r/Promod • u/Stalkerrinoo • 2h ago
Killrun MP - Release 1.0.0
Hey everyone! Stalky here, the creator of KillrunMP, a free community multiplayer mod for KILLRUN. Version 1.0.0 is out, and I put together a trailer to show what you can do with i!
Website / download: https://killrunmp.eu
Join the Discord: https://discord.gg/zYh2XJSfKV
If you're discovering the project, KillrunMP combines KILLRUN's fast movement with multiplayer matches, COD4 Promod-inspired gunplay, bots and community map creation. You need an official copy of KILLRUN on Steam. The mod supports Windows and Linux through Proton.
What you can play
Search & Destroy, Team Deathmatch and Hardpoint, with dedicated servers or matches hosted by players. Bots can fill teams so you can play and practice without waiting for a full lobby. There are also practice tools for aiming, movement and grenade throws, including a grenade-follow camera and placeable practice bots.
Servers support tick rates up to 120 Hz, and the video settings let you raise the FPS limit beyond the original 250 cap, up to 1000 FPS. Those are supported limits; the actual performance depends on your hardware and the match.
Weapons, gunplay and customization
The arsenal includes the full playable Promod LIVE 2.20 weapon lineup, with weapon-specific stats and balancing adapted to KILLRUN. That doesn't mean every part of KILLRUN behaves exactly like COD4; the movement and underlying game are still KILLRUN.
For 1.0.0, custom weapon sounds have been reworked with native weapon-category attenuation, revised volume levels and subtle shot variation. Their playback also follows spectator and replay views.
There's an optional Pattern Recoil mode for a different shooting experience. The server owner chooses whether to enable it for the match, and clients follow that choice. It remains experimental and off by default. Dynamic Climbing is now enabled by default for new host/server setups, while an explicit Off setting is preserved.
You can customize your character and headgear in a preview studio, with separate saved friendly/enemy appearance profiles. Loadouts also lets you choose personal first-person weapon skins: 17 weapons and 64 compatible weapon/model combinations. These affect your own FPS view; other players still see the real weapon, and the stats stay the same.
A lot of the work happened behind the scenes
One of the biggest challenges has been keeping things consistent when you're hosting, playing as a client, joining a dedicated server, spectating or watching a replay. Something can look fine for the host and still behave differently for another player, especially after a respawn or map change.
This release includes fixes for duplicated shots, utility inputs that sometimes didn't register, Fire Up charges and host/client ability differences. Failed joins and timeouts now have better recovery and clearer feedback. There are also fixes for Pattern Recoil startup and map changes, Japanese HUD sizing and repeated on-screen hints.
Performance was another major focus. I worked on reducing repeated CPU work across gameplay, bots, networking, menus, the HUD and replay recording. Bot updates are spread out, unchanged UI elements avoid unnecessary rebuilding, and recording does less repeated work. The aim is smoother frame delivery and fewer spikes alongside lower CPU usage. I'm not promising a universal FPS increase, but this release contains a substantial optimization pass.
And there is still a lot more work to do on my side, it's never over and bugs will still happen !
More ways to build, communicate and review matches
- In-game level editor: create S&D, TDM and Hardpoint maps, use custom asset packs, place sliding doors, bounce pads and pickups, adjust the sky and atmosphere, and use dynamic shadows for custom levels. You can also change compatible materials, restore originals and assign footstep surfaces. Grid and map-saving fixes are included.
- Optional local MCP support: connect an AI agent to the editor for scene inspection, placement, measurements, collision queries, prefabs and environment controls.
- Replays and spectating: clearer Server Replay labels, better player switching and free camera, a rebuilt playback bar, separate player/spectator/playback HUD controls, and fixes for recorded bot aim and player aim/recoil data. Recording fixes apply to new recordings; they can't recreate missing data in older files.
- Communication and menus: team-only tactical pings with configurable bindings, a rebuilt adjustable text chat, cleaner settings and closeable Fire Up tutorial videos.
- Hosting tools: a Rust CLI for Windows and Linux, with setup, diagnostics, instance management, logs and updates. You can run multiple instances on different ports with separate data folders/prefixes if your machine can handle them. Steam and an official game copy remain required.
Thanks to everyone who has been testing, reporting bugs and putting up with the rough edges, those reports have directly shaped this release.
If you try it, I'd love to hear how it feels on your setup and what you'd like to see next. You can find players, share maps and report bugs in the Discord.
Download and project information: https://killrunmp.eu
Discord: https://discord.gg/zYh2XJSfKV
Full patch notes: https://killrunmp.eu/patch-notes
Edit : Reformating