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ICYMI at IGN Live - Dev Diary 3 and Monster Mixes: Mire Cyst!

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Nightfall News | Zeds Take the Streets

[p]"Clamefield: Why live anywhere else?”[/p]
  • [p]Horzine infomercial [/p]
[p]
[/p][p]Throughout the history of Killing Floor, our urban maps have cemented themselves as some of the best showcases of the KF experience. Past maps like Burning Paris and Transit have become fan-favorites for providing an exciting variety of gameplay challenges from those tight close-quarters engagements, to all-out mayhem in outdoor holdout zones, leaning on the relative familiarity of the locale to really showcase the game’s core mechanics. [/p][p]
[/p][p]Now, it’s time to take that legacy into the future. Introducing City Streets: the concrete jungle featured in the closed beta. Now reworked with a fresh 4Gs coat of paint, this map is the perfect showcase for the game’s enhanced lighting, level design, and atmosphere! Now let’s take a closer look at this brutalist dystopia purpose-built for mayhem and carnage.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]

[/p][h2]SITREP[/h2][p]Welcome to Clamefield, Nevada: a bustling company megacity that’s been home to Horzine employees looking for an upscale place to work and play. For years, safety, structure, and corporate-approved leisure have defined the city… until now.[/p][p]
[/p][p]
[/p][p]This once idyllic neighborhood has now devolved into a bloody warzone after a hidden zed storage facility was inexplicably activated. Since the zed incursion, the streets of Clamefield have become a war-torn hellscape. Your mission is to pick up where the local security force left off. Take the VTOL to Clamefield and neutralize the zed threat. And if you can, find out who unleashed them in the first place, and why. 
[/p][h2][/h2][h2]Let’s Get Brutalist[/h2][p]Nightfall intelligence indicates that there are high concentrations of zeds in or around 3 distinct zones: Clamely Square, C&V Market, and the Parkview Tower Employee Residences. Since these zeds have had ample time to make themselves at home in these environs, it’s important to remain mobile while gaining your footing on the ground. As soon as you’ve gotten your bearings in the City Streets, it’ll be time to determine a holdout location. [/p][p]
[/p][p]Due to chief Horzine architects’ desire to employ the Wrightian “compression and release” design principle, many small corridors very quickly give way to wider spaces ideal for kiting zeds and retreating when overwhelmed. Successfully navigating these indoor spaces can buy precious time for resupplies and healing.[/p][p]
[/p][p][/p][p]
Outdoors you’ll find areas which further open up the battleground, starting with the oxygen-rich greenspace in Clamefield Park and ending on a very wide holdout zone outside C&V Market. Be wary of these outdoor zones. Husks particularly enjoy rooftop vantage points, and splitting off from your squad to deal with them will often mean a surprise encounter with gorefasts. If you find yourself in a similar pickle, it is advisable to retreat into the nearby housing unit. [/p][p]

“My goal \[when designing City Streets] was to reinforce the dystopian aspect of this world through Oppressive, Cold, and Bleak Architecture that finds inspiration in the various forms of Brutalism in Russia, Europe, and the U.S.  Another key factor for the architecture was to tie the key Horzine shape language that we defined for Zed Technology.  This led us to use strong angular shapes with lots of repetition that you'll see throughout this large Horzine-designed city.”[/p]
  • [p]Andrew Kerschner, Art Director[/p]
[h2][/h2][h2]Gifts from HQ[/h2][p]Before tragically falling victim to the onslaught of zeds, Horzine security attempted an evacuation to no avail. To ensure that Nightfall won’t reach the same bitter end, we’ve preemptively deployed some of Imran’s countermeasure devices to provide support in case you get overrun. [/p][p]
[/p][p]It’s recommended not to leave the Stronghold without at least one multi-tool to ensure full utilization of local defensive measures. Across the City Streets there are auto-turrets, lockable doors, armor boxes, and ziplines. In order to make the most of your time in Clamefield, you’ll want to continuously activate these devices. Especially if you find yourself overrun in one of the city’s many open areas.[/p][p]
[/p][p]In City Streets, it’s highly important to establish a solid holdout zone before the final round’s boss zed. Although the best decision is one made in the face of danger, data from combat simulations suggests that the most effective holdout zone will often be outside C&V Market. [/p][p]
[/p][p]As we’re sure you’re abundantly aware already, the full might of Nightfall is at your beck and call, but we are limited by where and when we can resupply you. So wherever you and your team decide to hold, be mindful of the chosen zone’s relative location to the in-round trader pod.
[/p][h2]Design Notes[/h2][p]“For City Streets, my three tips to live would have to be:[/p]
  1. [p]Come prepared with a multitool -- turrets and ziplines are placed throughout the map and create amazing choke points and escape routes.[/p]
  2. [p]Take cover indoors from husks and the fire they rain down on you.[/p]
  3. [p]There are a lot of great line of sight angles on this map, perfect for sniping!”[/p]
[p][/p]
  • [p]Tommy Sammons, QA Manager - Internal & Second Party[/p]
[p]
[/p][p]Thanks for stopping by for another Nightfall News briefing! To stay up to date on all things Killing Floor, please join the awesome community members on Discord, Bluesky, Facebook, X, Instagram, TikTok, Reddit and the Tripwire official forums.[/p][p]
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KF 3 Community Update: A Celebration Of Gloom, Grime, Grunge, and Grit

Hi, everyone!

With this most recent pass, we set out to craft a living nightmare, a world whose every surface speaks of pain, toil, and terror. And it's much larger than just our maps—we've also applied the 4Gs to our characters, outfits, and weapons.

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Medics, take note: the VS-11 (seen in the video above) and K&W MP6 now come with the healing dart mod by default, reinforcing your role as the squad’s lifeline. We've also added some new Medic weapon mods that allow you to adjust dart behavior and healing efficiency. In addition, the Biomorphic Projector now features a secondary fire that heals allies as well.

Be sure to let us know what else you may have spotted and let us know what level you plan on dropping into first. We can’t wait to continue sharing more with you as soon as this weekend at IGN Live, so tune in and watch (Saturday, June 7th) via Twitch and Youtube!

Killing Floor 3 Launches July 24th!



Hello, everyone!

We had an exciting weekend at PAX East, where we announced Killing Floor 3's new July 24th release date. We also hosted a developer panel where we went behind the scenes of what it takes to make a KF level and gave fans a sneak peak into the future!

An additional big thanks to everyone who came to see us demoing the game in triple widescreen at the Alienware booth and gave us your feedback.

For those who missed the panel, you can catch it all right here:

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Some key points include:


We also had the chance to answer a few additional questions off camera and wanted to make sure we shared those with everybody:

Will there be another event where the public can get their hands on the game before the launch?
Yes, we're planning for a preview and stress test prior to launch, but don't have any details to share today. We want fans to feel confident with the state of the game, as well as knowing what's coming in the near future.

Can you confirm that perks are being split from specialists?
Yes, a large part of that work has already been actioned and the rest of the work is ongoing. This change will be fully realized in a post-launch update as Cordelia has the Nightfall team cross-training on each other's gadgets.

We know there were more questions we couldn't get to from the audience and more still from everyone watching the stream. We'll be working to answer those in the days ahead as well as providing additional Community Updates and Nightfall News posts!

Killing Floor 3 Fostering Foster

Fostering Foster: Working With Jason Flemyng to Evolve the Classic Character


He’s been cutting through countless hordes of zeds since 2010. He’s as dapper as he is dangerous. Quick-witted and slim-fitted. Ladies and gents, it’s time to talk about the return of the iconic trader-turned-merc-turned-Horzine-clone: Foster.

Perhaps the best way to introduce you to Killing Floor 3’s Foster is through his codex entry:
_______________________________________________________________

[h2]Foster
Birthplace: UK
DOB: 5/3/2049
Blood Type: B-

Horzine clone of the early 21st Century mercenary known as Mr. Foster. His Horzine handlers grew tired of his sardonic temperament and disobedience, resolving to "eliminate the defective subject and try again." Foster eventually escaped to work for various private security firms before finally joining Nightfall.[/h2]
_______________________________________________________________

One of the first questions we asked when first developing Killing Floor 3 was, “How do we bring back Mr. Foster?” He’s been a cornerstone of the series’ identity for the past fifteen years. But with the introduction of a new near-future dystopian setting, how could we include him in a way that made logical narrative sense without losing the core elements of the character?



Similar to an identical twin, Foster shares the same DNA as Mr. Foster, but the two are still distinct individuals. When we meet him in Killing Floor 3, he’s fully stepped out of his genetic progenitor’s shadow to become his own brand of wisecracking, zed-killing Brit. This version of the character adheres closer to Tripwire founder Alan Wilson’s original vision for the character. 2091’s Foster is a bit more working class, a LOT more profane, and an equally capable soldier in the field.



Breathing life into Foster required a performer who could really add authenticity to the role, which is why we enlisted veteran English actor, Jason Flemyng. Over the years, he’s delivered amazing performances in X-Men: First Class, Black Mirror, and Love, Death, & Robots. But the credits that really convinced us was his work in Guy Ritchie’s British crime classics Lock, Stock, and Two Smoking Barrels and Snatch—two films that were cornerstone inspirations for the original Mr. Foster persona. Add to that notable horror credits like Seed of Chucky and Deep Rising, and Jason was a natural fit for the role.

Here’s what Killing Floor 3’s Lead Writer had to say about working with Flemyng:

“We knew Jason's work from a variety of movies, and we instinctively sensed that he was our Foster. So we gave him an offer—no audition, which can be risky—and within five minutes, our instincts were proven right. He just brought so much energy. He locked into the character almost immediately, and was ad-libbing, throwing out extra lines (some of which would've possibly given us an AO rating), he's just such a generous performer. We shaped the character along with him, and after the first session, every script was tailored to Jason's distinctively British comic sensibility.”
- Matt Entin, Lead Writer, Killing Floor 3

This would ultimately become our approach with the voice actors for the other five members of Nightfall. Each character represents a collaborative effort between the Tripwire team and the performer, something we feel makes KF3’s characters so much better realized as a result.





Thanks for stopping by for another installment of Nightfall News!

To stay up to date on all things Killing Floor, please join the awesome community members on Discord, Bluesky, Facebook, X, Instagram, TikTok, Community Owned Reddit and the Tripwire official forums.