The masses of bioengineered monstrosities are once again calling everyone with an itchy trigger finger. After nearly a decade-long wait, Killing Floor 3 has finally arrived, bringing with it a whole new level of gore, streamlined combat, and a fresh coat of blood-red paint in Unreal Engine 5. Developed and published by Tripwire Interactive, this latest installment in the co-op horror FPS series has monumental expectations facing it, thanks to the legacy of the beloved Killing Floor 2. While it successfully doubles down on its strengths—visceral combat and a oppressive atmosphere—its streamlined nature and reduced scope may divide its long-time community.
At its core, Killing Floor 3 maintains the familiar wave-based survival formula for which the series gained its devout following. Up to five players, comprised of class-based Specialists, are tasked with clearing out increasingly difficult waves of Horzine’s genetically-modified horrors, known as Zeds. Between waves, players retreat to a designated trading kiosk to spend accumulated currency earned on new weapons, ammo, and armor. The loop is as satisfying as ever, highlighting the risk-reward flow where every downed Zed further closes the gap between the player and that next powerful upgrade. The tension is palpable, and the frantic, last-stand moments are where the game truly shines. Here, the framework established by the game’s predecessor is in full effect, albeit now with the added exhausting bells and whistles of a live service title (e.g., battle pass).

Extra Meaty
Underlining this classic gameplay loop is the new M.E.A.T. gore system, a sickeningly beautiful spectacle of flesh and bone punctuated by even more dismemberment points, all of which turn environments into grim, crimson canvases. Killing Floor 3 takes one of the most visually stunning components of the prior entry and dials it up, making each booming gunshot, swift katana slash and thunderous explosion all the more chaotically violent. However, this graphical upgrade comes with a cost, courtesy of the ever-problematic Unreal Engine 5. Performance is a mixed bag, with frame rate drops and stuttering, even with DLSS and hardware above the recommended spec. As always with UE5, optimization remains an ongoing effort to shift the game towards a more technically consistent experience.
While the framework is recognizable, the core gameplay has been streamlined in Killing Floor 3. Player movement is far more fluid, with the addition of dash and slide mechanics that make navigating maps and dodging incoming attacks feel more responsive. The single-minded Zeds have also been given a brain boost, imbued with improved AI that creates more dynamic threats. The most significant shift, and likely a point of contention for fans of the predecessor, is the new Specialist system. No longer are in-game characters and grouped Perks separate choices; players must now choose from six Perk-locked Specialists, each with a 30-level progression tree. This move toward a more hero-shooter-like archetype is unnecessarily restrictive in a game like Killing Floor, and it doesn’t seem to foster the team synergy targeted by its design. The removal of the previous freedom saw many matches filled with people simply choosing the character they thought looked coolest, or simply the one with the most exciting starting weaponry. That put many assault rifle-wielding Foster’s (Commando) and shotgun-blasting Imran’s (Engineer) on the field, but left a notable lack of the less punchy SMG-touting Obi’s (Medic) to be found. And it’s a shame given that there is some fun synergy to be found when a diverse group comes together—the Sharpshooter can use her cryo-grenades to set up fragile, immobile targets for the Ninja to hack away at —but the rigid identity of each Specialist hasn’t proven to be a winning change. As a quick note, Tripwire has committed to removing this restriction post-launch.

Grim and Slim
The armory is also different. The new weapon mod system is a decent addition, allowing for a broader range of customization. Players can now equip extra magazines, different stocks, and various scopes to tailor their weapon to a specific playstyle. This adds a welcome layer of replayability and rewards experimentation. At least, it does in the early hours before players realize they can deck out the starting equipment to outperform those mid-match weapon upgrades, all but negating the need to fight for better gear as waves progress. It’s at this point that the repetition begins to set in, a mere several hours in. Unfortunately, the initial launch content feels a bit sparse, furthering the aforementioned sentiment early on. Content is much lighter than expected, especially compared to the years of post-launch updates that built out Killing Floor 2‘s expansive library, making this follow-up feel more like an Early Access debut than a full launch.
Overall, Killing Floor 3 is a decent but flawed evolution of the series. The enhanced graphics and brutal combat are a visual and sensory treat in those early hours, and the new movement mechanics are an improvement. However, the game’s shift to a more rigid Specialist system and its initial content limitations leave much to be desired. It’s a game that feels like a solid foundation for what’s to come, but it left me wanting more not long after diving in for the first time. The potential is there, but it still has a few Zeds left to slay before it can truly live up to the legacy of its predecessors.
Killing Floor 3 Review Verdict
Killing Floor 3: Killing Floor 3 feels more like an Early Access debut than a full-fledged follow-up to the beloved predecessor. There are decent bones in place, in the form of punchy gunplay and visceral combat, but the slim content and many of the streamlined systems wear thin all too quickly. The post-launch plans point towards a more complete experience over the next year, but right now the game fails to achieve the lofty heights of the 2016 installment. – Joshua
[Editor’s Note: Killing Floor 3 was reviewed on PC, and a copy was provided to us for review purposes.]

