Killing Floor 2 - [TW]Yoshiro
https://www.tripwireinteractive.com/#/community/what-we-are-up-to-the-return-of-cyberpunk-and-an-amaa

Hello everyone!

Spring is almost here, and for those that remember last year that means one important things for your schedule... The Killing Floor 2 Cyberpunk Spring event!




For those willing to plumb the depths of Spillway’s seasonal objectives, a new outfit awaits, along with a host of Cyberpunk drops along the way.

Players will find quality of life improvements (such as toggle sprint), balancing of perks and weapons (like the recently announced Firebug, and panic and related weapons, changes), bug fixes (we have identified and fixed an issue that would cause Zeds to spawn in line of sight of players) and more! Even the Survivalist is getting some love to its perk skills (these are trial changes while the team continues to evaluate a larger overhaul of the perk), with buffs coming for:
  • Medic Training: More healing and faster cooldown
  • Melee Expert: Increased attack speed (small) and damage (large)
  • Make Things Go Boom: Increased radius
  • Spontaneous Zed-plosion: Increased chance (small), damage (large), and radius (25%). This skill will also no-longer knock down zeds, but stun them instead.
    • A similar change has been made for the Firebug Zed Shrapnel skill
We aren’t ready to announce a beta date just yet, but to help tide you over we have something a little different. Next week we will be hosting a Ask Me Almost Anything (AMAA) at the Killing Floor 2 reddit (https://www.reddit.com/r/killingfloor/)! You will find devs from several different specialties around to answer your questions about Killing Floor 2 on Thursday February 21st (between 2 and 4 PM EST, -5 GMT).

Keep an eye out for:
  • David Amata - Product Lead
  • Mike Stone - Producer
  • Jeff Robinson - Senior Programmer
  • Jonathan Betancourt - Designer
  • Chris Goodwin - Level Designer
  • Sean McBride - Art Director
If you can’t make it, don’t worry! We will have the AMA post up the day before to allow fans, who may not be able to be present, to have a chance to get their questions posted and answered. We look forward to seeing you there!
Killing Floor 2 - [TW]Yoshiro


https://www.tripwireinteractive.com/#/community/developer-spotlight-jonathan-betancourt

Q. For starters, can you provide a brief synopsis of who you are and what your role is with Killing Floor 2?
A. Howdy everyone, it's a pleasure to meet you all! My name is Jonathan Betancourt, and I'm a Junior Game Designer at Tripwire Interactive. I work on creating fun, engaging experiences, and this is broken up into multiple roles that touch on different aspects of Killing Floor 2. I adjust values to balance old and new game systems, craft concepts and gameplay elements for future updates, observe and note feedback from our community, work with our community team to address major gameplay concerns, and much more. It's a highly communicative role that requires a lot coordination with my fellow developers. We all work together to present something enjoyable to our community!

Q. How long have you been employed at Tripwire?

A. I'm currently at 4 years and 10 months. I started as a QA Tester for 3 years. Then, I shifted to a Senior QA Tester role for another full year. After that, I was promoted to Junior Game Designer.

Q. Take us through a typical day of work at Tripwire for you, what is it like when you show up at the office?

A. Sure thing! Let's see, a typical day starts with me having Killing Floor 2 on one of my monitors and an excel sheet full of numbers on another. I check out concerns from the community, adjust values to help improve the feeling of our systems and weapons, and sometimes, I have to attend a meeting or two that sprout like mushrooms out of nowhere. Sometimes, I'm the one making those pesky meetings! But yeah, I check over a task list and tackle each one throughout the day. While I'm working on gameplay elements and figuring out solutions, it's a constant back and forth with my brain on how to address a problem. I'm usually tinkering with data sheets and KF2 from the start of the day to the end of it! I don't think I've ever had more than 2000 hours on a game in my life until Killing Floor 2. Steam says I have 4538 hours now...

Q. How did you get started in the Games Industry?

A. It all started at the Georgia Institute of Technology. I worked towards a degree in Computational Media, and this degree was unique because it was the first of its kind at the institute at the time. I was basically part of this degree experiment, and it was like a marriage between programming, user experience, and game design philosophy. There was a lot of writing and a lot of programming...and a lot of program writing. Then, on my final semester of college, I received a QA Tester internship with Cartoon Network at their Turner Broadcasting location in Atlanta. It was literally a 5 minute walk to their office from my dormitory, so that was AWESOME. After I completed my internship with them and graduated from college with my Bachelor of Science in Computational Media (people still ask what this thing means), I phoned Tripwire Interactive and was brought aboard as a QA Tester. It was then that I continued onward to where I am now!

Q. What accomplishment are you most proud of while working in the Games Industry?

A. I remember a time as a QA Tester where we had this infrequent crash that happened during Killing Floor 2 gameplay around the time the Katana was first being introduced. We were getting prepared for a huge debut of Killing Floor 2 at a gaming event, and unfortunately, the team was unsure what was causing this random crash. It was a potential marketing nightmare since if this crash happened on the game floor, it crashes all other players on the server. it would make things rather silly to explain. So, I play a lot as the Berserker Perk, and the crash would normally happen when I played as a Berserker with our other QA teammates. This crash affected all other players, causing them to crash too. So, we couldn't pinpoint exactly what it was. I had a habit of randomly swinging my weapons against walls and columns while I waited for Trader Time to end, and it was during one game that I noticed the crash happened right as I hit a column with the Katana. Long story short, I spent a few days on hyper speed mode swinging my katana at columns and walls to generate this crash reliably, and it turned out that the impact FX played from a Katana could cause the crash to happen when it spawns on a specific point on an environment object. It felt so good to find the cause of this, and once we fixed it, that was one massive relief moment for our debut!

Q. What hobbies do you enjoy outside the workplace?

A. I've gotten into Magic the Gathering last year and have been very much into that. I play a format called Commander, and I head to the local venues to play and enjoy the time with other players. Aside from that, I'm an avid gamer. I play games almost every night with other friends. Recently, I've been enjoying Overwatch, Dead by Daylight, and Monster Hunter World.

Q. What was the first game you worked on? What other game titles were you also a part of?

A. I think the first game I've ever worked on was Ben 10 Slammers, and this was at Cartoon Network back when I was a budding QA Tester. While there, I also worked on Adventure Time Battle Party, Ski Safari : Adventure Time, and Gem Bound. After that, I joined Tripwire Interactive, and the games I've helped out on have been Red Orchestra 2 : Rising Storm, Killing Floor 1, Killing Floor : Calamity, and Killing Floor 2.

Q. What is your all-time favorite video game and why?

A. Oh man, this is a tough one because I love A LOT of video games. Parasite Eve II, Don't Starve Together, Pokémon Puzzle League, Mario Party 3, Conkers Bad Fur Day...the list goes on. I don't have an all-time favorite, but rather, I have a list of games that I thoroughly enjoyed and learned a lot from when it came to fun, unique gameplay and stories.

Q. What KF2 system that you worked on are you most proud of? Is there something about this system that players should know about, but perhaps don't?

A. Hmm, this is another tough one. I'd have to say the cross-Perk weapon system. Originally, Perks stuck to their own weapon sets, and their list of weapons was not as expansive as it is now. Also, a lot of our weapons shared qualities that other Perks could definitely benefit from. So we're like, "What if the Demolitionist could use the Pulverizer?" or "A Support with the HMTech-301 Shotgun could be interesting as it would give them a healing option to help the Field Medic". So, we worked towards implementing a system to properly handle a weapon belonging to two or more Perks. And thus, the cross-Perk weapon system was born. Our intent with this system was to expand the weapon choices of a Perk and give hopefully more interesting options to help with different situations. An interesting thing to note is that we only have one weapon that is a cross-Perk weapon to three different Perks. It is the Spitfire, and it currently belongs to the Gunslinger, Firebug, and Sharpshooter. Technically though, it belongs to the Survivalist too, so it would make it a 4-way cross-Perk weapon hah!

Q. Could you give us a glimpse of what you’re currently working on now in Killing Floor 2?

A. Most certainly! I'm currently working on the panic system and two new future weapons. I'm adjusting values and trying to alleviate frustrations with the panic system. As for the weapons, I can't say too much about them, but I can say that one will be a unique combination of two game mechanics while the other has a gameplay element we've wanted to pin down since launch.

Q. What are you most excited about in the coming update and why?

A. I'd have to say the Killerwatt weapon. I love charging it up and releasing a beam of pure destruction on the Zeds. It's quite satisfying to use!

Q. Do you have any personal tips n’ tricks when you play KF2 that you’d like to share with the community?

A. I'll gladly share some! Spatial awareness and good positioning are an important aspect of Killing Floor 2. Always keep an eye out on your surroundings so you don't accidentally back into a corner and become Zed food! Also, note where any potential exits are so you can vault off if things get too hairy. It can be easy to lose track of the environment while you're fending off Zeds so it's a good habit to take a quick snapshot of any area you're holding out on so you have a better plan of maneuvering around. Also, remain close to anyone who is healing the team, such as your Field Medic, and protect them whenever you can. It's a lot of fun to run off and kill Zeds around corners, but remember, Field Medic weapons require you to be in their line of sight to heal. So, try your best to stick to your team and help healers do their role easier.
Killing Floor 2 - [TW]Yoshiro
Hello everyone!

You may have seen us mention some upcoming changes for Killing Floor 2, specifically around the Firebug panic incapacitation mechanic. Today we wanted to take some time to talk about what we are changing and why.

First up, we are making it harder to panic the big zeds. Don’t “panic” just yet! Our goal here is so players who want to panic one of the Pounds or Scrakes can do so, but not accidentally and wrecking the rest of the team's cohesion in a “heated” moment. This applies both to direct fire (damage streams such as the Flamethrower), as well as Zeds that are taking burn over time damage.

To support this change we’ve also made it easier for the Husk Cannon and Spitfires to cause panic. Previously these weapons had substantially lower fire panic values compared to other firebug weaponry and combined with the above change, these weapons should still be able to trigger the incap before the target zed dies (with the players intent to do so!).

The final change we are making around fire panic is how the two states of enrage and panic work together. Currently in the live game, Zeds that are in both the panicked and enraged states will have the enrage take priority which can cause them to charge off quickly in a sporadic manner, which generally isn’t helpful to the team. Moving ahead the panicked state will take priority which should make the target zeds easier to track and damage.

Tangential to the panic changes, the team is looking at some firebug weapon tweaks (Firebugs should no longer kill themselves with the Husk Cannon at close range) and fixes! We’ll have more details on those changes and more in the weeks ahead.

We’ll be keeping a close eye on these systems once they are in players hands as our full goal is to make sure the Firebug (and other perks) complement each other. With the above changes, we believe Firebugs out there will more easily only panic the Zeds they want to and have a better experience with most of their weapons. If need be we’ll take a look at further tweaks and adjustments as we continue on this years roadmap!
Killing Floor 2 - Molly


During the Steam Lunar Sale, you're given a complimentary $5 bonus coupon to use. If you're looking for a selection of our favorite horror titles on Steam, you'll want to use your $5 bonus on our custom bundle, the Lunar Horror Bundle.

Here's how to claim your $5 bonus
Add Killing Floor, Killing Floor 2, Layers of Fear, and >observer_ to your cart on Steam.

On your cart page, you'll see a $5 bonus applied to your cart.
Start installing these games, turn the lights off, and turn the volume up!
Killing Floor 2 - [TW]Yoshiro
https://www.tripwireinteractive.com/#/community/developer-spotlight-jeff-robinson/



Developer: Jeff Robinson

Title: Senior Gameplay Programmer


Q. For starters, could you provide a brief synopsis of who you are and what your role is with Killing Floor 2?

A. My name is Jeff Robinson and I'm a senior gameplay programmer at Tripwire. As a gameplay programmer, I basically get things to happen in-game. Like, I worked on the bomb cart that you have to escort through Santa's Workshop, and I worked on the system that lets the trader comment on things while you're playing. I'm constantly making and breaking weapons. I also work with our designers a lot, providing tools for them to use to build maps and tune gameplay variables like weapon damage and player speed. Sometimes I make bugs for the community to find. Sometimes I fix the bugs they find.


Q. How long have you been employed at Tripwire?

A. Cumulatively? About four years. But I spent about two years in the middle of those four years working as a software engineer at Georgia Tech.


Q. Take us through a typical day of work at Tripwire for you

A. My wife frequently asks me if anything eventful happened at work or if I had any good conversations. LOL I'm a programmer. I talk about bugs and features, and then I make bugs and features. And sometimes I sit through meetings. It's the perfect job for me. In all seriousness, my job does involve a lot of collaboration with the designers, producers, quality assurance professionals, and programmers on the team. So maybe 15% of my day is planning and verbal problem solving, and the other 85% is coding and digital problem solving. Like with my fingers.


Q. How did you get started in the Games Industry?

A. Well, I attended a school that specializes in game development (DigiPen Institute of Technology), so I kind of locked myself in from the beginning. Then, after I graduated, I applied for game programming jobs, starting in Maryland (where I'm from) and gradually circling outward until I finally landed a paid internship at Backbone Entertainment (RIP) on the complete other side of the country in the San Francisco Bay Area. That process took about eight months. But after my internship ended they hired me on as a permanent employee.


Q. What accomplishment are you most proud of while working in the Games Industry?

A. At Backbone, I worked on a game called Zombie Apocalypse: Never Die Alone, and I did a lot of AI work, about which IGN said, AND I QUOTE, "The A.I. teammates are pretty smart, too." Also, "It sucks when they bunch up near a boss."


Q. There are a lot of aspiring programmers that play Killing Floor 2. What are steps and resources you would recommend for these folks to utilize should they want to work in the Games Industry?

A. Step 1: Probably go to college and get a computer science degree. And make sure the degree program features a lot of C and C++ and not just Java and JavaScript. Most game engines, whether commercial (like Unreal and Unity) or proprietary, are built on C/C++, so having a solid understanding of how they work is pretty essential.

Step 2: Send your resume everywhere. It took me eight months and dozens of applications to get an internship. AN INTERNSHIP. You just gotta stick with it if this is what you really want to do. Consult gamedevmap.com and let the resumes fly.

Step 3: Profit.



Q. What language(s) do you program in?

A. C and C++ (see above). Various engine scripting languages (like UnrealScript, because KF2 is still running on UE3). In the past I've written shaders in HLSL/GLSL. Sometimes I have to look through Python files.


Q. What hobbies do you enjoy outside the workplace?

A. I like games. Video games, board games, sports games, mind games. I like playing and I like getting better at things. And winning. But only if I really EARNED it, you know?


Q. What was the first game you worked on? What other game titles were you also a part of?

A. If I list the games I've worked on in chronological order, you will know which one was the first and what the rest of them are. Here we go!

Zombie Apocalypse: Never Die Alone
Dance Central 3
Red Orchestra 2: Rising Storm
Killing Floor
Killing Floor 2

I've also worked on a few unreleased prototypes. One of them would have ended up basically being Road Redemption (buy now!). The other was going to be a new Gauntlet (but before the other new Gauntlet came out).


Q. What is your all-time favorite video game and why?

A. Fallout 3. It was the first Fallout game I'd played, so I didn't really know what to expect. I was just "researching" a Bethesda game before sending them my resume. But I am a compulsive explorer, so I was hooked instantly (after that INTERMINABLE intro). There were plenty of lockpicks and .308 rounds to find, and the environmental storytelling was great. And you could seemingly run into NPCs and random encounters at any time. I wandered so far off the narrative path that I randomly (spoiler alert?) found my dad in that simulator waaay before I got that far in the questline. And who doesn't love a rudimentary karma meter to pat them on the head the whole time?

Plus, I'm from the DC area, so I think the local touches in the game are what put it over the top for me. Like, I've been in the museums and monuments. I've been on the metro. Some of the stations have the same name in-game as in real life. So the whole game felt a little more personal to me. The first glimpse I got of the ruined Washington Monument was devastating!




Killing Floor 2 - [TW]Yoshiro
https://www.tripwireinteractive.com/#/community/what-we-are-up-to-something-fresh-from-the-labs

Hello everyone!

The Lab Coats keep telling us that the mercs need more firepower. There was a bunch more they kept babbling on about, but we tuned that out once we saw these new specimens for the Firebugs out there. Now they haven’t exactly been “field tested”, or tested at all really (unless you count cute furry, irradiated animals in the backwoods of Cornwall). But that’s where you come in!

Have you ever wanted to microwave something clear across the room, or within eyesight really? Look no further than the new Helios Rifle (patent pending)! This baby fires balls of plasma in full auto or three round burst that we can (mostly) guarantee will cook your enemies from inside out and keep going to cook their friends too!



Did we mention we needed help testing that guarantee before wider rollout, just make sure we have an updated copy of your HZ-507 testing forms, notarized in triplicate, on file before handling, or being anywhere near this weapon.

But wait, there’s more!

Was the sound of rounds built on the “science” of dark magic known as “microwaves” not enough for you? Did you want to know what would happen if somebody took that tech and took it to 11? Well lucky you, so did the lab coats back in R&D!



She fires energy bolts down range, and any entrepreneuring user can choose to “overcharge” the Killerwatt and send a beam of, what did they call it? Tesla destruction down range, destroying all in its path, making you, the new king of the battlefield! Something something harmful side effects*. Please don’t visit a doctor, as you may kill them via exposure to your newly irradiated body - but who needs them anyway when you are in the line of work that you are?
Killing Floor 2 - [TW]Yoshiro
Hello everyone!

Since the return from the holiday break, the team here at Tripwire has been hard at work planning for a great new year across our existing and upcoming games, for Killing Floor fans that means more guns, maps and new features (along with a host of community driven quality of life improvements and fixes)! So let us once again pull back the curtain of what is coming next:



Water rushes around you, almost drowning out the creak and ache of machinery fallen into disrepair. Before you stands a giant concrete edifice, built to harness the power of a once mighty river. Will you and your team have what it takes to reclaim this facility? Welcome to Spillway - a standard Survival map by community mapper Rewire.



Some new arsenal additions are on their way, straight out of the Horzine R&D labs, so be sure to keep an eye out for the next WWAUT for all the details!
Killing Floor 2 - [TW]Yoshiro
Killing Floor 2 - Molly
December 11, 2018

We’ve Come a Long Way

Many of you have been playing Killing Floor 2 since Early Access on Steam since 2015. However, the community has continued to grow over the years from the PC to the Playstation 4 and Xbox One. We even have new players who’ve joined the fray as recently as the past couple of months. With that said, I’ll start by bringing everyone up to speed on the accomplishments the team has delivered in 2018. I’ll even provide a glimpse of what 2019 holds for Killing Floor 2 at the end.

Today’s Killing Floor 2
  • Game Updates
    • Infinite Onslaught
    • Summer Sideshow: Treacherous Skies
    • Halloween Horrors: Monster Masquerade
    • Twisted Christmas: Season’s Beatings

  • New Playable Characters
    • D.A.R.
    • Mrs. Foster
    • Badass Santa

  • Game Modes
    • Endless

  • Maps
    • DieSector
    • Power Core
    • Airship
    • Lockdown
    • Monster Ball
    • Shopping Spree
    • Santa’s Workshop

  • Weapons
    • Mac 10 (Firebug & SWAT)
    • Husk Cannon (Firebug & Demolitionist)
    • AF2011-A1 (Gunslinger)
    • M99 AMR (Sharpshooter)
    • Static Strikers (Berserker)
    • Doomstick (Support)
    • Gore Shiv (Survivalist)
    • HMTech-501 Grenade Rifle (Field Medic & Commando)
    • FN FAL ACOG (Sharpshooter & Commando)
    • MKb.42(H) Carbine Rifle (Commando)
    • Road Redeemer (Berserker, cross promotion weapon with Road Redemption)
    • Battle Axe (Berserker)
    • Fire Axe (Berserker)
    • Tommy Gun (SWAT & Commando)
    • M32 Grenade Launcher (Demolitionist)

  • Features
    • Weapon Upgrade System
    • Prestige System
    • No Duplicates Zedconomy System
    • Matchmaking System Rework

  • Enemies
    • E.D.A.R. Trapper
    • E.D.A.R. Bomber
    • E.D.A.R. Blaster
    • Rioter (Rework of the Elite Alpha Clot)

  • Reskins
    • Halloween models for all Zeds during the Halloween event.

  • Killing Floor 2 Website Redesign
    • We’ve provided a fresh coat of paint to our KF2 website. This is now the ‘one stop shop’ to ensure you have the latest news on anything KF2 related

What Lies Ahead

We at Tripwire firmly believe in establishing and maintaining open lines of communication with the community. Final decisions on game designs and new features are always made internally, however, feedback from you, the community, provides us with valuable insight as to what the players would like to see next. As such, we have crafted another survey for you to participate in.

The process of this survey will be multifaceted. Part 1 will begin with broad strokes, asking for your feedback on a variety of categories. As we collate this data, the development team will then determine the top areas that the community has expressed interest in. Part 2 of the survey will delve deeper in to the top choices asking more granular questions. The end result is to have a better understanding of where the community’s interests lie, which will help bring an even more exciting and fulfilling experience to everyone. As always, changes in a development schedule occur for a variety of reasons, so if what you voted on is not something that makes its way to the LIVE game, that does not mean it never will.

If you’d like to participate, please click the following link: Killing Floor 2 Survey The survey will be up through the 2018 holiday.

Aside from the above survey, the team already has plans on what we’d like to bring your way in 2019. As such, you can expect new additions and continued improvements for the following:

Additional Weapons - Providing new and exciting weapons is a staple in Killing Floor 2. The tradition will continue throughout 2019. To provide a bit of a sneak peek, one of the new weapons currently slated to launch in early 2019 (timeframe subject to change), is called ‘The Laser Cutter” (working title). Let your imagination flow! I’d provide more information but the Clots wouldn’t play nice!

Additional Maps - What would a Killing Floor game be without a unique, crazy, and fun filled map to play in? We’re already working on maps that we believe will be extremely fun to experience. Do you want another sneak peek? Well, I wouldn’t want to spill anything so you’ll just have to wait a bit more to see what comes your way!

Major Events - The Summer Sideshow, Halloween Horrors, and Twisted Christmas events are favorites amongst many of you. We know we enjoy them!. These events will be making a return in 2019. What will be new with these events, you ask? Time will tell!

Objective Mode - Currently, we have the following objective mode types that many of you are quite enjoying; Operate & Control, Wield and Repair, Escort, and Stand your Ground. Next year, we will introduce a new objective mode type and a variation on an already existing mode. More details to come later on.

Quality of Life Additions - The team has been collecting and reviewing feedback from our internal community team, forums, emails, and recent surveys. Our goal here is simple. We want to enhance your experience by providing QOL additions that make your stay that much more enjoyable. We still want to hear from everyone on what QOL additions they’d like to see, so please be sure to provide your feedback in the aforementioned survey.

AMA (Ask me Anything)
- You’ve got questions! We’ve got answers! Along with developer interviews, we’d love to interact with the community in real time. We’re currently in discussion about hosting an AMA online event in early 2019. This is where all community members will have an opportunity to ask all those burning questions about KF2. AMA date and developer attendance specifics will be announced at a later date. Stay tuned for more details in early 2019 by following our Facebook and Twitter social media outlets.

Bugs - The team will continue to review all reported bugs and look to address them as quickly as possible, while still maintaining the quality of each update to exceptional standards. As a reminder, you may report bugs at the following locations:

Official Tripwire KF2 Forums -https://forums.tripwireinteractive.com/forum/killing-floor-2

Official Tripwire KF2 Steam Forums -https://steamcommunity.com/app/232090/discussions/1/

Continued Polish & Refinement
- As mentioned previously, the teams have accomplished a lot of goals this past year. A portion of those goals being polish and refinement. We fully intend to not only maintain the quality bar but raise it moving forward.

Community Presence - Interacting with the community and keeping everyone up to date is very important to us. Our community team does a wonderful job interacting with our playerbase. We want to increase our presence in new and exciting ways. This could range from developer presence on our KF2 forums to staff interviews where we not only provide a fun factorial on our KF2 developers but also an opportunity for you to to post questions that you’d like a particular developer to respond to. Want to know where an artist gets their inspiration from? Want to know how programmers solve unique and complicated bugs? Want to know how designers begin to design a weapon? These are just some of the questions that we’d love to answer for you. We hope to have more information about this as we move in to the 2019 calendar year

As stated by the Clots during The Summer Sideshow event “This is the happiest place on Earth! The KF2 community energizes us every waking day. Your passion for Killing Floor 2 does not go unnoticed and we want to take this final moment to say THANK YOU. Without you, Killing Floor 2 would not exist.

2019... here we come!

Best,

Mike Stone
Producer
Tripwire Interactive
Killing Floor 2 - Valve
In celebration of Killing Floor 2's Twisted Christmas update, play Killing Floor 2 for FREE starting now through Monday at 10AM Pacific Time. You can also pickup Killing Floor 2 at 67% off the regular price!*

The update includes new maps, 4 new weapons, play as Badass Santa and much more!

If you already have Steam installed, click here to install or play Killing Floor 2. If you don't have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time
...

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