# Screenshots Screenshots of the port running, one per milestone, newest first. They are picked from the dated screenshots taken during development. Each image carries a bar with the source commit it was taken on, what it shows and the project link; where the run logged its frames, the top-left box gives the frame rate over the last 10 seconds before the shot. Each frame rate is that build's own, so the early screenshots show the early speeds. A screenshot marked *backfilled* was taken after the milestone, on the build its bar names, because no screenshot was taken at the time. **Test machine:** Intel Core i7-12700KF, NVIDIA GeForce RTX 4060, Windows x64 build run under GE-Proton on Linux (GE-Proton11-7 for the October 14 runs); the game renders at 1280x720, at 1920x1080 for the 2026-10-27 shot, and at the size each 2026-10-28 shot names. The game's imagery in these screenshots is © Sony Interactive Entertainment, shown only to document the port (see [NOTICE.md](../NOTICE.md)). They come from the developer's own copy of the game. ## 2026-10-28 · Wide screens and display options ![Frozen Shores at 21:9: the 3D view fills the wide window, subtitles and crosshair stay centred](screenshots/20261028-025213Z_kz3-frozen-shores-219.webp) ![Frozen Shores at 32:9: a mounted-gun fight, subtitles and crosshair centred](screenshots/20261028-030031Z_kz3-frozen-shores-329.webp) ![Botzone at 21:9: the minimap, score box and ammo counter in the 16:9 HUD area](screenshots/20261028-032438Z_kz3-botzone-minimap.webp) ![Options, Display page: frame rate limit, field of view and bloom](screenshots/20261028-033208Z_kz3-display-options.webp) Wide windows: Frozen Shores at 21:9 (2560x1080) and 32:9 (3840x1080), and a Botzone match at 21:9. The 3D view fills the window; subtitles and crosshair stay centred, and in the Botzone match the minimap, score box and ammo counter sit in the 16:9 HUD area. Last, the Display page of the options at 1920x1080, with its frame rate limit, field of view and bloom rows. Scripted runs on the build each bar names; no frame-rate box on these. ## 2026-10-27 · Frozen Shores at 1920x1080 ![Frozen Shores at 1920x1080: a mounted gun firing at an oil platform in the snow](screenshots/20261027-191315Z_kz3-frozen-shores-firefight.webp) The Frozen Shores chapter at 1920x1080 (borderless window), a scripted run on the build its bar names; no frame-rate box on this one. ## 2026-10-23 · Split-screen co-op ![Split-screen co-op: two players in the prologue, one view each](screenshots/20261023-020408Z_kz3-coop-two-players.png) The game's own two-player campaign co-op on one PC, one controller per player (vertical split, first played on 2026-10-22). Known bug: the two views sit slightly out of place, one shifted up and the other down. ## 2026-10-16 · Update 1.14 ![Update 1.14: the start of a level, drawn from the update's data](screenshots/20261016-141813Z_kz3-114-all-chapters.png) With the 1.14 update's data all nine chapters load their own level, reach the level start and write their autosave without a crash (scripted runs of 5 to 6 minutes each); shown: the Space Station level. ## 2026-10-14 · All nine campaign levels play (backfilled) ![All nine campaign levels, one frame each after five minutes of play](screenshots/20261015-020910Z_kz3-nine-levels-play.png) Each of the game's nine campaign levels loads from the chapter menu and runs five minutes of scripted play (move, turn, fire) without a crash; 15.6 to 19.1 frames/s across the levels. Nine runs on one build, one frame from each. ## 2026-10-14 · The Hammer ride ![Pyrrhus outskirts: the Hammer armoured vehicle's mounted gun](screenshots/20261014-171640Z_kz3-k2-hammer-rides.png) Pyrrhus outskirts: the player on the Hammer's mounted gun as it rides from the beach into the town. Before a fix to the runtime's SPU DMA engine table the ride froze within seconds. ## 2026-10-13 · All levels load ![Collage: the campaign levels at their start](screenshots/20261013-080310Z_kz3-all-levels-load.png) Every campaign level loads through Select Chapter from a completed save and reaches its level-start save. ## 2026-10-13 · Multiplayer squad lobby ![Multiplayer: the squad lobby's Find Match page](screenshots/20261013-013434Z_kz3-mp-lobby.png) The game's own online client signs in to a local test server and opens the squad lobby (Guerrilla Warfare, Warzone, Operations, Map Selection). Online play is opt-in; see "What goes online" in the [README](../README.md). ## 2026-10-12 · Frozen Shores ![Frozen Shores: the mounted gun on the ice vehicle](screenshots/20261012-234647Z_kz3-level5.png) A later level, Frozen Shores: the mounted gun on the ice vehicle, tracers in the air. ## 2026-10-12 · In-level HUD ![Flooded Pyrrhus with the HUD](screenshots/20261012-234643Z_kz3-level2-hud.png) Flooded Pyrrhus with the in-level HUD: objective, subtitles, ammunition and grenade counts, crosshair. ## 2026-10-12 · Keyboard bindings ![The port's keyboard bindings page](screenshots/20261012-155836Z_kz3-keyboard-page-r38.png) Keyboard and mouse: the port's own key-binding page, made in the game's menu style (primary and secondary keys, a line for conflicting keys). ## 2026-10-09 · First level geometry ![First level with solid geometry and lighting](screenshots/20261009-035556Z_kz3-level-geometry.png) The first level drawn with solid geometry and deferred lighting: a Helghast soldier, a corridor, glass, lights and the HUD. ## 2026-10-08 · Main menu ![The main menu](screenshots/20261008-040732Z_kz3-main-menu.png) The main menu for the first time: Campaign, Co-op Campaign, Multiplayer, Botzone, Options, Credits. ## 2026-10-08 · Opening cinematic ![The opening cinematic](screenshots/20261008-012159Z_kz3-opening-cinematic.png) The opening cinematic plays after the intro. ## 2026-10-07 · First complete menu screen ![The controller-mapping screen](screenshots/20261007-212019Z_kz3-setup-controller-mapping.png) The first menu screen drawn complete with all its text: the game's controller-mapping page, after the boot movie. ## 2026-10-07 · First frame ![A test triangle drawn by the Direct3D 12 renderer](screenshots/20261007-163127Z_first-d3d12-frame.png) The first frame from the port's Direct3D 12 renderer: a test triangle from a small host program, before any game code ran through it.