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Killing Floor 3 - Announcement Trailer



The Battle Begins With Nightfall It’s 2091 and megacorp Horzine has produced the ultimate army: an obedient horde of bioengineered monstrosities called Zeds. Now, only the rebel group Nightfall stands between these infernal creations and the future of humanity. Killing Floor 3 is the next installment in the legendary action/horror series.

This intense FPS puts you in the boots of a Nightfall specialist joining forces with up to five teammates to battle waves of Zeds, earn dosh, unlock skills, and build the ultimate arsenal.

Wishlist today!
Steam: https://store.steampowered.com/app/1430190/Killing_Floor_3/
EGS: https://store.epicgames.com/en-US/p/killing-floor-3
PlayStation: https://store.playstation.com/en-us/concept/10005321
Xbox: https://www.xbox.com/en-us/games/store/killing-floor-3/9pfzlckhc1vm
 
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I work for Tripwire and run this stuff.
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The Battle Begins With Nightfall It’s 2091 and megacorp Horzine has produced the ultimate army: an obedient horde of bioengineered monstrosities called Zeds. Now, only the rebel group Nightfall stands between these infernal creations and the future of humanity. Killing Floor 3 is the next installment in the legendary action/horror series.

This intense FPS puts you in the boots of a Nightfall specialist joining forces with up to five teammates to battle waves of Zeds, earn dosh, unlock skills, and build the ultimate arsenal.

Wishlist today!
Steam: https://store.steampowered.com/app/1430190/Killing_Floor_3/
EGS: https://store.epicgames.com/en-US/p/killing-floor-3
PlayStation: https://store.playstation.com/en-us/concept/10005321
Xbox: https://www.xbox.com/en-us/games/store/killing-floor-3/9pfzlckhc1vm
 
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I’m excited for the game, the trailer felt a little uncomfortable for me but that’s ok, everyone has their own thing.

One thing I wish Killing floor 3 has its Unreal Engine 5.

When KF2 released, UE4 was well underway and they used an outdated engine (UE3)

So I really hope UE5 is used here.
 
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Wow you really outdid yourselves on the FP design. Love how he's back to towering above you rather than the more chonky KF2 design.

I think my top list of wants in KF3 would have to be
  • Class Specific Abilities (i.e. short duration cloaking for Sharpshooter, Smoke grenade cloud that makes zeds inside de-aggro if you're not directly near them for SWAT, etc)
  • Retain the awesome full source mod support it's always had
  • An objective mode, where enemy spawns ramp up on completion of certain triggered events instead of by wave, some zeds that just have roaming AI, and the game ends when you complete the final objective and make it to the EVAC spot. This kind of game mode being an option for playing official or custom maps would really take KF to a whole new level.
    Really it just needs the spawning logic, a new ai for roaming zeds, and a bunch of interactable objects that can block players' paths until certain conditions are met like timed doors/destructibles, doors that are opened when certain conditions are met like a powerplant is destroyed/player gets a key/player gets a hacking device/player user hacking device on a console somewhere else, and an EVAC objective list that usually involves sabotage some facility and kill the boss. Once those tools are in place, map makers could just have a field day making tons of maps. Performance could be optimized if multiple maps are supported, letting you jump to the next map and retain your inventory at certain objective spots.
  • New class based on traps / deployable objects
  • Goofy dialogue more akin to KF1
  • Less head wobble / further improved hitboxes overall.
    KF2 is astronomically better with hitboxes than KF1, but still some enemies' heads wobble a lot while sprinting, stalkers often feel like bullets just phase through them while they're doing their spinning attack animation, scrakes also spin around and wobble their head a lot while attacking.
    I'd overall prefer the enemies to be more dangerous in other ways, but hittable, such as if the scrake could grapple a player, hold them up in the air and chainsaw them, all while they're standing still and keeping their head relatively stable. It just feels like in KF2, classes that can kill things through body shots or can afford to miss a bunch of headshots and still get by excel over classes / weapons that only work when you're landing headshots a vast majority of the time.
 
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As far as I know, it is not easy to develop mods in Unreal 5, and mods provide vitality for KF, so I would like to ask whether KF3 supports the use and expansion of SDK, although this is very heavy.
Creating mods (code based) shouldn't be much more difficult than it was in UE3/UDK, the main difference is going to be the switch from Uscript to C++, and how locked down the game is in general with regards to private classes and such (but that's not the engine's fault).

As for mapping the process for creating them is very similar to previous Unreal engine releases with the exception of having to keep track of more preformance related variables.
 
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Tripwire! Thank you so much for doing this, I love your games so much. Killing floor 1 will forever hold a special place in my heart. Killing floor 2 is still the game I have grinded the most.

In a restaurant I'd say compliments to the chef, but here I will say big props to you and your development team, marketing team, cleaning staff, and anyone else that helps to make your organization be successful. You deserve it and I so look forward to seeing your progress!
 
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Creating mods (code based) shouldn't be much more difficult than it was in UE3/UDK, the main difference is going to be the switch from Uscript to C++, and how locked down the game is in general with regards to private classes and such (but that's not the engine's fault).

As for mapping the process for creating them is very similar to previous Unreal engine releases with the exception of having to keep track of more preformance related variables.
Isnt C++ modding prohibited tho? Like the whole reason we cant use C++ native code for modding is because its against the license, hence why UnrealScript and Blueprints exist.
 
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Isnt C++ modding prohibited tho? Like the whole reason we cant use C++ native code for modding is because its against the license, hence why UnrealScript and Blueprints exist.
I'm actually curious as to where you heard that.

As far a engine licensing is concerned if you're project is going to ship a build of the editor then there are some additional hoops to jump through with Epic as distribution of any unreal editor code without a license is prohibited.
There are also some extra steps that need to be taken when shipping a project that contained marketplace assets. (take a look at Conan Exiles if you want to know more on that)

What I mentioned above is all on the Developer side, as for perspective modders there really isn't anything that prohibits C++ modding from Epic themselves that individual modders would have to be concerned about.
Now this is all assuming the game is developed to support code (or blueprint) based mods in the first place.

As far as how difficult it would be to create custom content that all depends on how said support is implemented, assuming use of the UGC plugin method C++ or blueprint mods shouldn't be any more difficult to create than in previous engine iterations that used Uscript.
(actually Blueprint in specific opens code modding to a much wider audience which is a massive boon for any modding community)
 
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