Killing Floor 2

The direct sequel to Tripwire's earlier wave-based horror FPS, Killing Floor 2 brings the fighting to the continental Europe with new heroes, monsters, and weapons.

Overview

Killing Floor 2 is a cooperative sci-fi horror first-person shooter developed and published digitally by Tripwire for the PC and PlayStation 4 on November 18, 2016. The PC version was made available through Steam Early Access beginning on April 2015, and the game was later released on the Xbox One on August 29, 2017.

The sequel to the original 2009 Killing Floor, Killing Floor 2 brings the series to Unreal Engine 3, adding a new cast of mercenaries (each with customizable outfits), new types of Zeds (including new bosses), and new levels throughout the continental Europe. Along with an updated gore system, cosmetic skins for weapons, and a new Versus-based game mode, the game also revamps the Perks system, allowing players to specialize their Perk bonuses to their advantage.

Retail versions of the game were released by Iceberg (for the limited-edition PC version) and Deep Silver (for the console versions). The game was later used as the basis for the 2017 VR-focused spin-off Killing Floor: Incursion.

The Xbox One version supports enhanced graphical upgrades with the Xbox One X and streamer integration with Mixer.

Gameplay

Player Characters

Unlike characters from the previous game, all Killing Floor 2 characters are customizable in three categories: Head, Body, and multiple Accessories. All characters now sport their own dedicated voice actor, rather than using one of a limited set of voice packs.

Returning from KF1

Both Rob Briar and Bill Masterson have separate "classic" versions, each with the voice and likeness of the previous game's original voice actors (retired British police officer Mark Hayler as Briar and Tripwire Vice-President Alan Wilson as Masterson). These versions are only available to owners of either the previous game or the Digital Deluxe Edition.

Some characters from the original Killing Floor will not be added, and instead their costumes are added as paid DLC (which can be used for any other character):

New Additions

Perks

Similar to the original Killing Floor, Perks are upgradable player classes that each player chooses when they enter the game, granting them special bonuses tied to a particular playstyle (for example, Berserkers excel at melee combat while Field Medics excel at healing). In-between waves, players have the option to switch to another class (but only once per wave).

All Perks from the original game return, with new perks added both pre- and post-launch. In order to remove the lengthy grind, each perk is now split into 25 levels (with a shorter grind in-between) and does not require the completion of special objectives (such as killing Stalkers with assault rifles for the Commando) to progress. Players can also customize specific features of their class (known as Skills) to suit their playstyle.

Unlike the original game, where players earn a new loadout by upgrading their classes, all Perks have their own standard loadout from the start, including one 9mm Pistol, a dedicated Perk weapon, a standard knife (with a custom "skin" for each Perk), and a dedicated Perk grenade type (which have unique properties, such as the Sharpshooter's Freeze Grenade literally freezing enemies). There is no longer a penalty for purchasing off-Perk weaponry, and some weapons provide benefits to multiple classes (with the addition of the Tropical Bash update).

Berserker

Specializing in both close-quarters combat and damage resistance, Berserkers utilize a variety of special melee weaponry (which allow them to carve through enemies while blocking and parrying incoming attacks) to perform as the team's signature front line. Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased damage resistance. (+3% per every 5 levels)
  • Equipped with Night Vision Goggles instead of Flashlights.
  • Cannot be grabbed by Clots.

They start with the Crovel Survival Tool weapon and Lawn Mower Blade. Their Perk grenade (the EMP Grenade) has a short fuse time and generates an electric pulse that stun Zeds for a brief period of time (while dealing minimal damage).

Players gain bonus XP for the Berserker class when they use Berserker weapons to kill Zeds that are nearby teammates who also have a Berserker weapon equipped.

Commando

Specializing in reconaissance, Commandos utilize medium-ranged assault rifles and light machine guns for machine-gunning while gaining the ability to spot both cloaked enemies (for all squad members) and the vitals of all enemies from a distance. Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased detection range for cloaked Zeds and enemy health bars. (10m base, +2m per level)
  • Increased ZED Time extensions. (+1 resets per every 5 levels)
  • Increased reload speed with Perk weapons. (+2% per every 5 levels)
  • Equipped with Night Vision Goggles instead of Flashlights.
  • Shows cloaked enemies to all teammates.

They start with the AR-15 Varmint Rifle weapon and KF-BAR. Their Perk grenade (the HE Grenade) has a one-second fuse time and generates a simple explosion that deals powerful damage in a short range.

Players gain bonus XP for the Commando class when they use Commando weapons to kill Stalkers.

Support

Specializing in maintaining chokepoints and ammunition control, Supports utilize short-ranged shotguns for both controlling crowds and dealing damage against larger Zeds. They also have increased proficiency with the welding tool (including gaining the ability to repair destroyed doors) and can provide ammunition to teammates (who initiate this by interacting with the Support player once per wave). Their bonuses are:

  • Increased damage with shotguns. (+1% per level)
  • Increased penetration power with Perk weapons. (+20% per level)
  • Increased welding speed. (+3% per level)
  • Increased total ammo. (+1% per level)
  • Increased weight capacity. (+1 per every 5 levels)
  • Can resupply ammo to teammates.
  • Can repair destroyed doors.

They start with the SG 500 Pump-Action weapon and Machete. Their Perk grenade (the Frag Grenade) has a two-second fuse time and generates an explosion that deals great damage in a large range while sending out fragmentation shards that bounce off walls/obstacles and deal extra piercing damage. Both damage types also have a heavy tendency to make Zeds stumble.

Players gain bonus XP for the Support class when they weld doors.

Field Medic

Specializing in healing and buffing allies, Field Medics utilize a more proficient Healing Syringe alongside a variety of unique high-tech weapons (which can also heal from a distance). Their bonuses are:

  • Increased recharge speed for the Healing Syringe. (+8% per level)
  • Increased health restored with the Healing Syringe. (+2% per level)
  • Increased damage resistance to Poison effects. (+2% per level)
  • Increased movement speed. (+0.4% per level)
  • Increased total Armor. (+3% per level)

They start with the HMTech-101 Pistol weapon and Scalpel. Their Perk grenade (the Medic Grenade) has a short fuse time and releases a cloud of toxic gas that slowly deals minimal damage to Zeds and heals squad members.

Players gain bonus XP for the Field Medic class when they heal teammates.

Demolitionist

Specializing in the controlled destruction of both large enemies and groups of smaller enemies, Demolitionists utilize a variety of explosive weapons and are resistant to all explosions. They can also set up explosive traps to wielded doors, negate death-dealing blows against them (with their own explosion) and can provide grenades to teammates (who initiate this by interacting with the Demolitionist player once per wave). Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased damage resistance to Explosion effects. (10% base, +2% per level)
  • Increased total explosive ammo. (+1 per every 5 levels)
  • Can resupply grenades to teammates.
  • Can set up explosive traps to any welded door.
  • Can negate a death-dealing blow once per wave, which emits a damage-dealing explosion around the player.

They start with the HX25 Grenade Pistol weapon and Utility Knife. Their Perk grenade (the 1/2 Stick of Dynamite) generates a simple explosion that deals powerful damage in a very short range. While they have a long three-second fuse time, the grenades detonate on impact with an enemy Zed and have a good chance of stunning them or knocking them off their feet.

Players gain bonus XP for the Demolitionist class when they use Demolitionist weapons to kill Fleshpounds.

Firebug

Specializing in the controlling large groups of enemies, Firebugs utilize a variety of flame-based weapons to deal continuous burning damage. They are also resistant to fire damage, both enemies and self-dealt. Their bonuses are:

  • Increased damage with Perk weapons. (+0.8% per level)
  • Increased reload speed with Perk weapons. (+1% per level)
  • Increased damage resistance to enemy Fire effects. (30% base, +2% per level)
  • Increased damage resistance to self-dealt Fire effects. (25% base, +3% per level)
  • Increased starting ammo. (+10% per every 5 levels)

They start with the Caulk n' Burn weapon and Fireman's Knife. Their Perk grenade (the Molotov Cocktail) detonates on impact, generating a flame-based explosion (that deals minimal damage) while leaving small pools of residual flame that slowly damages enemies over time. Both damage types with the grenade also sets enemies on fire and temporarily lightens up dark areas.

Players gain bonus XP for the Firebug class when they use Firebug weapons to kill Crawlers and Bloats.

Gunslinger

Specializing in combining mobility with precision shots, Gunslingers utilize semi-automatic handguns (with options for dual-wielding) for either ranged precision shots or quick-firing close-ranged combat. Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased recoil reduction with Perk weapons. (+1% per level)
  • Increased damage resistance to enemy bullets. (5% base, +1% per level)
  • Increased movement speed. (+0.8% per level)
  • Increased reloading speed while in ZED Time. (+3% per level)

They start with the Dual 1858 Revolvers weapon and Bowie Knife. Their Perk grenade (the Nail Bomb) has a two-second fuse time and generates an explosion that deals good damage in a very large range while sending out shrapnel that bounce off walls/obstacles and deal extra piercing damage. The shrapnel is weaker than the fragmentation shards of Frag Grenades, but have a small chance of stunning Zeds.

Players gain bonus XP for the Gunslinger class when they achieve headshots with Gunslinger weapons.

Sharpshooter

Specializing in long-ranged precision-based combat, Sharpshooters utilize ranged weaponry (including marksman rifles) with a heavy focus on headshots. Their bonuses are:

  • Increased headshot damage. (+1% per level)
  • Increased recoil reduction. (+1% per level)
  • Increased weapon switch speed. (+2% per level)

They start with the Winchester 1894 weapon and Kukri. Their Perk grenade (the Freeze Grenade) has a short fuse time and generates a cyrogenic blast that flash-freezes Zeds for a brief period of time (while dealing minimal damage).

Players gain bonus XP for the Sharpshooter class when they achieve headshots with Sharpshooter weapons.

SWAT

Specializing in frontline combat, SWATs utilize fast-firing sub-machine guns as short-ranged bullet hoses to clear out groups of weaker enemies. Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased damage resistance to enemy bullets. (5% base, +1% per level)
  • Increased magazine size. (+4% per level)
  • Increased weapon switch speed. (+1% per level)

They start with the MP7 SMG weapon and Tactical Knife. Their Perk grenade (the Flashbang) has a short fuse time and generates a simple explosion that deals good damage in a short range. Explosions have a great chance of stunning Zeds and cannot damage players (even when friendly fire is enabled).

Players gain bonus XP for the SWAT class when they use SWAT weapons to kill Clots.

Survivalist

Unlike other Perks, Survivalists are utilitarian members who have no weapon or role specialty (instead filling in for whatever the team is missing, thanks to their general buffs). Their bonuses are:

  • Increased weapon damage. (+0.6% per level)
  • Increased damage resistance. (+1% per level)
  • Increased health loss reduction while wearing Armor. (+1% per level, max 25%)
  • Increased reloading speed while in ZED Time. (+3% per level)

Along with a Gore Shiv, they start with the starting weapon from one of the other perks (at random) and share the same grenade as the Commando (the HE Grenade).

Unlike other classes, the Survivalist class has a limited amount of Perk weapons, and players instead gain XP for that class by killing Zeds with any weapon while in that class. Players also gain bonus XP for the class when they kill Clots as that class. Players cannot level up the Survivalist class while playing any other class.

Weapons and Equipment

The game includes a variety of weaponry, categorized by the Perk they correspond with. Unlike the previous game, all weapons have the same price regardless of their current perk. Some weapons, marked as "DLC", can only be purchased from the Trader if they, or someone in the lobby, own the corresponding DLC.

Starting on June 12, 2018, Tripwire has added the ability to upgrade most weapons (including the basic 9mm Pistol).

Common Equipment

  • 9mm Pistol ($150 and 2 blocks for akimbo, both versions also Gunslinger weapons) - Semi-automatic tactical pistol. Although its damage output is overall weak, it is cheap to refill, has decent magazine size, has little recoil, and is good with headshots against weaker enemies. One of them is a starting equipment for all players, which cannot be dropped manually or sold. Players can pick up another 9mm Pistol (either dropped by dead teammates, spawned randomly on maps, or bought from the Trader) to dual-wield (sacrificing accuracy for double magazine size).
  • Knife - Standard combat knife for weak melee damage. Despite its weak damage, it has a very fast attack rate and can easily decapitate weak enemies. Pressing Alternate Fire does a slower heavy slash that deals more damage. Pressing Alternate Mode performs a block that reduces incoming damage and sometimes parry enemy attacks. Each player's Perk determines what their knife looks like (with no gameplay difference). Starting equipment for all players and cannot be dropped or sold.
  • Grenades ($40) - Simple grenades, either timed or impact, that is thrown to either clear groups of Zeds or perform a specific function (such as area-of-effect denial for the Firebug's Molotov Cocktail or teammate healing for the Field Medic's Medic Grenade). Each player's Perk determines the type of Grenades they use. Players start with a limited number of grenades and must replenish them either by picking up ammo boxes scattered throughout the map, using the Demolitionist's Resupply ability, or purchasing from the Trader. They cannot be dropped or sold.
  • Medical Syringe - A syringe tool with a small, rechargeable container filled with healing fluids. Pressing Primary Fire near a teammate (that does not have full health) heals them for 20 HP, while pressing Alternate Fire heals the wielder for 50 HP. Players can also automatically swap to it and heal themselves (before swapping back to their other weapon) by pressing the Quick Heal button. It recharges over time. Starting equipment for all players and cannot be dropped or sold.
  • Welder - A portable welding tool used to block doors and gates against Zeds (forcing them to either beat down the door or find an alternate route). By default, the Welder is not equippable in the player's inventory and requires players to press the Use key while near a weldable door (this can be changed to the original way in the Options menu). Holding down Primary Fire welds while holding down Alternate Fire un-welds. Multiple players can weld or un-weld the door simultaneously to speed up the process. Both welding and un-welding takes up the tool's battery, which recharges over time. Starting equipment for all players and cannot be dropped or sold.
  • Flashlight / Night Vision - A standard light source (which is used hands-free) powered by a rechargeable battery. Starting equipment for all players and cannot be dropped or sold.
  • Combat Armor ($300) - Passive damage absorption equipment. Depending on its degradation, it absorbs a certain amount of HP damage when attacked. It does not absorb any damage from Siren screams and fall damage. Can spawn randomly on maps. Can be repaired between waves for less Dosh. Cannot be dropped or sold.

Berserker

  • Crovel Survival Tool ($200, 4 blocks) - Starting weapon for Berserkers (and rarely Survivalists). Can spawn randomly on maps. Melee weapon. Deals slashing damage (primary fire) and bludgeoning damage (alternate fire and bash attack).
  • VLAD-1000 Nailgun ($750, 5 blocks, also Support weapon) - Weaponized handheld nailgun. Alternate Mode toggles between standard single-nail firing and a shotgun-like multi-nail firing.
  • Katana ($850, 4 blocks) - Melee weapon. Deals slashing damage (both primary and alternate fire) and piercing damage (stab attack). Has a unique attack where holding down Primary Fire while switching to it performs an instant heavy slash.
  • Road Redeemer ($850, 5 blocks) - Melee weapon. Deals bludgeoning damage for all melee attacks. Added on October 2, 2018 and is only available in the PC version if a player in the squad owns Road Redemption.
  • Fire Axe ($850, 5 blocks) - Melee weapon. Deals slashing damage for all attacks. Added on December 4, 2018.
  • Hemoclobber ($1200, 4 blocks, also Field Medic weapon) - Melee weapon. Deals bludgeoning damage for all melee attacks. Attacking allies heals them (also providing special Perk buffs). Attacking with alternate fire (while having heal explosion round ammo loaded) triggers a medi-explosive round on impact (healing all nearby allies). Added on June 18, 2019.
  • Pulverizer ($1300, 6 blocks, also Demolitionist weapon) - Melee weapon. Deals bludgeoning damage for all melee attacks. Attacking with alternate fire (while having explosive round ammo loaded) triggers an explosive round on impact.
  • Zweihander ($1300, 7 blocks) - Melee weapon. Deals slashing damage (both primary and alternate fire) and piercing damage (stab attack). Only available in the PC version if a player in the squad owns Chivalry: Medieval Warfare.
  • HRG Teslauncher ($1500, 7 blocks) - Fully-automatic assault rifle (that fires microwave projectiles) with underbarreled single-shot EMP Grenade launcher. Alternate fire launches a EMP Grenade that detonates on impact. Grenades can only be obtained through the Trader. Grenades can only be obtained through the Trader. Added on June 8, 2020.
  • Eviscerator ($1600, 9 blocks) - Handheld circular saw. Primary fire shoots recoverable sawblades that bounce off of surfaces. Alternate fire lunges forward for a slashing melee attack, which can be consistently active (for continuous attacks) if the user has enough gasoline fuel. Can block/parry attacks like other melee weapons.
  • Bone Crusher ($1600, 8 blocks) - Melee weapon. Deals bludgeoning damage for all melee attacks. Both alternate fire and block/parry make heavy use of an off-hand shield, including a powerful Shield Bash attack. Added on January 19, 2017.
  • Static Strikers ($1600, 7 blocks) - Melee weapon. Added on June 12, 2018.
  • Ion Thruster ($2000, 8 blocks, DLC) - Melee weapon. Absorbs energy on hitting Zeds, which can be released upon reaching 100% charge (by hitting Reload) for a special attack. Added on October 1, 2019.
  • Battleaxe ($2000, 10 blocks) - Melee weapon. Added on December 4, 2018 and originally locked behind Seasonal challenges in the Christmas 2018 event.

Commando

  • AR-15 Varmint Rifle ($200, 4 blocks) - Starting weapon for Commandos (and rarely Survivalists). Can spawn randomly on maps. Assault rifle (technically a sub-machine gun) with iron sights. Fully-auto fire is replaced with three-round burst fire.
  • Kalashnikov AK-12 ($1100, 6 blocks) - Assault rifle with a red-dot sight. Semi-auto fire is replaced with three-round burst fire. Higher single-bullet damage than the AR-15.
  • MKb.42(H) Carbine Rifle ($1100, 7 blocks) - Assault rifle with iron sights. Added on October 2, 2018 and formerly locked behind Seasonal challenges in the Halloween 2018 event.
  • FAMAS Masterkey ($1200, 6 blocks, also Support weapon, DLC) - Three-round burst assault rifle with an underbarreled pump-action shotgun. Instead of changing firing modes, pressing Alternate Fire fires the shotgun. Shells can only be obtained through the Trader. Added on June 22, 2021.
  • SCAR-H Assault Rifle ($1500, 6 blocks) - Assault rifle (technically a battle rifle) with a red-dot sight. Much higher single-bullet damage (nearly double the amount) than the AR-15.
  • Stoner 63A LMG ($1500, 9 blocks) - Assault rifle (technically a light-machine gun). Unlike other assault rifles, the Stoner 63A is locked into a fully-automatic firing mode. Added on March 21, 2017.
  • Minigun ($2000, 10 blocks, DLC) - Fully-automatic portable gatling gun that requires a short wind-up time prior to firing. Aiming down the sight winds it up prematurely. Added on September 29, 2020.

Support

  • SG 500 Pump-Action ($200, 5 blocks) - Starting weapon for Supports (and rarely Survivalists). Can spawn randomly on maps. Chamber-fed pump-action shotgun.
  • HRG Buckshot ($550, 2 blocks, can akimbo) - Double-action revolver that fires shells. Added on October 1, 2019.
  • HZ12 Multi-Action ($650, 5 blocks) - Double-barreled magazine-fed pump-action shotgun with iron sights. Added on June 13, 2017.
  • M4 Combat Shotgun ($1100, 6 blocks) - Chamber-fed semi-automatic shotgun with a red-dot sight.
  • Frost Fang ($1200, 7 blocks, also Berserker weapon, DLC) - Chamber-fed semi-automatic shotgun with cryogenic shells that freeze enemies. Includes an attached axe for an improved bash attack and the added ability to block and parry melee attacks.
  • AA-12 Auto Shotgun ($1500, 10 blocks) - Magazine-fed fully-automatic shotgun with iron sights.
  • Doomstick ($1500, 11 blocks) - Quad-barreled break-action shotgun. Alternate fire shoots all four barrels at once. Added on June 12, 2018.
  • HRG Blast Brawlers ($1600, 9 blocks) - Melee weapon. Mechanical fists that fire pairs of shotgun blasts (one from each fist). Added on June 22, 2021.

Field Medic

Unless otherwise specified, all Field Medic weapons can fire a special recharging Healing Dart (by pressing Alternate Fire) that homes onto teammates and heal them (also providing special Perk buffs) from a distance. As a downside, all of these weapons have only one firing mode.

  • HMTech-101 Pistol ($200, 1 block, also Gunslinger weapon) - Starting weapon for Field Medics (and rarely Survivalists). Can spawn randomly on maps. Semi-automatic pistol. Comparable with the 9mm Pistol.
  • HMTech-201 SMG ($650, 3 blocks, also SWAT weapon) - Fully-automatic sub-machine gun. Comparable with the MP7 SMG.
  • HRG Healthrower ($1000, 7 blocks) - Medical gas sprayer (similar to the Flamethrower). Added on October 1, 2019.
  • HMTech-301 Shotgun ($1100, 6 blocks, also Support weapon) - Magazine-fed semi-automatic shotgun.
  • Hemogoblin ($1100, 8 blocks) - Semi-automatic assault rifle that fires a blood bore that injures, slows, and weakens Zeds.
  • Mine Reconstructor ($1200, 8 blocks, DLC) - Launcher that fires proximity bio-mines (resembling Bloat bile) that damage enemies and heal allies. Can be charged by holding down the fire button, using up additional ammo for larger bio-mines. Up to 12 can be placed at a time. Instead of Healing Darts, pressing Alternate Fire remotely-detonates all placed bio-mines. Added on September 29, 2020.
  • HMTech-401 Assault Rifle ($1500, 7 blocks, also Commando weapon) - Fully-automatic assault rifle. Comparable with the SR80 L85A2 Bullpup.
  • HRG Incision ($1500, 8 blocks) - Single-shot scoped rail gun. Fires electrical rounds that stun Zeds. By using the scope, the user can also lock on to damaged allies. Added on December 10, 2019.
  • HRG Vampire ($1500, 8 blocks) - Arm cannon that vacuums enemies, draining their blood. Letting go of Primary Fire releases a ball of explosive coagulated blood that heals allies and harms enemies. Instead of Healing Darts, pressing Alternate Fire shoots crystallized blood spikes (using an alternate Blood meter that fills up by draining blood). Added on December 8, 2020.
  • HMTech-501 Grenade Rifle ($2000, 8 blocks, also Commando weapon) - Fully-automatic assault rifle with underbarreled single-shot Medic Grenade launcher. Instead of firing Healing Darts, pressing Alternate Fire launches a Medic Grenade that detonates on impact. Grenades can only be obtained through the Trader. Added on October 2, 2018.

Demolitionist

  • HX25 Grenade Pistol ($300, 4 blocks, also Gunslinger weapon) - Starting weapon for Demolitionists (and rarely Survivalists). Can spawn randomly on maps. Single-shot shotgun-pistol that fires a series of submunitions that explode on impact.
  • C4 Explosives ($650, 3 blocks) - Although there is no limit to how many the player can carry, only 24 explosives can be placed in a server (with any additional ones detonating a previously-placed one).
  • HRG Tommy Boom ($650, ? blocks) - Sub-machine gun with iron sights and explosive rounds. Comparable with the Tommy Gun. Added on October 5, 2021.
  • Seal Squeal ($1100, 8 blocks) - Magazine-fed explosive harpoon launcher. Each harpoon detonates after 4 seconds. Alternate fire detonates all fired harpoons prematurely. Added on June 18, 2019.
  • HRG Kaboomstick ($1100, 6 blocks) - Double-barreled break-action shotgun with explosive shells. Alternate fire shoots both barrels at once. Added on June 8, 2020.
  • M16 M203 Assault Rifle ($1200, 6 blocks, also Commando weapon) - Fully-automatic assault rifle with an underbarreled single-shot grenade launcher. Instead of changing firing modes, pressing Alternate Fire launches a grenade (which detonates on impact). Grenades can only be obtained through the Trader.
  • RPG-7 ($1500, 9 blocks) - Single-shot rocket-propelled grenade launcher.
  • Seeker Six ($1500, 9 blocks) - Magazine-fed rocket-propelled grenade launcher.
  • Blunderbuss ($1500, 7 blocks, also Support weapon, DLC) - Magazine-fed flintlock cannon that fires small explosive cannonballs (which can be remotely-detonated if the primary fire button is held down). Alternate Fire instead launches a barrage of cannonball shrapnel (which bounce on surfaces) as a shotgun. Added on June 8, 2020.
  • Gravity Imploder ($2000, 8 blocks, DLC) - Magazine-fed launcher that launches impact implosion grenades. Alternate Fire instead launches a timed grenade that attracts all nearby enemies followed by an explosion that stuns them. Added on March 23, 2021.

Firebug

  • Caulk n' Burn ($200, 5 blocks) - Home-made flamethrower. Starting weapon for Firebugs (and rarely Survivalists). Can spawn randomly on maps.
  • Spitfire ($325, 2 blocks, can akimbo, both versions also Gunslinger weapons, single version also Sharpshooter weapon) - Double-action revolver that uses exploding incendiary projectiles to light nearby Zeds on fire. Added on March 21, 2017.
  • HRG Scorcher ($1000, 4 blocks) - Single-shot flare gun that fires flares that light its target on fire (while providing light). Pressing Alternate Fire instead fires a broken flare at a shorter distance, dropping a line of flame. Added on September 29, 2020.
  • Mac 10 ($1100, 4 blocks, also SWAT weapon) - Sub-machine gun with iron sights and incendiary ammo. Added on March 27, 2018.
  • HRG Incendiary Rifle ($1200, 6 blocks) - Fully-automatic assault rifle with incendiary ammo and an underbarreled single-shot incendiary grenade launcher. Instead of changing firing modes, pressing Alternate Fire launches a grenade (which detonates on impact). Added on March 24, 2020.
  • Microwave Gun ($1500, 9 blocks) - Directed-energy weapon that lights Zeds on fire.
  • Husk Cannon ($1500, 7 blocks, also Demolitionist weapon) - Arm cannon that fires an explosive blast that lights nearby enemies on fire. Can be charged up for more powerful blasts. Added on March 27, 2018.
  • Thermite Bore ($1500, 7 blocks, DLC) - Grenade launcher that fires timed incendiary grenades. Pressing Alternate Fire prematurely detonates all grenades fired. Added on June 22, 2021.
  • Helios Rifle ($2000, 8 blocks) - Plasma rifle whose shots penetrate through multiple Zeds and light them on fire. Can toggle between fully-automatic and three-round burst fire. Added on March 26, 2019.

Gunslinger

  • 1858 Revolver ($100, 2 blocks, can akimbo, single version also Sharpshooter weapon) - Starting weapon (akimbo version) for Gunslingers (and rarely Survivalists). Can spawn randomly on maps. Double-action revolver.
  • M1911 Pistol ($325, 2 blocks, can akimbo) - Semi-automatic pistol.
  • HRG Winterbite ($325, 2 blocks, can akimbo) - Double-action revolver that uses exploding ice shards to freeze Zeds. Added on December 10, 2019.
  • Rhino ($550, 2 blocks, can akimbo, DLC) - Double-action revolver that fires fragmentation rounds (bursting into three shrapnel pieces on impact). Added on October 1, 2019.
  • Piranha Pistol ($600, ? blocks, can akimbo, also Berserker weapon, DLC) - Handgun that launches small recoverable sawblades that can bounce off walls. Alternate fire lunges forward for a slashing melee attack, which can be consistently active (for continuous attacks) if the user has enough gasoline fuel. Can block/parry attacks like other melee weapons. Added on October 5, 2021.
  • .500 Magnum Revolver ($750, 3 blocks, can akimbo, single version also Sharpshooter weapon) - Double-action magnum revolver.
  • AF2011-A1 ($750, 3 blocks, can akimbo) - Semi-automatic double-barreled pistol. Added on March 27, 2018.
  • Glock 18c ($750, 4 blocks, can akimbo, DLC) - Pistol that can be fired in either fully-automatic or semi-automatic modes. Dual-wielding restricts the weapon to fully-automatic. Added on June 8, 2020.
  • HRG Disrupter ($1500, ? blocks) - Pistol that fires energized rounds. Alternate fire toggles between faster projectiles and slower, more powerful EMP blasts (at 3 rounds per shot). Comparable with the HMTech-101 Pistol. Added on October 5, 2021.

Sharpshooter

  • Winchester 1894 ($200, 4 blocks, also Gunslinger weapon) - Starting weapon for Sharpshooters (and rarely Survivalists). Can spawn randomly on maps. Single-fed lever-action rifle.
  • SPX 464 Centerfire ($650, 5 blocks) - Single-fed lever-action rifle with red-dot sights. Added on June 13, 2017.
  • Crossbow ($650, 6 blocks) - Single-shot hunting crossbow with recoverable bolts. Deals high damage per shot.
  • M14 EBR ($1100, 7 blocks) - Semi-automatic battle rifle with an ACOG scope and an always-on laser sight.
  • Mosin Nagant ($1100, 7 blocks, DLC) - Bolt-action rifle with a bayonet attachment. Added on December 10, 2019.
  • HRG Beluga Beat ($1100, 7 blocks) - Semi-automatic blast rifle that launches large over-penetrating sonic blasts that knock back and damage enemies. Alternate Fire charges up the next shot to deal increased damage and knockback at the cost of a smaller projectile. Added on March 23, 2021.
  • Rail Gun ($1500, 9 blocks) - Single-shot scoped rail gun. Deals incredible damage per shot. By using the scope, the user can also lock on to vulnerable spots on the highlighted target.
  • FN FAL ACOG ($1500, 8 blocks, also Commando weapon) - Assault rifle (technically a battle rifle) with an ACOG scope. Much higher single-bullet damage (nearly double the amount) than all other Commando weapons with very high recoil. Added on October 2, 2018.
  • Corrupter Carbine ($1500, ? blocks, also Field Medic weapon, DLC) - Scoped bolt-action rifle. Alternate Fire shoots "seeds" that heal allies and "corrupt" enemies (which cause them to release healing gas on death). Added on October 5, 2021.
  • Compound Bow ($2000, 8 blocks, DLC) - Hunting bow that can be charged to increase range and distance. Pressing Alternate Fire toggles between sharp arrows (which can be recovered) and cryo arrows (which explode and freeze nearby enemies). Also includes a long blade attachment for improved melee bashing. Added on March 24, 2020.
  • M99 AMR ($2500, 12 blocks) - Single-shot sniper rifle that deals incredible damage with high penetrating power. Added on June 12, 2018.

SWAT

  • MP7 SMG ($200, 4 blocks) - Starting weapon for SWATs (and rarely Survivalists). Can spawn randomly on maps. Sub-machine gun with a red-dot sight.
  • MP5RAS SMG ($650, 4 blocks) - Sub-machine gun with iron sights. Slightly higher damage than the MP7, at the cost of a slightly-lower firing rate. Semi-auto fire is replaced with three-round burst fire.
  • Tommy Gun ($650, 6 blocks, also Commando weapon) - Sub-machine gun with iron sights. Comparable with the AR-15 Varmint Rifle. Added on December 4, 2018.
  • P90 SMG ($1100, 5 blocks) - Sub-machine gun with a reflex sight. Higher damage (nearly double) than the MP7, at the cost of a lower firing rate.
  • HRG Nailgun ($1100, 5 blocks) - Weaponized handheld nailgun that fires in full-auto. Alternate Mode toggles between standard single-nail firing and slower shotgun-like three-nail firing. Added on October 1, 2019.
  • Heckler & Koch UMP ($1200, 5 blocks) - Sub-machine gun with a holographic sight. Much higher damage (nearly triple) than the MP7, at a cost of a much lower firing rate. Semi-auto fire is replaced with three-round burst fire. Added on December 12, 2017.
  • Kriss SMG ($1500, 6 blocks) - Sub-machine gun with a reflex sight. Higher damage (over double) than the MP7, with a much higher firing rate.
  • Glock 18 & Riot Shield ($1500, 8 blocks, DLC) - Machine pistol with iron sights. Aiming down the sight deploys the riot shield to mitigate damage from the front. Can melee when the riot shield is deployed to bash Zeds. Added on December 10, 2019.
  • HRG Stunner ($1500, ? blocks) - Magazine-fed fully-automatic slug shotgun with iron sights. Alternate Fire consumes five rounds to fire a concentrated flashbang shot that stuns enemies. Comparable with the AA-12 Auto Shotgun. Added on December 9, 2021.
  • HRG Bastion ($2000, 7 blocks) - Fully-automatic light-machine gun. Pressing Alternate Fire toggles an energy barrier in front of it that reduces incoming damage (which is recharged over time). Added on June 22, 2021.

Survivalist

  • Doshinegun ($600, ? blocks, DLC) - Projectile launcher that fires wads of dosh. Can toggle between fully-automatic and semi-automatic. Rather than ammo reserves, the weapon uses the wielder's dosh reserve when reloading (at $20 per round and $400 per full clip). Added on December 9, 2021.
  • Freezethrower ($1100, 7 blocks) - Directed-energy weapon that freezes Zeds. Added on December 12, 2017.
  • HRG Arc Generator ($1500, 9 blocks) - Directed-energy weapon that arcs onto nearby enemies. Alternate Fire launches an orb of energy that arcs to nearby enemies. Added on September 29, 2020.
  • Killerwatt ($2000, 8 blocks) - Rifle that fires bolts of electricity at fully-automatic. Can toggle an alternate "Overcharge" firing mode, where holding down the Fire button charges it up (absorbing ammo) and letting go of it discharges it in a constant stream of electricity (with the amount of time dependent on how much ammo was used). Added on March 26, 2019.

Maps

Official (Standard)

  • Black Forest
  • Biotics Lab (Objective Mode supported on December 10, 2019)
  • Burning Paris
  • Catacombs
  • Evacuation Point
  • Farmhouse
  • Outpost (Objective Mode supported on June 18, 2019)
  • Prison
  • Volter Manor
  • ZED Landing (added on January 19, 2017, Objective Mode supported on June 18, 2019)
  • The Tragic Kingdom (added on June 13, 2017)
  • Krampus Lair (added on December 12, 2017)
  • DieSector (added on March 27, 2018, can only be played in Endless Mode)
  • Monster Ball (added on October 2, 2018)
  • Spillway (added on March 26, 2019)
  • Steam Fortress (added on June 18, 2019, Objective Mode supported)
  • Hellmark Station (added on September 29, 2020)
  • Elysium (added on December 8, 2020)
  • Moonbase (added on June 22, 2021, Objective Mode supported)

Official (Holdout)

"Holdout"-style maps have one special difference from standard Survival maps: levels are sectioned off into different "arenas" and players have to switch to a different arena (chosen randomly) between each wave, with a special arena for the Boss wave.

  • The Descent (added on March 21, 2017)
  • Nightmare (added on October 17, 2017)
  • Power Core (added on March 27, 2018)

Official (Objective Style)

Created before the addition of Objective Mode, "Objective"-style maps use the same system of wave-based objectives in Survival mode.

  • Airship (added on June 12, 2018)
  • Santa's Workshop (added on December 4, 2018)

Community Maps

  • Containment Station
  • Hostile Grounds
  • Infernal Realm
  • Nuked (added on March 21, 2017, Objective Mode supported on October 1, 2019)
  • Lockdown (added on June 12, 2018)
  • Shopping Spree (added on December 4, 2018)
  • Ashwood Asylum (added on October 1, 2019)
  • Sanitarium (added on December 10, 2019)
  • Biolapse ("Holdout" style, added on March 24, 2020)
  • Desolation (added on June 8, 2020)
  • Dystopia 2029 (added on March 24, 2021)
  • Netherhold (added on October 5, 2021)
  • Carillon Hamlet (added on December 9, 2021)