Spring Update "Neon Nightmares" Is Here!

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    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Neon Nightmares
  • Liven up the night and make it bright with the Neon Nightmares update! Check out our new Cyber Rave cosmetic lineup that will be sure to light up any Zed party you throw! Take a trip down the multiple levels of Biolapse and take advantage of its layouts and traps to give those pesky Zeds a run for their own dosh. Want to impress your friends by throwing them the best Zed-killing soiree? Horzine has just the thing for you! Try the new HRG Incendiary Rifle and Compound Bow. They’ll surely bring the heat and the freeze. Party long and hard on the killing floor!
  • Event Ends on 4 / 21 / 2020

New Additions and Highlights
  • 1 New Community Map

    • Biolapse
      • Compatible with Survival and Weekly Game Modes.
      • Journey deep into the laboratory facility to cleanse out the rampant Zeds overrunning its intricate layers.
  • 2 New Weapons
    • HRG Incendiary Rifle for the Firebug

    • An alteration of the M16 M203 Assault Rifle that fires incendiary rounds and grenades. The grenades leave behind a temporary patch of fire that damages and burns Zeds.
    • Trader price is 1200 Dosh.
  • Compound Bow for the Sharpshooter

    • The Compound Bow is a versatile bow with two arrow types, sharp and cryo. Sharp arrows have high penetration and damage while cryo arrows create a small explosion that applies a high rate of freeze. The arrows can be charged to boost range and damage, and sharp arrows can be picked back up for reuse. The melee bash is also decked with a long blade to deal substantial damage for close encounters.
    • Trader price is 2000 Dosh.
  • Dosh Vault Additions
    • Road Redeemer | Vault | Vosh | Precious
    • Static Strikers | Vault | Vosh | Precious
    • Stoner 63 | Vault | Vosh | Precious
    • Tommy Gun | Vault | Vosh | Precious
    • Zweihander | Vault | Vosh | Precious
  • New Steam Achievements
    • Biolapse and its collectibles
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives to earn the AA12 | Jaeger | Dynamic and AA12 | Jaeger | Dynamic RGB weapon skins
    • Cyberpunk Event Tickets
    • Cyber Rave Cosmetics
  • Zedconomy
    • Compound Bow Weapon Bundle
    • Spectre HRG Weapon Skin Bundle Pack
    • Jaeger MK II Weapon Skin Bundle Pack
    • Added Bronze, Silver, and Gold Bundle Packs for :
      • Premium Cyberpunk Tickets
        • Golden Cyberpunk Tickets come with Silver and Gold Bundles
      • Horzine Supply Crate | Series Loco (Steam)
      • Horzine Supply Cosmetic Crate | Series #7 (Console)

  • Updated the Crossbow projectile HUD icon to the new arrow icon.

Addressed Community Feedback
As mentioned in the 2018 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

  • Zeds
    • Hans

    • Dragonsbreath ground fire damage resistance decreased from 1.1x to 0.9x.
  • Weapons
    • Dragonsbreath
      • Ground fire chance increased from 10% to 100% for all pellets.
      • Ground fire damage reduced from 10 to 8.
      • Ground fire duration reduced from 10 seconds to 2.5 seconds.
      • Base damage increased from 26 to 35 per pellet.
      • Number of pellets reduced from 8 to 6.
      • Spare ammo capacity increased from 57 to 60.
      • Added additional upward force to Zed ragdolls on death to increase the impulse on their bodies.
    • Pulverizer
      • Light melee damage increased from 70 to 80.
      • Explosion radius increased by 78%.
      • Directional explosion angle adjusted to allow explosion cone to damage more Zeds in front of the player.
      • First upgrade damage modifier increased from 5% to 10%.
      • Second upgrade damage modifier increased from 10% to 20%.
  • Perks
    • Berserker
      • Level 25 ZED TIME - Berserker Rage
        • Flee duration increased from 3 to 5 seconds.
        • Heal amount increased from 25% to 50% of total health.
        • Fear radius increased by 54%.
    • Survivalist
      • Level 25 ZED TIME - Lockdown
        • Stun, knockdown, and stumble rate modifier increased to max values.
    • Firebug
      • Level 15 Ground Fire
        • Now applies to Dragonsbreath, Spitfires, and Molotov.
    • Gunslinger
      • Level 15 Line ‘em Up
        • Penetration strength increased from 1 to 10. This means that Perk weapon bullets can pierce an additional 10 Cysts.

Designer Note :
The weapons and Perk skills have been adjusted to improve their gameplay experiences. The recent community survey has shown that most of these are underperforming to a lot of players.

The Dragonsbreath now leaves behind guaranteed small patches of fire with every burning pellet. These fire patches can be devastating when clumped closely together, and it provides an extra bonus for pellets piercing through Zeds by leaving patches of fire behind or around them. We did have to make adjustments to alleviate performance concerns so the systems did not lag with the amount of fire spread around, so the amount of pellets per shot and ground fire duration have been reduced. The damage of each pellet has been boosted to help offset the reduction with the number of pellets per shot. We also adjusted the amount of damage Hans received from its ground fire as the ground fires inflicted a lot more damage than intended onto him when they were clumped together.

The Pulverizer has received a boost to its light melee damage. Due to its high knockdown rates, this should improve the overall damage of striking body parts that may not be critical zones, such as the head. We also adjusted the angle of the explosion and extended it further outwards to encapsulate more Zeds within the explosion radius. Previously, the explosion could miss a few Zeds standing behind other Zeds, so it could be inconsistent at times. Lastly, the Pulverizer has received an adjustment to its damage modifiers from upgrading the weapon. Previously, the damage modifiers did not feel impactful for the amount of dosh spent to earn them.

The Berserker ZED TIME - Berserker Rage Perk skill is receiving improvements across the board. The health healed has been increased substantially to better safeguard Berserkers when Zed time activates. The fear duration and range have also increased to negate more Zeds near the player, further providing a temporary reprieve. We want it to be an effective, defensive counterpart to ZED TIME - Spartan, so we will monitor the Perk skill and see if any further adjustments are needed.

The Survivalist ZED TIME - Lockdown Perk skill now maxes the stun, knockdown, and stumble rates of all weapons. Previously, the modifier did not greatly benefit weapons with low rates. Now, each weapon with any stun, knockdown, and / or stumble capability should have their values maxed out during Zed time.

The Firebug Ground Fire Perk skill now applies to the Dragonsbreath, Spitfires, and Molotov. The reason for this is that the skill previously did not apply to all ground fires left by weapons, and this caused a lot of confusion between which ones applied the bonus and which ones did not. As such, we extended the Perk skill to apply to all ground fires. We will be monitoring the Perk skill to ensure its gameplay balance.

The Gunslinger Line ‘em Up now boosts penetration considerably to allow Perk weapons to penetrate a large number of Zeds to coincide better with its other aspect that keeps the damage consistent between each penetrated Zed.

As always, we’d like to hear the community's feedback on these changes. You can do so by visiting and posting in the ‘general’ section on the official Tripwire Interactive forums at :

Bug Fixes
Also mentioned in the 2018 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.

Top Community Issues:
  • Fixed the collision of various doors on multiple maps to prevent destroyed doors from remaining in place.
  • Fixed the Trader upgrade bars for the HRG weapons to better reflect the increase to stats from upgrading.
  • Fixed an issue where players did not receive their Rising Storm 2 weapon skins when they purchased the Rising Storm 2 Digital Deluxe Edition.
  • Fixed an issue with the Blender Blunder seasonal objective where it did not count kills generated by the trap mechanism.

  • Fixed an issue where the Vlad-1000 Nailgun did not receive penetration Perk skill bonuses from the Support Perk.
  • Fixed an issue where the Ground Fire Perk skill did not apply damage bonuses, visuals, and speed reductions to all instances of ground fire.
  • Fixed an issue where the Demolitionist High Impact Rounds Perk skill damage bonus did not apply to the light and heavy attacks of the Pulverizer.
  • Fixed an issue where the ZED TIME - Inferno speed reduction did not apply unless the Ground Fire Perk skill was equipped.
  • HRG Incendiary Rifle :
    • Fixed an issue where the ZED TIME - Pyromaniac Perk skill placed the HRG Incendiary Rifle in a state where it cannot fire grenade rounds.
    • Fixed an issue where the upgrade damage modifier was not applying to the explosion damage.
    • Fixed an issue where the upgrade weight modifier did not apply on the final upgrade.
  • Fixed an issue with the Compound Bow where the charge damage and range modifiers and the 1st Person animation times were not properly aligned. This effectively led to small windows where the charge modifiers did not apply the full charge values when the 1P charge animation finished.
  • Fixed an issue with the Dragonsbreath where the ground fire dealt immense damage to bosses if the pellets are bunched together closely.

  • Fixed an issue where interruptible attacks by the Matriarch could be stumbled by knives.
  • Fixed an issue where some affliction generated particle FX (such as fire and poison) were not playing on the Zeds.

  • Fixed an issue where the voice lines in the Steam Fortress Objective game mode did not use the correct trader voice.
  • Fixed the collision of the upper wall under the dome in Steam Fortress.
  • Fixed various meshes not rendering in Sanitarium.
  • Fixed an issue where a map appeared on the map vote menu that was not part of the game.

  • Fixed the 1st and 3rd person position of the grenades fired from the HMTech-501 Grenade Rifle.
  • Fixed an issue with the Road Redeemer where the model popped into camera view during one of its 1st person melee animations.
  • Fixed an issue where the iron sights on the M16 M203 Assault Rifle did not align with the center of the screen.
  • Fixed an issue where the HRG Winterbite projectiles collided with the exterior collision of Zeds.
  • Fixed an issue where the Dual 1858 Revolvers and the Dual .500 Magnums did not have their reload animations synced between 1st and 3rd Person.
  • Fixed an issue with the Dual Rhinos where the bullet shell casings remained floating and spinning in the air after reloading the weapon.
  • HRG Incendiary Rifle :
    • Fixed an issue where it was not centered properly during iron sights.
    • Fixed an issue on dedicated servers where its texture flashed green on the first drop while it is out of ammunition.
  • Compound Bow :
    • Fixed an issue that caused the iron sight animation to play again if a player uses a controller and goes into iron sight right after firing a round.
    • Fixed an issue that caused fired arrows to appear on the top of the screen for a moment.
    • Fixed an issue where the 1st Person arrow projectile trails appeared from the side after shooting.
    • Fixed an issue where the 3rd Person projectile trails had incorrect positions on spawn.
    • Fixed an issue where firing the cryo arrow at a Zed or player at close range caused the arrow to appear from the side.
    • Fixed an issue where the firing SFX did not have audio falloff.
    • Fixed an issue where the arrows were not synced with the 3rd Person fire animations when a player rapid fires the weapon.
    • Fixed various issues with the 1st and 3rd Person animations.
    • Fixed an issue that caused cryo arrows to explode on the ground before the projectile landed on the ground.

  • Fixed an issue where the Christmas Tree Backpack | Precious did not use the correct material.

  • Fixed an issue where the Mac 10 and HRG Incendiary Rifle lost their 3rd Person fire sound during continuous fire.

User Interface
  • Fixed a number of text lines in the Russian language.
  • Fixed an issue with the Russian localization on the Xbox Mixer settings where the text did not fit within the disable and enable button.
  • Fixed an issue where the capitalization of Cyberpunk was not consistent between Canada and France French localization.
  • Fixed an issue with the Polish localization of a seasonal objective not fitting properly within its container.

As always, thank you for your continued support!
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Please note:

Update is currently not live: Scheduled to go live at 11 AM EST

Update is now being pushed live. Should hit PC's and consoles in the next few minutes.
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In case anyone's missed it be sure to scroll up on this page to see whats new in the update. If you clicked the link to get to this page it landed you past the notes. we apologize for that!
Wait for what? The sale after the game is dead?
This update Is disappointing anyway. I usually play 1 or 2 matches and that's it
A sale. The xbone players got to buy the DLC weapon bundles for reduced price.
I want those DLC weapons too, but i ain't gonna buy them with the Original price tag! Way too expensive...
So still no way of removing 9mm from main weapon cycle on PS4. TRULY AMAZING! I guess no need to come back to KF2 anytime soon again.