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Killing Floor 3 News

Killing Floor 3 — Operation: Deep Freeze Is Live!

[h2]Release Date: March 12th, 2026[/h2][p]
[/p]
New Additions & Highlights
[p]The Spring 2026 Update delivers one of the most substantial content and gameplay overhauls yet. Operation: Deep Freeze expands the ongoing narrative with a frozen battlefield, a deadly boss encounter, a Mire enemy type, a returning specialist, two weapons, and dual-wield variants for the Commando Sentinel and Engineer Krait. The update also introduces the highly requested Long Game Length option, refined and more accurate bash mechanics, a streamlined Skip to VTOL match start, mutation waves, and weekly mutators. Alongside the content drop comes major combat tuning to make encounters faster and deadlier, extensive weapon and grenade rebalancing, expanded quality-of-life improvements, and a sweeping stability and polish pass addressing hundreds of issues across gameplay, AI, UI, networking, and performance.[/p][p]
[/p][h2]New Operation: Deep Freeze[/h2][p]Nightfall’s hunt for Dr. Moorcroft takes a dangerous turn when a lone mercenary pursuing the same target forces an uneasy alliance. As tensions rise, the team discovers Moorcroft is building an army from another dimension. If he succeeds, containment may no longer be possible.[/p][p]Operation: Deep Freeze contains seven new missions across familiar maps and the new Arctic map. Completing the missions will unlock exclusive player cards, character skins, weapon trinkets, and XP rewards.[/p][p]
[/p][h2]New Specialist: Masterson[/h2][p]The original mercenary returns.[/p][p]Masterson joins the roster as a playable character, bringing classic attitude, veteran presence, and unmistakably British energy back to the front lines.[/p][p]
[/p][h2]New Map: Antarctic Base[/h2][p]A frozen research facility at the edge of the world becomes the latest battleground. Tight corridors, exterior snowfields, and high-tech interiors create varied combat spaces in one of Nightfall’s most hostile environments yet.[/p][p]
[/p][h2]New Game Length: Long (10 Waves)[/h2][p]Long mode consists of ten waves and is designed to feel more epic and progression-driven than the five-wave format. Combat pacing, resource management, and team coordination become increasingly important as matches extend deeper into late-wave pressure.[/p][p]
[/p][h2]New Boss: Alpha Scavenger[/h2][p]Dr. Emmanuel Moorcroft found this endemic species while conducting research expeditions within the enigmatic Dreadzone. He opened a Mire portal to transport this large, ferocious creature to our world, integrating it into his own personal fighting force.[/p][p]
[/p][h2]New Enemy: Scavenger[/h2][p]Spawned from the void between worlds, these otherworldly arthropods are deeply suffused with the Mire, granting them exceptional speed and lethal adaptability in the hunt.[/p][p]
[/p][h2]New Weapon: Tekko Kagi (Ninja)[/h2][p]A dual-claw melee weapon focused on speed, affliction control, and close-quarters dominance.[/p]
  • [p]Base Weapon[/p]
    • [p]Rapid slashing primary attacks[/p]
    • [p]Electrified secondary mode[/p]
    • [p]Grants 20% damage reduction and movement speed bonus while equipped[/p]
[p]
[/p][h3]Blade Mods[/h3]
  • [p]Thermal Edge[/p]
    • [p]Replaces secondary fire with Heat damage[/p]
    • [p]Applies Burn and Panic[/p]
    • [p]Increased damage, reduced block effectiveness[/p]
  • [p]Frost Reaper[/p]
  • [p]Replaces secondary fire with Cold damage[/p]
  • [p]Applies Freeze[/p]
  • [p]Increased damage, reduced attack speed[/p]
  • [p]Bone Claws (Zed Tech)[/p]
    • [p]Increased bleed power[/p]
    • [p]Increased attack speed[/p]
    • [p]Jagged wounds cause heavy bleeding[/p]
[p]
[/p][h3]Grip Mods[/h3]
  • [p]Power Reservoir[/p]
    • [p]Increased secondary ammo capacity[/p]
    • [p]Reduced secondary damage[/p]
  • [p]Affliction Booster[/p]
  • [p]Amplifies all afflictions applied by the active blade type[/p]
  • [p]Overcharge Cell[/p]
    • [p]Increased secondary damage[/p]
    • [p]Reduced maximum ammo capacity[/p]
[p]
[/p][h3]Guard Mods[/h3]
  • [p]Energy Siphon (Zed Tech)[/p]
    • [p]Chance to recharge secondary ammo on kill[/p]
    • [p]Reduced block stamina and attack speed[/p]
  • [p]Reinforced Guard[/p]
  • [p]Increased block power and stamina[/p]
  • [p]Reduced attack speed[/p]
  • [p]Shredder Guard[/p]
  • [p]Increased bleed power and damage[/p]
[p]
[/p][h3]Coating Mods[/h3]
  • [p]Confusion[/p]
    • [p]Applies confusion affliction[/p]
  • [p] Toxic  [/p]
    • [p]Applies poison/corrosion damage over time[/p]
  • [p] Stunning  [/p]
    • [p]Applies stun affliction[/p]
[p]
[/p][h2]New Weapon: M-97 Trenchgun (Firebug)[/h2][p]A pump-action incendiary shotgun built for aggressive ground control.[/p]
  • [p]Base Weapon[/p]
    • [p]Fires incendiary shells that create ground fire patches[/p]
    • [p]Applies Burn affliction[/p]
    • [p]Primary fire: Semi-automatic[/p]
    • [p]Secondary fire: Slamfire mode (full-auto, higher fire rate, reduced accuracy)[/p]
[h3]New Ammunition Mods[/h3]
  • [p]Buckshot[/p]
    • [p]Increased damage[/p]
    • [p]Tighter spread[/p]
    • [p]Reduced pellet count for focused impact[/p]
    • [p]Converts to Force/Ballistic damage[/p]
    • [p]Removes Burn affliction[/p]
[h3]Existing Ammunition Mods[/h3]
  • [p]Extinguished Slugs[/p]
  • [p]Enfeebling Slugs[/p]
  • [p]Nano-Thermite Shells[/p]
  • [p]White Phosphorous Shells[/p]
[h3]New Barrel Mods[/h3]
  • [p]Spiked Choke[/p]
    • [p]Reduced pellet spread[/p]
    • [p]Increased vertical recoil[/p]
[h3]Existing Barrel Mods[/h3]
  • [p]Compensator[/p]
[h3]New Underbarrel Mods[/h3]
  • [p]Bayonet[/p]
    • [p]Replaces bash with thrusting blade attack[/p]
    • [p]Deals Cut damage[/p]
    • [p]Applies Bleed affliction[/p]
[h3]Existing Underbarrel Mods[/h3]
  • [p]UV Flashlight[/p]
[h3]Internal Mods[/h3]
  • [p]High-Velocity Receiver[/p]
  • [p]Aluminum Alloy Receiver[/p]
  • [p]Affliction Amplifier[/p]
[h3]Sight Mods[/h3]
  • [p]C-More Optic[/p]
  • [p]Reflex[/p]
  • [p]Red Dot[/p]
  • [p]Green Dot[/p]
[p]
[/p][h2]Dual Wielding[/h2][p]In preparation for the upcoming Gunslinger perk, dual-wield support has been introduced for two existing sidearms. The Commando Sentinel and Engineer Krait can now be equipped as dual-wield variants. This system lays the groundwork for expanded dual-wield gameplay for the gunslinger perk coming in the next major update.[/p][p]
[/p][h2]New Mutation Waves[/h2][p]Season 3 introduces two new Mutation Waves that add optional objectives and narrative-driven combat twists to Survival matches.[/p][p][/p][h3]Holdout[/h3][p]A new optional objective where players must defend a marked zone for a set duration during the wave. The more players inside the zone, the faster progress completes.[/p][p]Successful completion rewards the entire team with XP, Dosh, and Crafting Materials (Ichor, Greymatter, Biosteel).
[/p][h3]Not Of This World[/h3][p]Mutation Wave focused on Mire enemies with heavy Scavenger enemy presence
[/p][p][/p][h2]New Weekly Mutators[/h2][p]Season 3 introduces two new Weekly Mutators that dramatically change combat pacing and survival strategy.[/p][h3]Bloodlust[/h3][p]Players are afflicted with a damage-over-time effect during waves and must secure kills to recover health. [/p][h3]Slaughterfest[/h3][p]A high-lethality mutator where everything hits harder — and dies faster.[/p][p][/p][p][/p][h2]New Feature: Comic Book Viewer[/h2][p]Explore stories set within the Killing Floor universe through a new in-game comic viewer. Dive deeper into the lore, characters, and expanding world beyond the battlefield.[/p][p]
[/p][h2]Season 3 Narrative Campaign / Milestone Rewards[/h2][p]Season 3 narrative progression and milestone rewards include 19 unlockable items earned for free through gameplay.[/p][p]Narrative Campaign Rewards[/p]
  • [p]Wolfsbane Uniform Head Gear and Outfit for Masterson [/p]
  • [p]White Heat Uniform Head Gear and Outfit for Masterson [/p]
  • [p]Smartgun Operator Bandana Head Gear for Luna[/p]
  • [p]Magnificent Seven Player Card[/p]
  • [p]Mire Mutation Player Card[/p]
  • [p]Outpost 31 Weapon Sticker [/p]
  • [p]Ace of Spades Weapon Trinket[/p]
[p][/p][p]Milestone Player Card Rewards[/p]
  • [p]Kill Alpha Scavenger: Tier 1 - 3[/p]
  • [p]Survive Antarctic Base: Tier 1 - 3[/p]
[p][/p][p][/p][h2]New Daily, Weekly, Milestones & Achievements[/h2][p]Season 3 introduces new rotating objectives and long-term challenges tied to Operation: Deep Freeze and the Antarctic deployment.[/p][p][/p][h2]New Daily Objectives[/h2]
  • [p]Alpha Test – Defeat the Alpha Scavenger[/p]
  • [p]Crunch Time – Survive Offices Long[/p]
  • [p]On the Radar – Survive Radar Station Long[/p]
  • [p]City Sweeper – Survive City Streets Long[/p]
  • [p]Lab Results – Survive R&D Lab Long[/p]
  • [p]Overtime – Survive Horzine Factory Long[/p]
  • [p]Missile Barrage – Survive Convoy Long[/p]
  • [p]Underground Hero – Survive Sewers Long[/p]
  • [p]Extended Sentence – Survive Prison Long[/p]
  • [p]Icebreaker – Survive Arctic[/p]
  • [p]Frostbite – Survive Arctic Long[/p]
  • [p]Long Shot – Achieve victory in Survival Long[/p]
[p][/p][h2]New Weekly Objectives[/h2]
  • [p]Alpha Test – Defeat the Alpha Scavenger[/p]
  • [p]Long Shot – Achieve victory in Survival Long[/p]
[p][/p][h2]New Milestones[/h2][p]Scavenger Hunt[/p]
  • [p]Defeat 50 Scavengers[/p]
  • [p]Defeat 150 Scavengers[/p]
  • [p]Defeat 300 Scavengers[/p]
[p][/p][p]Icebreaker[/p]
  • [p]Survive Arctic on Normal Difficulty[/p]
  • [p]Survive Arctic on Hard Difficulty[/p]
  • [p]Survive Arctic on Hell on Earth Difficulty
    [/p]
[h2]New Achievements[/h2]
  • [p]Headbanger's Ball – Destroy 50 heads with the bayonet bash[/p]
  • [p]Blood Frenzy – Get 5 kills within 10 seconds while under 50% health with Tekko Kage[/p]
  • [p]Take the Cake – Find and eat the cake on Arctic[/p]
  • [p]Legwork – Destroy 10 Scavenger legs while they're alive[/p]
  • [p]All Mired Up – Complete Operation 3[/p]
  • [p]Small Arms – Complete a Survival Long match without dealing damage with a primary weapon[/p]
  • [p]Alpha Omega – Defeat an Alpha Scavenger (Hell on Earth)[/p]
New Quality of Life Improvements
[p]The Spring update introduces several player-focused improvements designed to reduce friction[/p][h3]Boss Reveal Before Final Battle[/h3][p]The boss is now revealed immediately after the last wave. This allows players to plan weapon purchases, and team strategy before the final encounter instead of reacting after trader time.[/p][p]
[/p][h3]Bloat Mine Auto-Clear[/h3][p]All Bloat mines are automatically destroyed at the end of each wave, preventing leftover hazards from carrying into the next round.[/p][p]
[/p][h3]Bump Mechanic Refinement[/h3][p]Sprint and slide interactions with Zeds have been refined:[/p]
  • [p]Larger timing windows for successful bumps[/p]
  • [p]Improved stumble and knockdown consistency[/p]
  • [p]Can interrupt Zeds during windup and recovery portions of attacks[/p]
[p]
[/p][h3]Bash Improvements[/h3][p]Bash attacks on firearms now use a sweeping hit detection method, matching how melee weapons work. Previously, bash used a single narrow check at the center of the screen, which made it unreliable and often didn't line up with the animation. With this change, bash can now hit targets more consistently, strike multiple enemies in a single swing, and deal more damage by connecting with multiple parts of a Zed. This also enables attacks like the new Bayonet mod to penetrate through multiple targets at close range.[/p][p]
[/p][h3]Skip to VTOL[/h3][p]Matches can now begin without physically walking to the VTOL. A button prompt allows players to trigger the start countdown immediately.[/p][p]
[/p][h3]Copy Invite Code (PC Only)[/h3][p]Invite codes can now be copied and pasted directly on PC, making it easier to invite friends.[/p][p]
[/p][h3]Streamer Mode (PC Only)[/h3][p]Hides the party code from being visible[/p][p]
[/p][h3]AFK Detection System[/h3][p]An AFK detection system has been added to improve match flow and reduce inactive players impacting progression.[/p][p]
[/p][h3]Player Card Filters and Sorting[/h3][p]Player cards now support filtering and sorting options for improved organization and easier navigation.[/p][p]
[/p][h3]Ping Information Display[/h3][p]Expanded ping visibility provides clearer connection information during matches.[/p][p]
[/p][h3]Medic Dart Targeting Improvements[/h3][p]Medic dart targeting behavior has been refined for improved reliability and more consistent ally prioritization.[/p][p]
[/p][h3]Controller Deadzone Controls[/h3][p]New deadzone adjustment options have been added for controller players, allowing finer aim customization.[/p]
Performance Improvements – Spring Update
[p]42 Performance Tasks Completed[/p][p]The Spring update includes a focused performance pass targeting rendering stability, CPU overhead, animation cost, VFX load, and memory efficiency. These optimizations reduce frame spikes during high-intensity combat, improve long-session stability, and strengthen overall responsiveness.[/p][h2]Rendering & Shader Optimization (11)[/h2]
  • [p]Reduced shader complexity in high-impact materials[/p]
  • [p]Improved PSO handling to reduce runtime hitching[/p]
  • [p]Optimized first-time effect rendering behavior[/p]
  • [p]Reduced material overdraw in select VFX-heavy scenarios[/p]
  • [p]Improved rendering consistency during large Zed counts[/p]
[p]
[/p][h2]VFX & Particle Optimization (9)[/h2]
  • [p]Reduced emitter overhead in combat-heavy effects[/p]
  • [p]Improved particle cleanup and lifecycle management[/p]
  • [p]Optimized explosion and fire effect performance[/p]
  • [p]Reduced unnecessary VFX tick updates[/p]
  • [p]Improved pooling and reuse of recurring effects[/p]
[p]
[/p][h2]Gameplay Tick & CPU Load (7)[/h2]
  • [p]Reduced unnecessary actor ticking during waves[/p]
  • [p]Optimized update paths for frequently called systems[/p]
  • [p]Reduced overhead during high-density enemy encounters[/p]
  • [p]Improved system update efficiency under multiplayer load[/p]
[p]
[/p][h2]Animation & Character Performance (6)[/h2]
  • [p]Optimized character death logic[/p]
  • [p]Reduced animation state transition cost[/p]
  • [p]Improved skeletal mesh update efficiency[/p]
  • [p]Reduced performance spikes during large group engagements[/p]
[p]
[/p][h2]Memory & UObject Optimization (5)[/h2]
  • [p]Reduced excessive UObject counts on select weapons/mods[/p]
  • [p]Cleaned up asset references to lower memory pressure[/p]
  • [p]Improved garbage collection behavior in match transitions[/p]
  • [p]Reduced persistent object retention between waves[/p]
[p]
[/p][h2]Environment & Collision Optimization (4)[/h2]
  • [p]Optimized Nanite collision cost in detailed areas[/p]
  • [p]Reduced terrain deformation overhead[/p]
  • [p]Improved environmental system performance during combat[/p]
[p]
[/p]
Balance Adjustments
[h2]Zed Health and Damage adjustments[/h2][p]We’ve made a sweeping combat balance pass aimed at making Killing Floor 3 feel faster, deadlier, and more in line with the pacing and lethality players remember from Killing Floor 2. Zed health has been reduced across the board to bring back that punchy, satisfying kill feel, while Zed damage and spawn rates have been increased to reward strong fundamentals and heavily punish mistakes.[/p][p]
[/p][h2]FireBug Weapons[/h2][p]T2 Dragons breath[/p][p]The Dragon’s Breath shotgun has been promoted to a Tier 3 weapon and rebalanced to match its new status. Each pellet now deals 33% more damage and delivers 150% more stumble power, making it far deadlier up close. To offset the boost, both the weapon and ammo costs have increased[/p][p]

[/p][p]T4 Vulcan[/p][p]The T4 Vulcan has received additional tuning after continuing to outperform other Tier 4 weapons in high-level play. Its sustained damage output and overall ammo efficiency allowed it to dominate extended engagements more consistently than intended. Maximum and starting ammo have been reduced, along with slight reductions to both partial and fully charged primary fire damage. These adjustments are designed to maintain the Vulcan’s role as a powerful heavy weapon while bringing its overall performance more in line with other late-game options.[/p][p]
[/p][h2]Engineer Weapons[/h2][p]Sidearm Krait[/p][p]Reload speeds have been increased, with empty reloads completing 10% faster and partial reloads completing 15% faster. These changes improve responsiveness in close engagements[/p][p]

[/p][p]T3 G33 grenade launcher[/p][p]The T3 G33 has been retuned to better define its role as a crowd-control explosive rather than a dominant all-purpose damage weapon. Its previous efficiency and damage profile allowed it to be overly reliable against both groups and larger targets.The weapon’s base cost and ammo cost have been increased, while total and starting ammo have been reduced to limit sustained explosive uptime. Overall damage has been lowered to reduce its effectiveness against stronger enemies. In exchange, close-range shell damage and stumble power have been significantly increased.[/p][p]
[/p][h2]Mods[/h2][p]Shared Explosive Slugs[/p][p]The cost of Shared Explosive Slugs has been reduced by 25% to improve its viability as a mod choice. This adjustment is intended to make the upgrade more competitive and accessible within weapon builds[/p][p]

[/p][p]Explosive Arrow Mod[/p][p]The Explosive Arrow mod has been adjusted to reduce its overall efficiency and critical hit reliability. Its cost has been increased, the critical-hit effective radius of the explosion has been reduced, and damage per mod level has been slightly lowered.[/p][p]

[/p][p]G33 Enfeebling smoke Grenade[/p][p]The damage-over-time effect of the G33 Enfeebling Smoke Grenade has been significantly increased. Damage per tick has been raised from 3 to 20, making the affliction more impactful and improving its effectiveness as an area denial and softening tool.[/p][p]
[/p][h2]Perk Grenades[/h2][p]Perk Grenades have received substantial damage increases to better justify their cost and reinforce their role as powerful tactical tools. Grenades were previously underperforming relative to their price, often feeling secondary rather than impactful. Damage has been significantly increased across multiple perks, dramatically improving their burst potential and crowd-clearing effectiveness.[/p][p]The following grenades have been buffed:[/p]
  • [p]Commando Grenade[/p]
  • [p]Engineer Grenade[/p]
  • [p]Firebug Grenade[/p]
  • [p]Sharpshooter Grenade[/p]
  • [p]Ninja Grenade[/p]
[p]
[/p]
Bug Fixes, Polish & System Improvements
[p]The Spring update delivers one of the most comprehensive polish passes to date, with 934 closed issues addressed across combat systems, AI behavior, maps, UI, networking, progression, cosmetics, and performance. This effort focused on tightening gameplay consistency, eliminating edge cases, improving match stability, and refining overall responsiveness. From weapon handling and Zed behavior to menu clarity and environmental reliability, this update strengthens the technical foundation of Killing Floor 3 across every major system.[/p][h2]Weapons, Mods & Combat (206)[/h2]
  • [p]Fixed reload, swap, and ADS timing inconsistencies[/p]
  • [p]Corrected damage scaling, crit calculations, and perk interaction edge cases[/p]
  • [p]Resolved mod behavior inconsistencies and attachment conflicts[/p]
  • [p]Fixed explosive validation, grenade logic, and radius edge cases[/p]
  • [p]Corrected ammo counts, purchase logic, and Trader interaction issues[/p]
  • [p]Improved melee, bash, block, and hit registration reliability[/p]
  • [p]Fixed ground fire and damage-over-time stacking inconsistencies[/p]
  • [p]Resolved weapon animation cancel timing issues[/p]
[p]
[/p][h3]Additional Weapon & Mod Fixes[/h3]
  • [p]Fixed Disciple firing primary and secondary simultaneously preventing reload animation[/p]
  • [p]Fixed Dual Defender Shotgun negative ammo and reload freeze edge cases[/p]
  • [p]Fixed KH-380 healing dart firing while grabbed or executed[/p]
  • [p]Fixed syringe triggering without animation and weapon firing during syringe use[/p]
  • [p]Corrected Armor Piercing Ammo penetration scaling on weapons with secondary fire modes[/p]
  • [p]Fixed Multi-Round Burst + Ammo mod interactions on Sentinel and Dual Sentinel variants[/p]
  • [p]Fixed M14EBR Full Auto Receiver recoil stat display inaccuracies[/p]
  • [p]Fixed Critical Exposure mod interaction with Death’s Hand gadget[/p]
  • [p]Fixed Enfeebling Smoke and Acid Grenade mods not applying ground damage[/p]
  • [p]Fixed Biomorphic Projector Underbarrel Enfeebling Smoke grenade animation and damage inconsistencies[/p]
  • [p]Fixed Underbarrel Incendiary Launcher damage mismatch in Armory/Trader[/p]
  • [p]Tuned G33 explosion safe-distance to prevent unintended self-damage at close range[/p]
  • [p]Fixed Molotov ground fire visual inconsistencies and incorrect scaling[/p]
  • [p]Fixed Incinerator M7 and Vulcan TA flamethrower modes spawning bullet decals[/p]
  • [p]Fixed IR-50 Brimstone and Ifrit damaging Siren during Scream[/p]
  • [p]Fixed KV Recluse & MP6 healing dart interruption edge cases[/p]
  • [p]Fixed Underbarrel Laser red dot appearing during ladder movement[/p]
[p]
[/p][h3]Secondary Fire Interrupt Improvements[/h3][p]The following now properly allow secondary fire to interrupt primary reload:[/p]
  • [p]Underbarrel Frag Launcher[/p]
  • [p]Underbarrel Incendiary Launcher[/p]
  • [p]Underbarrel Confusion Grenade[/p]
  • [p]Underbarrel Enfeebling Smoke Grenade[/p]
  • [p]Underbarrel Shotgun[/p]
  • [p]Underbarrel Confusion Dart[/p]
  • [p]Disciple (Sharpshooter Sidearm)[/p]
[p]
[/p][h2]Zeds, AI & Spawning (144)[/h2]
  • [p]Fixed AI pathing and navigation stalls[/p]
  • [p]Resolved Zeds getting stuck on geometry[/p]
  • [p]Corrected attack state and animation sync issues[/p]
  • [p]Improved spawn pacing and wave composition reliability[/p]
  • [p]Fixed mutation wave behavior edge cases[/p]
  • [p]Corrected Scavenger and Alpha behavior inconsistencies[/p]
  • [p]Improved enrage, aggro, and targeting transitions[/p]
  • [p]Stabilized boss encounter behaviors and phase logic[/p]
[p]
[/p][p]Additional Enemy Fixes[/p]
  • [p]Fixed Scrake Hook Grab ability getting stuck when left arm limb was destroyed[/p]
  • [p]Fixed Scrake hook projectile persisting on player when ability was interrupted[/p]
  • [p]Fixed Clot remaining upright when leg destroyed during stun[/p]
  • [p]Fixed Husk, Scrake, and Fleshpound explosion damage failing to affect confused enemies[/p]
  • [p]Fixed Medic Dart target-lock not clearing correctly in certain positioning scenarios[/p]
[p]
[/p][h2]Maps, Environment & Collision (104)[/h2]
  • [p]Fixed collision inconsistencies across multiple maps[/p]
  • [p]Resolved blocking volume misalignment[/p]
  • [p]Corrected traversal and geometry issues[/p]
  • [p]Fixed navmesh gaps and spawn volume placement errors[/p]
  • [p]Resolved terrain deformation edge cases[/p]
  • [p]Corrected interactable and environmental object inconsistencies[/p]
  • [p]Improved lighting and environmental visual issues

    [/p]
[h2]UI, Armory & Menus (99)[/h2]
  • [p]Fixed incorrect stat displays and tooltip inconsistencies[/p]
  • [p]Corrected loadout save and equipment preview issues[/p]
  • [p]Resolved filtering and sorting inconsistencies[/p]
  • [p]Fixed mod compatibility messaging errors[/p]
  • [p]Corrected navigation edge cases in menus[/p]
  • [p]Improved store, trader, and cosmetic presentation reliability[/p]
[p]
[/p][h3]Additional UI & Armory Fixes[/h3]
  • [p]Fixed sight mod stat messaging for ADS-only recoil/accuracy bonuses[/p]
  • [p]Corrected mislabeled “Mobility” vs “Handling” stats[/p]
  • [p]Updated G33 weapon description for clarity[/p]
  • [p]Corrected Underbarrel Laser and UV Light descriptions regarding Healing Dart removal[/p]
  • [p]Fixed incorrect mod icons (Kiba Blade, Reflex Pistol, MKR350 Drum Mag)[/p]
  • [p]Tightened Dual Defender sight alignment offsets[/p]
  • [p]Fixed incorrect muzzle/impact FX on Knightsbridge Underbarrel Frag Launcher[/p]
[p]
[/p][h2]Networking & Match Flow (91)[/h2]
  • [p]Fixed join-in-progress desync issues[/p]
  • [p]Corrected ready-up and match start timing inconsistencies[/p]
  • [p]Resolved session state sync problems[/p]
  • [p]Fixed invite code and party flow edge cases[/p]
  • [p]Corrected spectator state inconsistencies[/p]
  • [p]Improved dosh and player state replication reliability[/p]
[p]
[/p][h2]Animation & Visual Presentation (55)[/h2]
  • [p]Fixed animation blending and state transition inconsistencies[/p]
  • [p]Corrected ragdoll behavior edge cases[/p]
  • [p]Resolved T-pose and animation freeze scenarios[/p]
  • [p]Fixed VFX detachment and particle persistence issues[/p]
  • [p]Corrected cosmetic alignment and mesh clipping problems[/p]
  • [p]Improved animation sync during high-load combat scenarios[/p]
[p]
[/p][h2]Cosmetics & Customization (46)[/h2]
  • [p]Fixed outfit, skin, and head swap presentation issues[/p]
  • [p]Corrected cosmetic preview inconsistencies[/p]
  • [p]Resolved trinket, sticker, and player card display issues[/p]
  • [p]Fixed clipping and alignment problems across multiple items[/p]
[p]
[/p][h2]Progression, Challenges & Rewards (37)[/h2]
  • [p]Corrected XP tracking inconsistencies[/p]
  • [p]Fixed Daily, Weekly, and Milestone completion errors[/p]
  • [p]Resolved reward granting edge cases[/p]
  • [p]Corrected achievement unlock inconsistencies[/p]
  • [p]Fixed progression tracking after disconnect/rejoin scenarios[/p]
[p]
[/p][h2]Stability & Performance (40+)[/h2]
  • [p]Fixed crash scenarios and assertion failures[/p]
  • [p]Improved long-session stability[/p]
  • [p]Resolved memory cleanup edge cases[/p]
  • [p]Addressed performance spikes and hitch scenarios[/p]
  • [p]Improved optimization across rendering and gameplay systems[/p]
  • [p]Fixed controller and keybind input inconsistencies[/p]
  • [p]Resolved audio trigger and attenuation issues[/p]
  • [p]Corrected voice-over overlap edge cases[/p]
  • [p]Fixed localization and text errors[/p]
  • [p]Addressed gadget and equipment behavior inconsistencies[/p]
[p]
[/p][h2]Input, Audio & Miscellaneous[/h2]
  • [p]Fixed controller and keybind input inconsistencies[/p]
  • [p]Resolved audio trigger and attenuation issues[/p]
  • [p]Corrected voice-over overlap edge cases[/p]
  • [p]Fixed localization and text errors[/p]
  • [p]Addressed gadget and equipment behavior inconsistencies[/p]
[p]
[/p][h2]Season 3 Supply Pass: Operation Deep Freeze[/h2][p]The Season 3 Supply Pass features 100 total rewards, including 10 VC Packs, across the following categories:[/p]
  • [p]16x-  Body Outfits[/p]
  • [p]8x - Head Swaps[/p]
  • [p]16x -  Body Skins[/p]
  • [p]16x - Head Skins[/p]
  • [p]9x - Weapon Skins[/p]
  • [p]7x -  Weapon Trinkets[/p]
  • [p]6x -  Weapon Stickers[/p]
  • [p]4x -  Comic Page Packs[/p]
  • [p]8x - Player Cards[/p]
  • [p]10x - 100 Creds VC Pack[/p]
[p]Total: 100 Rewards[/p][p]
[/p][h2]Store (Item Shop Rotation)[/h2][p]Season 3 Store rotations introduce 50 additional items, including bundles and individual cosmetics.[/p][h3]Bundles[/h3]
  • [p]Classic Masterson Bundle (1500 Creds)[/p]
  • [p]Tanky Girl Bundle (800 Creds)[/p]
  • [p]Alien Hunter Bundle (500 Creds)[/p]
[p]
[/p][h3]A la Carte Items[/h3][p]Weapon Skins - (500 Creds each)[/p]
  • [p]Crystal Lake Killer[/p]
  • [p]The Monster[/p]
  • [p]Dream Demon[/p]
  • [p]Alien Blood[/p]
  • [p]Orange Crush[/p]
  • [p]OD Green[/p]
  • [p]Woodland Tiger[/p]
  • [p]Battle Worn[/p]
  • [p]Dark Earth[/p]
  • [p]Woodland DPM[/p]
  • [p]Desert DPM[/p]
[p]
[/p][p]Weapon Trinkets - (300 Creds Each)[/p]
  • [p]Icebreaker[/p]
  • [p]Frozen Skull[/p]
  • [p]Cryo Grenade[/p]
  • [p]Wolf Skull[/p]
  • [p]Poker Chip[/p]
  • [p]Wheels of Steel[/p]
  • [p]Eight-Ball[/p]
[p]
[/p][p]Player Cards - (200 Creds Each)[/p]
  • [p]Sonic Death[/p]
  • [p]Crawler X-ray[/p]
  • [p]Anatomy Lesson[/p]
  • [p]Deck of Fate[/p]
  • [p]Always Watching[/p]
  • [p]Cult of the Clot[/p]
  • [p]Display of Force[/p]
  • [p]Horzine is the Future[/p]
  • [p]Open Mind[/p]
  • [p]Glitch Mob[/p]
  • [p]Anarchy Rules[/p]
[p]
[/p][p]Weapon Stickers (100 Creds Each)[/p]
  • [p]Glitch Skull[/p]
  • [p]Creature Feature[/p]
  • [p]Hoshoku-sha[/p]
  • [p]Monster Mustard[/p]
  • [p]Finger Guns[/p]
  • [p]Finkrat[/p]
  • [p]Covert Ops[/p]

[PSA] Killing Floor 3 Maintenance

[p]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.[/p]

Nightfall News: Operation Deep Freeze Additions and QoL Improvements

[p]Hello everyone,[/p][p]
[/p][p]As we work towards getting the Killing Floor 3: Operation Deep Freeze into your hands, we wanted to talk about some of the additions and quality of life improvements headed your way.
[/p][p]First up, performance improvements. Operation Deep Freeze includes a focused performance pass targeting rendering stability, CPU overhead, animation cost, VFX load, and memory efficiency. These optimizations reduce frame spikes during high-intensity combat, improve long-session stability, and strengthen overall responsiveness.[/p][p][/p][p]Those looking to play longer will find that Long Game has arrived: Featuring 10 Waves + A Boss Fight! Players who go this route will find a more gradual ramp up, more options for wave mutations, and be rewarded with increased boss kill rewards.[/p][p][/p][p][/p][p]New wave mutations headed your way! Holdout returns, with material and XP prizes for those who opt for the added challenge. Successful completion rewards the entire team with XP, Dosh, and Crafting Materials: Ichor, Greymatter, Biosteel. Holdout is also now time based, rather than kill based, scaling with the amount of players on the team, so you’ll want to get in there quick.[/p][p][/p][p]Joining Holdout is Not Of This World, a Mire enemy focused wave, with heavy Scavenger presence.[/p][p][/p][p]2 new weekly mutators are also joining the rotation. Bloodlust inflicts your team with a Damage Over Time effect, and the only offset is to rack up those kills to recover health. Slaughterfest takes the recent weapon/zed rebalance to the next level, where everything hits harder and dies even faster.[/p][p][/p][p]We’ve also got some community requested QoL improvements headed your way in Operation Deep Freeze. Not a fan of running to the VTOL to ready up? Run no more as you can now indicate readiness from anywhere in the Stronghold. [/p][p][/p][p][/p][p]Enjoy “Zed Bumping”? It’s getting better with larger windows of success, including during the windup/cool down phases of their attacks and improved stumble and knockdown consistency. Love to Bash, get ready to love it even more! Bash can now hit targets more consistently, strike multiple enemies in a single swing, and deal more damage by connecting with multiple parts of a Zed. This also enables attacks like the new Bayonet mod to penetrate through multiple targets at close range.
[/p][p]Medic’s will also notice that the UI will now indicate which player they are locked onto, giving them more control over who is the most in need of healing, as well as improved locking on to their desired target.[/p][p][/p][p][/p][p]Some other community focused QoL Improvements headed your way with Operation Deep Freeze are:[/p]
  • [p]Copy Invite Code To Clipboard (PC Only)[/p]
  • [p]Streamer Mode To Hide The Party Code [/p][p][/p]
  • [p]Controller Deadzone Controls [/p]
[p][/p]
  • [p]Bloat Mine Auto-Clear at End of Wave[/p]
  • [p]Boss Reveal After Wave 5 or 10[/p]
  • [p]Party Ping Info [/p]
[p][/p]
  • [p]AFK Detection[/p]
  • [p]Player Card Filters and Sorting
    [/p]
[p]We look forward to getting this update into players hands soon![/p]

Nightfall News: Cold Steel Is Headed Your Way

[p][/p][p]Nightfall,[/p][p]
With our monitoring of the Antarctic Base well underway, the intelligence team has found more than just new mire creatures. They’ve been tracking what appears to be an increase in Zed lethality, akin to our records of older zed types. Oddly enough, this does seem to make them more vulnerable to most of your arsenal.[/p][p][/p][p]We’ve made a sweeping combat balance pass aimed at making Killing Floor 3 feel faster, deadlier, and more in line with the pacing and lethality players remember from Killing Floor 2. Zed health has been reduced across the board to bring back that punchy, satisfying kill feel, while Zed damage and spawn rates have been increased to reward strong fundamentals and more heavily punish mistakes as players advance in difficulty. [/p][p]Killing Floor Design Team[/p][p]
Speaking of arsenal, the team down in R&D has reforged the Dragon’s Breath shotgun into something more punchy (It is now a Tier 3 weapon) and has been working to refine your explosives into more nuanced tools.[/p][p]
Explosive weapons have been further tuned to prevent them from dominating the meta and encourage greater perk and weapon diversity, such as: significant adjustments to the Engineer’s G33. It has been tuned to excel at crowd control, but is no longer something you can comfortably main. Especially against large, powerful Zeds where it now struggles. [/p][p]
At the same time, perk grenades have received a substantial damage boost to ensure they feel impactful and worth the investment. Overall, this update tightens the combat loop with faster kills, higher danger, and more meaningful decisions in every fight.[/p][p]Killing Floor Design Team[/p][p]
But that isn’t all specialists. We’ve got some new tools of your very gruesome trade headed your way. An older favored firearm, the M-97 Trenchgun and, since so many of you act like wild animals, the Tekko Kagi.[/p][p]
Answering the question of how quickly can you fire off a shotgun to make something just stop as fast as possible: The M-97 Trenchgun[/p][p][/p][p][/p][p][/p][p][/p][p]Featuring the ability to pump or slam fire, the Trenchgun brings the burning rain to the nasties in the field. Specialists will find it in the price tier previously held by the Dragons Breath (Firebug: Tier 2). And if somehow those Zeds make it past that wall of flaming death, don’t forget to equip a bayonet to seal the deal.[/p][p]
The M-97 Trenchgun, inspired by the Winchester 1897 Shotgun, designed to allow it to be fired very quickly by holding down the trigger and feeding shells in with the pump action, which was known as slam-firing. We wanted to make a weapon with progressive reloading, and featuring this slam-firing capability, to help round out the Firebug perk's arsenal with a powerful and fun-to-use shotgun.[/p][p]Geoffrey Richards, Senior Gameplay Designer[/p][p]
And for those of you who like to keep things closer, and dare we say, personal, the Tekko Kagi. [/p][p]
[/p][p][/p][p]A pair of retractable 12-inch razor-sharp metal claws that extend from reinforced wristguards with ergonomic grips when equipped, turning skilled specialists into nigh unstoppable close combat predators. Featuring a built-in module to shock and stun your foes on heavy attacks, specialists will have no excuse not to fight their way into the thick of it like an enraged honey badger.[/p][p]
With the Tekko Kagi we wanted a devastating weapon that's the perfect mix of risk and reward. To use it effectively you need to get in close, really close, but once you do, Zed heads and limbs start flying as you tear through hordes with brutal lightning-fast attacks.[/p][p]For big Zeds, flip on the secondary fire mode and every strike delivers powerful affliction damage. [/p][p]
It comes standard with electrified shocking blades, but swap in the Thermal Edge to become a cauterizing machine, Frost Reaper to freeze Scrakes mid-charge, or Bone Claws to slice and dice with bleeding shocks that disable Zeds. The Energy Siphon guard built from Zed Tech can even return secondary fire ammo on kills, keeping you charged for extended rampages.[/p][p]Brent Caulfield, Senior Gameplay Designer[/p][p]
One more thing Nightfall, while we aren’t quite yet prepared for you to dedicate yourselves to the Gunslinger way, the R&D team is unlocking the ability to requisition dual Bloodhounds and Kraits in the field. [/p][p]
[/p][p][/p][p]Depending on how you have them specced out, you’ll find that you will hold them “akimbo” by default, but those who choose to option a scope will take a more aimed stance. Do let us know how these are working out for you specialists, as the R&D team is continuing to work on other sidearms, both old and new.[/p][p][/p][p][/p][p][/p][p]We’ll have more notes to share with you about changing field conditions (Balance and Quality of Life improvements) in the coming days. And specialists, keep an ear out, someone broke into our comms this week and said “You lot are a bunch of muppets” and that they were “Getting too old for this shit”.[/p]

Killing Floor 3: Nightfall News Scavenging in the Dark

[p][/p][p]Attention, Nightfall associates. Dr. Moorcroft has unleashed a new horror upon the world: a terrifying creature we’ve dubbed “the Scavenger.”[/p][p][/p][p][/p][p][/p][p]We’ve traced these arthropodal nightmares’ origins to the Dreadzone, that liminal space growing outward like a cancer from the ruins of old London. They have a primitive, almost ancient quality, as if they existed eons before us, just waiting to be discovered. Their symbiosis with the Mire is total: it flows through their veins and radiates from their bodies.[/p][p][/p][p]Scavengers hunt in packs, covering ground with unnerving speed before descending upon their prey. They are encased in thick armor, yes, but drone footage confirms critical weaknesses on the head, chest, and back. A patient hand and a well-placed round will find the chinks in their carapace.[/p][p][/p][p]If the opportunity for a precise shot fails, the firepower at your command is sufficient to strip their armor away entirely. But be warned: they are opportunists. Not only do they prioritize wounded targets, but they can emit toxic fumes to create small pockets of lethality near their prey.[/p][p][/p][p]And where scavengers mass, there you will find the Alpha. A menacing behemoth, larger and exponentially more dangerous than its lesser kin. More troubling, they appear to practice a form of cannibalism.[/p][p] [/p][p][/p][p][/p][p]When a scavenger dies in the presence of these alphas, we’ve witnessed them actively consuming their remains. This behavior, though not fully understood, appears to feed a dark hunger that only empowers them further.[/p][p][/p][p][/p][p]
[/p][p]The Alpha Scavenger and Scavengers are a dangerous duo capable of hunting effectively together and creating a bit of toxic mayhem on the field. We hope this new addition to the enemy roster provides a fun and challenging experience for everyone![/p][p]-Killing Floor 3 Design Team[/p][p]
[/p][p]Our data on this new enemy is evolving by the hour. But there is good news. We are forwarding a series of critical arsenal upgrades that should level the playing field. As always, Nightfall, stay vigilant and await your next brief. [/p][p]
[/p][p][/p][p][/p][p][/p][p]
[/p][p][/p]