Killing Floor 3 didn’t quite hit as hard as the last game did, but it’s still an entertaining experience for those who love horde shooters. But have faith because developer Tripwire isn’t throwing in the towel quite yet. The most recent update, Killing Floor 3 Hotfix 3, aims to improve the game’s stability, performance, and rework the armor mechanics, along with other fixes and improvements!
Thanks to Tripwire Interactive’s diligent dev work, Killing Floor 3 Hotfix 3 is available now, as of August 27, and features a slew of improvements aimed at boosting stability and performance, along with tweaks to mechanics, like armor, and balance adjustments for enemies like The Husk.
Killing Floor 3 Hotfix 3 Patch Notes
Balance Tunes
- The Husk’s ranged attack has been rebalanced to give players more counterplay.
- Its charge-up is now slower, creating a clutch opportunity to shoot and destroy the cannon before it fires.
- In addition, the homing on its fireball has been reduced, making the projectile easier to dodge with sharp movement
- Armor has been reworked to provide more consistent protection and eliminate frustrating edge cases.
- The new curve makes armor absorb a greater share of incoming damage, preventing situations where players die while still holding a large armor reserve.
- This also resolves the problem of being one-shot while at full health and full armor, making survivability feel more reliable.
- Increased Proficiency Awarded for completing waves for Hard and Hell on Earth
- Hard from 10 to 12
- Hell on Earth from, 12 to 16
- Biosteel drop rates have been significantly increased across all difficulty levels:
- Normal: 2.5% to 4%
- Hard: 2.5% to 4.5%
- Hell on Earth: 2.5% to 5%
Bug Fixes
- Stability Fixes
- Investigated and patched memory leaks on the Military Base map.
- Potential fix for skill video player crashing causing a soft lock
- Performance Optimization
- Trimmed down VFX emitters to optimize CPU performance
- Change Default Frame Rate Cap to Unlimited
- 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.
- Optimized Clot Zed death behavior to reduce performance spikes
- Reduced overhead from moving car environment assets in City Streets
- Reduced or eliminated various VFX emitters to increase performance
- We hired an exterminator to get rid of the roaches on the maps that were hurting performance.
- Improved UI performance in various areas such as the name plates.
- Reduced performance impact on various Husk attacks
- Turned off masked materials for weapons and mods where they were unnecessary to increase rendering performance
- Matchmaking
- Resolved a bug allowing more than 6 players to join an online match.
- Players should no longer encounter an issue where rejoining a party with five members incorrectly displayed a “party full” message.
- Gameplay & UI
- Added save points on each wave start for better mid-match progression and experience tracking
- Improved cases where the “Complete All Daily Challenges” assignment would not consistently complete or reward players.
- Corrected multiplayer bug where Explosive Rounds did not damage Clots and Cysts.
- Fixed an issue where Kunai speed attacks did not adapt to Zed Time when it triggered.
- Fixed a rare bug where Scrakes became stuck in a looping grab animation if their hook was broken.
- Resolved issues with Audio Events not firing appropriately
- Fixed audio bug where “damage taken” SFX triggered despite avoiding hits.
- Resolved sprint bug where running would not resume after ADS + shooting.
For more gaming news prioritizing indie and lesser-known titles, trust in The Guide Hall to keep you informed!


