![]() ![]() Fixed numerous collision issues in Catacombs (holdout mode) where the player could fall outside of the perimeter of the map, blocking progression.Fixed an issue in Catacombs where the player could walk out onto the water and could fall out of world, blocking progression.Fixed an issue in the farmhouse map, where the player could freemove behind a particular sofa and would be unable to get out.Fixed numerous instances in the campaign where Zeds would become stuck in the environment and would be unable to reach the player.For the Steam version of the game, new icons for the Valve Index have been added to all the menus and tutorial sequences.Players can further tweak the freemove/teleport settings in the pause menu. Based on player feedback, players can now have a UI prompt to choose between Teleport movement and freemove when launching KF:I.Previously, players could only do this while in ‘seated’ mode. SteamVR users can now snap-turn and rotate the facing-direction of their projected teleports while in ‘standing’ configuration.Note: Index controller finger tracking is not supported, all game inputs work. Added support for the Valve Index HMD and controllers.Improved player collision across all maps and modes.The PSVR port will see release on May 1st, and is already available on Oculus Store and Steam for Oculus Rift and HTC Vive. Try your skills in Holdout mode and see how long you can last against a never-ending horde of Zeds. When it’s all over, invite a friend to go back with you and see if you can pull them through alive, or try to survive in Hardcore mode with increased difficulty levels. Explore the detailed world while fighting for your life with pistols, shotguns, axes, and even the occasional leftover limb. Travel through diverse environments, from creepy farmhouses to bone-filled catacombs to high tech facilities, either solo or in co-op mode. This would have been a simple task for Emma to guide the player through if there wasn’t some sort of viral corruption taking over the neurological simulation and sending all kinds of genetically engineered monsters at you! Still, something about all of this just seems off to you…įrom the award-winning developer, Tripwire Interactive (makers of Red Orchestra and Killing Floor franchises), comes a multi-hour, story-driven adventure made for VR. ![]() We say safely, because if you die too many times in the simulation your mind might lose coherence and you could die. Emma Rose, a Horzine training officer, is your only link with the outside world, and is trying to guide you safely through the simulation. ![]() You are placed in a neurological simulation to keep your brain stable while Horzine medics can repair your body. In Killing Floor: Incursion the player is a Horzine security forces soldier that has been wounded in combat against the zeds. ![]() Let us set the premise for the game’s story - we’ll do our best to avoid spoilers, but if you don’t want any surprises spoiled go ahead and skip the next paragraph. Not only that, but the feeling of true presence in VR, that feeling of “Wow, I’m really standing here in this other world,” makes storytelling in VR that much more impactful. This was one of the most exciting aspects of developing the game, as we could bring a depth to the Killing Floor universe that we’ve never been able to do before. Killing Floor: Incursion is the first time we’ve done a game with an entire story arc in the Killing Floor universe. The special bonus level here is call “The Crucible”, which is said to “contrasts sharply with the realistic style of the rest of the levels in the game with it’s Tron-style virtual sci-fi aesthetic.” This title will be playable for the public for the first time at PAX East in Boston at the Sony booth. Today on PS Blog, the developer of Killing Floor: Incursion, Tripewire Interactive, announces that the port will see release on PSVR on May 1st 2018. ![]()
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