Repo ↗ · Source README ↗ · Markdown & license bundle
Image reference (original game): Killing Floor · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.
Source maintainer: Scronkfinkle · Revision: 8586d1f2d3a0 · Catalogued: 2026-10-12
Source license: MIT · LICENSE-APACHE · LICENSE-MIT · Article: Source README (format adapted)
The source README follows, with formatting adapted for this site and images replaced by source links. Feature, completion and testing claims belong to its authors and have not been independently playtested here. The Traditional Chinese translation was prepared with AI assistance.
Open KF
A from-scratch Rust + Bevy reimplementation of Killing Floor (2009), reading the
original game’s files from an installed copy. It plays single-player, and
has experimental co-op multiplayer (see MULTIPLAYER.md).
No game assets are included in this repository.
README image:Open KF on KF-WestLondon: wave 1, Clots coming out of the tunnel, KF’s HUD
KF-WestLondon in Open KF: wave 1, shotgun in hand, the trader 29 m away.
See docs/DESIGN.md for how it works and the plan.
Requirements
An installed copy of Killing Floor (Steam). Open KF finds it through Steam
(every Steam library, including the Steam Flatpak and libraries on other
drives). Set KF_ROOT to its folder to override. This will not work if
you don’t have the original game files.
Playing
Download the latest build from the
Releases page:
- Windows:
open-kf-windows-x86_64.zip. Unzip it and runopen-kf.exe. - Linux:
open-kf.flatpak. Install it with
flatpak install --user open-kf.flatpak, then start Open KF from your
app menu or withflatpak run io.github.scronkfinkle.OpenKF. It can read
the usual Steam folders; for a Steam library elsewhere, run
flatpak override --user --filesystem=/path/to/library:ro io.github.scronkfinkle.OpenKF
once. Its logs, settings and screenshots are in
~/.var/app/io.github.scronkfinkle.OpenKF/data/.
On either system the launcher opens first. Pick Solo, Host or Join, a map, your name, perk and
character, then press PLAY. Your choices are remembered for next time.
The launcher. The command it will run is shown at the bottom; the same
options can be typed on the command line (below).
Building from source
Needs Nix with flakes: direnv allow or nix develop gives you Rust and the
system libraries Bevy needs. The flake files must be tracked by git
(git add flake.nix flake.lock) or Nix will not see them. During
development the game also looks in references/killing_floor (a link to
your install) before asking Steam.
cargo run --release # opens the launcher, as above
Command-line options
The release builds take the same options: open-kf.exe --map KF-Offices, or
flatpak run io.github.scronkfinkle.OpenKF --map KF-Offices.
cargo run --release # no options: the launcher (pick map, perk, solo/host/join, then PLAY)
cargo run --release -- --mode debug # what no options used to do: KF-WestLondon, no waves
cargo run --release -- --map KF-Offices # any map name from the game's Maps folder
cargo run --release -- --frames 300 # quits by itself after 300 frames (for test runs)
cargo run --release -- --fly --camera -4090,1300,-3650,-1.5708,0 --screenshot 60 # start at a saved view, screenshot, quit
cargo run --release -- --fly # start flying (the map viewer); V switches between flying and walking
cargo run --release -- --autowalk 4 # walk test: hold forward for 4 s (see logs/latest.log "walk" lines)
cargo run --release -- --fly --input 120:fire,200:1 --screenshot 126,330 # scripted input + screenshots (tests)
cargo run --release -- --zed # a Clot spawns in front of you and comes at you
cargo run --release -- --gorefast # the same with a Gorefast
cargo run --release -- --spawn fleshpound # any specimen: clot, gorefast, crawler, stalker, bloat, siren, husk, scrake, fleshpound, patriarch
cargo run --release -- --spawn patriarch --god --input 300:record,600:record # test: record a 5 s video (scripted F9)
cargo run --release -- --spawn clot --god # god mode: zeds hit you (logged) but you lose no health
cargo run --release -- --zed --always-sever # test: killing shots on limbs always sever them
cargo run --release -- --give all # test: carry every base-game weapon (or --give AK47AssaultRifle,Shotgun)
cargo run --release -- --input 200:sound:KF_9MMSnd.9mm_Fire,300:sound_at:KF_9MMSnd.9mm_Fire@600 # test: play a sound at you, then 600 units to your right
cargo run --release -- --input 200:jump # test action: jump (also "jump" in any --input list)
scripts/headless.sh --fly --camera -4090,1300,-3650,-1.5708,0 --screenshot 60 # the same, on a virtual display: no window opens
cargo run --release -- --no-vsync --frames 600 # test runs: frames do not wait for the display (a hidden window ran at 1 fps)
cargo run --release -- --mute # no sound (still logged)
cargo run --release -- --trader-menu nu # our NuMenu trader menu instead of the classic KF one (the default)
cargo run --release -- --fps 30 # cap the frame rate (vsync still caps it at the monitor's refresh rate)
cargo run --release -- --window 1600x900 --display fullscreen # graphics (also in the launcher): --display windowed|borderless|fullscreen,
# --window WxH, --fov 80-120, --brightness 50-200 (%), --msaa 0|2|4|8, --anisotropy 1|2|4|8|16
cargo run --release -- --gamma-ramp off # KF's gamma ramp (on by default: Brightness 0.8, Contrast 0.7, Gamma 0.8); or --gamma-ramp B,C,G
cargo run --release -- --zed --zed-at -4512,-230,-3816 # test: the zed starts at a map position (Unreal X,Y,Z)
Saved views for checking the viewer are listed in docs/test-views.md.
| Control | Action |
|---|---|
| Left click | capture the mouse (needed to look around) |
| Escape | release the mouse |
| Mouse | look |
| W A S D | move |
| Space or E / Ctrl or Q | up / down |
| Shift | move 4x faster |
| F12 | screenshot to work/screenshots/, with a .txt command that recreates the view |
| F9 | start / stop recording a video to work/videos/ (30 fps, H.264, up to 1280 wide); the window title shows [REC] |
| V | switch between flying and walking |
| 1 2 3 4 5 | weapon slots: melee, pistols, primary, specials, equipment; press again to cycle within a slot (KF’s rules) |
| Mouse wheel | next / previous weapon |
| Left click (mouse captured) | fire |
| Middle click (mouse captured) | alt fire (KF’s key): melee heavy attacks; full / semi auto switch on rifles (HUD shows [AUTO] / [SEMI]) |
| Right click (mouse captured) | iron sights on / off; on the Crossbow and M99 the 3D scope |
| R | reload |
| Z | spawn a zed in front of you (more spawn side by side); the HUD shows which |
| N | change what Z spawns (all ten specimens) |
| G | throw a frag grenade (HUD: FRAGS) |
| Q | quick heal: bring out the Syringe, inject, switch back (HUD: SYRINGE %) |
| H | spawn a Gorefast in front of you |
| X | pause / resume zeds |
| F1 | god mode on / off (the debug line shows “(GOD)”) |
| F2 | zed time now (debug) |
| F3 | show / hide the debug line at the top |
| Space (walking) | jump |
| E (in an open shop, between waves) | the trader’s menu (NuMenu): mouse, or Up/Down, Tab, Enter/B buy, S sell, R fill ammo, A refill all, V armour, G grenade, Esc close |
Each run writes logs/latest.log: what was loaded (counts, load time), camera
position once per second (Bevy metres and Unreal units), frame timings, and
exit status.
Multiplayer
Co-op for up to 6 players: one player hosts, the others join with just the
address and a name.
cargo run --release -- --map KF-Farm --mode waves --length short --host --name HostGuy
cargo run --release -- --join 127.0.0.1 --name ClientGal
Ports, what is shared, and known limits: MULTIPLAYER.md.
Building releases
Pushing a tag like v0.2.0 on a commit on main builds the Windows zip and
the Flatpak on GitHub and publishes them as a release
(.github/workflows/release.yml). To build them locally:
nix build .#open-kf # Linux (Nix): result/bin/open-kf
nix build .#windows -o result-windows # Windows: result-windows/open-kf-windows-x86_64.zip
nix run .#flatpak # Flatpak: work/flatpak/open-kf.flatpak
Release files contain only Open KF, never Killing Floor’s files.
Package inspection tool
cargo run --release -p ue-assets --bin kfpkg -- scan # parse every package
cargo run --release -p ue-assets --bin kfpkg -- info Maps/KF-Farm.rom # objects by class
cargo run --release -p ue-assets --bin kfpkg -- exports Maps/KF-Farm.rom Light
cargo run --release -p ue-assets --bin kfpkg -- props Maps/KF-Farm.rom Light # writes work/props/KF-Farm-Light.txt
cargo run --release -p ue-assets --bin kfpkg -- scanprops # read properties of every object
cargo run --release -p ue-assets --bin kfpkg -- scripts # UnrealScript source -> work/scripts/
cargo run --release -p ue-assets --bin kfpkg -- textures # decode every texture (checks)
cargo run --release -p ue-assets --bin kfpkg -- texture Textures/KillingFloorTextures.utx House2SkinNEW # -> work/textures/*.png
cargo run --release -p ue-assets --bin kfpkg -- meshes # decode every static mesh (checks)
cargo run --release -p ue-assets --bin kfpkg -- level KF-Farm # load a map like the viewer, report counts
cargo run --release -p ue-assets --bin kfpkg -- bspmaterials KF-WestLondon # per-material BSP report -> logs/
cargo run --release -p ue-assets --bin kfpkg -- zones KF-WestLondon [25] # BSP zones; with a number, that zone's polygons
cargo run --release -p ue-assets --bin kfpkg -- terrain KF-Farm [X,Y] # terrain layers, height check; ground height at X,Y
License
Dual-licensed under MIT (LICENSE-MIT) or Apache 2.0 (LICENSE-APACHE), at your
option. This covers the source code only, not Killing Floor’s game files.
License and provenance
The README and its translation retain MIT terms. Changes comprise translation, links and formatting. Editable Markdown, the original README, LICENSE and NOTICE files are included in the linked bundle. This grants no rights to the original games, their assets or trademarks.
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