Craft attachments, upgrade them, and balance your loadout cost — or risk starting with nothing.

In Killing Floor 3, your gun isn’t just a gun. It’s a build. With the new weapon modding system, players can slot in stat-boosting attachments, upgrade them over time, and customize their loadouts for any playstyle — all while juggling their in-match budget.

Here’s how it works, what to look out for, and why your first shotgun might end up costing as much as a rocket launcher.


Where to Mod Your Weapons

All customization happens at the Armory, available in your base between missions. You can open the menu or visit the crafting bench on the way to the shooting range.

You pick a gun, choose a loadout slot, and then attach mods to specific parts:

  • Bullets
  • Barrel
  • Magazine
  • Sight
  • Underbarrel
  • Internal

Each slot offers a pool of mod choices — and they’re all available from the start. No schematics, no unlocks. If you have the materials, you can craft any mod you want.


How to Get Materials

You’ll need resources to build and upgrade attachments. There are two ways to get them:

  1. Kill Zeds – Enemies drop crafting materials randomly.
  2. Destroy Horzine Tech – Break spy cameras and other tech in the map to farm electrical components and scrap.

The more you play, the more you’ll collect.


Upgrading Mods: Why Purple Is the Goal

Each mod can be upgraded three times, from gray to green, blue, then purple.

Upgrading boosts the stat bonus — and at purple rarity, the mod unlocks a random passive.

These purple-tier passives can change the outcome of a match — and they don’t raise your weapon’s buy cost. Which brings us to the real catch…


Loadout Costs Matter — Or You Might Start Empty-Handed

Every mod increases the price of your gun at the Trader Pod.

If your modded gun is too expensive for your operational budget (which scales with your level), it won’t auto-equip at the start of a match. You’ll have to buy it manually between waves — assuming you have the cash.

The smart move?

  • Keep mod count for your first loadout (1-2 mods)
  • Focusing on upgrading mods instead of adding more.
  • Aim for high-impact purple effects without bloating the price
  • Design a second loadout for late game (full mods).

What Passive Mod Effects Can You Get?

All crafting materials in Killing Floor 3 and how to get them – Destructoid

There are over 180 passive effects across all slots. Some boost your damage. Some heal you or your team. Some only trigger during Zed Time. Here the gist of it:

Survival Boosters

These perks keep you and your team alive longer — think Killshot Cure (heals the lowest-health teammate after a kill), Armor Repair (restore armor on limb destruction), or Blood Transfusion (regenerate health under 25%).

Team Synergy Bonuses

Many perks kick in when you’re within 10 meters of allies — like Coordinated Carnage (gives nearby teammates bonus damage after a kill), or Allied Zed Time (extends your slow-mo window when huddled up).

Ammo & Reload Gimmicks

Kill a Zed, and you might get a bullet back. Deadly Resupply returns one round to your mag, while Zed Time Reload has a chance to fully refill you when slow-mo hits.

Boss-Killer Utilities

Facing a boss? Some perks crank up the pain against named threats. Boss Basher adds +5% damage, while Boss Buffer reduces the damage they deal back.

Critical Damage Wildcards

Some perks are all about risk and reward. Critical Strikes gives a small chance to deal 150% damage, while First Strike massively buffs your first shot from a full mag.

Crowd Control Perks

Mods like Stumblesome and Panic Attack enhance how hard you knock enemies around, giving some weapons surprise utility in chaos.

Oddball Power-Ups

Some don’t fit any mold. Toxicity adds status power, Long-Distance Operator rewards lone-wolf play, and Zed Time Rampage boosts melee damage during the game’s signature bullet-time.

Each slot type (barrel, sight, etc.) has its own list of passives. Some stack well. Some don’t. The best builds mix effects that match your perk and playstyle — or your team’s strategy.


Meta Builds Are Already Taking Off

Courtest of UnknownDarkness47

It’s still early days as the meta settles, but you can use the damage chart to design your builds. For example, the Engineer’s Gadget uses Soundwave type damage, so you’re set for Armour effectiveness, and would be well rounded by Heat weapons.

As a general rule, Reciever & Bullet Mods bring to most bang for your buck damage-wise, while Magazine Mods help with DPS. So just pop on two of these, upgrade ’em, and you’ll be set to mow down zeds without burning through your deployment dosh.


Wrap Up & Roadmap

Killing Floor 3 doesn’t lets you shoot smarter but if your weapon costs more than your budget, you’re starting with a pistol. Modding is a system of tradeoffs until you upgrade your mods. Focus on building up a few mods instead of many, and don’t be afraid to recycle one if you get a passive you’re unhappy with, you’ll get 75% of the materials refunded anyway.

Either way, with more guns and mods on the way, there’s no better way to play then with a fistful of dosh and some badass weaponry.