JoinGG

How to Install Killing Floor and Join a Server

Killing Floor's best moment is between waves: the trader opens somewhere on the map, everyone has money, and six of you argue purchases on the run.

SweetMask · 9 min read

Killing Floor's best moment is not a fight. It is the short window between waves when the trader opens somewhere on the map, everybody has money they did not have a minute ago, and the six of you have to decide who is buying what while running towards a door that is going to close.

Somebody always spends everything on a weapon they cannot carry with their armour. Somebody always fails to get back before the shutters come down. And the wave starts anyway.

That loop — earn, spend badly, survive the consequences — is the whole game, and it has kept a community for a decade and a half. Listings collect on the hub, and this guide covers getting into one, including the specific things that make the first evening confusing.

What it is

Six players against ten waves of specimens, followed by a boss who kills you.

Tripwire built it, and it started life as a modification for Unreal Tournament 2004 before becoming a standalone game on the same engine. That heritage is visible in how it moves — this is a 2004 shooter's feel, faster and floatier than anything made since, and people either love that or bounce off it within a round.

The setting is a British horror film that ran out of budget. Failed cloning experiment, escaped specimens, London and the surrounding countryside overrun, and a tone that alternates between genuinely grim and extremely silly depending on which map you are on.

The perks are a progression system, not a class select

You pick a perk, and the perk decides what you are good at. There are seven and they play very differently.

Berserker does melee, moves fast, and takes reduced damage from close-range attacks. The only perk that willingly stands next to things.

Commando carries automatic rifles and can see cloaked specimens, which is more important than it sounds.

Support Specialist carries shotguns, welds doors shut, and carries more weight than anybody else.

Field Medic heals the team with a syringe and medical weapons, and moves quickly.

Sharpshooter kills big things with headshots from a distance.

Firebug burns crowds.

Demolitions handles the things that need to be removed rather than killed.

The part that catches people: perks level up by doing perk-specific things, not by playing. Support progresses by welding and shotgun damage. Medic progresses by healing other people. Sharpshooter progresses by headshots specifically, and body shots contribute nothing.

So a new player who picks Sharpshooter and shoots centre-mass all evening levels nothing and concludes the system is broken. It is not. It is measuring something narrower than you assumed.

Progress also depends on the server. Killing Floor treats heavily modified servers differently from unmodified ones where perk statistics are concerned, so if your levels are refusing to move on a server with obvious custom content, that is the reason rather than a bug.

The specimens you need to know about

Most of what comes at you is filler. Five of them are not, and knowing these five is the difference between a competent player and a liability.

Siren screams. The scream damages you through cover and destroys anything in flight — grenades, rockets, projectiles. A Demolitions player who fires into a Siren has wasted the shot and possibly killed themselves.

Stalker is invisible until close. Commandos see them. Everybody else finds out the hard way.

Bloat vomits bile that obscures your screen, and bursts when killed. Do not kill one next to yourself.

Scrake carries a chainsaw and rages when badly hurt. The correct handling is a large amount of damage delivered very quickly, ideally by a Sharpshooter before it has noticed anyone.

Fleshpound is the problem. It rages when damaged or when its path is blocked, and a raging Fleshpound moving through six players ends the round. Everything about how a competent team plays a late wave is arranged around Fleshpounds.

There is a whole culture of shouted warnings around the last two. Learning to call them out is the fastest way to become useful.

Zed time

Kill something well and the game briefly drops into slow motion for everybody. Some perks act at closer to normal speed inside it, which turns those seconds into an opportunity rather than a cutscene.

It is a slot machine that pays out in reaction time, and it is one of the more distinctive things any co-op shooter has done.

Difficulty is not cosmetic

Beginner through to Hell on Earth, and the gap between the ends is enormous. Specimens gain health, speed and numbers, and the ones that were manageable become the ones that decide the round.

The advice that actually helps: do not join a Suicidal server as a level one anything. Not because anybody will be rude to you, but because you will contribute nothing and die repeatedly in the first two waves, and the five other people will carry a corpse for forty minutes.

Start on Normal. Level a perk to something respectable. Then move up. The game is designed around the assumption that your perk level and the difficulty roughly match, and it stops working when they do not.

Installing it

It is a paid game on Steam, it is small, and it will run on anything. The engine is from 2004 and it has not become more demanding.

Files land under your Steam library in the ordinary way. Custom maps and content downloaded from servers end up inside the game's own folders, which matters if you ever want the disk space back.

The one thing worth doing before you play: check the console works. Open it with the tilde key, which is where Unreal Engine games of this generation put it. You need it to join servers by address, and finding out it does not open while you are trying to join something is a poor use of an evening.

Finding and joining a server

The in-game browser is under the multiplayer menu. It works, it is slow to populate, and it sorts in ways that do not help.

Two things to filter on that matter more than ping: difficulty and wave length. A server running long waves on Hell on Earth is a ninety-minute commitment with people who know each other. A server running short waves on Normal is twenty minutes and will take anybody.

The alternative is choosing the server first and connecting directly. Our Killing Floor list is where listings collect, and each entry carries a copyable address.

To connect by address, open the console and use the engine's connect command, with the server's own address in place of the example:

open 51.79.148.62:7777

Take the port with the address rather than copying the IP alone. A host running several Killing Floor servers on one machine has moved most of them off whatever the default is, and an address missing its port fails silently in a way that looks exactly like the server being down.

Favourite anything you enjoy. A co-op game's population is habitual — the same group of regulars on the same server most evenings — and a server that looks quiet in the afternoon is a different place at nine.

The first join downloads things

Servers running custom maps push them to you on connection, one file at a time, over the game connection. Some servers point at a faster download host and some do not.

It happens once per map rather than once per session. A loading screen sitting on a filename is working, not stuck.

Custom content, which is most of the interest

A great deal of what people play now is not stock Killing Floor.

Custom maps exist in enormous quantity, from faithful additions to things that are structurally jokes. Server-side modifications change perk balance, add weapons, adjust wave composition, and in some cases rebuild the difficulty curve entirely for players who exhausted the original.

Objective maps arrived later and are worth trying — the same combat with a reason to move rather than fortify a corner.

The trade-off is the one mentioned above: the further a server sits from stock, the more its relationship with perk progression changes. Plenty of long-running communities run modified servers deliberately and keep their own progression, and the regulars there do not care about the official numbers at all.

Where a server runs a map vote between rounds, our note on how server voting works covers what is happening under the hood and why the map you wanted keeps losing.

The Patriarch

The boss arrives after the last wave and he does two things that catch every new team.

He cloaks, which means the fight has stretches where nobody can see him and everybody is guessing. And when he is badly hurt he disengages entirely, runs off to somewhere quiet, and heals himself back up.

The second one is the fight. A team that lets him break away and recover has to do the damage twice, and a team that has spent all its ammunition getting him to that point cannot. Cutting off his retreat, or committing enough damage in the window before he takes it, is the whole boss fight compressed into one decision.

Save money for the last wave. Everybody spends everything on wave nine and then meets him with a sidearm.

The habits that make a team work

Weld the doors. Support can seal a doorway, and a sealed doorway shapes where the wave arrives from. Teams that ignore welding get surrounded in the open.

Do not run off alone. A single player in a corridor is a free kill for a Fleshpound. The team's survival is a function of how concentrated its damage is.

Buy armour. Everybody forgets. Armour is the cheapest survivability in the game and new players spend everything on a bigger gun instead.

Give money away. You can hand cash to teammates, and a well-equipped Sharpshooter is worth more to the team than three players with slightly better sidearms. Servers with regulars do this constantly.

Call the big ones. Say when you see a Scrake or a Fleshpound, and say where. Everything else is manageable without communication and those two are not.

Where to go next

Killing Floor 2 is the sequel and the larger population by a wide margin. It is faster, prettier, and it kept the trader loop and the perk structure while smoothing a great deal of the original's roughness. Whether that smoothing is an improvement is the standing argument in this community, and both sides have a point.

If it is co-operative horde shooting rather than this specific game, Left 4 Dead 2 is the other pillar of the genre and has a community server scene of its own, with the original still running alongside it. Contagion does a slower, tenser version of the idea, and Alien Swarm does it from overhead and costs nothing.

And if the movement is the part you liked, the engine it came from is still populated: Unreal Tournament 2004 and the 1999 original both have people playing them, and both use the same open command described above to join a server.

<!-- joingg-footer -->

---

JoinGG is a live directory of community game servers. Every listing is queried directly every fifteen minutes, so the player count you see was measured rather than reported by its owner, and each one carries a copyable connect address. Killing Floor servers are listed here, and every game on the site has its own hub. Player counts across every game are on the statistics page.

Common questions

Why is my perk not leveling up while playing?
Perks only gain progress through specific actions, or you may be on a modified server. Sharpshooters only gain progress from headshots rather than body shots, Medics must heal teammates, and Support requires welding and shotgun damage. Additionally, heavily modified servers treat perk statistics differently and may not track official progression.
Why does joining a server fail after entering an IP address?
You likely omitted the port number from the connect command. Hosts running multiple servers on a single machine use non-default ports. An address missing its port fails silently in the console, making it appear as though the server is completely offline.
Tags
killing floorkillingfloorunreal enginecommunity serversserver browsermodsco-op
Share

SweetMask

Published · 9 min read

All articles

Keep reading