

Killing Floor 2
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Killing Floor 2
Fight through Zed-infested European hotspots in this first-person survival shooter, using a broad arsenal and evolving perks to face increasingly dangerous waves. Play solo or in online co-op with up to six players, or enter a 12-player Humans-versus-Zeds mode. Steam PC positive rating: 88% from 87,238 reviews. Steam PC supports English, German, French, Italian, Spanish, Russian, Polish, Portuguese, Japanese, Korean, and Simplified and Traditional Chinese interfaces. Steam PC release date: November 18, 2016.
Credits
Lowest recorded in 36 months
$1.372026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | Yes |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | Yes |
| Italian | Yes | — | — |
| German | Yes | — | Yes |
| Spanish | Yes | — | Yes |
| Polish | Yes | — | — |
| Russian | Yes | — | Yes |
| Portuguese-Brazil | Yes | — | — |
| Japanese | Yes | — | Yes |
| Korean | Yes | — | — |
Steam PC edition data · 2026-10-16
02Before you buy
Play modes
Steam PC offers solo play, online co-op for up to six players, and a 12-player Humans-versus-Zeds mode.
Controls
The Steam PC version has full controller support.
Languages
The listed interface languages include English, German, French, Italian, Spanish, Russian, Polish, Portuguese, Japanese, Korean, and both Chinese variants. English, German, French, Italian, and Spanish have full audio.
03Frequently asked questions
What do players fight in Killing Floor 2?
Players enter outbreak zones in Europe to fight Zeds, enemy clones created by a failed Horzine Biotech experiment.
How does the Versus Survival mode work?
Two teams alternate between Humans and Zeds across two matches; the team with the higher performance score wins.
How does combat change during Zed Time?
The action slows down briefly, giving players an opportunity to attack the approaching horde.
“A hardcore co-op horde shooter that polishes gunfeel, all-room slow-mo and ten-perk progression to a genre ceiling”
Our Verdict
A longevity case study that crossed nearly a decade
The most surprising thing about Killing Floor 2 isn't the scores it landed back in 2016 — it's the curve it traced afterward. OpenCritic's 78 Strong tier, a Metacritic 75, an 88% Steam positive rating: all three line up to place it squarely in "solid and excellent but not all-rounded" territory. By rights this should have been a mid-tier title that quietly faded. It didn't. Nearly eight years after release, in 2024, its peak concurrent player count rebounded past 30,000 against the grain. In a co-op-shooter genre sharpened to a razor's edge of competition, that kind of resurgence for an old game is the best proof of its design quality.
Behind that evergreen curve sit three stacked things: a core polished to perfection, years of free supply, and a strong social hook.
It didn't harvest with a sequel or squeeze players with paid content; it buffed a deceptively simple loop until it became addictive, then sustained the community with years of free updates. That kind of patience is genuinely scarce in today's market, where the reflex is to wall fresh content behind a season pass and roll the studio's attention onto the next launch. Tripwire, later joined by Saber Interactive, did the unfashionable thing and kept feeding a single game for the better part of a decade.
Read within the series lineage, Killing Floor 2 is a thorough evolution of the original's wave-survival and slow-motion mechanics — sturdier feel, deeper perks, stronger audiovisual feedback, sanding a rough prototype into a mature shape. Rather than rushing a sequel that would dilute its reputation, the studio chose to guard this one entry for nearly a decade, keeping it alive on free updates alone. For a mid-sized studio, that's a slow road, but a steady one.
Who should buy in, and who should steer clear
When it comes to a recommendation, the portrait is unusually clear, almost decision-free. It belongs to a specific crowd: hardcore players willing to grind perk builds with a fixed crew, conquer high difficulty, and savor pure cooperative clearing for its own sake. If you have a few regular friends to squad up with and love that "coordinate well and everything flows" brand of high-intensity teamwork, this is a track that'll loop on your playlist for a long while.
Flip it around and several types of players are better off steering clear up front. Anyone expecting rich storytelling or character work will be put off by the near-blank narrative; anyone wanting a wealth of modes and daily-fresh variety will find it too narrow; anyone who plays solo with no regular teammates will likely lose patience amid the frequent wipes of a random crew. Its barrier leans heavily on the social side — both a strength and a filter. The version question is mercifully simple: the standard edition, bundling all the years of free content, is all you need, with no paid add-ons required — itself a rare bit of honesty toward the player.
In the end, what makes Killing Floor 2 irreplaceable is that it sands the combination of gunfeel, arena-wide Zed Time slow motion, hit confirmation, and ten-perk build-crafting to a genre ceiling its peers struggle to copy. It doesn't lean on plot or a count of modes; it leans only on doing one thing to the absolute hilt — and it's exactly that obstinacy that, nearly ten years on, can still pull a group of friends back to the same fortified position.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
The Floor still posses no threat and thus cannot be killedShow moreShow less
Killing floor 2 2016: No DLC, We promise! Killing floor 2 2017: Still no DLC! Killing floor 2 2018: aight maybe we might add some cosmetics but thats it Killing floor 2 2019: 10$ PER WEAPONShow moreShow less
Me rn looking at 95% discount when I bought it at full price, after it was given free on Epic Games Store ⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣤⣤⠴⠶⠶⠶⠶⠶⠶⠶⠶⢤⣤⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⢀⣤⠶⠛⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠛⠶⣤⡀⠀⠀⠀⠀⠀ ⠀⠀⢀⡴⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠛⢷⡄⠀⠀⠀ ⠀⣰⠟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣦⠀⠀ ⢰⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣧⠀ ⣿⠀⠀⣤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⡄⠀⢹⡄ ⡏⠀⢰⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠀⢸⡇ ⣿⠀⠘⣇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡟⠀⢸⡇ ⢹⡆⠀⢹⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣼⠃⠀⣾⠀ ⠈⢷⡀⢸⡇⠀⢀⣠⣤⣶⣶⣶⣤⡀⠀⠀⠀⠀⠀⢀⣠⣶⣶⣶⣶⣤⣄⠀⠀⣿⠀⣼⠃⠀ ⠀⠈⢷⣼⠃⠀⣿⣿⣿⣿⣿⣿⣿⣿⡄⠀⠀⠀⠀⣾⣿⣿⣿⣿⣿⣿⣿⡇⠀⢸⡾⠃⠀⠀ ⠀⠀⠈⣿⠀⠀⢿⣿⣿⣿⣿⣿⣿⣿⠁⠀⠀⠀⠀⢹⣿⣿⣿⣿⣿⣿⣿⠃⠀⢸⡇⠀⠀⠀ ⠀⠀⠀⣿⠀⠀⠘⢿⣿⣿⣿⣿⡿⠃⠀⢠⠀⣄⠀⠀⠙⢿⣿⣿⣿⡿⠏⠀⠀⢘⡇⠀⠀⠀ ⠀⠀⠀⢻⡄⠀⠀⠀⠈⠉⠉⠀⠀⠀⣴⣿⠀⣿⣷⠀⠀⠀⠀⠉⠁⠀⠀⠀⠀⢸⡇⠀⠀⠀ ⠀⠀⠀⠈⠻⣄⡀⠀⠀⠀⠀⠀⠀⢠⣿⣿⠀⣿⣿⣇⠀⠀⠀⠀⠀⠀⠀⢀⣴⠟⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠘⣟⠳⣦⡀⠀⠀⠀⠸⣿⡿⠀⢻⣿⡟⠀⠀⠀⠀⣤⡾⢻⡏⠁⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⢻⡄⢻⠻⣆⠀⠀⠀⠈⠀⠀⠀⠈⠀⠀⠀⢀⡾⢻⠁⢸⠁⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⢸⡇⠀⡆⢹⠒⡦⢤⠤⡤⢤⢤⡤⣤⠤⡔⡿⢁⡇⠀⡿⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠘⡇⠀⢣⢸⠦⣧⣼⣀⡇⢸⢀⣇⣸⣠⡷⢇⢸⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⣷⠀⠈⠺⣄⣇⢸⠉⡏⢹⠉⡏⢹⢀⣧⠾⠋⠀⢠⡇⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠻⣆⠀⠀⠀⠈⠉⠙⠓⠚⠚⠋⠉⠁⠀⠀⠀⢀⡾⠁⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠙⢷⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⡴⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠙⠳⠶⠦⣤⣤⣤⡤⠶⠞⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Show moreShow less
Developers "To do" list: 1. Hats 2. Chests ... 58. Classes 59. Maps Don't waste your money. UPD: > still no release Ha. Ha. Haaaaa.Show moreShow less
I'd recommend Killing Floor 2, but with reservations. It's a very smooth, blasty horde shooter that complements, but doesn't outright replace, the original game. It's shinier, eschewing the gritty grindhouse aesthetic of Killing Floor 1 for a more sci-fi feel and higher production values. Every character has a unique voice actor now, and while its faster-paced gameplay is perhaps not quite as methodical as KF1, it can still be fun. At its best, it does keep true to the Killing Floor spirit. Homing medic darts and the ability to vote to pause the game during trader time are also welcome accessibility features. However, there are some problems that cropped up over time, the biggest one first: * The game stagnated in maintenance mode since late 2019 when Tripwire Interactive outsourced development to Saber Interactive, with their only real activity being four seasonal updates a year until late 2023 where most of the effort went into new paid DLC weapons. These weapons shipped alongside a couple free HRG guns, some new cosmetic skins (usually community-made) and a community-made map with some (usually bad) edits made to it. Tripwire decided to focus their attention on Killing Floor 3 so I can't entirely fault them for that, but the perception among many players is that Saber just phoned it in. * People kvetched about cosmetic items and crates when they were first introduced, but I didn't find them much of a problem. I do however think $10 for one DLC weapon is too steep of a price, and most of the community agrees. At least people who own the DLC weapons share them automatically with other players. Fortunately, there are now Armory packs on the Steam store that let you buy the weapons for a cheaper price per weapon, so this isn't as bad of an issue as it used to be. * With the later Saber updates, animation quality of the paid DLC weapons has gone downhill, with the G36c being particularly bad. In a game where high-quality, high-fidelity weapon animations are a selling point, this is a problem. * The free 'HRG' weapons are basically neon reskins of existing guns that were meant to be a consolation for players who don't buy the paid DLC weapons. The problem is that they blur the boundaries between perks and dilute their roles to the point of making perk distinctions more and more meaningless. While there are some I like, such as the shotgun revolver or the explosive double barrel shotgun, some of them are rather bizarre choices: the Field Medic didn't need a railgun, nor does the Berserker need a microwave gun, etc. * The matchmaking feature is bugged and usually just puts you in empty servers. * The Abomination boss is comparatively trivial to fight compared to the other bosses. Ideally it would have been reworked or simply limited to the one map it was introduced as a unique boss for. * Sharpshooter was already harder to play due to the faster and more erratic movement of enemies, but the continual addition of weapons for "chaos" perks like Firebug that make enemies stumble erratically made it even more difficult. * Turning Rachel from the first game, an ally of the player working to stop her father who made the zeds to begin with, into an antagonist who fights the players as a mutated boss (just like her father) was a disappointing waste of her character. Not that Killing Floor has a strong story to begin with, but still. Some admittedly minor issues that are more personal nitpicks: while the gun animations are very nice and smooth, the gun sounds are quiet compared to the first game, where they were more visceral and satisfying. Assets are reused on multiple maps, which would be fine if the game wasn't aiming to be so detailed, because said assets don't fit every map they're in. Italian warning signs in a Texan embassy, Danish banners pleading for help in the middle of Paris, that sort of thing. They also replaced the original menu music, which hearkened back to KF1's menu music, with a track that's worse IMO. Ultimately, Killing Floor 2 wasn't and isn't an outright bad game - it just needed more love. It's worth it on sale if you and your friends want a co-op shooter to kill time with, but I'd also say the same about the first game, which I personally prefer.Show moreShow less
EDIT: I've managed to get the game refunded because even on release I had to play it on low/medium with fps drops bellow 50... for UE3 game that is unacceptable... thanks for that atleast Tripwire... microtransactions - check bad optimization - check (questionable - may not apply) silencing people for their opinion - check extremely slow development progress - check announcing \"work in progress\" PS4 version before finishing the game for people who already paid for the game - check 5 points for \"how to destroy your game and your community\" achievement - great job Tripwire! thank you for wasting my money on your stupid product, never going to happen againShow moreShow less
***FUNNY UPDATE*** My review has a fan club! Seems as though not only are the review bombers spamming bad reviews on this game, but they are also conspiring to thumb down reviews they disagree with. http://steamcommunity.com/sharedfiles/filedetails/?id=572810488 Keep this is mind readers when you are wondering the truth about this game, a group of 1000 protestors are manipulating the reviews to their agenda. *Note to steam moderators or tripwire, if this screenshot violates any rules then I can remove it on your call. *IMPORTANT UPDATE I got a free head band from these "HORRIBLE" micro trans. I honestly could not care less about anyone that hates this update. If I can get free hats idc, I am golden. There is now also a section talking about how mts work in this game. Back when the review was first written they were not out yet, so now its there. http://steamcommunity.com/sharedfiles/filedetails/?id=570776497 This game is currently being review bombed due to the micro transaction "crisis". I feel I must try to counter the complaining and point out a few things about the whole movement that I find stupid. This is a very good game and to knock the whole game down over one trivial thing is stupid. As someone with 100+ hours on this game and all Hell on earth achievements(at the time of this review) I would like to tell you why this game imo is very fun. Without people to counter this non sense I feel the kf2 community will fall in numbers and that is something I will not sit by and watch. First off kf1 has micro transactions, so complaining that they are now a thing is very stupid. Honestly kf1 had much worse microtransactions because they actually sold weapons rather then just skins, which is just straight up pay to win. They also complain about how its bad because its in early access, but i say to that "since when'? Honestly compared to every other early access game I have played this is by far the most polished and regularily updated of them all. Take a look at the garbage dump early access games on steam (such as dayz) and tell me its fair to call this game early access. There is zero game breaking bugs, its runs extremely smoothly(on my pc), and they JUST ♥♥♥♥♥♥♥ UPDATED with new maps, a new boss, character, and a new class. These review bombers like to point out how scummy it is that instead of updates they are putting in micro transactions, but that is simply not true. Like I previously pointed out the game was just updated and there is will be even more getting added later. The thing they are not getting is that the micro transactions need to be tested and fixed before full release just like every other aspect. They would whine just as much if micro transactions got added after release filled with bugs. As far as I can tell these bombers are just looking for excuses to complain and since their is no justification to their anger they make things up. Trust me, someone who managed to put 150 hours into an "unfinished" game, that this is an extremely fun and addicting game. Not only is it fun, but its probably one of the most challenging PVE type games out their. Let me explain how these micro transactions actually work, so you can get an idea of how they work from someone who doesn't hate them. I am not really that big into micro transactions, but they aren't really a bad thing either. Well anyways there is a store now on the game where you can buy keys to open crates filled with goodies. If you are familiar with tf2 then you already know how it works. Like in tf2 you get crate drops and item drops which you can then sell for real life money to people on the community market place. Or instead of selling them you can equip them your self and open the crates with the keys to get even rarer items. There is a quality system to the items and some items will be worth alot more if you want to sell them, so if your lucky the game can pay for itself. Currently all the bonus micro transaction items are only cosmetic and offer no stat bonuses like in more scummy games. The devs have stated that they plan on maybe putting new weapons in the crates, but you won't need to get the weapons in order to use them. As long as anyone in your game has it then you can use it too, so its sounding like the devs are going to make this fair. Back in kf1 the dlc weapons were not shared with people who didn't buy them, so its good that tripwire learned from their mistakes on that. Enough bombing the bombers though, let me give you a quick run down of why I think this game is worthy of your mighty dollar(hopefully I expunged all the ♥♥♥♥ slinging from your mind and you are ready for some positive reviewing). Like I said before its basically not even an early access game, to me it feels more like a finished game with a steady stream of free dlc. If you had ever played kf1 then you know that kf1 continued to add maps after its release and to me I think thats what kf2 feels like. The game has a very smooth feel to, idk how else to say it. Its just every thing you do from moving around, to shooting, and clubbing zeds everything just feels right. Its the opposite of how dayz or Arma feels if you are familiar with those excremate piles. On top of the smooth feel to the game its also very fun and challenging. The game takes place in a sort of post apocalyptic world where mad science experiments have taken over and its your job to kill em all. The game is a wave combat type game where their is 10 waves and a final wave with a boss to fight(like nazi zombies but astronomically better). Each wave gets progressively harder as more difficult zeds start to spawn in and pound your group to shreds. I dont really want to spoil the surprise of seeing these meat monsters for yourself, but just know they are truly badass! Then when you beat all the waves the boss shows up and hes meaner then all the previous baddies put together and even calls on them to assist him. Right now we have two bosses and they may even add in more in future updates. Another neat feature is the classes that you can choose from that all play and kill in their own unique way. Right now we got a pyro, demoman, melee guy, assault rifleman, medic, shotgun support, and dual pistol classes. There will in the future be a martial artist, a swat guy, and a sharpshooter. Each class gets their own weapons to buy during the waves and as they level up you get skills to choose from like in a rpg. My personnal favorite is the Berserker/melee guy because I like to charge in first and slam some skulls, but I think everyone has a class that fits their style of preffered combat. So basically this is an amazing game and I fully reccommend you ignore the bad reviews because they are only bring one bad thing(in their mind) up out of 100s of good things. If you are anything like me(a gamer) then you will love this game! Hell you might even end up liking the micro transactions too, it sure works for csgo and tf2. You play the market right and you may just end up paying for the game and more with the drops you sell on the market, so good luck!Show moreShow less
Hopefully this review comes off as more sad than bitter. This used to be a great game. To a newcomer who hasn't sunk enough time into it to see the flaws, it might still appear to be one. But it has steadily gone in a direction that I consider distasteful, and I don't believe that the dev will change course. They keep trying to fix what isn't broken and constantly try to reinvent the wheel, and over time this has turned a once well balanced, well designed co-op game into a messy, unfocused free-for-all. Killing Floor 2 (hereby abbreviated KF2) used to be a class based, survival, wave based zombie co-op game. Except the "class based", "survival", and "co-op" parts of the game have been worn away to the point where the terms are now best used in irony. Over the past year, Tripwire Interactive (hereby abbreviated TWI) has added content in a ham-fisted manner that has made the game less and less fun to play. -Weapons used to have roles where they would perform optimally at different tasks. The new weapon upgrade system has not only made a predictable set of weapons incredibly OP to the point where they trivialize the hardest difficulty, but they also made the stats of many weapons so similar than they might as well be reskins. When "variety" means a Weapon A that can do X, and a Weapon B that can also just do X but has a different model, then that is meaningless. -The weapons changes have also steadily made classes meaningless. Classes were previously divided into slow firing + high damage and fast firing + low damage groups, which specialized against different enemies. But the weapon upgrade system makes fast firing + high damage weapons possible for the first time, making many class choices meaningless. The game is suffering from a serious case of power creep making it boring to play. -The game used to have a mechanic where the zeds had a separate, smaller health pool for their head and died when decapitated. The devs acknowledged that raising difficulty by making enemies tankier did not make the game fun. Well, they kept their word in the worst way possible, by removing enemies from the game and reintroducing them with a slight model change and a higher health pool. The albino elite alpha was removed and reintroduced him with the same abilities, but given a helmet that blocked headshots, a ballistic chest plate, and renamed the Rioter. The new robot enemies don't die when decapitated and are incredibly tanky. And I anticipate that it will only get worse. TWI apparently added them to try to make the game harder, but have only succeeded in making it more annoying. Think along the lines of the endgame of unmodded Borderlands 1/2, where the only major difference is that you use more ammo. -TWI has steadily added 1 shot kill guns that killed previously dangerous zeds instantly, removing any sort of adrenaline rush from a lot of matches. There is now at least 4 weapons in the game that can kill scrakes, a miniboss with the 2nd highest non-boss health pool in the game, in 1 shot on all difficulties. The only challenge you get now is if your teammates are bad, or trolls (and boy there are many of them). -Features are added with no forethought on possible problems. Endless mode was added, but none of the devs thought about adding a pause system to let people take bathroom breaks. For months now the only way was to have 1 player get the last zed to chase him in circles, while the rest used the toilet. A mechanic called Stand Your Ground was added that gave rewards for defending a certain spot on the map. But TWI doesn't understand their own game, and put many of these spots in areas where defending is basically suicide. The predictable result is that some players completely ignore it, while others don't, resulting in the team splitting up and dying. TWI is in such a rush to add new features to the game that they don't stop to consider if they are even desirable. You know the games adding Battle Royale modes to try to catch a ride on the PUBG/Fornite train, not matter how badly it would fit? That's what TWI is doing right now, grabbing as many ideas from other horde mode games as possible without evaluting or implementing them properly. The new EDAR trapper is a carbon copy of the Payday 2 Taser, except that unlike Overkill, TWI did not have the *minimal* foresight to even add an animation to tell you when you are being stunned, as there is almost no visual difference between being stunned and lagging or getting caught on a doorframe. The weapon upgrade system is almost certainly lifted from the code of COD Nazi Zombies, except they did not add ANY visual indicator that your weapon is upgraded or what level it was upgraded to. So many changes have just been so careless that sometimes I wonder if it is intentional. -The so called "betas" have consistently failed to reverse some honestly stupid decisions. In this game the minibosses become more dangerous once you do enough damage to them. There was a weapon called the Hemogoblin that was supposed to debuff zeds by making them slower, but it was considered bad because it did just enough damage to enrage the minibosses, but not enough damage to actually hurt them. So TWI got the bright idea that the solution to this was to increase the weapon's damage by 50%. Making it even worse because now the minibosses would enrage before the debuff could even activate. And one of the minibosses gains debuff resistance once enraged, so now it was actually impossible to debuff him. A sane person would have not implemented this simple stat change. But it made it to the main branch, and stayed there for HALF A YEAR. TWI does not do hot fixes, and you need to wait months for any issue to be fixed. And the closest answer that we got for why they couldn't simply *NOT* implement the change was "cus bureaucracy". What's the point of calling it a beta then? It actually took a modder only a hour or two to reverse the change. -The game coding for updates has been sloppy for the past year. Exploits, glitches, and unintended interactions languish unfixed despite known causes, and the few that are fixed are fixed in truly idiotic fashions. There was once a glitch where with dual pistols you can get free ammo by selling one gun of the pair. This was fixed by actually removing the ability to sell one pistol out of a set of duals instead of creating an ammo check. So many "fixes" are the equivalent of fixing a broken arm by cutting it off. Every update seems to bring some new examples of carelessness that speaks to a seemingly complete lack of even basic quality control. Every content release seems to create some new bug that remains unfixed for months. The server memory leak issue is nearly a year old now. Invisble bloat mines and phantom husk fireballs are nearly pushing 2 years. The insta-kill dud knockdown exploit for explosive launchers is nearly half a year old now. The boss wave has been spawning multiple bosses at random for over half a year despite it being officially "fixed" twice. New weapons accidently get attributes of old ones because TWI literally copy and pastes old weapon code and FORGETS to check if they changed all the values. The Mac10 SMG started with shotgun damage because they copied the trench gun and forgot to change a line. And that's not even the most recent example. So is it a good game still? Kinda, but more and more you have to scratch for a long time to find the good game beneath all the neglect. And with every update you have to scratch a bit more. At some time, you'll reach the breaking point and realize that it isn't worth it. I've reached mine. Many of my friends, quite a few who made mods and guides for a game they once loved, have quit. There is now nothing left for me here. If you want some mindless fun, the game can still provide that. But so can many other games. If you want a game you can stick with, and becomes more fun the more time you put into it instead of less, then KF2 isn't for you.Show moreShow less
As a fan of the original Killing Floor mod and stand alone game-this feels like a pure upgrade. Let me just put the pros and cons up for people who might wanna buy it. Lets kick it off with PROS: -Some of the best feeling guns ive used in a while.The sound is perfect, the looks are just sexy and the pure carnage they spit out is amazing. -Enviorment is as good as it gets. Nothing better than walking into a dark room and wondering if youre going to get murdered or not. -Ranking up actually matters now. You can recieve perks which make you a killing machine. - The visual overhaul of all the enemies brings a breath of fresh air to every single enemy we face. - The zeds actually evolve as the difficulty goes up. They become a pleasure to watch as they move...from the moment they spawn, right to the moment when you blow their limbs off. - The G.O.R.E. system. A.K.A. the "blow every piece of the zeds body off" system. A true masterpiece. - General update to KF1. - I am sure ive missed a ♥♥♥♥-ton of things but you get my flow. And now sadly-CONS: - Class balance isn't that great at the moment. A support character can easily mow down tons of enemies with the AA12, while most other classes don't have that ability...YET. - Sprinting could be faster than it currently is. It gets the job done, but if i was running from something with a chainsaw for an arm...I'd be running faster. And probably s*****g my pants a little as well. - I am out of cons. ♥♥♥♥. Friendly reminders: -The game is still in EARLY ACCESS, so a very little part of its content is live at the moment. - Its better to have 20 weapons that funcion well and aren't glitching out, than 100 weapons that are literally as broken as they get. Same goes for maps. - Don't whine about the slow updates. None of the people who whine know how tough programming is. Definately recomment buying the game.Show moreShow less
Killing Floor as a series sits on top of a very simple premise for a video game: There are a number of monsters, you kill them, you get better gear at a checkpoint, you fight a bigger number of monsters next round and you repeat this until you get to the biggest of them. The first title in this franchise executed its basic premise using an almost perfect formula, mixing player skill as well as knowledge to provide a thrilling experience on all levels of play for something that would otherwise become a monotonous and repetitive task. Sadly, Killing Floor 2 distanced itself from that formula, applied most of its budget in the art department, kept bad things about the first game, worsened others, and, instead of listening to feedback from people who actually invested their time to analyze the title, developers began to build it around its errors that catered to new players, mostly to keep their own egos intact: Aiming for a quicker and modernized experience, the game's pacing was increased; yet, somehow, the "killing" aspect was made slower: Characters can now sprint and cover an entire map within a minute or so, but their ability to switch weapons and their reload speed were drastically reduced (or at least not kept up to par). Ironically, the overall size of the maps were also reduced due to (what I assume are) engine limitations, which would otherwise cause severe optimization issues, or, better yet, make some players frustrated because they weren't paying attention to their distance from the checkpoint as they were killing everything. So, you move faster now, but the maps are smaller and the things you can do in them are more limited, which when put together, in my view, makes for the definition of counterproductiveness both from a gameplay and development standpoint. Enemy spawning and speed were tweaked to "reduce boredom": Enemies will spawn anywhere at anytime whenever a player is not looking. That corner right next to you that you just checked? Yeah, it's full of spiders now, that can move and surround you faster than you can say "arachnophobia". If you somehow manage to get away from that, worry not about feeling bored from being alone for more than 5 seconds... the game will teleport the spiders to the nearest obscured corner in your very path! Nevermind that door you just welded shut behind you, your casual real life logic does not apply here... well - except for that one part where the doors break down and don't come back magically - i mean. This is very "exciting" on lower difficulties where you might as well play blind folded, on higher difficulties however it will just force you to sit against a wall in a corner of a map with natural chokepoints that have you simply sit and point n click until this torture modernized experience ends, taken that long gone are the times where you had to think a little and make a combination with weapons in order to defeat certain types of enemies or keep welded doors closed to control the flow of the, now spacetime continuum manipulating, horde. Grinding mania 2 electric boogaloo: Having to spend 50 hours to get a character artificially buffed enough in order to tackle on harder difficulties in the first game by reaching Level 5 wasn't enough, now you can spend 50 hours+ getting a character artificially buffed enough in order to tackle on harder difficulties in the second game by reaching Level 25... that only gets any significant strengths every 5 levels, so Level 25/5, or just Level 5. Nevermind how much padding this adds into such a simple minded game, the sheer amount of time necessary to get the full experience (current 7 out of 10 classes so 350 out of 500 hours of grind currently) turns an otherwise interesting pastime into a chore. Clear difference between Strategies of Masochism x Optimization: Certain character classes (Shotgun Support class) take much more player effort as well as in-game credit investment to get on the same playing ground of other, simpler classes (Flamethrower Firebug class). The Skill ceiling for the game has a clear cap that is not rewarding nor too interesting to explore if not for sheer masochism. Taken the game is now about running a lot and thinking little, Classes that can move the fastest have simply the easiest time in the game because they don't get hit as often (Morphine junkie Medic) and coincidentally also have some of the highest damage output weapons available (Melee tank Berserker, High caliber revolver wielding Gunslinger). Slower classes still have the "strongest" weapons in the game but the time necessary to output their potential stopping power outweighs the time they usually survive in order to even do it. With the teleportation and grinding, it might as well be a waste of time to not have the fastest (Berserker), dumbest (Firebug) and most boring (Medic) of classes to play as in high difficulties if you want to "beat" this bloody PvE game. Early Access games are difficult to formulate a solid review for, taken that things are still being made and could go from poor to exceptional and vice-versa at any given time. But, after almost a year, I feel Killing Floor 2 took this development route not for receiving feedback and offering a more lax update schedule, but rather establish a fantastical advertisement campaign bloated with ambition. The developer straight up ignores the portion with the most player feedback (Steam Forums) regarding both mechanic suggestions and bug reports, having game breaking issues reported early on remain unaccounted for as well as worsening (parry bug on KF-Outpost and now all over the new maps) among other things. They have one (1) moderator and a community manager who might as well not exist to supervise the whole thing with well over +1000 customers while their "pray-to-get-into" private forums where people are somewhat listened to effectively creates a catering to a certain minority who might as well not play the game (they added collectibles to their maps due to "demand". who even asked for this?) Updates take roughly 3~4 months, and with the content and tweaks I've seen I conclude the guys making the road map are either schizophrenic, listening to nobody in particular and making changes that make little to no sense, or simply have no idea where the game is headed; however, they remain so sure of themselves that it will be just so great, they even decided to put up a ready-to-go cash shop and gamble crate system for a game that is barely halfway done. TL;DR: If you're looking for a game to invest time into, this is currently not for you and will never be taken that it is not being developed with your type in mind. It's a simple, very flashy game to casually sit through and blast the crap out of ugly things away non-stop with little room for any sort of strategy beyond that. You get better artificially, and any difference between average and experient players either doesn't exist or will be patched out in the next update.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.




