lucky Shot:
Trigger explosion radius decreased from 350uu to 225uu. A small 1.25s cooldown has been added between allowed triggers.
Skill - Glass Cannon:
Now only applies while using pistol weapons. Fixed an issue where the damage increase wasn't applying properly to secondary and tertiary firing modes.
Skill - Monster Bash:
Fixed an issue where the damage increase wasn't applying properly to secondary and tertiary firing modes.
Skill - Health Kick:
Healing reduced from {25/30/35/40} to {15/20/25/30}.
Skill - Speed Demon:
Movement speed reduced from {25/30/35/40%} to {15/20/25/30%}. *(Also fixed an issue where it did not work with some shotguns).*
Skill - Custom Made:
Cost reduction per weapon mod reduced from {4/5/6/7%} to {3/4/5/6%}.
Skill - Automagic:
Gadget damage reduction changed from 70% to 80%. Bullet amount increased from {4/6/8/10} to {6/8/10/12}.
Skill - Trick Shot:
Now has 70% damage reduction at all levels (previously {70/60/50/40%}). Ricochet distance slightly increased.
Skill - Stockpile:
Capped at a maximum of 10 stacks, reducing max armor gain from {30/45/60/75} to {20/30/40/50}.
Skill - Health Expert:
Now only applies while using pistol weapons. *(Also fixed an issue where it did not heal the player when using explosive damage).*
Skill - Stopping Power:
Now only applies while using pistol weapons.
Skill - Headcount:
Fixed an issue where Headcount wasn't applying correctly during Zed time.
Other Fixes:
Fixed damage buff skills not applying to weapons in double shot mode.
Fixed Dual Der Konig and Desert Eagle bash taking much longer to cooldown than other guns.
Fixed head tracker failing to consistently track headshots during Zed time.
Firebug
Skill - Extinguisher (with Trenchgun):
The original behavior of the Trenchgun applying Extinguisher on each reload was intended, but a recent exploit has been demonstrated that has caused us to re-evaluate. Extinguisher no longer applies on each Trench Gun reload and no longer works on guns without magazines.
Skill - From the Ashes:
From The Ashes has been reworked. It now has a {10/9/8/7} minute cooldown that gets reduced by 5s per kill, instead of only being usable once per match.
Fixed a UI bug where the timer cooldown showed going up instead of down when upgrading the perk
Sharpshooter
Skill - Rack 'em Up:
Skill reworked into a new skill called Target Practice
Your next shot while aiming down sights with a Ballistic or Cold weapon deals {60/70/80/90%} increased damage. The bonus is doubled against armor (8s cooldown between triggers).
Skill - Easy Prey
Now only applies to Ballistic and Cold damage.
Medic
Skill - Chemical Reaction:
Now only applies to Ballistic, Biological, and Corrosive damage.
Engineer
Skill - Scatter Plot:
Fixed a bug where Scatter Plot could work with some Ninja weapons (Kunai & Shuriken).
Bug Fixes
Stability & Performance
Resolved a Load Error 4 encountered when launching the title.
Fixed a server crash
Fixed an issue causing "Connection lost to online services" during Survival matches on HOE difficulty.
Addressed massive lag spikes encountered on the Weekly mutation "Chaos Cascade" on HoE difficulty.
Fixed an issue where clearing the PSO cache on EGS caused users to get a "Failed to authenticate" error when starting the game.
Fixed a "Server connection lost" error when late joining into a map for the first time with fresh shaders as the 6th player.
Fixed EAC (Easy Anti-Cheat) not being installed correctly via Steam
UI, HUD, & Menus
Fixed users joining a party from the friends list being transferred late to the Ready Up screen.
Fixed an issue causing the Ready-up Screen countdown to end at -1 seconds left.
Fixed the Map Select dropdown not updating to the map name when selecting an option in the matchmaking menu, and remaining accessible while matchmaking is in progress.
Fixed map selection resetting to the default choice when exiting the play tab/mission select without starting matchmaking.
Fixed the "Matchmaking" setting being invisible, then appearing set to off when selecting a map in Play Multiplayer.
Fixed "Chaos Cascade" incorrectly displaying the boss wave with dev text during wave 5 trader time.
Operational budget will no longer appear as 0 when first loading into Ready Up on consoles.
[Controller] Fixed default button layout presets resetting to Custom layout after relaunching the title.
[Controller/PC] Fixed the Back button lacking functionality when entering Keyboard Mapping with a controller.
Gameplay & Systems
Fixed a critical issue where clients would lose access to the HUD and scoreboard if they died just before the round ends.
Fixed Vulcan TA failing to apply direct impact damage during gameplay.
Fixed Melee Bash not behaving consistently, adjusting cooldowns that were too long for certain weapons.
Fixed an exploit where players could animation-cancel melee bash to create unintended, extremely high attack rates.
Addressed an issue where progressions/proficiency levels for all perks temporarily dropped with the new update.
Fixed the Headcount Achievement being tracked per Perk, which allowed progress to go backwards.
Fixed Ninja Gadget cord appearing stuck on screen when firing at the ground, and visually offsetting from targets ("Weird Grabs").
Fixed Ninja getting into a semi-broken state while sliding and activating a turret at the same time.
Fixed the Ninja Gadget bringing the Husk over the barrier without dealing the final charged punch on Onslaught.
Fixed an issue where the explosion from large Zed executions could miss Zeds within range.
Fixed players being unable to craft Heavy-Action Hammer and Refined-Action Hammer Internal mods for the Pyre .357 Firebug Sidearm custom loadouts.
Fixed 1P Medic sidearms (Dual KH-380s) slides going back after a full reload.
Primary Directive: Slaughterhouse will now be correctly limited to the Onslaught map.
Fixed inability to ping through the Medic Sanctum gadget.
Addressed two trader pings being present in Trader Time after using resupply during a wave.
The Trader trail should now always be present for all party participants.
Maps & Environments
Stronghold:
Fixed assets and 1P weapons missing after clearing PSO.
Fixed Stronghold lighting becoming extremely blown out or extremely dark.
Fixed map being selectable for Weekly Mutation after returning to Stronghold.
Prison:
Fixed Cryo lab holdout objective ring having opaque sections.
Convoy:
Fixed light ring appearing on the ground near world origin.
Oil Rig:
Fixed Zeds getting stuck in a spawn below the Mire chamber.
Onslaught:
Trader pod can now correctly be used for resupply after destroying the mire tentacles on the Mire Infestation mutation.
Visuals & Audio
Fixed bloom lighting effects from appearing especially bright during gameplay.
Fixed a yellow tinge most prominent on lingering flame VFX globally.
Fixed loading screens flickering when AMD FSR Frame Generation is turned on while compiling shaders.
Addressed audio stuttering that occurred during PSO caching on the main menu.
Fixed missing Zed Time initiation SFX.
Fixed Siren AoE scream making little to no sound.
Fixed Chimera shadows looking stretched when illuminated with a flashlight.
Fixed pre-placed letter mark stickers on the Firebug's M-97 Trenchgun and combat knife.
Weapons will no longer disappear during Boss intro cinematics.
Fixed some video settings failing to take effect unless you map traveled or died.
Welcome, Nightfall! We've been closely monitoring your feedback and digging into the data to bring you our September 2026 Update. This patch includes an array of Quality of Life (QoL) improvements, bug fixes, and targeted balance changes across Perks, Weapons, and Zeds. We expect
Welcome, Nightfall!
We've been closely monitoring your feedback and digging into the data to bring you our September 2026 Update. This patch includes an array of Quality of Life (QoL) improvements, bug fixes, and targeted balance changes across Perks, Weapons, and Zeds.
We expect to ship this update tomorrow, September 3rd, and will begin in the morning. The backend to go down while this update happens, starting at approximately 8:30 AM EST and lasting up to 2 hours:
We are looking at shipping a Killing Floor 3 hotfix update tomorrow and will begin in the morning. We expect the backend to go down while this update happens, starting at approximately 8:30 AM EST and lasting up to 2 hours: 12.30 UTC 14.30 CEST (UTC +2) 08.30 EST (UTC -4) 21:30 K
We are looking at shipping a Killing Floor 3 hotfix update tomorrow and will begin in the morning. We expect the backend to go down while this update happens, starting at approximately 8:30 AM EST and lasting up to 2 hours:
12.30 UTC
14.30 CEST (UTC +2)
08.30 EST (UTC -4)
21:30 KST (UTC +9)
This hotfix addresses a localization issue related to Gunslinger skills and new campaign assignments as well as an update to help prevent lower core count CPU's from crashing during shader compile.
This update is now live!
We'll be sharing more details on the upcoming Quality Of Life update and it's balance changes in the coming days and you may want to check out our recent Office Hours - Halloween Horrors Concept Stream for a look at what lies ahead this fall!
To all our players, Thank You! Whether you’ve been fighting Zeds since the early days of the franchise and never stopped, returned to check out the Killing Floor 3 Season 4 Update, or just joined us for the very first time during this past weekend’s free play event, we are incred
To all our players, Thank You! Whether you’ve been fighting Zeds since the early days of the franchise and never stopped, returned to check out the Killing Floor 3 Season 4 Update, or just joined us for the very first time during this past weekend’s free play event, we are incredibly grateful for the time you chose to spend with Killing Floor.
Killing Floor 3, like its predecessors, is a journey, and having you with us providing feedback, sharing your experiences and finding your favorite new build/mechanic/character/perk/weapon, is why we love to do this.
Season 4 Feedback
We are actively reviewing the feedback from this weekend, alongside data from the matches played, so keep it coming!
Balance & Quality of Life (QoL):
We are targeting a hotfix to address some of the issues that have bubbled up with the Season 4 update, which should hit in the next week or two.
And as highlighted on the updated Killing Floor 3 2026 roadmap, we are pushing towards a QoL update in the next month or two targeting some key community feedback items including:
Improving the Ninja Gadget’s reliability
Flow improvements
Improvements to the Scoreboard
Difficulty choices for the Weeklies
Groundfire buffs
Balance work continues.
Correction: Our apologies, for the confusion. Single wield Gunslinger weapons was mistakenly added to the list for the QoL update. It is still targeted for the Halloween update.
Like we did with the Season 4 update itself, where we focused on issues with the weapon mod crafting experience and being able to more quickly jump into the game with friends via joining them from the main menu directly. We’ll be sharing more about what all will make it in the days and weeks ahead!
Performance and Stability
While Season 4 helped move the performance needle, there is more work to be done and the team is already working on continued performance improvements. Some will hit as soon as the upcoming QoL Update, while others will need more time.
We also are continuing to look at Shader Compilation and are looking into improvements, but these changes will take some time. Users with an Nvidia graphics card can opt into the Nvidia Auto Shader Compilation beta to improve their experience, and we hope to be able to recommend the AMD Advanced Shader Delivery system as well once it becomes more widely available on Windows.
The Road Ahead
Beyond the upcoming QoL Update, our next major target is Killing Floor 3’s first seasonal event with the return of Halloween Horrors and the new map Haunted Hotel. We can’t wait to beckon you all inside for a thrilling experience inside its walls.
It will be an exciting year for Killing Floor 3, and there is much to do! Many of your top requests are in active development, and we are looking forward to seeing you in the fray as they each drop.
For those who haven’t yet officially joined Nightfall, the 50% off sale on various versions will continue on a per platform basis listed below:
Steam - All editions on sale until Aug 6
PS5 - The Deluxe Edition will be on sale until Aug 12
XB - The Base Edition is available in a Deals with Gold promotion until Aug 3
Update: It looks like this is the result of a wider internet service outtage that has also impacted our backend. It may be starting to clear up but we are continuing to monitor. We are aware of the reports of connection issues. Thank you for the reports. We appreciate your patien
Update: It looks like this is the result of a wider internet service outtage that has also impacted our backend. It may be starting to clear up but we are continuing to monitor.
We are aware of the reports of connection issues. Thank you for the reports. We appreciate your patience while we investigate with our partners. We will update the status here.
To celebrate the first anniversary of the game we are happy to announce a free weekend for a limited time on PC (via Steam and EGS), PS5™ and XBOX Series X|S from July 23 through July 27. During this time new players will have access to the full game including the latest seasonal
To celebrate the first anniversary of the game we are happy to announce a free weekend for a limited time on PC (via Steam and EGS), PS5™ and XBOX Series X|S from July 23 through July 27.
During this time new players will have access to the full game including the latest seasonal update. All progress will be saved and available after purchasing the game, with all three editions and Seasonal DLC Passes on all platforms discounted 50% off their regular price. STEAM
New Additions & Highlights New Operation: Shadow Hunter An offshore drilling operation in the North Sea accidentally discovers the Mire, drawing Dr. Emmanuel Moorcroft and his followers to seize the rig. New Perk: Gunslinger The legendary Gunslinger returns to the fray. Speci
An offshore drilling operation in the North Sea accidentally discovers the Mire, drawing Dr. Emmanuel Moorcroft and his followers to seize the rig.
New Perk: Gunslinger
The legendary Gunslinger returns to the fray. Specializing in light fast, dual wielded pistol combat, this perk is for those with nerves of steel and the aim to match. Master the art of rapid fire precision while managing your ammo counts under pressure, and be sure to show those Zeds and Mire Monsters who’s the fastest draw out there.
Gunslinger Weapons
Tier 1: 2058 Lawbringers
A modern take on the classic 1858 revolver and a perfect way to meet the Zeds headon. Beloved for its stopping power despite limited ammo capacity. Wow them with your flair and impeccable aim, but always keep 'em guessing: Did you fire 6 shots, or only 5?
Tier 2: Night Adders
When you feel like it is you vs the world, no need to step back with the trusty Night Adders at your side. A fully automatic machine pistol that is ready to take on every challenge, switch them over to semi-auto if you find yourself needing to count your rounds. When next the Zed horde calls your readiness into question, proudly say: “Yea, I think I am.”
Tier 3: Desert Eagles
Some threats ask for something... more. Enter the Desert Eagles. If raw stopping power is what you require, then the Desert Eagles are the answer. While others may bring the imitation, rest well knowing yours say “DE .50AE” on the side.
Tier 4: AF2081-A1s
Did science ever stop to ask itself if Zeds were truly something necessary for humanity? Then why should they question our need to fire 4 rounds at once to stop them. Built on the legacy of the first industrial double barrel pistol, the AF2081-A1s accepts no questions, just provides .45 quad shot answers.
Sidearm: Single and Dual Der Königs
Even a Gunslinger needs a reliable backup, and Der König, “the king”, reigns supreme. No matter if you prefer the surgical precision and faster handling of carrying one or the tactical potential of dual-wielding, this fast firing 9mm platform is ready for the heat of the moment.
Gadget: Fatal Focus
Dual-wielded smartguns that, when aimed at enemy weak points, fire homing projectiles at the targeted location.
Grenade: Gravity Grenade
Grenade that implodes on detonation, pulling nearby Zeds to its center before exploding with concussive force.
New Weapon Mods
Sonic Tracer Rounds*
On impact, marks target for a short duration. Future impacts from the same weapon deal Marked Damage to the marked target.
Holographic Pistol Sight*
Pistol-specific optic that uses laser-illuminated hologram to project an aiming reticle, allowing for fast target acquisition.
Volter-Shock*
Adds or replaces a weapon's secondary fire mode, discharging electricity in the direction the mod is aimed. Area of effect widens as the mod is upgraded.
Der König Compensator
Der König-specific compensator, designed for seamless integration, to help reduce muzzle flip and recoil.
Five-Round Conversion Cylinder
Replaces the standard 6-round cylinder with a 5-round conversion cylinder which takes more powerful .45 Colt ammunition.
Powered Polymer Mag
Made from a glass-filled polymer material, which is both strong and lightweight, it sacrifices ammo capacity to charge up each shot, increasing damage.
*These weapon mods will be available on a selection of previous existing weapons
New Map: Hastur Oil Platform
An oil-drilling operation accidentally struck mire in the North Sea, prompting Moorcroft to seize the rig with his followers.
Centered around a middle platform, players will quickly encounter diverging paths and stairs to different levels, external catwalks, and hallways that lead to different rooms/points of interest. Keep an eye out for zip lines and ladders for vertical movement opportunities to keep yourself from getting surrounded and overwhelmed.
New Boss: Moorcroft
Rippling with muscle and bristling with organic armaments, Dr. Moorcroft has merged with the Mire to become the ultimate doomsday weapon.
Moorcroft is a multi-phase boss, who while deadly by his own right, also uses both Zed and Mire hordes to his advantage to both drain and escape. In his first phase, Moorcroft will shield himself and a chosen clot to drain and restore himself. And while in his second phase he will call in his Mire creations and scavengers while he tactically removes himself from danger to heal.
Inspired by previous humanoid bosses, Moorcroft features a range of weapons and tools that are deadly close up and at range including: A techno organic rocket and small arms, the ability to emit gas, shield himself as well as use mortars and grenades against his foes.
New Difficulty: Suicidal
We’ve heard your calls loud and clear! Based on your feedback and community voting, we are excited to announce the return of Suicidal.
Situated between Hard and Hell on Earth, players will find this new mode challenging them to put their skills and builds to the test, but not as unforgiving as Hell On Earth.
New Mutation Waves
Mire Infestation
Mire seizes a Trader Pod, spawning enemies from its portals and cutting off resupply until you hunt down and destroy all four tentacles. Every Zed is enraged while the infestation holds.
Explosive Situation
Crawlers, Gorefasts, and Bloats detonate on death in an area-of-effect blast, and the wave runs larger and crawler-heavy, so watch your spacing on cluster kills. Careful headshots can be used to not trigger the explosions.
New Weekly Mutators
Chaos Cascade
Every wave rolls a random mutator from the pool and revives are disabled, so no two matches ever play the same.
Cutting Edge
Cut damage is doubled while every other damage type is halved against a wave of permanently-enraged Zeds, making melee (and Cut-damage guns) the best way to survive. Revives are disabled.
Scrake Evolution Player Card / Scrake Monsterball Weapon Trinket
Shotgun Shell - Slug Rounds Weapon Trinket
Moorecroft Horzine ID Badge-Defaced Weapon Trinket / / Devlin Ushanka Hat Head Gear
New Daily, Weekly, Milestones & Achievements
Daily
Oil Spill - Survive Oil Rig
Heavy Crude - Survive Oil Rig Long
Damage Dealer Gunslinger - Deal 100000 damage with Gunslinger
Throwing Hands Gunslinger - Deal 10000 damage using Gunslinger Throwable
Gadget Guru Gunslinger - Deal 5000 damage using Gunslinger Gadget
Weekly
Science Editor - Defeat Moorcroft 3 times
Damage Dealer Gunslinger - Deal 300000 damage with Gunslinger
Throwing Hands Gunslinger - Deal 30000 damage using Gunslinger Throwable
Gadget Guru Gunslinger - Deal 15000 damage using Gunslinger Gadget
Milestone
Oil Spill
Survive Oil Rig on Normal Difficulty
Survive Oil Rig on Hard Difficulty
Survive Oil Rig on Suicidal Difficulty
Survive Oil Rig on Hell on Earth
Science Editor
Defeat Moorcroft on Normal Difficulty
Defeat Moorcroft on Hard Difficulty
Defeat Moorcroft on Suicidal Difficulty
Defeat Moorcroft on Hell on Earth Difficulty
Levelheaded Gunslinger
Reach level 5 with Gunslinger
Reach level 15 with Gunslinger
Reach level 30 with Gunslinger
Suicidal Map Milestones
Survive Onslaught on Suicidal
Survive Army Depot on Suicidal
Survive Convoy on Suicidal
Survive Factory on Suicidal
Survive R&D Labs on Suicidal
Survive Radar Station on Suicidal
Survive Streets on Suicidal
Survive Office on Suicidal
Survive Sewers on Suicidal
Survive Prison on Suicidal
Survive Arctic on Suicidal
Suicidal Boss Milestones
Defeat the Queen Crawler on Suicidal Difficulty
Defeat the Impalers on Suicidal Difficulty
Defeat the Chimera on Suicidal Difficulty
Alpha Test
Defeat the Alpha Scavenger on Suicidal Difficulty
Defeat the Alpha Scavenger on Normal Difficulty
Defeat the Alpha Scavenger on Hard Difficulty
Defeat the Alpha Scavenger on Hell on Earth Difficulty
Damage Dealer Gunslinger
Deal 1000000 damage with Gunslinger
Deal 2500000 damage with Gunslinger
Deal 5000000 damage with Gunslinger
Achievement
Easy as Cake - Eat all 3 Cakes on Oil Rig
Six Shooter - Get 600 kills with Gunslinger weapons
Black Gold - Get 10 kills with a single use of the Oil Rig drill trap
Scientifically Proven - Complete the Season 4 Campaign
Bioengineering 101 - Defeat Moorcroft (Normal)
Bioengineering 101 - Defeat Moorcroft (Hard)
Bioengineering 101 - Defeat Moorcroft (Suicidal)
Bioengineering 101 - Defeat Moorcroft (Hell on Earth)
Cut Down to Size - Land the killing blow on Moorcroft with your knife
Pistolero - Reach level 30 with the Gunslinger
Suicidal Survivor - Survive 10 Multiplayer Survival Matches on Suicidal
Additional Achievements (PC Only)
Headcount - Kill 53,602 Zeds.
Delta Duelist - Defeat an Alpha Scavenger (Normal)
Gamma Smasher - Defeat an Alpha Scavenger (Hard)
Beta Blocker - Defeat an Alpha Scavenger (Suicidal)
Anti-Monarchist - Defeat a Queen Crawler (Suicidal)
Armor-Piercing - Defeat the Chimera (Suicidal)
Puncture Wound - Defeat an Impaler (Suicidal)
E1337 - Kill 1,337 Fleshpounds
This is my Rifle - Survive a match on Hard difficulty or higher without purchasing a weapon during trader time.
All Natural - Survive a match on Hard difficulty or higher without using a modded weapon.
Angel Investor - Give out over 10,000 dosh to other players in a single match.
Quick Exit - Kill a boss on Suicidal difficulty or higher in 120 seconds or less.
New Quality of Life Improvements
Crafting Material Exchange
Common materials can now be exchanged for more rare materials in the armory.
Choose T3 mod abilities
T3 mod abilities are no longer random when crafted. Players can now choose the ability they want when crafting a mod.
Updated Weapon Sounds
All weapon shoot sounds have been reworked to add more punch.
Aim Assist Adjustments
Aim assist will now only lock onto a target if the player is actively giving look input.
Toggle Sprint Adjustments
Toggle sprint no longer disables when standing still. Sprint will remain active until the player untoggles it.
Join on friend from the Main Menu
The friends list is now visible on the main menu and players can join a friends game without having to travel to the stronghold first.
Dash ADS update
No longer leave ADS when dashing.
Several Zeds have found their voices
Various zeds have had a full Voice over pass.
Dualie 2.0 rollout for the remaining original sidearms
Medic Sidearms: Dual KH-380s
Sharpshooter Sidearms: Dual Disciples
Firebug Sidearms: Dual Pyre .357s
Updated weapon shader
Better looking reflections in all lighting scenarios
Updated lighting
Lighting has been refactored on various existing maps. This is to allow for more visibility throughout the game.
Melee Hit/Parry
Improved enemy melee hit and parry during high ping network environments
Siren Scream Shield
Now shows hit impacts to help players understand their projectiles are being blocked
Performance Improvements – Summer Update
Updated Shader compile method
This should drastically reduce if not eliminate in game stutters due to on the fly shader compiling. Initial compile count and time is optimized and reduced by 5k shaders. First map load will compile shaders for the map, spreading compile load out.
Please note that shaders will still need to fully compile on first launch, and after a game or graphics driver update. Subsequent launches will just have a check for any missing shaders that will pass more quickly. Players may also want to look into upcoming technologies such as AMD ASD and Nvidia ASC to further improve their experience by compiling shaders in the background outside of the game.
Some players with Nvidia cards may find they need to increase their driver shader cache size. Details can be found in our support site.
Improved Low VRam Performance
The team has made targeted improvements around systems with lower VRam (6 to 8 Gigabytes). These systems will still want to target lower Shader and Texture settings for maximum performance.
Loading / Memory
Title-screen stutter mitigation during shader precompile
Weapon content optimized so less content is loaded
Projectile pooling further optimized
Memory Optimization Pass:
City Streets,
Various textures/materials
Unused videos removed
CPU / GPU
Optimized Tick Load: crawler wall-walking, security cameras, turret traps, clientside interactables, stationary audio components, and zed components now tick less or not at all (if not needed)
Animation tick refactor cutting per-frame load by 85%
Zed LOD bone pruning across the whole roster
Explosions and pull volumes optimized
Audio:
Staggered occlusion updates,
Fewer per-player audio components,
One audio event per type per frame
Niagara:
Component pool priming
Smarter cull reactions
Reduced distortion on Medium/Low quality
Balance Adjustments
This update brings a round of weapon, mod, and perk tuning: buffs for a few underperformers, targeted nerfs to some standouts, and a batch of handling and behavior refinements across the arsenal.
Weapons
Artemis
Damage increased from 120 to 180 with improved penetration, while its fire rate has been slowed so its overall damage-per-second stays about the same. It now hits noticeably harder per shot.
Stormguard
Damage increased from 70 to 78, raising its damage-per-second so it's more competitive with the MKR350.
ESR 36
The ESR 36 can now stun enemies, stunning a Scrake or Fleshpound in two hits.
Legacy Sidearms
All legacy sidearms now use the same horizontal bash animation as the newer sidearms, making it easier to hit multiple Zeds at once.
Disciple
You can now slide while reloading the Disciple's secondary fire mode.
Dual Bloodhounds
Updated the special reload animation that plays when one of the two weapons has a single round left, so you can bash-cancel to reload more efficiently in that situation.
Dual Kraits
Adjusted the default aim-down-sights pose to make aiming easier when no sight mod is equipped.
Dual Kraits & Dual Bloodhounds
Adjusted their spread and recoil so they behave more like their single-weapon versions.
Various Burst-Fire Weapons
The Artemis, Krait, Dual Kraits, Bloodhound, Dual Bloodhounds, KH-380, and Dual KH-380 (whether the burst comes from the base weapon or a burst mod) now let you queue the next burst while the current one is still firing.
Biomorphic Projector
Increased the base healing of its secondary fire from 2 to 3, while slightly reducing the bonus that builds up the longer you keep healing the same target, so it doesn't become too strong. Its targeting has also been refined to be less likely to lock onto a Zed's legs or extremities, and better at aiming for critical zones.
Weapon Mods
Supercharged Plasma (Vulcan TA)
Reduced the mod's explosion-size bonus by about 18% (from 25% / 50% / 75% / 100% down to 20% / 40% / 60% / 85%).
Red Dot (Pistol) Sight
The Red Dot (Pistol) sight now provides the same recoil reduction as the standard (non-pistol) Red Dot sight.
Underbarrel Laser
Standardized how the Underbarrel Laser mod (both pistol and non-pistol versions) behaves. When you aim down sights, the laser dot now appears at the center of your crosshair; when you're not aiming, it still projects from the tip of the weapon as before. Every weapon with this mod now works the way the Dual Pistols did previously.
Underbarrel Frag Launcher (Knightsbridge)
You can now slide while reloading the Knightsbridge's Underbarrel Frag Launcher.
Explosive Ammo
Reduced the critical-hit chance on the mod's explosions from 25% to 5%, so you now need to aim more accurately to land critical hits.
Yumi Exploding Arrows
Reduced the damage and explosion size this mod provides at higher mod levels.
G33 Confusion Grenade
The Confusion Grenade ammo mod now reduces Max Ammo by 12 and Starting Ammo by 6, and lowers the ammo refilled from Ammo Bags from 33 to 24.
MKR350 Drum Mag
Reduced the Drum Mag's loaded ammo from 90 to 75 and lowered how much ammo it refills on reload. The mod now slightly worsens recoil instead of improving it.
Perk Skills
Commando
Insider Trading
Armor cost reduction increased from 10% / 15% / 20% / 25% to 20% / 25% / 30% / 35%.
Hothead
Trigger chance increased from 20% / 23% / 26% / 30% to 20% / 25% / 30% / 35%.
Preferred Customer
Weapon cost reduction reduced from 15% / 20% / 25% / 30% to 10% / 15% / 20% / 25%.
Quick Return
Now only triggers when you destroy an enemy's head with Ballistic damage.
Firebug
Barbecue Bash
Bonus Bash damage reduced from 100 / 150 / 200 / 250 to 100 / 140 / 180 / 220. In addition, its bonus damage is now halved when used with the Tekko Kagi, since that weapon hits twice per swing (previously it applied the full bonus on each hit).
Flammable Material
Duration reduced from 8 / 12 / 16 / 20 seconds to 7 / 10 / 13 / 16 seconds.
Hot Streak
Now only triggers when you kill nearby enemies with Heat damage.
Double Feature
Damage dealt per discharge increased from 70% / 80% / 90% / 100% to 80% / 95% / 110% / 125%.
Engineer
Full Blast
Explosion radius bonus reduced from 30% / 40% / 50% / 60% to 20% / 27% / 34% / 40%.
Reverb Pedal
Explosion damage reduced from 200 / 240 / 280 / 320 to 175 / 200 / 225 / 250.
Medic
Social Distancing
Darts that hit a downed ally now only heal that ally's downed-health pool. Their heal-over-time effect no longer carries over to the player's normal health until that player is revived.
Sharpshooter
Hardshell
Cooldown between triggers increased from 40 / 35 / 30 / 25 seconds to 45 / 40 / 35 / 30 seconds.
Sniper
Now triggers while you're standing still, instead of only while crouching.
Enemies
Alpha Scavenger
A tuning pass to make the Alpha Scavenger less of a stationary, range heavy fight during Phase 2:
While in its Satiated state, it can no longer be interrupted by afflictions (such as stuns and stumbles).
On Hell on Earth, its Toxic Spike Spew and Consecutive Spike Spew attacks no longer use a health-based cooldown; they now use a flat 15-second cooldown. These attacks also try to cancel if they don't have a clear line of fire to their target.
On Hell on Earth, its Toxic Gas Bomb attacks no longer use a health-based cooldown; they now use a flat 12-second cooldown, and also try to cancel if they don't have a clear line of fire to their target.
Overall, its ranged attacks now fire less often and it backs off when it can't get a clean shot.
MISC
Pounded weekly: Fleshpound boost increased
Not of this World: Mutation frequency capped
Bug Fixes, Polish & System Improvements
Crashes / Stability
Fixed a potential deadlock between the main thread and a worker thread in an animation tick
Fixed a potential deadlock between the main thread and the UI thread during map loads
Fixed a crash if the music manager was reducing memory within 0.5s of Zed Time ending
Fixed several AI related crashes that could occur with the following:
Zed Grab
Zed Navigation
Queen Crawler
Fixed a crash on late join
Fixed a crash when hovering trader/armory items
Fixed a crash when the AFK modal fired during debug camera
Fixed a missing glyph crash in the UI font handling
Gameplay
Fixed issues with Hebi Ken getting players out of bounds
Fixed multi-tool consumption not firing while bashing
Fixed Running on Empty weapon swap giving gadget recharge
Fixed certain block-stamina-reducing melee mods preventing your guard from breaking under sustained hits
Fixed clients mis-predicting skills by making several abilities server-authoritative
Fixed late join issues with grenades, laser trap VFX, and boss-wave loadouts
Fixed an issue that could cause some players not to be able to obtain an achievement
Matchmaking & Party
Fixed stale "party full" status
Fixed join dialog timeout
Fixed a case where “Return to Stronghold” would fail with a PC host and other platforms as members of the party
Fixed matchmaking restarting under a new leader instead of stopping
AI
Fixed zeds pausing after leaving spawn rooms and getting stuck on failed moves
Fixed stuck zed pathing spots across Arctic, Radar Station, and Onslaught, including large zeds climbing through destructible walls
Fixed the Husk walking in midair after jetpack moves
Fixed Husk mortar charge audio spam and suicide charge tell
UI
Improved cases where the client and server would take too long to communicate during a trader or armory transaction resulting in an extended saving UI
Chat
Fixed chat input bleeding into Perk & Specialist select while typing
Fixed stuck chat after Esc+Enter
Moved gamepad chat open from RB to L3
Fixed loadouts not displaying on Ready Up
Fixed stale perk/weapon tooltips
Fixed nameplate armor tier not updating, low-health widget stuck after death, and heal-prompt flicker
Fixed keybind menu allowing escape without binding
Fixed weapon pickup widget stat comparisons
Fixed comic viewer to correctly scale for 16:10
Fixed Operation Naming for Mission Assignments, for Operations 2 and 3
Fixed jittering on player card menu
Fixed mutation pip color for color blind. Also corrected to match other mutation visuals.
Fixing Biosample Used in list
Audio
Fixed ambient sounds not occluding
Fixed 3P weapon/environment audio playing from the world origin
Fixed Firebug gadget audio desync with Double Feature, Luna voice line while meleeing, Pyre barrel mods forcing suppressed sound, and Fleshpound drill SFX sticking after an interrupted execution
Fixed Rhodes tutorial lines playing out of sequence
Fixed spectators not hearing gameplay audio
Fixed missing suppressed audio on KH-380/Pipette burst mode
Art / VFX
Fixed a missing Trench Gun buttstock skin
Fixed skins not applying on dual weapons;
Fixed the black Ronin outfit not applying
Fixed floating fire on the Husk during Scorched Earth
(Console) Fixed Siren neck stretching at distance and gore caps missing
Weapons, Mods & Combat
Fixed Vulcan infinite ammo exploit
Fixed the Stormguard Compensator mod appearing incorrectly while being crafted in the Armory.
Fixed Polymer Tip Ammo not applying its Bleed affliction when fired from the KH-380.
Fixed the Biomorphic Boosted Battery mod (LF-85) displaying its healing amount incorrectly. The Armory now correctly shows +3, +4, +6, or +8 Healing (with the heal-over-time unchanged). The actual amount healed has not changed.
Fixed the Cold Fusion Converter mod (LF-85) not removing the base weapon's Toxic Power as intended.
Fixed being able to Bash or throw a Grenade while starting a Multitool interaction, which let the Multitool activate without consuming a charge. You can no longer Bash, throw a Grenade, block, or charge a weapon while activating the Multitool (and vice versa).
Fixed Buckshot Ammo on the Dragon's Breath and Trenchgun triggering the Firebug's Explosive Reaction and Heat Exposure skills, even though Buckshot Ammo removes Heat damage and shouldn't trigger them.
Fixed weapons with the Incendiary Ammo mod not triggering the Firebug's Explosive Reaction and Heat Exposure skills when they should.
Fixed the Heavy Frame Receiver mods (X295 Wraith and Knightsbridge) improving recoil instead of worsening it. The Trader and Armory stat bars now correctly show that these mods make recoil worse.
Fixed discrepancies in the reload-speed bonus shown for the MKR350's Dual Mag mod, and slightly tuned the bonus (the previously displayed value was incorrect). Also fixed the Reload Speed stat bar not updating when comparing the weapon with and without the mod (unleveled).
Fixed the crosshair not adjusting correctly when firing the M14 EBR in its secondary full-auto fire mode.
Fixed the crosshair not adjusting correctly when firing the Bloodhound or Dual Bloodhounds in their secondary multi-round-burst fire mode.
Fixed the LF-85 (First Law Blaster) loading ammo into the gun before the magazine was inserted, on both partial and empty reloads.
Fixed the Underbarrel Healing Grenade's healing stopping when the player who fired it swapped to a weapon without similar healing.
Fixed the secondary-fire healing darts on several Medic weapons (VS-11, KV Recluse, K&W MP6) displaying their damage values incorrectly.
Fixed the Knightsbridge Powered Box Mag mod incorrectly showing a Handling penalty while being crafted in the Armory, which didn't match its stat bar or its actual effects.
Fixed the UV Light mod not affecting secondary-fire spread. Previously, equipping it on the Ifrit didn't improve accuracy because that weapon's projectile attack is its secondary fire. This now works for any weapon with a projectile-based secondary fire.
Fixed the Handling stat bar not reflecting changes from the Underbarrel Healing Grenade, Enfeebling Grenade, Frag Launcher, Shotgun, and Incendiary Launcher mods, even though those mods do change the weapon's Handling (equip and unequip speed).
Fixed the Underbarrel Healing Grenade mod incorrectly changing several stat bars on the KV Recluse in the Armory and Trader; only the main weapon's Handling stat should change.
Fixed the Disciple's shotgun fire mode being able to be spammed and re-fired before its reload finished.
Fixed the Spiked Choke mod not showing its recoil penalty on the Bonebreaker's stat bars in the Trader or Armory.
Fixed the Shotgun Choke mod not showing its recoil penalty on the Dragon's Breath's stat bars in the Trader or Armory.
Fixed the Heat Sink mod not showing its recoil improvement on the Vulcan TA's stat bars in the Trader or Armory.
Fixed the Exploding Arrows mod (Yumi) not reducing Penetration as intended.
Fixed the Shuriken not receiving the Attack Speed bonus from the Lightweight Quiver mod, and fixed the Armory and Trader not showing the Attack Speed bonus correctly for the Kunai and Shuriken.
Fixed the Textured Grip mod (Kunai) not listing its Block Power bonus while being crafted in the Armory.
Fixed the G33's grenade explosion not destroying Queen Crawler Web Traps, Bloat Mines, and other destructible objects as intended. This fix also applies to the G33's Ammo mods.
Fixed the Underbarrel Incendiary Launcher mod on the Incinerator M7 sometimes failing to damage or kill a Zed that was hit directly by the grenade.
Fixed being unable to switch fire modes while blocking with the Tekko Kagi and Dual Ninjato.
Fixed the Penetrating Barrel mod (LF-85) granting far more penetration than intended (it was multiplying penetration instead of adding to it).
Fixed the player's block never breaking, even when hit by large Zeds. This happened by default on the Tekko Kagi and with certain mod combinations on other melee weapons.
Fixed the Trenchgun's slam-fire mode re-firing too quickly when interrupted by the Bayonet bash.
Maps
R&D Labs
Adjusted blocking volume extending too far in observation room
Tomorrow is the day! The Shadow Hunter update process will begin in the morning. We expect the backend to go down while this update happens, starting at approximately 8:30 AM EST and lasting about 2 hours: 12.30 UTC 14.30 CEST (UTC +2) 08.30 EST (UTC -4) 21:30 KST (UTC +9) Keep a
Tomorrow is the day! The Shadow Hunter update process will begin in the morning. We expect the backend to go down while this update happens, starting at approximately 8:30 AM EST and lasting about 2 hours:
12.30 UTC
14.30 CEST (UTC +2)
08.30 EST (UTC -4)
21:30 KST (UTC +9)
Keep an eye on this space for status updates.
Nightfall, We’ve been watching you in the field, and it’s clear: you’ve all acclimated to dual sidearms exceptionally well. As such, we are opening up the Gunslinger Perk as an option for your next set of missions. Whether you’re looking to pick Zeds off or help clear out a horde
Nightfall,
We’ve been watching you in the field, and it’s clear: you’ve all acclimated to dual sidearms exceptionally well. As such, we are opening up the Gunslinger Perk as an option for your next set of missions.
Whether you’re looking to pick Zeds off or help clear out a horde when things get too crowded, the Gunslinger is here to reward the steady handed and tactical. And don’t forget the many skill choices in front of you to master this new perk, let’s dive into a few select examples:
Building Your Foundation
Lvl 2: Do you prioritize raw reload speed with Fast Fingers, or do you prefer to control the chaos with Hip-Shooter to maximize critical damage?
Lvl 8: Start carving out your identity. Choose between the aggressive Opening Salvo for high-impact openers, the precision-focused Headcount for sustained headshot chains, or Stopping Power if you prefer to stumble enemies and control the horde's movement.
Tactical Utility
Lvl 14: Balance your survivability with Health Expert, which rewards accurate shots with healing, or lean into mobility with Speed Demon, granting you a massive speed boost every time you reload.
Lvl 20: Manage your resources with Custom Made to keep your arsenal upgraded at the Trader Pod, or rely on Magic Bullet to keep your reserves topped off during long engagements.
Defining your roll at Lvl 26
The Glass Cannon: The classic choice for those who thrive on high stakes. Sacrifice health for a massive boost to overall weapon damage.
Lucky Shot: For those who feeling... lucky. Shots have a chance to do increased damage, and if that shot kills its target, well: Boom!
Monster Bash: A tactical brawler’s dream. Bash an enemy to instantly reload and gain a temporary damage buff, perfect for those moments when you’re cornered.
And of course you’ll need some new firearms to bring it all together.
The Arsenal: Precision, Power and Personality
The Gunslinger isn’t just about your fire rate; it’s about bringing the right tool for the right job. Your new arsenal additions give you just those tools, inspired from classic old favorites to more modern heavy hitters.
Tier 1: 2058 Lawbringers
A modern take on the classic 1858 revolver and a perfect way to meet the Zeds headon. Beloved for its stopping power despite limited ammo capacity. Wow them with your flair and impeccable aim, but always keep 'em guessing: Did you fire 6 shots, or only 5?
Tier 2: Night Adders
When you feel like it is you vs the world, no need to step back with the trusty Night Adders at your side. A fully automatic machine pistol that is ready to take on every challenge, switch them over to semi-auto if you find yourself needing to count your rounds. When next the Zed horde calls your readiness into question, proudly say: “Yea, I think I am.”
Tier 3: Desert Eagles
Some threats ask for something... more. Enter the Desert Eagles. If raw stopping power is what you require, then the Desert Eagles are the answer. While others may bring the imitation, rest well knowing yours say “DE .50AE” on the side.
Tier 4: AF2081-A1s
Did science ever stop to ask itself if Zeds were truly something necessary for humanity? Then why should they question our need to fire 4 rounds at once to stop them. Built on the legacy of the first industrial double barrel pistol, the AF2081-A1s accepts no questions, just provides .45 quad shot answers.
Sidearm: Single and Dual Der Königs
Even a Gunslinger needs a reliable backup, and Der König, “the king”, reigns supreme. No matter if you prefer the surgical precision and faster handling of carrying one or the tactical potential of dual-wielding, this fast firing 9mm platform is ready for the heat of the moment.
New Weapon Mods
Sonic Tracer Rounds*
On impact, marks target for a short duration. Future impacts from the same weapon deal Marked Damage to the marked target.
Holographic Pistol Sight*
Pistol-specific optic that uses laser-illuminated hologram to project an aiming reticle, allowing for fast target acquisition.
Volter-Shock*
Adds or replaces a weapon's secondary fire mode, discharging electricity in the direction the mod is aimed. Area of effect widens as the mod is upgraded.
Der König Compensator
Der König-specific compensator, designed for seamless integration, to help reduce muzzle flip and recoil.
Five-Round Conversion Cylinder
Replaces the standard 6-round cylinder with a 5-round conversion cylinder which takes more powerful .45 Colt ammunition.
Powered Polymer Mag
Made from a glass-filled polymer material, which is both strong and lightweight, it sacrifices ammo capacity to charge up each shot, increasing damage.
*These weapon mods will be available on a selection of previous existing weapons
Gadget: Fatal Focus
When you need every round to meet its maximum potential. The Fatal Focus: a pair of duel wielded smart guns that can track your targets weak points as you aim at them and fire off homing rounds for a guaranteed hit. Quickly retarget and fire again to keep 'em dropping or unleash it all at one!
Gravity Grenade
Tired of your foes spreading out and making you have to work harder? Fret no more as the Gravity Grenade brings your foes together in a “stunning” fashion. Some won’t survive, but those that do will be far easier for you to quickly dispatch, considering they are grouped up so nicely
The Gunslinger Perk and Season 4 drops later this week on the 23rd! See you out there Nightfall.
Celebrating One Year! 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 f
Celebrating One Year!
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:
New Mode: Suicidal
We’ve heard your calls loud and clear! Based on your feedback and community voting, we are excited to announce the return of Suicidal.
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, here are some of the of adjustments targeted (but not limited to) based on community feedback:
Tweaks for DPS consistency across some specific weapons and perk skills bringing them in line with other loadouts and skill choices
Further explosion tuning
Turning up some under performing and utilized skills and weapons (with more to come post Season 4)
The next thing we wanted to touch on today is the:
Updated Killing Floor 3 Roadmap
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).
Special Note: In Development items have a goal of shipping as soon as they are ready, however there is still enough unknown work or iteration involved that prevents us from being able target a specific release window at this time.
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 start talking about a little more 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?
A Full In-game modding toolkit. If you can run the game, you can mod it (this includes PlayStation 5 and XBox Series S|X)!
Modify existing levels or Create your own new ones, from prop placement to landscape design!
Change existing game rules, or dream up your own with Lua scripting (Did someone say "Traitor pod")
And do it all with friends with co-op modding! (Molly stop putting bloat bile behind me!)
An Integrated way for creators and users to share and explore new creations
A path to bring assets (such as custom meshes) into the game using a compatible Unreal Engine version via the Epic Games Launcher on PC
As the Toolkit progresses, we’ll be looking at bringing it to other Tripwire and Tripwire Presents titles
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!
Update* Maintenance is complete Wednesday, July 15th at: 10.00 UTC 12.00 CEST (UTC +2) 06.00 EST (UTC -4) 19:00 KST (UTC +9) We will have a period of scheduled maintenance and all services are expected to be impacted. Please pardon the Killing Floor 3 downtime that is expected to
Update* Maintenance is complete
Wednesday, July 15th at:
10.00 UTC
12.00 CEST (UTC +2)
06.00 EST (UTC -4)
19:00 KST (UTC +9)
We will have a period of scheduled maintenance and all services are expected to be impacted. Please pardon the Killing Floor 3 downtime that is expected to last up to 1 hour. Keep an eye on this space for notice when it's complete.
The Doctor: Emmanuel Moorcroft Many know him as the chief scientist and director of Horzine’s R&D Red division. Those who go digging or end up on the wrong end of one of his experiments may find that Moorcroft’s been quietly studying the effects of a transmutative substance c
The Doctor: Emmanuel Moorcroft
Many know him as the chief scientist and director of Horzine’s R&D Red division. Those who go digging or end up on the wrong end of one of his experiments may find that Moorcroft’s been quietly studying the effects of a transmutative substance called the Mire on living subjects.
His research began by experimenting with zeds, but his plans are much larger than that: He believes the Mire can jump-start the next stage in human evolution. Some of his notable work you’ll recognize will be the: Chimera, Queen Crawler, and most recently, the Scavengers being unleashed from an area known only as the “Dreadzone”.
The Oil Rig: Hastur Oil Platform
The location of your next mission:
61° N, 1.4° E
Gruvik Oil Field, NOR
An oil-drilling operation accidentally struck mire in the North Sea, prompting Moorcroft to seize the rig with his followers.
This platform is expansive and layered: From the command and operations rooms on the upper decks, exterior scaffolding, and what looks to be Mire infested lower floors, we’ll need you to find out what made this location so imperative to the “good” doctor.
As always, keep an eye out for ways to use the environment and onsite tools to your advantage.
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.
And The Monster
Nightfall, whatever is happening out in those waters can be assumed to be extremely dangerous. Our remote observations have spotted what appears to be a new Mire creature.
Name: Unknown
Estimated Weight: 1500+ lbs
Size: Large
A fortress of dense muscle and what looks like lethal organic weaponry, this creature has been spotted commanding both Zed and Mire hordes. Assume extreme intelligence.
Field Intel:
The Monster (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: Techno organic rocket and small arms, the ability to emit gas, shield himself as well as use mortars and grenades against his foes.
We can’t wait to get Season 4 into your hands later this month on July 23rd! Along the way we’ll be sharing more details about the Gunslinger and related Arsenal in the days ahead along with a more forward looking update to the KF 3 Roadmap and some more details about modding.
Monday, June 22nd at: 10.00 UTC 12.00 CEST (UTC +2) 06.00 EST (UTC -4) 19:00 KST (UTC +9) We will have a period of scheduled maintenance and all services are expected to be impacted. Please pardon the Killing Floor 3 downtime that is expected to last up to 2 hours. Keep an eye on
Monday, June 22nd at:
10.00 UTC
12.00 CEST (UTC +2)
06.00 EST (UTC -4)
19:00 KST (UTC +9)
We will have a period of scheduled maintenance and all services are expected to be impacted. Please pardon the Killing Floor 3 downtime that is expected to last up to 2 hours. Keep an eye on this space for notice when it's complete.
Version: 1.0.0.16 Release Date: June 16th, 2026 New Additions & Highlights Welcome to the Onslaught... Update, a smaller mid-season update that adds the new level, Onslaught, and features a few Quality of Life improvements. New Map: Onslaught Horzine leveraged the sewer outbr
Version: 1.0.0.16
Release Date: June 16th, 2026
New Additions & Highlights
Welcome to the Onslaught... Update, a smaller mid-season update that adds the new level, Onslaught, and features a few Quality of Life improvements.
New Map: Onslaught
Horzine leveraged the sewer outbreak in Umezu to train personnel. Needless to say, it didn't go well. Littered with traps, this location becomes all the more dangerous as time goes on. Use as they did, to polish your skills. Space is a luxury here, and retreat is not an option.
Bug Fixes, Polish & System Improvements
Stability & Performance
Fixed a crash that could happen while inspecting your character
Reduced ticking dependencies for skeletal mesh components.
Updated default configs to better understand the users system memory
Updated Precompiled Shader Caching methodology to reduce in-game hitches on certain events
Quality Of Life Improvements
Tutorial can now be Skipped for new players
Single player games no longer require a ready-wait before traveling out of the HUB
Single players entering matchmaking no longer require a ready-wait before matchmaking will begin
Multiplayer games will skip the ready-wait before matchmaking if all players vote to go
Players will now respawn in place when changing perks in the Hub
Bugs
Fixed boss health UI drastically dropping during play — clients no longer mis-predict core boss damage
Fixed the Trader Trail not leading to a Trader Pod during Trader Time, and a stale Trader Time timer preventing Ping Trader after skipping trader time
Fixed some crafting dailies and weeklies not granting specialist XP
Previous notes on the maintenance period:
We expect the backend to go down while this update happens, starting at approximately 8:30 AM EST:
12.30 UTC
14.30 CEST (UTC +2)
08.30 EST (UTC -4)
21:30 KST (UTC +9)
This update period is expected to last no more than an hour and a half. While you wait, we would like to recommend you check out the latest Boss Gangster: Criminal Empire update from our friends and partners at BEF Games.
Rise from street hustler to kingpin in a seamless open-world sandbox with no loading screens. Hustle, manage businesses, build your criminal empire, and outsmart the law in a city that reacts to every move. You can check it out via a free demo available on Steam.
Hello everyone, You recently uncovered the existence of Onslaught, a new map coming to Killing Floor 3 in the near future. Beginning life as a prototype, it quickly became the team's favorite 'torture test'. It’s a claustrophobic, high-intensity map where space is a luxury and re
Hello everyone,
You recently uncovered the existence of Onslaught, a new map coming to Killing Floor 3 in the near future.
Beginning life as a prototype, it quickly became the team's favorite 'torture test'. It’s a claustrophobic, high-intensity map where space is a luxury and retreat isn't an option. We’re polishing it up because you deserve a place that forces you to hold your ground and make every trap count.
Are you prepared? The first thing players will notice is that this is a tight space, with little room to retreat, so you better be ready to hold your ground. As the match continues, the forward and mid areas become more untenable with new avenues opening for the Zeds to reach you from. Strategic use of traps and tools will be key, but keep your eyes out, there is something more to be discovered here.
We hope you’ll enjoy it as much as we have, and the team has already been looking at other prototypes with new gameplay elements we can bring forward in the future. Expect Onslaught to head your way in the near future, before the start of Season 4, later this summer!
We’ve been reading every single response from our community surveys. You’ve made it clear that you want more difficulty options, and called out specific quality-of-life improvements. These are the items we are acting on.
In the coming weeks we’ll be sharing details on the big additions, Quality of Life improvements and more including but not limited to:
New Perk: Gunslinger
Featuring 4 new sets of dualie primaries, a new sidearm, gadget and grenade
Dualies Drop 2: featuring the remaining original sidearms as dual wieldable
New Map: Rig
New Boss: Moorcroft
New Difficulty: Suicidal
Along with a plethora of enhancements including: being able to join a friends party from the main menu, picking your tier 3 weapon upgrade while crafting, and crafting material exchange! A big thank you to all those who participated in our community surveys, as those helped guide where to best focus our efforts.
And don’t worry, we’ve seen the call for those wanting more challenge! There are some exciting surprises ahead and we can’t wait to share even more details with you soon and post Season 4. We look forward to seeing you in chat. And as always, keep up the feedback and more in the forums and discord.
Update: The maintenance period is over and all services should have resumed normal operations. Monday, June 8th at: 10.00 UTC 12.00 CEST (UTC +2) 06.00 EST (UTC -4) 19:00 KST (UTC +9) We will have a period of scheduled maintenance and all services are expected to be impacted. Ple
Update: The maintenance period is over and all services should have resumed normal operations.
Monday, June 8th at:
10.00 UTC
12.00 CEST (UTC +2)
06.00 EST (UTC -4)
19:00 KST (UTC +9)
We will have a period of scheduled maintenance and all services are expected to be impacted. Please pardon the Killing Floor 3 downtime that is expected to last up to 2 hours. Keep an eye on this space for notice when it's complete.
Nightfall, we've intercepted a communication from Horzine's internal systems that may give us access and help us track down Moorcroft once and for all. With documents we've gathered previously, you may be able to poke around for more information as to his whereabouts. We must sto
Nightfall, we've intercepted a communication from Horzine's internal systems that may give us access and help us track down Moorcroft once and for all. With documents we've gathered previously, you may be able to poke around for more information as to his whereabouts. We must stop him before he unleashes the mire upon the entire world.
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
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