Repository navigation
Releases: Kvasir94/Killing-Floor-2-VR
Release list
Killing Floor 2 VR — reload, interaction and rendering alpha
Killing Floor 2 VR — reload, interaction and rendering alpha
v0.2.0-alpha.20261011 brings the October 11 OptimumBox integration together
with KF2-VR's retained local handling and authority safeguards. Changes below
are relative to the October 7 alpha.
KF2-VR is a fan-made PCVR adaptation, unaffiliated with Tripwire Interactive.
Documentation revision 1 refreshes setup and controls guides, LinuxKit extraction
steps and source-build prerequisites. It changes no gameplay or compiled files.
The release assets were refreshed together with their matching source and checksums.
Downloads and setup
Choose the complete playable multiplayer ZIP in this release. Extract it into
a fresh folder and open Start KF2-VR. Keep app intact and the launcher open
until cleanup finishes. Preserve the previous release for rollback; never mix
DLLs or bypass executable/package mismatches. The matching source ZIP is for
development and requires your own supported game/SDK and local asset inputs.
See BUILDING.
Steam supports Solo/Host/Join in VR or Desktop. Epic remains experimental Solo
VR, using manually pasted session Launch Options in the official Epic launcher;
its player-window Host/Join/Desktop and cross-store online route are unsupported.
Restore your previous Epic options after quitting. The separate Linux/Proton
joining kit and manual Epic desktop companion are experimental workflows, not
Epic VR multiplayer support; their real online acceptance remains pending.
Changes since October 7
- Hip and revolver reloads: compatible one-hand guns can physically reload
while the other hand is occupied. Press that gun hand's reload button and
bring the gun to its hip loader. Both hands own independent sessions;
revolver/cylinder opening, loading, seating and closure include the donor's
recovery work. Stock Button reloads and Physical + Pump remain available.
Split pairs retain one shared reserve, with authority admission and payment
at seating; no client-predicted ammunition is granted. - Interaction and reload recovery: acquired firearm support is retained
across controller-distance drift while grip and tracking remain valid. Both
hands can reach the ammunition pouches. HX25 front contact/recovery and twist
cancellation, M32 belt pickup/regrab blending and insertion, chamber/rack,
break-action and 1858 recovery have source corrections to retest. Stowed
dynamite is inert; smoke/sparks belong to its held preview. The M32 visual
correction does not establish every reported floating prop's cause. - Reserve HUD: independent guns show their own icons/counts; actual paired
guns show two icons above one shared count. Single-gun presentation stays
centered at the same physical icon/digit size. Free-hand pouch highlighting
replaces changing action labels. - Multiplayer and controls: sender-timed 120 Hz pose updates and matching
host/network limits are integrated. The wheel supports walking and the
turn-stick toggle preserves welder priority. Configured rates do not promise
a live frame rate or network performance. - Cameras and hands: boss introductions use a fixed, blinked viewpoint with
tracked head look; death/spectator views keep level anchors. Authored stock
grenade grips start enabled, with the tracked-curl choice still available. - Threaded HUD: donor recovery work is adapted to register the exact owned
Canvas resource on the render queue. Unknown ownership fails closed instead
of guessing from texture size or the last clear. Menus, both selectors,
death/respawn and travel still need threaded Off/On headset retests. - Launcher and companions: donor layout, wording and controls are integrated
with local compatibility checks. A blank Host password makes the server public:
anyone who reaches it can join. The Linux joining kit and manual Epic desktop
companion are separate downloads with their own setup guides.
Local jump-zone choices, haptics, current sight alignment, shared reserve and
authority/recovery fences remain. The eight special physical mechanisms remain:
Husk Cannon, HRG Crossboom, Rail Gun, Crossbow, Compound Bow, HRG Incision,
HRG Vampire and Eviscerator. Underbarrels keep stock reloads; separate
Stoner/Bastion belt work is deferred. A new waist-triggered reload mode is
planned only. Breacher is frozen and omitted from this release's candidate;
earlier chair tests do not establish comfort or runtime acceptance.
Defaults and experimental graphics
Fresh profiles start at Performance / 100% render scale / Button reloads.
Saved choices win, including an existing 75% render scale. Steam single-pass
stereo, HBAO+ and reflections remain On; Epic single-pass stays Off. Threaded
rendering, physical reloads, optional Portal gameplay and multiplayer grabbing
start Off. Authored grenade grips start On. Portal see-through requires threaded
rendering Off.
DLSS starts Off. DLAA/Super Resolution require NVIDIA RTX hardware and a
compatible driver. Motion vectors describe camera motion only, so moving hands
and enemies can show artifacts. This is not frame generation; headset image
quality and performance remain unaccepted. See DLSS.
Use Solo or VAC-off custom servers. Secure injected VR is unsupported; VAC-off
does not establish XP eligibility or anti-cheat safety. Practice/cheats can make
a session unranked, and custom multiplayer does not promise ordinary perk XP.
Validation and limits
The compiled candidate KF2VR-Multiplayer-20261011-213005 passed 40 native
tests, 409 launcher/package tests with 4 skips, and SDK compilation with
0 errors / 3 existing warnings. Its compiled-origin source is d82f6298.
The later clean-source launcher gate passed 391 tests with 14 optional-input
skips; that gate is not a full clean-source asset/game rebuild.
These are compilation and offline checks. This combined build has not passed
headset or real online acceptance, and donor runtime parity is not claimed.
Retest both hands, limited reserve, interrupted reloads, HX25/M32, dynamite,
wheel/welder transitions, cameras, remote poses and threaded HUD lifecycle.
Wider hardware, busy waves, travel and complete matches remain alpha coverage.
Use Button reloads if physical handling blocks play.
For feedback, include build ID, store/mode, headset/runtime/GPU, weapon, relevant
options and repeat steps. Save logs for a bug report creates local sanitized
copies; review them before sharing. Keep raw configs/dumps, credentials and
password-bearing join codes private. Nothing uploads automatically.
Credits and licences
Thanks to OptimumBox for the
integrated/adapted rendering, DLSS/DLAA/CAS, single-pass stereo, threaded HUD
recovery, hip/magazine/revolver reloads, support/pouch controls, 120 Hz poses,
cameras, grenade grips, launcher and Linux/Epic desktop companion work. The
baseline is v0.5.0-alpha.20261011,
e35ec355ae951dda72ee80b20cb1cef12345b9ac. Donor commits' recorded
Claude Opus 5.5 co-author attribution is retained. Earlier DLSS/physical-stock
work credits e080bc0e1e1a56e3de61498634f40ca2c29692ed. Kvasir94 maintains
the original project and local integration; the exact owned-resource threaded
HUD adaptation retains the donor credit. See full credits.
Original contributions use MIT; donor copyright and permission notices remain.
OpenXR/Khronos, MinHook/HDE, Python/Tcl/Tk/Microsoft components, NVIDIA DLSS/NGX,
AMD FidelityFX CAS and the BigSoundBank CC0 bell retain their bundled licences
and notices. This software contains source code provided by NVIDIA Corporation.
NVIDIA GeForce RTX and NVIDIA RTX are NVIDIA trademarks.
The original fork DLSS licence disclaimer is retained verbatim:
Original contributions use MIT.
nvngx_dlss.dllis NVIDIA's DLSS runtime, redistributed under the NVIDIA DLSS SDK licence (app/notices/NVIDIA-DLSS-LICENSE.txt). Bundled components keep their own notices.
Playable packages contain KF2/Valve-derived assets whose redistribution clearance
remains unresolved. Public availability does not establish clearance or grant
third-party rights. The source ZIP excludes game-derived binary packages and
NVIDIA SDK/runtime binaries. See the bundled notices and provenance.
Exact release identity
Release: https://github.com/Kvasir94/Killing-Floor-2-VR/releases/tag/v0.2.0-alpha.20261011
Public package build ID: 0.2.0-alpha-213005-b5b45206b24f-p2.
Compiled origin: build 213005, source d82f6298e6ecb5db725e0c99c953d6640602978d. Original distribution snapshot: b5b45206b24f0bc852675b57c4850d770aa8d335. Documentation revision 1 uses source snapshot 050b1d9758b77ba630c6d344fbe63946578404df, matching public source commit e473c05. The release tag stays at original source commit dfee6c4; GitHub's automatic Source code archives therefore retain the original documentation. Use the supplied KF2VR-Source-v0.2.0-alpha.20261011.zip for the corrected source documentation. DLLs, compiled game packages, launcher code, build ID and protocol are unchanged from the original 213005 distribution. Fresh archive checksums are supplied in `SHA256SU...
Killing Floor 2 VR - physical handling and DLSS alpha
Killing Floor 2 VR — physical handling and experimental DLSS alpha
Tag: v0.1.0-alpha.20261007. Changes below are relative to the October 6 public alpha. KF2-VR is a fan-made Windows PCVR adaptation, unaffiliated with Tripwire Interactive.
Downloads and setup
Use KF2VR-Multiplayer-v0.1.0-alpha.20261007.zip to play; extract the entire ZIP into a fresh folder and open Start KF2-VR. Keep app intact and the launcher open until KF2 exits and cleanup finishes. Keep the previous release for rollback. Use KF2VR-Source-v0.1.0-alpha.20261007.zip for development: it contains no private Git history or game-derived binary packages and requires your own supported game/SDK and local asset inputs. See BUILDING.
Steam supports Solo/Host/Join in VR or Desktop. Epic remains experimental Solo VR through the official launcher's manually pasted session Launch Options; Host/Join/Desktop and cross-store online play remain unavailable. Remove the session line and restore your earlier Epic options after quitting. Exact executable and package hashes gate deployment. Do not mix release files or bypass mismatches.
Fresh defaults remain Performance graphics, 75% render scale and Button reloads; saved preferences take precedence. Physical reloads are optional. DLSS starts Off. No game or headset was launched while preparing this release.
Changes
- MG3 physical belt: box insertion and belt seating are now separate stages. Seat the box, release its carrying grip, squeeze the loose belt with the offhand, draw it across to the feed tray, release, then close the cover. Reload credit is paid once at belt seating. Early release or tracking loss cancels the unpaid stroke and requires a fresh squeeze. Stock ammunition and cover gates remain authoritative; no extra charging step is added. Stoner and Bastion retain their existing combined box/belt seating. This does not fix the reported Stoner sideways firing issue.
- Retained chamber round: with physical reloads, 20 exact single closed-bolt actors can retain one already-loaded round after magazine removal. Supported groups are 9mm/M1911/Deagle/Glock 18C; HMTech-101/201/301/401 primary ammunition; AR-15/AK-12/SA80/M14 EBR/SCAR/FN FAL; MP7/Kriss/P90/G36C/UMP/MP5RAS. Automatic fire stops after the retained shot; supported burst selections use one same-ammunition shot without changing the selected mode. The HUD reads CHAMBERED, MAGAZINE OUT and RACK from actual state. After firing the retained round, reinsertion requires the physical rack, including interrupted or stowed reloads. Stock ammo owns every round; this grants no bonus round.
- Chamber exceptions: Tommy Gun, MAC-10, MKb.42 and HRG Boomy explicitly retain no chamber shot when their magazine is removed. FAMAS/HRG 93R burst-only paths, AF2011, paired-class actors, unaudited subclasses, and special/underbarrel/pump/belt/battery/tank/launcher loads are excluded. Two independently held supported actors keep separate state; the existing two-occupied-hand Button fallback returns authority to stock.
- Lever handling and loading hands: supported Winchester/SPX primary-hand lever stages now let the support hand anchor the weapon after shots and during empty reloads. Authored path-action grips retain their sampled timing and wrist rotation. .500/Rhino/HRG Buckshot speedloader carry poses select the loading fingers. Corrupter uses its authored right loading hand. Flare Gun/Winterbite cylinder seating is sampled before barrel closure.
- Grenades and belt readouts: all nine stock perk grenades have authored shape-specific finger grips in either hand, including a narrower nail-bomb grip. Residual clipping remains. The pouch moves forward; reserve reveal aims at its readout. Audited KF2 magazines/clips/shells remain visible at the belt anchors with readable white reserve counts and an eligible GRIP cue. Pickup and ammo ownership are unchanged. Chest calibration follows the scaled grenade display centre.
- Comfort and settings: calibration adds bounded seated view-height adjustment. In-game VR graphics edits persist across launches. Physical-stock mode retains held firearm support grips; ordinary aim keeps its existing distance release. Long launcher pages keep navigation visible, and threaded HUD ownership checks are more precise.
- Experimental DLSS/DLAA and CAS sharpening: Off, DLAA, Quality, Balanced, Performance and Ultra Performance are available for VR, with sharpness 0–100. NVIDIA RTX hardware and a compatible driver are required. This is Super Resolution/DLAA, not frame generation. Motion vectors describe camera motion only; moving hands/enemies can show artifacts. Both-eye fallback is implemented, but performance, image quality and headset acceptance are pending. The Bloat bile-lens suppression option is personal and initially on for VR; damage/poisoning are unchanged. See DLSS.
- Startup and progression: ordinary launches do not request cheats or restore Godmode; Solo forces normal play. Saved Admin Auto Login automatic cheats are disabled in isolated session copies while original settings remain intact. Explicit later Practice remains available with its warning. The launcher warns before play that VAC status and XP eligibility are separate. Use Solo or VAC-off custom servers; secure injected VR is unsupported. Cheats/Practice can make a session unranked; mods and custom multiplayer do not promise ordinary perk XP. No VAC, progression or anti-cheat safety guarantee is made.
The optional experimental Breacher compiled package is now bundled compared with the October 6 public ZIP; it remains OFF by default. Its source was already public. This adds no claim of Breacher runtime acceptance.
Validation and limits
The selected build passed 37 native CPU tests, script compilation with zero errors and two existing warnings, and 376 launcher/package tests. Its native/script payload matches the validated MG3 build. The cleaned source ran 368 launcher/package tests successfully with 13 optional fixture skips; all six isolated portable entry-point checks and ZIP/hash checks passed on the prepared repack. These checks do not establish headset or real online acceptance. Retest both hands, empty/partial reloads, interruptions, perk variants, crowded combat, replication, travel and complete matches. Button reloads remain available if physical handling blocks play.
For feedback, include the build ID, store, Solo/Host/Join, headset/runtime/GPU, weapon, options and repeat steps. Save logs for a bug report creates local sanitized copies; review them before sharing. Keep raw configs/dumps, credentials and password-bearing join codes private. Nothing uploads automatically.
Credits and licences
DLSS/CAS and physical-stock support changes adapt optimumbox's reviewed contribution, with its recorded Claude Opus 5.5 co-author attribution preserved here. Other handling and launcher changes are by the KF2-VR contributors. NVIDIA DLSS/NGX retains NVIDIA's separate licence; NVIDIA GeForce RTX and NVIDIA RTX are NVIDIA trademarks. CAS retains AMD's MIT notice. CPython, OpenXR, MinHook and the CC0 bell retain their bundled notices.
The playable package includes KF2/Valve-derived assets whose redistribution clearance remains unresolved. Prior public availability does not establish clearance. Original project contributions use MIT; no new terms or third-party ownership rights are granted. The source archive excludes the derived binary packages and NVIDIA SDK/runtime binaries.
Original fork DLSS licence disclaimer and credit
Adapted from optimumbox's exact fork release, source commit e080bc0e1e1a56e3de61498634f40ca2c29692ed, authored by optimumbox with recorded Claude Opus 5.5 co-author attribution. The following licence disclaimer is carried verbatim from that release:
Original contributions use MIT.
nvngx_dlss.dllis NVIDIA's DLSS runtime, redistributed under the NVIDIA DLSS SDK licence (app/notices/NVIDIA-DLSS-LICENSE.txt). Bundled components keep their own notices.
The complete NVIDIA licence was retrieved from that fork's actual playable ZIP using bounded HTTP ranges. Its SHA-256 is DC2778A3283427285984CDB5B3F7F03EAE7D8A06057F672F2999C5EE7FD4F67D, identical to the official pinned SDK licence and this package's full notice. The integration retains the complete AMD CAS licence separately. Fork testing claims do not establish acceptance of this adapted build.
Exact release identity and checksums
The tag points to independent public source commit dfd92fdfd3dbbf3cecc7a0318f4def9f857bf1e9. Its parent commits belong solely to the existing public repository; private Git ancestry is not imported. These exact archives retain their preparation metadata and candidate build labels, including build ID 0.1.0-alpha-20261007-062631-3dd9f07b124f-p2-public-candidate; publishing them does not establish final headset or online acceptance. Previous releases, tags and downloads remain unchanged.
85d6dcca6bdc66a2b498e38b373e7fc10b59b6bc4ce333a78aaa3896cbcef991 KF2VR-Source-v0.1.0-alpha.20261007.zip
144b50511ded17f26c77316acfe6d77d90e54c83eddece9f50f1ffd7e5409269 KF2VR-Multiplayer-v0.1.0-alpha.20261007.zip
Killing Floor 2 VR - Steam / Epic experimental alpha (2026-10-06)
Killing Floor 2 VR - Steam / Epic experimental alpha
An early fan-made PCVR adaptation for Windows 10/11, unaffiliated with Tripwire Interactive. This update adds shared Steam/Epic installation detection and launcher corrections. Steam retains Solo, Host and Join in VR or Desktop. Epic is experimental Solo VR only.
Downloads and setup
- To play: download
KF2VR-Multiplayer-20261006-143343.zip, extract the whole ZIP into a fresh folder, and open Start KF2-VR. Keep theappfolder intact and the launcher open until KF2 exits and cleanup finishes. Python is bundled. Keep the previous release for rollback. - For source review/development: use
KF2VR-Source-Candidate-final.zipor this repository at tagv0.1.0-alpha.20261006(commit8a0300ab953b7ed11177ef3b8f1058be26783f9c). The source archive contains the reviewed public source tree, without private Git ancestry or game-derived binary packages. It needs local game/SDK/art inputs; it cannot recreate the existing hand artwork or guarantee byte-identical playable ZIPs. See BUILDING. - Start ordinary KF2 from your store once, then quit. Connect your headset and select its active OpenXR runtime. Fresh defaults are Performance graphics, 75% render scale and Button reloads; saved preferences take precedence.
Auto store selection uses a sole completed installation or a valid saved folder in this extracted release. If both Steam and Epic are installed without a valid saved folder, choose a store. Explicit choices never fall back to another store. Exact game-executable and package hashes gate deployment; do not bypass mismatches or mix releases.
Epic: manual Solo VR launch
Select Epic Games, Play solo and Start. Click Copy Epic Launch Options, save any existing options locally, then paste the generated session line into Epic Library > Killing Floor 2 > Manage > Launch Options. Enable it and launch KF2 through Epic within five minutes; the official launcher handles authentication. At the stock menu, choose Play Solo Offline, map, difficulty and length, then your perk and Ready. Keep the KF2-VR launcher open throughout.
After quitting, remove the session line and restore your prior Epic Launch Options text/switch. Temporary native files are restored by the KF2-VR launcher. After interruption, quit KF2 and use Fix a stuck session before changing releases.
Epic Host, Join, Desktop, cross-store online play, local test control, motion recording and highlight logging are unavailable. The current menu-first path and final ZIP still need a headset retest. Partial earlier gameplay checks do not establish overall Epic acceptance.
Changes and known limits
- Shared store discovery/selection, exact executable gates, isolated session configuration and temporary deployment/recovery.
- Localized VR Use/hold prompts and an optional physical-stock aim setting that retains support grip/recoil while the primary controller aims. Support-hand aim remains enabled by default. Headset feedback is pending.
- Included weapon corrections cover Minigun insertion, HMTech-401 charging contact, MG3 seating/bore alignment, HX25 carry/bracing, M79/HX25 recovery reload intent, M79 opening/spent-shell display, FAMAS aim, Gravity Imploder carry, RPG insertion guides, pouch-counter orientation and Seeker/Locust duplicate markers. These await headset feedback; they are not a complete arsenal acceptance claim.
- Lever rifles remain incomplete: primary-hand release to drive the lever while the support hand anchors the rifle is missing. Off-hand cycling exists, but its workaround is not headset-confirmed. Use Button reloads if physical cycling blocks play.
- Reported Stoner 63A sideways firing remains unresolved. Physical reloads, wider headset/hardware coverage, crowded combat, remote gestures, map travel and full matches need further feedback. Experimental multiplayer grabbing, optional content and threaded rendering start OFF.
Steam multiplayer players need the same ZIP and their own Steam KF2 copies. First hosting downloads the separate free server (about 32 GB). Internet hosting may need UDP 7777/27015 forwarding; share password-bearing join codes privately. Use Solo or the launcher's VAC-off custom servers. Custom multiplayer does not promise normal ranked XP/perk progression.
The build ID is 0.1.0-alpha-20261006-143343-4906642eb2fb-p2. Core compiled gameplay files are unchanged from the earlier same-day build; the repack includes the reviewed launcher and documentation. Native/package/portable/privacy checks passed, and the clean public source gate passed 349 tests with 13 optional fixture skips. Packaging was approved without the final headset gate: no final-ZIP headset or real online co-op acceptance is claimed.
For feedback, include build ID, store, Solo/Host/Join, headset/runtime/GPU, weapon and repeat steps. Save logs for a bug report creates local sanitized copies; review them before sharing and keep raw logs/configs/dumps, credentials and join codes private. Nothing uploads automatically. See the bundled controls and release notes for further details.
Assets and licences
The playable ZIP includes KF2/Valve-derived asset packages. Redistribution clearance remains unresolved; public availability does not establish clearance or ownership of third-party assets. Original contributions use MIT; bundled components retain their own licences/notices. The source archive excludes game-derived binary packages. Keep the included notices.
The previous release, tag and assets remain available unchanged.
SHA-256
f2baeea02690bd4a6e6099982e99f75445da1cb3b3b8d1a91f95c4419f392700 KF2VR-Multiplayer-20261006-143343.zip
b464a2de4fd9102433442fa6c8c162bd3e359d4f1c15d3735936b8b634b05248 KF2VR-Source-Candidate-final.zip
The same values are attached in SHA256SUMS.txt.
Killing Floor 2 VR — Public Alpha (2026-10-05)
Killing Floor 2 VR - public alpha
An early fan-made PCVR adaptation of Steam Killing Floor 2 for Windows, unaffiliated with Tripwire Interactive. Expect bugs and incomplete hardware, arsenal and multiplayer coverage.
Choose the right download
- To play: download
KF2VR-Multiplayer-20261005-162042.zip. Extract the whole ZIP into a fresh folder and double-click Start KF2-VR. Leave theappfolder intact and keep the launcher open until the game exits and cleanup finishes. The bundled Python/runtime components require no separate Python install. - For source review or development: download
KF2VR-Source-20261005-190136-afd65184d77c.zip, or clone this repository. This is a clean source snapshot with no private Git history or game-derived binary asset packages. It is not a playable download or a self-contained full VR build; see BUILDING for the missing local game/SDK and art inputs.
The playable ZIP is the unchanged package originally prepared for a private alpha. Its bundled documents and public_release: false / audience: private-alpha metadata retain those original labels. This GitHub prerelease makes the exact same bytes publicly downloadable. Its build ID is 0.1.0-alpha-20261005-162042-4e5ad7c5f557-p2-dev. The source ZIP is a newer development snapshot and does not imply that later source changes are in the playable ZIP. The release tag points to the independent public source commit 06a3efae78a794df1bb7dfddf1164e30d3a53750.
Start with Solo
Use Windows 10/11 and your own Steam copy of KF2. Epic is unsupported. Start normal KF2 once before setup. Connect the headset and select its active OpenXR runtime, then choose VR headset and Play solo. Defaults are Performance graphics, 75% render scale and Button reloads; saved preferences take precedence.
This package targets Steam game build 13316885 (KFGame.exe 1.0.8767.0); the required executable SHA-256 is 77AB9C2CF43AEAA3038274FFF3822064815A3EA02A1B3C81870CDC12A885C994. The launcher refuses mismatches after game updates. Do not bypass those checks or mix files from different packages.
Solo and Join need no dedicated-server download. First hosting downloads the free server (about 32 GB). Internet hosts forward UDP 7777/27015; send join codes privately because they include passwords. Everyone in a session needs the same ZIP. Use Solo or the launcher's VAC-off custom servers; avoid VAC-secured servers. Custom multiplayer does not promise ordinary ranked XP or perk progression.
Known limits and feedback
Developer testing has primarily used Quest over Link, with remote joining and install/recovery also tried. Wider hardware, full matches, map travel, remote gestures, crowded combat and physical reload coverage remain incomplete. Physical reload modes are optional; switch to Button if they block play. Stoner 63A's reported sideways aim remains unresolved. M79/HX25 physical opening, insertion, closure and headset fit still need feedback. Optional Breacher, Portal Gun, threaded rendering and experimental multiplayer grabbing start OFF.
Read the bundled quick controls card, full controls guide, release notes and feedback questions. Use Save logs for a bug report, review the sanitized ZIP before sharing, and keep raw configs, crash dumps, credentials and join codes private. Report the build ID, headset/runtime/GPU, Solo/Host/Join mode, weapon and repeat steps in the Discord thread where this release is shared. Nothing is uploaded automatically. After interruption, quit KF2 and use Fix a stuck session before changing or deleting the extracted folder.
Assets and licences
The playable ZIP includes game-derived asset packages. Their redistribution review remains unresolved; this release does not claim legal clearance or ownership of third-party game/Valve/Workshop assets. The maintainer explicitly approved public upload of these exact artifacts with that caveat disclosed. Original contributions use MIT; bundled runtimes and other third-party components retain their own licences and notices. The source ZIP excludes the game-derived binary packages. Keep the included notices with both downloads.
SHA-256 checksums
1FCEEE11075A271E5BE72DDBE295DC07570D1BD46DB5D58A64778A072CF13428 KF2VR-Multiplayer-20261005-162042.zip
9BEC66DB4FEE8267225F3D207A9EFF8CE7EFE004A854F860523796788CFA4BBC KF2VR-Source-20261005-190136-afd65184d77c.zip