Unveil the secrets of a Horzine Deep Sea Underwater research base, deep in the Marianas Trench, that has definitely seen better days. Who knew Zeds could dive? Clean up the facility in the new map, Subduction.
Unfortunately, there has been another outbreak besides the Zeds, and it’s a really dangerous Contamination in the air. Defend the Safe Area in Contamination Zone Weekly Mode and be careful with staying outside, you might end up more beaten up than after fighting a Fleshpound. Luckily, there’s a new HRG weapon to help you keep the crowd controlled and defend a spot: the HRG Bombardier. A heavy-loaded Drone that will make Zeds go boom if they get near. Check this new content coming right from the Depths!
New Additions and Highlights
1 New Community Map
Subduction
Compatible with Survival, Weekly, VS and Endless Game Modes.
A submarine Horzine facility.
1 New Weekly Mode
Contamination Zone
On each wave, a Safe Area is marked on the map.
Players will receive damage if standing out of that Safe Area.
All of the map will be safe when 5 zeds or less are alive (per wave) and during Trader Time.
Zed spawns are modified.
Length: 7 waves.
2 New Weapons
HRG Bombardier for the Demolitionist
An alternative version of the Commando’s Sentinel for the Demolitionist perk.
Assistance equipment that deploys a Grenade-firing Drone, controlling crowds with Area damage and Stumble power.
Right-click will create a cluster explosion by detonating the drone.
Trader price is 500 Dosh.
S12 Shockgun for the Support
The S12 Shockgun is a paid DLC weapon.
A tier 4 Semi-Auto Shotgun with a special trait: its Alt-Fire creates an EMP wave to help avoid being surrounded and lethal for weak Zeds.
Trader price is 1500 Dosh.
New Steam Achievements
Subduction related achievements
Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Subduction and the Weekly Mode
Complete all seasonal objectives to earn the Shark Jaw Head Accessory
Zedconomy
Stingray Weapon Skin Bundle Pack
Jaeger MKIV Weapon Skin Bundle Pack
Junkyard MKII Weapon Skin Bundle Pack
Predator Weapon Skin Bundle Pack
Horzine Diver Outfit Bundle
S12 Shockgun Weapon Bundle
Killing Floor 2 - Cosmetics Season Pass
As a reminder, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platforms.
Addressed Community Feedback
As mentioned in the 2022 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2
General
Option to Toggle the Friendly HUD using a Keybind:
An option will be added to search items within Store and Inventory using a virtual keyboard or your PCs and Consoles
This search bar will filter items (weapon skins, outfits) by name.
Balance
Weapons
Minigun
Magazine from 90 to 120
Spare ammo from 540 to 600
Ammo price per magazine from 90 to 120
Spitfire + Winterbite + Rhino
Sped up Bash animation 33% (1.5 play rate, around 2s)
HRG Locust
Damage from 60 to 45 (Explosive)
Bleeding Power from 20 to 15
Poison Power from 25 to 20
Upgraded from Tier 3 to 4
Removed 2nd upgrade
Trader price from 900 to 1400
Reducto Ray
Trader price from 1200 to 900
HRG Healthrower
Damage on Spray end from 27 to 12
Damage on Spray start (muzzle) from 30 to 15
Damage Interval from 0.07 to 1.2
Poison Power from 15 to 10
Mine Reconstructor
Fire Interval from 0.223 to 0.2
Road Redeemer
Fast attack Damage from 68 to 75
Heavy attack Damage from 90 to 100
HRG Crossboom
Damage Radius from 200 to 250
Seconds Before Arrow Detonation from 0.5 to 0.2
HRG Head Hunter
Ammo Cost (alt fire mode) from 100 to 25
Perks
Field Medic
Reduced the passive Movement Speed increase from 0.4% per level to 0.2% per level
Reduced the resistance cap from Resilience skill to 30%
Reduced Symbiotic Health Self Healing to 3%
Designer Notes: After many requests and lots of voices asking (a lot) for a way to search for specific items in your inventory OR purchase them in the Store, we finally included an Item Search Bar! Now finding stuff is easier than ever, on any platform. We also added a way to easily toggle the Friendly HUD for players who prefer less information on the UI, or for the ones who need to check things real quickly. Regarding balance, we have made tweaks in some weapons, following the State of the Game Survey: The Minigun was a powerful weapon, but magazines were always empty by the time the fun started! Bigger mags and more spare ammo make the minigun a great option for its weight and price. The revolver trio (Rhino, Winterbite, Spitfire) had a bit of a problem, and it was its bash attack. The animation and impact were slower than other similar pistols. If any of the gun wielders got trapped, having that weapon meant they wouldn’t have any good way to escape. Now, the bash speed has been leveled with other pistols (9mm, Revolvers) and any class which uses it will have a way to defend themselves. The HRG Locust is an extremely powerful weapon just by its design. Both that and its price being 900 Dosh made it a weapon not properly adjusted to its Tier. After the changes for this update, the weapon should feel more fair in all matches now. Reducto Ray’s case was basically the same as the HRG Locust but in an opposite way. It wasn’t a weapon as powerful as its price suggested, so it became the Tier 2 alternative for the survivalist. The common opinion on HRG Healthrower was that it’s currently a weapon that’s too powerful. It worked wonders both for healing teammates and had the killing capacity of Firebug spray weapons. The Debuff applied to this weapon was solely focused on the damage aspect of it. It’s now a weapon more oriented to healing and supporting teammates, still preserving the viability of using it in Solo mode. The Mine Reconstructor needed a bit of love to show how great a weapon it is, so we increased its Fire Rate! Woohoo! The Road Redeemer is a limited Berserker weapon whose stats didn’t make a difference with its Tier partners. After a damage buff, it owns its rightful spot. Feedback on HRG Crossboom was that it was too weak. After checking and looking for what made it weak, we found out that the arrows took too long to explode after impact, and that the explosions weren’t as devastating as they should have been. That has been addressed! The Head Hunter is a very special weapon, which forces the Sharpshooter to change its playstyle. However, the main gimmick of the weapon (pop heads with the alt-fire) was overly constrained. Now there’s room for more usage of that Alt-Fire.
And now, for the Field Medic perk. We read tons of feedback regarding the Field Medic and how it was the most powerful Perk by a difference. Especially how its Level 5 skills made them virtually invulnerable in some specific situations. In order to balance this Perk and make others as usable as this one, we adjusted the effectiveness of both Resilience and Symbiotic Health. We also debuffed the final extra run speed the class got passively due to its level. That, combined with the Healthrower debuff should make the Field Medic much more balanced compared to other Perks.
Bug Fixes
Also mentioned in the 2022 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections. Community Fixes
Fixed an issue where the Survivalist's “Faster Weapon Switch” bonus was only applying to survivalist weapons.
Addressed an issue where downloading or updating existing or new Workshop Maps were not always downloading due to getting into a poor state.
Fixed an issue with the Demolitionist SKill Destroyer of Worlds that could lead to unintended damage types and visual effects being applied to some weapons.
Weapon Fixes
Sentinel
Fixed an issue where the animation of pressing the remote control would not play when the al-fire was pressed.
Fixed an issue where the Drone ammo count would be out of sync when dropping and picking back up the remote control.
Fixed an issue that prevented the Sentinel from firing through glass.
Fixed an issue where the Sentinel played no sound during the weapon check animation.
Fixed an issue where the Sentinel would not fire at Zeds that were meleeing the drone owner when playing offline.
Adjusted the behavior of the Patriarch’s tentacle to not grab and draw in the Sentinel.
Fixed an issue where the ammo counter would be reduced when switching weapons during drone deployment.
Fixed an issue with the M16 203 Assault Rifle where the Alt-Fire sound would stop playing.
Corrected the HRG Crossboom Alt-Fire to have the proper detonation time.
Fixed an issue where the Survivalist Crovel was not cycling through the weapon swap correctly while the primary weapon was empty.
Localization Fixes
Addressed the localization for the Plague Doctor Hood where it did not fit within boundaries in multiple languages.
Fixed issue for the M4 where an extraneous M was present in German in the inventory menu.
Hello Mercs, It appears we have an urgent situation at one of the Horzine labs under the Pacific Ocean. Located in the deepest trench on earth, this lab in the Mariana Trench has gone quiet. We have been unable to raise any active communication from the facility and scheduled reporting times have gone with no transmissions. Alarms and emergency protocols have been triggered and we are seeking volunteers for mission Subduction.
Horzine needs fearless mercs willing to be transported to the darkest depths of the ocean. The worst is expected and the grand lobbies and halls of this most secret lab may contain outbreak threats or something worse. Something in the unfathomable abyss down below must have tripped the alarms. Investigate to pinpoint the cause.
Your mission is to scour the premises for survivors, but the priority is the base itself and any progress made there. It’s imperative that the work to investigate [REDACTED] and scavenge [REDACTED] be preserved and returned. This base is leading the way for discoveries and advancement of project [REDACTED]. Horzine takes great pride in this substructure and the work it has accomplished, and it must be secured.
Subduction is the latest Official Community map to be added to the game, created by community-level designer SpoolsOfWar.
As you prepare to head out to new undisclosed locations to face the unknown, the Horzine Research and Development department has been up to its usual boundary-pushing with visions of how to make surviving and clearing out zed attacks more efficient and more gratifying to keep hard-working mercs happy.
The lab coats have stated that mercs love shotguns or maybe they just love the devastating damage they do. Either way, we have to agree that sending zeds flying into the deep void with a few well-placed blasts from a shotgun is grotesquely satisfying. To help accomplish more of this, Horzine wants to add the S12 Shockgun to your arsenal.
The S12 Shockgun feels hefty in your hands to reassure users that it is a mighty machine. Its shots confirm its lethality. Fans of the M4 will appreciate this semi-auto beast. Are zeds getting too close for comfort? The Shockgun is equipped with an under-barrel shockwave attachment that will make them think twice before getting in your face. Enforce social distancing with the EMP waves that spread out around you and anyone stupid enough to be in the radius.
Let’s talk explosions! Funnily enough Horzine lab rats are no strangers to explosions and the recent amount of lab rat bodies being disposed of indicates the HRG team has something new for you to try! Is it safe? The labcoats won’t say but the new HRG Bombardier will soon be your new grenade-lobbing friend.
There are two ways to make excellent use of your new sentry buddy in combat. The default mode tosses grenades at your foes’ chests until it is all out and can toss no more. It’s like playing catch but instead of catching a ball, zeds will get a grenade that explodes on impact. If you are looking for a bigger show, detonate the device yourself and watch the shower of explosions go off within a radius around the initial boom of the device. This impressive blast also occurs when the sentry runs out of its primary grenades. Engineers behind this weapon have left us with a warning to pass along to mercs before using them for the first time. It’s important that if a merc has already deployed one of these sentries (HRG Bombardier or Sentinel) a second one can not be deployed. Something about “interference”, “safety” reasons, and the other blowing up, we didn’t finish reading the fine print.
We will reach out soon with details about the location of your next mission. Armed with these new weapons, we are expecting huge success!
The S12 Shockgun will be added to the Armory Season Pass 2, the Ultimate Edition, and the Ultimate Edition Upgrade. It also can be obtained via direct individual purchases. HRG weapons are available with the update for no additional cost.
This issue has been resolved. Thanks again for your patience.
Hello Mercs, Unfortunately, we are experiencing an outage that is affecting the item server. As we currently have no ETA for when this will be resolved, we are asking for your patience as we try to work to correct the problem. As soon as we have more to share we will update everyone.
Hello Mercs, Unfortunately, we are experiencing an outage that is affecting the item server. As we currently have no ETA for when this will be resolved, we are asking for your patience as we try to work to correct the problem. As soon as we have more to share we will update everyone.
Mercs, As the ever-evolving fight against the outbreak continues, it’s time for a briefing on what is new and what is changing.
Contamination Zone Weekly Outbreak
We must warn you about some changing conditions out in the field. Our eyes and ears on the ground have been monitoring areas where Zed outbreaks have occurred to let us know about any fresh threats and new obstacles that mercs may face on their missions. Alarming reports have come in about several areas we are giving the code name Contamination Zone.
Due to worsening conditions around the breakdown of several labs, masses of zeds, and other dangers from the collapse of cities, it’s possible to run into areas that are so unsafe that being there will harm the health of those exposed to them. We need mercs to brave these sites to continue our work to eliminate the mobs of specimens there.
To aid those that brave these zones, a variety of safe spaces will be marked. In these spaces, players will be protected from the damage that these contaminated zones inflict. HQ has found a way to protect you and your squad while getting supplies. Once done, there will be limited time to get to the secured area. Take care as getting distracted by the wave of zeds at these locations will be easy, but getting to the protected area is your priority.
Be sure to plan for this new threat before setting out to these locations, it will be challenging to defend yourselves in one spot. Survive the wave of zeds and defeat the boss threat to complete this mission!
Item Search for Inventory
After 8 years of new items and cosmetics being added to the game’s inventory, we understand that players have accumulated quite a collection. To give players more control and aid them in finding that favorite hat or weapon cosmetic, a search bar is added to the in-game inventory. With the search bar, players will be able to narrow down their search with much more speed.
Toggle Friendly Hud Keybind
While there is an option to scale the Friendly HUD, we feel players would benefit from the ability to toggle this HUD off and on as necessary. PC players are able to bind the toggle to the key of their choice.
For console players, there’s an option to use it in the commands wheel by pressing the LB/ L1 buttons while in the command wheel menu.
Field Medic Adjustments
After hearing an extensive amount of feedback regarding the Field Medic and how its speed, damage, and survivability feel out of balance compared to its expected role we have made some changes. One common call out was how its Level 5 skills made them virtually invulnerable in some specific situations. With the combined changes and the adjustments of the Healthblower, the medic should feel much more like the support role it was meant to have.
Run Speed Adjustment
Currently, at max level Field Medics can get a 10% Movement Speed boost. This can be increased by Level 10 Perk Skill “Adrenaline Shot” to an extra 30%, getting an overall 40% extra speed. We feel the survivability around this could do with some adjusting to prevent massive healing while outrunning all threats.
The movement speed bonus will be lowered per level from 0.4% per level to 0.2% per level, reaching a 5% extra speed maximum.
Level 5 Skill Changes
Reduce the resistance cap from Resilience skill to 30%
Reduce Symbiotic Health Self-Healing to 3%
Weapon Balance Changes
Regarding balance, we have made tweaks to some weapons, following the State of the Year Survey:
The Minigun was a powerful weapon, but magazines were always empty by the time the fun started! Bigger mags and more spare ammo make the minigun a great option for its weight and price.
Minigun
Magazine from 90 to 120
Spare ammo from 540 to 600
Ammo price per magazine from 90 to 120
We felt the gun trio (Rhino, Winterbite, Spitfire) had a bit of a problem, and improving the bash attack would help. In the specific case of the Spitfires, due to the still nature of Sharpshooters, if they got trapped, having that weapon meant they wouldn’t have any good way to escape. Now, the bash speeds have been leveled with other pistols (9mm, Revolvers) and any class which uses them will have a way to defend themselves.
Spitfire + Winterbite + Rhino
Sped up Bash animation 33% (1.5 play rate, around 2s)
Players feel HRG Locust is an extremely powerful weapon by design. The price felt too low for all the weapon had to offer. After the changes for this update, the weapon should feel more balanced in all matches now.
HRG Locust
Damage from 60 to 45 (Explosive)
Bleeding Power from 20 to 15
Poison Power from 25 to 20
Upgraded from Tier 3 to 4
Removed 2nd upgrade
Trader prices from 900 to 1400
Players felt the Reducto Ray wasn’t a weapon as powerful as its price suggested, so it became the Tier 2 alternative for the survivalist with a price adjustment.
Reducto Ray
Trader price from 1200 to 900
The common opinion on HRG Healthrower was that it’s currently a weapon that does too much too well. It felt too strong for healing teammates and had the killing capacity of Firebug spray weapons. The Debuff applied to this weapon was solely focused on the damage aspect of it. It’s now a weapon more oriented to healing and supporting teammates, still preserving the viability of using it in Solo mode.
HRG Healthrower
Damage on Spray end from 27 to 12
Damage on Spray start (muzzle) from 30 to 15
Damage Interval from 0.07 to 1.2
Poison Power from 15 to 10
The Mine Reconstructor needed a bit of love to show how great a weapon it is, so we increased its Fire Rate.
Mine Reconstructor
FireInterval from 0.223 to 0.2
It was clear from survey results that players felt the Road Redeemer was a weaker choice when compared to other Berserker weapons in the same tier. It should now feel more in line with other weapons of the same tier.
Road Redeemer
Fast attack Damage from 68 to 75
Heavy attack Damage from 90 to 100
Feedback on HRG Crossboom was that it was too weak. After checking and looking for what made it weak, we found out that the arrows took too long to explode after impact, and that the explosions weren’t as devastating as they should. That has been addressed!
HRG Crossboom
DamageRadius from 200 to 250
SecondsBeforeDetonation from 0.5 to 0.2
The Head Hunter is a very special weapon, which forces the Sharpshooter to change its playstyle. However, the main gimmick of the weapon (pop heads with the alt-fire) was overly constrained. Now there’s room for more usage of that Alt-Fire.
Bug Fixes Also mentioned in the 2022 Killing Floor 2 ‘State of the Game’ As with every update, we’ll be addressing a multitude of issues legacy and new that arise over the year.. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Crash Map improvements
Fixed a collision spot in the SW Street Area that would cause Zeds to walk in air.
Fixed a doorway where players could obstruct Zeds from entering an area with dynamic elements.
Fixed part of geometry that was missing in the SW Street area
Fixed issue in which fire FX disappears when the player approaches
Community Fixes
Reduced FPS drops associated with Field Medic buffs after the player has been in a long-term session on the same server.
Having too many weapons marked as a Favorite in the trader could result in crashes. We have now limited this to 12 weapons.
Coliseum Weekly : Blood Sickle: Fixed issue in which this weapon was not displayed in Trader Pod
Blood Sickle: Fixed issue where the first of the two heavy attack hits deals zero damage
Fixed issue in which HRG Locust can cause self damage if player doesn't continue to hold the weapon after firing it
G36C Assault Rifle: Fixed weapon jiggling after the shot in iron sights by auto fire mode
Weapon fixes
ZED MKIII: 3P: Fixed Player twitches when turning left while crouching
ZED MKIII: 3P: Fixed Player twitches when turning left while standing
ZED MKIII: Fixed when fingers of the left hand appear for a second on the other side of the weapon at the end of the 1P clip check animation
HV Storm Cannon: 3P: Fixed when Left hand fingers were clipping to weapon while crouching
G36C Assault Rifle: 3P: Fixed issue with the Silencer and Tac Laser have one-sided texture on drop model
HRG Ballistic Bouncer: Gravity Imploder: Blunderbuss: Fixed issue with these weapons were showing in pistol type tab in trader pod
Individual fixes
Addressed issue in which Gunslinger: Quick Draw skill was increasing switching speed to all perks weapons
Fixed issue in which outfits' helmets and suits aren't sorting by sorting rules
Perk Roulette: Online: UI: Fixed syringe indicator not filling in after respawning
Balance Tunes
Increased HRG Ballistic Bouncer max damage damage to 300 from 200
Bug Fixes Also mentioned in the 2022 Killing Floor 2 ‘State of the Game’ As with every update, we’ll be addressing a multitude of issues legacy and new that arise over the year.. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Weapons:
HV Storm Cannon:
Partial reload animation speed increased to desired timing.
Visual improvements to multiple animations
Fixed condition where magazine could disappear while throwing grenades
ZED MKIII:
Visual improvements to multiple animations
HRG Ballistic Bouncer:
Adjusted color of projectile to match in 1P and 3P
Adjusted behavior of dropped model to orient on ground more correctly.
Map:
Crash
Adjusted various locations in the map where projectiles were incorrectly blocked.
Improved Zed pathing near stairs in North West Street area
Removed player snag spot in the Warehouse Sewers area.
Adjusted several areas to allow Zeds to path to player locations
Fixed several locations where spectator cameras could get out of bounds
Adjusted multiple locations where players could see Zeds visibly spawn
Adjusted multiple collisions spots for player locations only available in Versus mode
Adjusted areas where dropped items would fall through the world geometry.
General:
Adjusted fitting of Train Conductor Backpack for Tanaka
Fixed a bug where combat armor could be purchased for SWAT/Field Medic without having enough dosh.
Multiple language localization fixes around the Seasonal Skin filter.
Addition of missing languages
Adjustment of various language translations sizes to fit into the textbox.
Perk Roulette: Fixed bug where player would revive with weapon from previous wave.
Has it already been another year? I suppose time flies when you’re having fun and while the last year certainly has not been without challenges, the team at Tripwire and Saber Interactive have had a blast bringing the community another full slate of content throughout 2022. I want to thank the development team and our external partners for their blood, sweat, and toil that’s part of everything we deliver to our fans big and small. The amazing commitment and support the community has shown for Killing Floor 2 in its 7th full year of post-launch support since early access. The community is ultimately the engine that drives us forward with everything we do.
So before we cover the path ahead, it’s first important to look back at everything we added to the game in the past year.
Today’s Killing Floor 2
Game Updates
Spring Cleaning Patch - March 29th, 2022
Tidal Terror - June 14th, 2022
Blood & Bonfires - October 13th, 2022
Polar Distress - December 7th, 2022
Maps
Rig
Barmich Town
Crash
Weapons
Reducto Ray - (Survivalist)
Sentinel - (Commando)
G36C Assault Rifle (SWAT)
Blood Sickle (Berserker)
ZED MKIII (Demolitionist)
HV Storm Cannon (Sharpshooter)
HRG Crossboom (Demolitionist)
HRG Head Hunter (Sharpshooter)
HRG Locust (Survivalist)
HRG Dragon Blaze (Firebug)
HRG Ballistic Bouncer (Support)
HRG Medic Missile (Field Medic)
Weekly Modes:
Arsenal Ascent
Primary Target
Perk Roulette
Quality of Life Improvements:
Survivalist Starter Weapon and Grenade Selection UI
Weapon Skin Inventory Organization
Firebug Inferno Skill Improvements
Healing Buff HUD Indicators
Granular Mouse Input Customization
Cosmetics List Ordering Refinement
Disable Seasonal Zeds Toggle
HRG Beluga Beat Alt-Fire Rework
New Music
It’s About to Go Down by Rocky Gray
Cause for Alarm by Rocky Gray
The Spinning Spike by Rocky Gray
Three Creeping Things by Rocky Gray
What Lies Ahead
With the ongoing success of the past year, I’m delighted to announce Killing Floor 2 will continue to be supported for another full year with our partners at Saber Interactive for it to extend into its 8th Year of Post-Release updates. Over the last several months, the team has sat together to see all that we would like to accomplish and we’re excited to share a high-level overview of what we have in store for 2023.
The main beats will be three major updates throughout Summer, Halloween, and Christmas. The first two updates of the year will be packed with new weapons, maps, weeklies, cosmetics, customization, and quality of life updates you’ve come to expect. For Christmas, we have something a bit different in mind. Instead of the usual new content and seasonal focus, we’ll be looking to dedicate that entire update towards Quality of Life improvements, balance tunes, and fixes. As an ever-changing game with new content regularly added, we don’t always get an opportunity to take a look back and address every request you want to be improved or tweaked for what came before. It's our hope this QOL-focused update will give us the space to tackle some of the more difficult challenges and aspects we’ve had to raincheck over the years.
We love hearing from you about what we should focus on the most and we have another State of the Game community survey prepared that would help the team regarding your thoughts about the game.
- New weapons are at the core of what we love in Killing Floor 2 and there, of course, will be more in store in both new weapon bundles and HRG variants. Our goal for these new weapons is to continue to provide new and interesting gameplay while delivering a fun and familiar gun feel for the types of creative and realistic weapons the community enjoys.
Additional Maps
- With two major content updates ahead for Summer and Fall, we have two new maps planned for the year. First, for Summer, we’ll be looking to partner again with one of the top mappers to enhance a popular community map for official inclusion. For Fall, we’re looking to bring you somewhere entirely new with an event focused around one the most sinister villains of Killing Floor history.
Additional Weeklies -
We also have new weeklies coming this year focused on challenging the players' new rulesets around the Survival formulas that will force them out of their comfort zones on different maps and approaching killing zeds with unexpected behaviors.
Major Events -
We’ll continue to activate seasonal-themed Zeds and objectives with major updates for you to collect tickets and earn cosmetics. This, of course, will come with new achievements for you all to unlock as well as new cosmetics in the store for you to show your creative flair.
Quality of Life Additions -
We’re looking to make Quality of Life a core focus throughout this coming year so that we can deliver important and impactful tunes based on community feedback so you can play Killing Floor 2 and all it has to offer how you want. The feedback you provide within our surveys, forums, social media, and other community interactions is critically important in helping guide us on how we should prioritize these user experiences and balance changes. Please continue to be active as ever within these channels so we have a good pulse on what the game needs. While we will not be able to address everything that’s requested due to numerous potential factors such as engine/system limitations and resource constraints, we’ll continue to be transparent with what is within our power to implement and do our best to be receptive and open to feedback for how we can improve.
Polish and Bug Fixing -
As with every update, we’ll be addressing a multitude of issues legacy and new that arise over the year. We know we need to deliver to you a quality product and the community’s regular engagement in all of our various channels and forums in alerting us to any issues is a significant help to the development team. We encourage you to continue engaging with the regular betas we release before major updates, filling out our surveys, and posting your findings. As a reminder, the best way to bring bugs to our attention is through our official forums are available here:
Our community team continues to be at your disposal within our various channels and loves continuously interacting with you. We’ll be telegraphing our upcoming content through our usual Merc Reports to give you an early look at the content ahead will have many more community streams to play us and experience the new content. We invite you all to stay tuned and look forward to hearing from us in the coming weeks and months as we roll out this year’s road map.
It’s been a pleasure to be part of this project with the team for these many years. We’re deeply grateful for the millions of fans that own and play the game. We could not do this without you. We hope you have a wonderful and safe holiday season and a bright new year.
See you all on the Killing Floor.
Regards, David Amata Product Director Tripwire Interactive