Killing Floor artwork$19.9995%

Killing Floor Hold the line, paint the walls red

Team up with friends to survive wave after wave of failed clones, growing your perks between rounds and watching the slow-motion carnage when a plan comes together.

Is Killing Floor worth it?

Killing Floor is worth it if…

  • you want co-op survival with real stakes, where one mistake can end the run
  • you like choosing your own ground and welding doors shut instead of following a set path
  • you enjoy perks and classes that give your team an actual shape
  • you want a darker, grittier horror tone than most wave shooters offer
  • you prefer a slower, tenser pace over run-and-gun

Screenshots

Waves, welders and choosing your ground

The mission is simple: survive the waves and cleanse the area of the experiments. How you do it is up to you. The maps are open and non-linear, so you decide where to make your stand, and when running is the better plan. You carry a welder, and sealing a door can steer the whole horde down a corridor of your choosing instead of through yours.

You drop a specimen at the end of a hallway, then weld the door behind you while the rest of the wave looks for another way in. Between waves there is a short breather to buy weapons and armor before the next one arrives.

Everything is configurable: set the difficulty, the number of waves, even your own favorite lineup of monsters.

Perks, classes and 33 ways to solve a problem

You pick a perk before the fight starts, and each one changes your role. A medic keeps the team standing, a berserker wades in with melee, and there are techs, snipers, commandos, firebugs and demolitions specialists besides.

The arsenal runs past 33 weapons, from knives and fire axes to pump shotguns, rifles and a flamethrower. Ten monster types come at you with teeth, claws, chainsaws, chain-guns and rocket launchers, so what you carry matters.

And when a kill lands just right, time slows down in ZEDtime to let you watch it, even in multiplayer.

Built for a lobby full of friends

This is a game made for six-person nights. Co-op runs up to six players against the waves, and the perks only make sense together: someone heals, someone holds the line, someone covers the flank. One mistake on higher difficulty can cost the whole team, so coordinating before the wave hits is part of the fun.

It is also a game with a sense of humor about itself. When the wave ends and everyone is still standing, that shared relief is the point.

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