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Killing Floor 3 News

[Maintenance Period] Our Partners are updating services from 11:00 to 12:30 UTC

[p] Pardon this interruption for Killing Floor 3 services. Our partners are doing work to improve the backend services we use. This affects not only KF3 but other games that are using the same services. We expect downtime from 11:00 to 12:30 UTC.[/p]

[PSA] NOW RESOLVED - investigation into connection disruptions

[p]We are investigating the reports of disconnections and errors loading in to KF3. We ask for your patience at this time while we work with our partners to resolve this asap. We will update here with more information as when it becomes available.


We have resolved the above issue. The Floors are ready for all you Killers, once again. Players should be able to play as normal now. Thanks everyone![/p]

Hotfix 3 is live! Changelog Updated

[p][/p][p]We are continuing to actively investigate performance, matchmaking, and stability as primary concerns. Our goal is to implement fixes that address identified issues within upcoming releases, while ensuring that any optimizations provide a consistent and stable gameplay experience through thorough testing and iteration.[/p][h3]Release Date: August 27th, 2025[/h3][h2]
Balance Tunes[/h2]
  • [p]The Husk’s ranged attack has been rebalanced to give players more counterplay.[/p]
    • [p] Its charge-up is now slower, creating a clutch opportunity to shoot and destroy the cannon before it fires. [/p]
    • [p]In addition, the homing on its fireball has been reduced, making the projectile easier to dodge with sharp movement[/p]
  • [p]Armor has been reworked to provide more consistent protection and eliminate frustrating edge cases. [/p]
    • [p]The new curve makes armor absorb a greater share of incoming damage, preventing situations where players die while still holding a large armor reserve. [/p]
    • [p]This also resolves the problem of being one-shot while at full health and full armor, making survivability feel more reliable.[/p]
  • [p]Increased Proficiency Awarded for completing waves for Hard and Hell on Earth[/p]
    • [p]Hard from 10 to 12[/p]
    • [p]Hell on Earth from, 12 to 16[/p]
  • [p]Biosteel drop rates have been significantly increased across all difficulty levels:[/p]
    • [p]Normal: 2.5% to 4%[/p]
    • [p]Hard: 2.5% to 4.5%[/p]
    • [p]Hell on Earth: 2.5% to 5%[/p]
[h2]Bug Fixes[/h2]
  • [p]Stability Fixes[/p]
    • [p]Investigated and patched memory leaks on the Military Base map.[/p]
    • [p]Potential fix for skill video player crashing causing a soft lock[/p]
  • [p]Performance Optimization[/p]
    • [p]Trimmed down VFX emitters to optimize CPU performance[/p]
    • [p]Change Default Frame Rate Cap to Unlimited[/p]
      • [p]Note: this was done based on findings that the current frame rate cap setting incorrectly applies additional performance overhead compared to uncapped that we are looking to address at a later date.[/p]
    • [p]Optimized Clot Zed death behavior to reduce performance spikes[/p]
    • [p]Reduced overhead from moving car environment assets in City Streets[/p]
    • [p]Reduced or eliminated various VFX emitters to increase performance[/p]
      • [p]We hired an exterminator to get rid of the roaches on the maps that were hurting performance. [/p]
    • [p]Improved UI performance in various areas such as the name plates.[/p]
    • [p]Reduced performance impact on various Husk attacks [/p]
    • [p]Turned off masked materials for weapons and mods where they were unnecessary to increase rendering performance[/p]
  • [p]Matchmaking[/p]
    • [p]Resolved a bug allowing more than 6 players to join an online match.[/p]
    • [p]Players should no longer encounter an issue where rejoining a party with five members incorrectly displayed a "party full" message. [/p]
  • [p]Gameplay & UI[/p]
    • [p]Added save points on each wave start for better mid-match progression and experience tracking[/p]
    • [p]Improved cases where the “Complete All Daily Challenges” assignment would not consistently complete or reward players.[/p]
    • [p]Corrected multiplayer bug where Explosive Rounds did not damage Clots and Cysts.[/p]
    • [p]Fixed an issue where Kunai speed attacks did not adapt to Zed Time when it triggered.[/p]
    • [p]Fixed a rare bug where Scrakes became stuck in a looping grab animation if their hook was broken.[/p]
    • [p]Resolved issues with Audio Events not firing appropriately[/p]
    • [p]Fixed audio bug where “damage taken” SFX triggered despite avoiding hits.[/p]
    • [p]Resolved sprint bug where running would not resume after ADS + shooting.[/p]
[h2]Future Update Preview[/h2][p]Following Hotfix 3, the team is already working towards another hotfix to address additional issues around stability and optimization as well as our Rearmament Update later this Fall as previewed at launch within our Post-Launch Roadmap here: Killing Floor 3: The Start Of A Journey And The Year 1 Roadmap[/p][h3]Rearmament Update Key Highlights:[/h3]
  • [p]Perk and Character Decoupling: Implemented by popular community request.[/p]
  • [p]New Weapons & Mods: Inspired by real-world designs.[/p]
    • [p]M14 EBR Mod 0 (Sharpshooter)[/p]
    • [p]MKR-350 Assault Rifle (Commando)[/p]
    • [p]Streik Dual Defender Shotgun (Engineer)[/p]
  • [p]Performance & Stability: Further improvements and optimizations.[/p]
  • [p]Balance & Quality of Life: A wide range of fixes and tunes.[/p]
[p]Thank you for your continued support and feedback. Please keep reporting issues to [/p][p]https://forums.tripwireinteractive.com/index.php?forums/kf-3-bug-reports.2333664/[/p][p] for our team's visibility and tracking.[/p][p]
[/p]

Sneak Peek of the Work in Progress Hotfix 3 Change log

[p]
This is a sneak peek at the work in progress change log for Hotfix 3.
As a heads-up if all goes well, we are targeting tomorrow morning to roll out hotfix 3. The target time is 9:00 a.m EDT.[/p][p]We are continuing to actively investigate performance, matchmaking, and stability as primary concerns. Our goal is to implement fixes that address identified issues within upcoming releases, while ensuring that any optimizations provide a consistent and stable gameplay experience through thorough testing and iteration.[/p][p][/p][p][/p][p]As a heads-up if all goes well, we are targeting tomorrow morning to roll out hotfix 3. The target time is 9:00 a.m EDT.


We are continuing to actively investigate performance, matchmaking, and stability as primary concerns. Our goal is to implement fixes that address identified issues within upcoming releases, while ensuring that any optimizations provide a consistent and stable gameplay experience through thorough testing and iteration.

Release Date Target: August 27th, 2025 at 9:00 a.m. EDT.

Balance Tunes
[/p]
  • [p]The Husk's ranged attack has been rebalanced to give players more counterplay.[/p]
    • [p]Its charge-up is now slower, creating a clutch opportunity to shoot and destroy the cannon before it fires.[/p]
    • [p]In addition, the homing on its fireball has been reduced, making the projectile easier to dodge with sharp movement[/p]
  • [p]Armor has been reworked to provide more consistent protection and eliminate frustrating edge cases.[/p]
    • [p]The new curve makes armor absorb a greater share of incoming damage, preventing situations where players die while still holding a large armor reserve.[/p]
    • [p]This also resolves the problem of being one-shot while at full health and full armor, making survivability feel more reliable.[/p]
  • [p]Increased Proficiency Awarded for completing waves for Hard and Hell on Earth[/p]
    • [p]Hard from 10 to 12[/p]
    • [p]Hell on Earth from, 12 to 16[/p]
  • [p]Biosteel drop rates have been significantly increased across all difficulty levels:[/p]
    • [p]Normal: 2.5% to 4%[/p]
    • [p]Hard: 2.5% to 4.5%[/p]
    • [p]Hell on Earth: 2.5% to 5%[/p]
[p]

Bug Fixes
[/p]
  • [p]Stability Fixes[/p]
    • [p]Investigated and patched memory leaks on the Military Base map.[/p]
  • [p]Performance Optimization[/p]
    • [p]Trimmed down VFX emitters to optimize CPU performance[/p]
    • [p]Change Default Frame Rate Cap to Unlimited[/p]
      • [p]Note: this was done based on findings that the current frame rate cap setting incorrectly applies additional performance overhead compared to uncapped that we are looking to address at a later date.[/p]
    • [p]Optimized Clot Zed death behavior to reduce performance spikes[/p]
    • [p]Reduced overhead from moving car environment assets in City Streets[/p]
    • [p]Reduced or eliminated various VFX emitters to increase performance[/p]
      • [p]We hired an exterminator to get rid of the roaches on the maps that were hurting performance.[/p]
    • [p]Improved UI performance in various areas such as the name plates.[/p]
    • [p]Reduced performance impact on various Husk attacks[/p]
    • [p]Turned off masked materials for weapons and mods where they were unnecessary to increase rendering performance[/p]
  • [p]Matchmaking[/p]
    • [p]Resolved a bug allowing more than 6 players to join an online match.[/p]
    • [p]Players should no longer encounter an issue where rejoining a party with five members incorrectly displayed a "party full" message.[/p]
  • [p]Gameplay & UI[/p]
    • [p]Added save points on each wave start for better mid-match progression and experience tracking[/p]
    • [p]Improved cases where the "Complete All Daily Challenges" assignment would not consistently complete or reward players.[/p]
    • [p]Corrected multiplayer bug where Explosive Rounds did not damage Clots and Cysts.[/p]
    • [p]Fixed an issue where Kunai speed attacks did not adapt to Zed Time when it triggered.[/p]
    • [p]Fixed a rare bug where Scrakes became stuck in a looping grab animation if their hook was broken.[/p]
    • [p]Resolved issues with Audio Events not firing appropriately[/p]
    • [p]Fixed audio bug where "damage taken" SFX triggered despite avoiding hits.[/p]
    • [p]Resolved sprint bug where running would not resume after ADS + shooting.[/p]
[p]Future Update Preview
Following Hotfix 3, the team is already working towards another hotfix to address additional issues around stability and optimization as well as our Rearmament Update later this Fall as previewed at launch within our Post-Launch Roadmap here: Killing Floor 3: The Start Of A Journey And The Year 1 Roadmap

Rearmament Update Key Highlights:
[/p]
  • [p]Perk and Character Decoupling: Implemented by popular community request.[/p]
  • [p]New Weapons & Mods:Inspired by real-world designs.[/p]
    • [p]M14 EBR Mod 0 (Sharpshooter)[/p]
    • [p]MKR-350 Assault Rifle (Commando)[/p]
    • [p]Streik Dual Defender Shotgun (Engineer)[/p]
  • [p]Performance & Stability: Further improvements and optimizations.[/p]
  • [p]Balance & Quality of Life: A wide range of fixes and tunes.[/p]
[p]Thank you for your continued support and feedback. Please keep reporting issues to [/p][p]https://forums.tripwireinteractive.com/index.php?forums/kf-3-bug-reports.2333664/[/p][p] for our team's visibility and tracking.[/p][p]
[/p]

Killing Floor 3 – Hotfix 2 Changelog Notes

[p][/p][p][/p][h3]Version 1.0.0.6[/h3][p]We are actively investigating performance as a primary concern. Our goal is to implement fixes that address identified issues within upcoming hotfixes and releases, while ensuring that any optimizations provide a consistent and stable gameplay experience through thorough testing and iteration.[/p][h3]Release Date: August 15th, 2025[/h3][h2]Free Creds for Item Shop[/h2]
  • [p]To show our appreciation for your patience as we release these hotfixes for a more stable experience, we are granting all players a free 500 Creds. These will be added to your accounts upon logging in after this update.[/p]
[h2]Bug Fixes[/h2]
  • [p]Performance Optimization[/p]
    • [p]Improved performance related to masked materials on foliage.[/p]
    • [p]Optimized framerate spikes related to Siren Scream Shockwaves.[/p]
  • [p]Matchmaking[/p]
    • [p]Resolved issues where players would get stuck indefinitely searching for a match. If players still encounter this, please let us know via our investigation thread here so we can dive into any remaining cases: https://forums.tripwireinteractive.com/index.php?threads/infinite-matchmaking-investigation-thread.2343253/[/p]
    • [p]Dedicated South African servers have been added to improve latency in the region.[/p]
    • [p]Improved matchmaking prioritization to better select regional servers based on player connection location.[/p]
      • [p]Note: We are continuing to investigate solutions for client-to-game server connection latency issues, even when connected to the appropriate local region data center.[/p]
    • [p]Addressed errors on servers in which clients remain connected to inactive server sessions.[/p]
    • [p]Addressed server stability issues that don’t recover cleanly after termination.[/p]
  • [p]Gameplay & UI[/p]
    • [p]Corrected an issue where Impaler attack VFX would improperly replicate and play infinitely when parties split across the map.[/p]
  • [p]Visuals[/p]
    • [p]Continued to improve the visual behavior of shadows incorrectly rendering on large Zeds.[/p]
    • [p]Fixed visual issues with Zeds affected by the Enfeeble incapacitation. [/p]
[p][/p][h2]Hotfix 3 and Beyond Preview[/h2][p]Following Hotfix 2, the team is already working towards Hotfix 3 and beyond. A short, non exhaustive, WIP list of items being worked on (all items subject to move as work continues) includes:[/p]
  • [p]Overall Performance & Stability[/p]
    • [p]UI Performance Improvements[/p]
    • [p]VFX Performance Improvements[/p]
    • [p]Improve performance for when Medic bag(s) are on screen[/p]
    • [p]Improving client stability, with a focus around certain hardware combinations[/p]
    • [p]Optimization to network traffic to reduce cases where players experience latency issues, even when connected to the appropriate local region data center.[/p]
    • [p]Fix for players ending up in a seemingly de-synced state from the server with jittery movement even when connected to the appropriate local region data center.[/p]
  • [p]Performance spikes[/p]
    • [p]Performance Improvements for in-game resource load[/p]
    • [p]Reduce memory footprint on splatter maps[/p]
    • [p]Improve framerate spikes caused by blood splatter.[/p]
  • [p]Matchmaking Issues including:[/p]
    • [p]Improve handling of players and servers that would end up in a “bad state” which would result in players being unable to matchmake[/p]
  • [p]And other critical issues & Improvements such as:[/p]
    • [p]Saving player data more often so impact of leaving a match early is minimized[/p]
    • [p]A fix for dead headless Zeds that would show up when players Joined In Progress[/p]
    • [p]Fix for holding sprint and running will not resume sprinting if you ADS and shoot a few rounds[/p]
    • [p]Fix for more than 6 players being put into a game[/p]
    • [p]Fix for explosive rounds sometimes not working on clots and cysts[/p]
    • [p]Fix for ammo being consumed from the reserve instead of the primary magazine[/p]
    • [p]Fix for gameplay inputs breaking (especially around throw dosh and melee gameplay - We are looking for help finding good replications of these events)[/p]
    • [p]Improvements for medic darts tracking to the intended healing target[/p]
    • [p]Fix for not being able to load profile or into a match when a player has crafted a certain amount of mods and saved custom weapons[/p]
    • [p]Fix daily objectives not completing for some players[/p]
    • [p]Perk Skill Menu soft locking under some conditions[/p]
    • [p]Defaulting Frame Cap to Unlimited (Players will need to manually change or reset to default if they have previously played the game)[/p]
[p]
[/p][p]Thank you for your continued support and feedback. Please keep reporting issues to [/p][p]https://forums.tripwireinteractive.com/index.php?forums/kf-3-bug-reports.2333664/[/p][p] for our team's visibility and tracking.[/p]