About the Game
ULTRAKILL is a fast-paced ultraviolent old school FPS that fuses together classic shooters like Quake, modern shooters like Doom (2016) and character action games like Devil May Cry.
Mankind has gone extinct and the only beings left on earth are machines fueled by blood.
But now that blood is starting to run out on the surface...
Machines are racing to the depths of Hell in search of more.
- Use your many movement abilities to stay mobile and avoid the relentless attacks of the dead, demons and other machines.
- Destroy them with an arsenal of incredibly powerful weapons, each with multiple available variations.
- Soak yourself in their blood to regain health and keep fighting.
- Kill fast and with SSStyle to rack up combos and gain points that can be used on weapon variations between missions.
- Master the many levels to achieve high ranks and take on unique optional challenges.
- Explore the varied and unique campaign environments inspired by Dante's Inferno to find plentiful hidden secrets
Screenshots
18 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 22957324
Up to date
- Sawblades and chainsaws now lose their double damage state after 3 seconds of being punched
- Increased the weight of a detached chainsaw from 3 to 5 to reduce the amount of them that can be supported by a single magnet
- Wave progression to spawn a Mirror Reaper in the Cyber Grind now ignores Deathcatchers to avoid a rare softlock
- 10% of a Cyber Grind wave's points will now always be reserved for common enemies to avoid waves being entirely taken up by Special and Uncommon rank enemies
- Gave Providences a global cooldown system separate from Virtues, to force them to attack in turns without disrupting Virtue attacks
- Added an additional collider to the 8-2 maintenance door in order to stop players with low FPS from being able to slide through the door
- Fixed conduction sometimes not working when Max Gore Per Room has been set to 0
- Fixed aim assist not working through portals
- Fixed a navmesh issue in the 8-2 Second Deathcatcher arena that caused enemies to sometimes get stuck inside the stairs
- Fixed OOPS Blockers being visible above the entrance door after the player completes the secret 8-2 arena
- Fixed the decorative turrets in 7-2 not functioning properly
- Fixed the blood spray in 7-4's ending not working
- Fixed a bug that caused the music in 1-E to fade out if the player enters the skull room vent early
- Fixed a bug that caused Gabriel to not transition between phases when the Blind Enemies cheat is enabled
- Fixed one of the advanced options for 8-4 being visible before the player has unlocked the level
- Fixed Strays and Soldiers not predicting the player's movement on Brutal difficulty
- Fixed the portal from the secret room's elevator in 8-2 not rendering correctly
- Fixed the ceiling theater effect in 8-2 and 8-3 not working at some camera angles
- Sanding a Cerberus no longer causes their speed to reset to their Standard difficulty speed on Violent and Brutal
- Fixed a Cyber Grind coin issue where coins would no longer reflect non-default beams properly after the player punches a cannonball into the void
- Fixed the Mirror Reaper's hit sound not playing
- Fixed floating limbs appearing at the world origin of the Cyber Grind when the amount of gibs surpasses the maximum gib count or between waves
- Powers no longer sometimes cause thin strings of gold when some of their gibs are deleted
- Added a proximity-based visual for the Cyber Grind death plane
- Fixed the broken navmesh in 5-1's cave causing Soldiers to spawn in a wall
- Fixed the Malicious Face aiming at the player's center body instead of near their feet
- Changed Malicious Face's aiming system to avoid it being able to hit itself
- Fixed radiant Stalkers not working
- Fixed puppeted Mindflayers leaving their beams behind if their Deathcatcher is killed during a beam attack
- Reduced the hitch in 8-1 as the player enters into the exterior area
- Gutterman line of sight is no longer blocked by rockets
- Sawed-On chainsaw's durability now resets in 3 seconds when not wielded
- Fixed the amount of active Providences reducing the amount of attacks Virtues perform
- Increased the height for the opening triggers for Limbo doors
- Killing a flying enemy with a Whiplashed core no longer causes the Whiplash to get stuck in the air
- Fixed a bug that caused Size 2 fish to be uncatchable
- Fixed a secret room in 8-1 no longer working
- Fixed dual wield Sawed-On Shotguns breaking when trying to launch a chainsaw
- Fixed error spam when moving a Malicious Face with the Spawner arm
- Fixed the intro warning screen not playing
- Reverted Malicious Face beams being able to direct hit the player
- Fixed the Malicious Face not aiming at a player ridden rocket correctly
- Fixed a niche coin punching tech (coins previously hit by beams can now be punched into enemies properly again)
- Fixed boss health bars not squishing vertically when multiple are active
- Improved optimization on non-portal levels and the Cyber Grind
- Made the Friends leaderboard at the end of a Cyber Grind run scrollable
- The 75% wave completion requirement for opening Deathcatcher cages now excludes the Deathcatchers themselves, reducing the amount of other enemies the player has to hunt down to open them
- If a Deathcatcher cage spawns on top of the player in the Cyber Grind, the player will now be teleported above it instead of getting stuck inside
- Fixed enemies sometimes not dying when falling from a fatal height
- Fixed a broken navmesh in 2-2's first area causing a group of Soldiers to spawn in the wrong location
- Fixed a bug that caused the Sawed-On Shotgun's chainsaw to still appear broken after respawning if it was broken before being launched
- Fixed a bug that caused the Sawed-On Shotgun to no longer be able to use the primary fire while chainsaw meleeing
- Fixed the Earthmover boss health bar replaying its intro fill animation when the player grabs a checkpoint
- Fixed some enemies not rendering correctly in the 8-3 Dimensional Deathcatcher room
- Major Assist game speed change now applies correctly after a level load instead of only after a time stop has triggered
- Fixed a small unintended crevice in 8-2 Reception
- Fixed the right wall being offset by one unit in 8-3 Shifting Arena
- Made Wind state breaking breakables and glass more consistent
- Fixed a mysterious black blob sometimes appearing on the portal leading from 8-3 Split Color Door to Night Street
- Ejected cores are no longer launched by non-Knuckleblaster explosions
- Fixed Malicious Face beams not causing core ejects to nuke
- Added a buffer safety system to the alt fires of the Core Eject Shotgun and SRS Cannon Rocket Launcher to avoid the player accidentally firing a 0 force projectile when switching to the weapon
- Fixed a bug that caused Mannequins to inherit a broken version of the Husk chest explosion mechanic
- Fixed the electricity particles of the Electric Railcannon and Malicious Railcannon not displaying correctly
- Fixed the Railcannon pips not working correctly sometimes when using a Dual Wield powerup
- Fixed a bug that caused a Power's health bar to appear for a single frame at the beginning of his spawn animation in 8-3
- Coins no longer break if hit by multiple beams in quick succession
- Made the Mirror Reaper's non-boss spawn sound louder
- Fixed a bug that caused Size 2 fish to be uncatchable
- Fixed default Piercer splitcoin not ignoring the same target on subsequent splits
- Removed most "oops" OOB preventers from 8-3's final section
- Fixed Mirror Reaper not having damage resistance to sawblades
- Mirror Reaper toxic projectiles now stop tracking the player after 2 seconds
- (Hopefully) fixed 8-3 Dimensional Cave getting stuck on the wrong side when the player has cleared out the cave side and then clears out the flesh side right as the portal reaches its destination
- Fixed 8-3 elevator to secret softlocking the player if they use a call button on the second floor
- Fixed two pillars in 7-3 not having the correct texture
Additions:
- Added Layer 8: FRAUD
- Added a new Cyber Grind original track "N I 4 N I" by Vylet Pony
Changes:
- Hitting 3 or more yellow hits in a short period of time (regardless of variation) will now force the Alternate Shotgun to cool down to avoid spam
- Sawed-On Shotgun's melee chainsaw now breaks after 60 non-lethal hits
- The standard Piercer Revolver's charge shot limb/head hit multipliers have been increased (head: 2x->2.5x, limbs: 1.5x->1.75x)
- The standard Piercer Revolver's charge shot can now be split by coins
- Beam attacks now dissipate quickly instead of disappearing suddenly
- Chandeliers no longer drop from explosions (except Knuckleblaster's)
- Increased healing on non-lethal Knuckleblaster hits
- Increased the range, duration and knockback of Knuckleblaster explosions
- Soldiers can no longer block the Malicious Railcannon's explosion
- Direct hits with the Malicious Railcannon will knock down Insurrectionists
- Getting launched by the Alternate Shotgun will stop the player from being knocked back by explosions for a short period of time
- Increased the punchable radius of the Hideous Mass harpoon once it has attached to the player
- Redid Mindflayer's beam sweep calculation
- Added telegraph lines to show Mindflayer's beam sweep's path
- Improved the accuracy of reflections (ie. bouncing off a surface) for projectiles, core ejects and rockets
- Made the cube inside yellow hookpoints stand out more in order to more easily differentiate it from green hookpoints for colorblind players
- Added an alternate version of the VCR OSD font as a fallback for characters the main font is missing
- Updated V2 2nd's thumbnail
- Invincible Enemies cheat no longer also gives player infinite wall jumps
- Updated the enemy enrage effect to be more distinct from blood puppets
- Attaching magnets to Stalkers now makes them walk slower
Fixes:
- Fixed the street after the first arena in P-2 not being loaded in by default, sometimes causing Virtues to end up out of bounds
- Fixed the walls next to the entrance and exit of the first P-2 arena not being tagged correctly, causing hitscan attacks to pass through
- Sliding on walls no longer uses the particle effect of the material the player last stood on instead of the wall's
- Fixed the screen ceilings in some Limbo levels not having the correct environmental hit particle
- Fixed a bug that caused Gabriel's spiral swords to remain in the level indefinitely if the player respawns right as they're about to launch towards them
- Fixed enemy previews on the Spawner Arm being mirrored horizontally
- Fixed the Mannequin projectiles having incorrect light color while being charged
- 0-E's tip of the day now uses the correct SmileOS2.0 red for highlights instead of orange
- Fixed Gabriel getting stuck in a teleport loop if trying to attack the player while they're inside a surface that Gabe can't teleport inside of
View on Steam
- Added Layer 8: FRAUD
- Added a new Cyber Grind original track "N I 4 N I" by Vylet Pony
Changes:
- Hitting 3 or more yellow hits in a short period of time (regardless of variation) will now force the Alternate Shotgun to cool down to avoid spam
- Sawed-On Shotgun's melee chainsaw now breaks after 60 non-lethal hits
- The standard Piercer Revolver's charge shot limb/head hit multipliers have been increased (head: 2x->2.5x, limbs: 1.5x->1.75x)
- The standard Piercer Revolver's charge shot can now be split by coins
- Beam attacks now dissipate quickly instead of disappearing suddenly
- Chandeliers no longer drop from explosions (except Knuckleblaster's)
- Increased healing on non-lethal Knuckleblaster hits
- Increased the range, duration and knockback of Knuckleblaster explosions
- Soldiers can no longer block the Malicious Railcannon's explosion
- Direct hits with the Malicious Railcannon will knock down Insurrectionists
- Getting launched by the Alternate Shotgun will stop the player from being knocked back by explosions for a short period of time
- Increased the punchable radius of the Hideous Mass harpoon once it has attached to the player
- Redid Mindflayer's beam sweep calculation
- Added telegraph lines to show Mindflayer's beam sweep's path
- Improved the accuracy of reflections (ie. bouncing off a surface) for projectiles, core ejects and rockets
- Made the cube inside yellow hookpoints stand out more in order to more easily differentiate it from green hookpoints for colorblind players
- Added an alternate version of the VCR OSD font as a fallback for characters the main font is missing
- Updated V2 2nd's thumbnail
- Invincible Enemies cheat no longer also gives player infinite wall jumps
- Updated the enemy enrage effect to be more distinct from blood puppets
- Attaching magnets to Stalkers now makes them walk slower
Fixes:
- Fixed the street after the first arena in P-2 not being loaded in by default, sometimes causing Virtues to end up out of bounds
- Fixed the walls next to the entrance and exit of the first P-2 arena not being tagged correctly, causing hitscan attacks to pass through
- Sliding on walls no longer uses the particle effect of the material the player last stood on instead of the wall's
- Fixed the screen ceilings in some Limbo levels not having the correct environmental hit particle
- Fixed a bug that caused Gabriel's spiral swords to remain in the level indefinitely if the player respawns right as they're about to launch towards them
- Fixed enemy previews on the Spawner Arm being mirrored horizontally
- Fixed the Mannequin projectiles having incorrect light color while being charged
- 0-E's tip of the day now uses the correct SmileOS2.0 red for highlights instead of orange
- Fixed Gabriel getting stuck in a teleport loop if trying to attack the player while they're inside a surface that Gabe can't teleport inside of
- Improved performance
- Added option to completely disable fog in the Cyber Grind
- Dash jumps performed via enemy step now only cost 1 bar of stamina
- Radiant Idols now have a rainbow-colored halo to make them easier to distinguish
- Alternate Shotgun can now launch dying Mindflayers
- Greatly reduced chances of Virtues getting pushed away by the player while Whiplashing towards them
- Insurrectionists can no longer be killed by their boulder touching a death zone
- Fixed the Last Used Weapon bind not remembering the last used variation
- Fixed the Last Used Weapon bind not remembering the last used weapon after loading to a different level
- Fixed the scroll wheel when set to swap variations while the "On Swap to Same" option is set to "First Variation"
- Bloodsplatters now work with the Disable New Shaders option
- Fixed the 7-2 clock tower checkpoint not activating
- Fixed the 1-4 "Pick up to read" tutorial not activating
- Fixed tutorials breaking if a relevant key is unbound
- Hide UI cheat now also hides cutscene skip text and level specific UI elements, such as countdowns
- Added an advanced option for disabling the scrolling textures of the P-2 red tunnel
- Fixed inconsistencies in the launch force of the P-2 red tunnel hurt surfaces
- Swordsmachines on Brutal difficulty can no longer cancel their attacks by catching a thrown sword
- Firestarter fire no longer reduces the style rank
- Added environmental impact effects to a couple weapons that were missing them
- Fixed custom color palettes not enabling correctly
- Fixed the game speed major assist not applying correctly
- Changing the game speed major assist no longer causes time to inch forward
- Fixed sound glitching out after pausing and unpausing during the Cyber Grind score screen
- 0-E heat buildup is now slower on lower difficulties
- Fixed the 0-E skulls room ceiling fan dealing damage before being turned on
- 1-E lava room Malicious Faces no longer walk off their pillars
- 1-E's skybox stops changing while the player is exiting the level
- Fixed dual wielded weapons sometimes not changing when swapping to another gun
- Increased radius of igniting Firestarter gasoline for large explosions
- Removed the last remaining instakill pits from 1-4, 1-E and 2-1
- Moved the 2-1 elevator test panel to no longer block a Stray's line of sight
- Removed the collision from the lip of a pipe in 2-1's secret path
- Changed the name of the style bonus gained by punching 4-4 V2 with the Knuckle blaster
- Removed collision from the 4-S boulder run torches
- 5-1 Sentries should no longer be able to walk inside of doors
- 5-2 piers no longer cause excessive amounts of massive debris when hit by lightning
- 5-S overlay now disappears when the player drops into the exit
- 6-1's chandeliers now deflect projectiles when shattering
- The 7-1 trams no longer cause blue rubble when ground slammed
- Fixed the 7-1 secret Cerberi not having extra health
- Removed unintended spawn effects from some 7-3 arenas
- Fixed the Marksman coin's flash not facing the player
- Toggling the Puppet option on an enemy no longer causes a duplicate enemy to appear
- Dithering no longer breaks the intro calibration sequence
- Fixed errors caused by the projector in the Museum
- Fixed various occlusion culling bugs
- Reduced z-fighting when using PSX Vertex Warping in the 0-4 rotating hallway
- Fixed a hole in the 1-1 secret exit geometry
- Fixed 1-S not being marked as completed if the player exits via the OOB clip
- Fixed the 2-2 generator room particles not layering correctly
- Fixed a navmesh issue in 2-2 not allowing Soldiers from the first room to walk up the stairs towards the generator room
- Removed a small gap in the floor near the 7-S start room
- Fixed the V1 diagram in the difficulty select not being correctly centered
- Fixed a typo in the P-1 end terminal
- Fixed the custom music option in the Cyber Grind
- Fixed a bug that caused the player to clip through thin ceilings
- Fixed the 5-2 idol room disappearing when entered
- Sped up punch exhaustion regeneration by 25%
- Removed all console logs and warnings since they caused performance hitches for some players
- Remember Last Used Weapon now carries over between levels
- Last Used Weapon bind no longer considers each variation a separate weapon
- Fixed the Sandbox rebuilt navmeshes not working
- Fixed the tutorial graphics options not working
- Insurrectionists are now immune to the Cyber Grind laser grid
- Hitting an enemy with the ground slam no longer causes the player to not get the appropriate vertical height after jumping from that slam
- Ground slam shockwaves no longer have 0 launching power if the player jumps before the shockwave comes out
- Enemy outlines no longer appear through walls sometimes
- Fixed assist outlines not working in some levels
- Fixed visual artifacting on the small railcannon meter
- Fixed the small railcannon meter not working properly with the Always On Top option
- Added flesh walls to the tops of the P-1 parasite decorations for collision
- Fixed more P-2 OOBs
- Clash mode now ignores air friction when moving fast enough
- Clash mode camera now strictly follows the player's vertical position in free camera mode (ie. using the cheat outside 4-S)
- Fixed the Prime, Testament and Sandbox terminals not playing music
- Fixed Malicious Faces and all Drone-type enemies healing 10x from nails (Malicious Faces and Virtues still heal 3x)
- Spawner arm altars now have proper collision
- Fire damage from the Firestarter's gasoline no longer causes hard damage
- Fixed the superheal and dual wield powerups being darker than they should be
- The 2-4 tram can no longer instakill Corpse of King Minos
- The exit to 7-S no longer opens without a skull with the Disable Enemy Spawns cheat enabled
- Fixed the ceiling ribbing in 0-E's exit hallway not having collision
- Dying in lava no longer leaves the underwater filter on screen
- Fixed the 5-3 upside down staircase having the old handrail
- Fixed the sandbox explosive barrel having no texture when shot
General:
- Reduced the chances of the player clipping through surfaces that are moving towards them (ie. the Cyber Grind arena)
- Fixed game crashing on exit sometimes
- Added "Disable New Shaders" graphic option to fix the game only displaying a black screen on very old computers (should be automatically enabled if necessary)
- Death screen now correctly instantly goes to black when killed by certain methods
- The "First Room" option of the Teleport cheat now properly places the player in bounds
- Reduced ground slam shockwave delay from 0.15s to 0.1s
- Clash mode belly flop no longer causes the player to fly up into the air when timed with a spin
- Shop terminals that play no music also no longer play the SmileOS 2.0 jingle
- "Hide UI" cheat now correctly hides the Cheats Enabled overlay
- The level results clicking sound no longer continues playing while paused
- Fixed the crosshair colors option not displaying all colors
- Replaced 4-1 and 4-2's heat distortion disable option with a universal heat distortion disable option
- The Encore popups now work properly on controller
- Transferred the major assists popup to the new UI graphics style
- Underwater state no longer breaks when killing a fish underwater
- Player can no longer get stuck in an underwater state after exiting water
Weapons:
- Fixed "Remember Last Used Weapon Variant" not working
- Fixed the Last Used Weapon bind
- Fixed projectiles and explosions not causing environmental particle effects on impact
- Fixed the smaller Railcannon meter not working when weapon icons are disabled
- Fixed Freeze Frame not automatically unfreezing after a Core Eject has been used
- Fixed weapon disappearing when pressing the individual variation button for a variation the player hasn't unlocked yet
- The Malicious Railcannon no longer uses the old lightning sprites when fully charged
- Fixed capitalization on the Pump Charge variation
- Corrected the color of the dual wield powerup
- Fixed the scrolling texture on explosions not working
Arms:
- Reduced punch exhaustion for Knuckleblaster
- Fixed a bug that caused pressing punch too early to increase punch exhaustion despite not actually punching
- The cooldown of an individual arm's punches now resets to a maximum of 0.1s when switching arms or using Whiplash
- Arm icon now shows up even when only one arm is equipped
- The whiplash icon in the shop now shows up as "?" until unlocked
- Fixed the spawner arm not being colored white
- 5-S and 7-S no longer use the old arm model
- Added the punch exhaustion meter to the Classic HUDs
- Recolored the punch exhaustion meter to be easier to distinguish when not full
Enemies:
- Reduced Cerberus' radiance speed bonus on Brutal difficulty
- Fixed Cerberi dashing off ledges even when not enraged
- Lowered the volume and shortened the length of the radiant enemy spawn sound
- Fixed Gabriel's Brutal difficulty spiral swords still attempting to stab the player after despawning when the fight ends
- Enemy sounds no longer muffle when in shallow water
- Added bigger enemy names in the terminal
- Fixed Schism beams dealing extreme damage to the player after being parried
- Removed a possible performance issue caused by Swordsmachines
Levels (General):
- Fixed occlusion culling issues in multiple levels
- Fixed z-fighting issues in multiple levels
- Enemies that spawn behind breakables no longer spawn when Disable Enemy Spawns is enabled
- Fixed a transparent floor issue in the start room elevator shaft if Vertex Warping is enabled
- The main menu's sound is no longer high pitched when first booted up with lower game speed via major assists
- Prime Sanctum results screens now share the Encore result screen layouts
Prelude:
- Fixed players being able to fly out of bounds through the ceiling of a 0-1 and 0-E room
- Fixed a bug that caused the player to be displaced after picking up the Revolver in 0-1 while in Clash mode
- Fixed enemies not being able to walk under the crusher in the first crusher arena in 0-2
- Fixed the first Strays in 0-2 being able to walk inside a wall
- Fixed a rare issue where the grinders from the 0-2 bonus platforming section would clip into the secret fight arena
- 0-3 Swordsmachine first fight no longer happens if the player backtracks to it after beating the second fight
- Fixed the 0-3 and 0-4 level select panels still only showing 3 secrets if the player has a save from before they were increased to 5
- Fixed an invisible collision in 0-S
- Fixed a missing ceiling in 0-S
- 0-E now functions correctly while using the Disable Enemy Spawns cheat
- The player is no longer immune to 0-E's effects while at over 100 health
- Fixed a stuck spot behind a frozen crusher in 0-E
- The fan in the skulls room of 0-E no longer causes the player to be teleported out of bounds
- Returning to the 0-E skulls room after activation no longer causes snow to reappear
- Enemies in 0-E's snow arena can no longer fall through the snow
- Moved pipes in the first room to the right after the crossroads checkpoint in 0-E to reduce chances of the player getting stuck
- Fixed the player being able to stay invulnerable when taking damage in 0-E's second half
Limbo:
- Fixed the holographic leaves of Limbo trees sometimes causing the player to not be able to ground slam
- Fixed 1-2's level name appearing at the start of the level instead of the halfway point
- Reaching the first balcony of 1-2 without spawning all enemies will spawn them automatically to make them less easy to miss
- Fixed the Cerberus in 1-2 still using the old model
- Fixed the Cerberus in 1-2 having a spawn effect
- The Streetcleaners in 1-2 can now properly exit their room
- 1-4 V2 can no longer fall back out the window it came in through
- 1-4's tip of the day no longer shows 0-E's
- The 1-4 bookshelf can no longer be pushed into the corner to become stuck
- Fixed 1-E not getting a gold border after being P-ranked
- A few 1-E checkpoints can no longer be activated through walls and ceilings
- The player can no longer clip out of bounds by riding the locks in 1-E's pit room doors
- Fixed the unbreakable glass in 1-E not using the unbreakable glass texture
- Fixed the final arena in 1-E having its corner clip through into an earlier room
- Backtracking after placing the blue skull in 1-E will no longer deload its staircase
- Fixed an errant scrolling floor texture in 1-E
- Fixed players clipping through the walls of 1-E's pit room when standing on the doors
- The player can no longer go out of bounds by backtracking towards 1-E's lava room and falling into a fan
- Fixed the 1-E first Hideous Mass arena disappearing after returning with a blue skull
Lust:
- Fixed a missing collider in 2-3
- 2-4 no longer plays 2-3's music when the player uses the Teleport cheat
- Updated UIs for 2-S and the Museum
Gluttony:
- Fixed 3-1's final room Filth not being able to walk onto the bridge
- Fixed 3-1's final room Drones spawning inside the walls
- Fixed the elevator pit from 3-1 to P-1 not rendering
- Removed some leftover old bone geometry in 3-1's final arena
- Two of the drones in 3-1's final arena no longer spawn inside the walls
- Fixed the Filth in 3-1's final arena being unable to walk onto the bone bridge
- The 3-2 eye is no longer cuttable with launched chainsaws and heated nails
- Fixed 3-2's death screen not having its black background
- The eyes can no longer spawn inside geometry in P-1
- Coins now correctly target Flesh Prison and Panopticon
- Fixed a hole in a 3-2 ceiling
- Fixed the P-1 entrance pit being invisible
Greed:
- 4-3 no longer has the wrong Railcannon meter graphic
- Fixed gaps in 4-4's secret room walls
Wrath:
- Ferryman can no longer get stuck on top of the edges of the ship
- Fixed the limbs in 5-2's ocean not rendering
- Improved performance on Leviathan's second phase
- The boss death sequences in 5-4 and 7-4 now heal the player for dramatic effect
- Fixed 5-4's second phase music not playing
- Added a +DOWN TO SIZE style bonus for parrying Leviathan
- Fixed Leviathan's projectiles not working on Harmless difficulty
- Fixed Leviathan not dying when using the Kill All Enemies cheat in its first phase
- Fixed 5-S's terminal not being lit by outdoors lights
Heresy:
- The player can no longer pick up an intangible object by punching the top of a chain-carried coffin in 6-1
- Fixed the coffin chains clipping through the ceiling on the roof of the 6-1 chapel
- Fixed the 6-2 boss door opening too slowly
- Changed the skull above the P-2 door into a 3D model
- Moved a lamp in P-2 slightly to allow for speedrunning setups
- Fixed multiple out of bounds holes in the P-2 intro
Violence:
- 7-2 Tram station no longer has a pillar that enemies can walk through
- 7-3's music now pitches down correctly when marked for death
- Fixed Cerberi in 7-3 not infighting
- Fixed the ceiling bugged geometry of a doorway in 7-3
- 7-4 now functions properly with Clash mode
- Added a rain sound effect to the end of 7-4
- Fixed the 7-S screen no longer saying "Thank you" after completion
- Fixed the final checkpoint in 7-S not appearing
The Cyber Grind:
- Fixed the Cyber Grind starting wave not being automatically loaded on level restart
- Fixed the Cyber Grind terminal not playing music
- The Cyber Grind fog setting minimum is now locked below the maximum to avoid visual bugs
- Fixed Cyber Grind glow not being the correct color when starting from a wave above 25
Museum:
- Fixed the Museum bins only destroying one plushie per bin
- Fixed the Museum Swordsmachine having the wrong pose
- Fixed the Museum vinyl player not having a texture
- Fixed the Museum theater screen lowering altar being the wrong color
- Fixed the Museum rocket ride rings only being visible from one side
Sandbox:
- Fixed skull altars not being deletable in the Sandbox
- Updated some unupdated Sandbox spawn menu icons
Additions:
- Added Encore levels 0-E and 1-E
- Added per-material footstep and scrape sounds
- Added per-material environmental impact and scrape particles
- Added performance option for disabling environmental impact particles
- Added new death sequence
- Added new main menu
- Added new HUD
Level Changes:
- Reworked all levels in Act I and Act II to improve visual parity
- All levels now have a baked lighting system that greatly improves performance
- Each type of terminal now has a unique model
- Each type of altar now has a unique model
- Red and blue skulls and altars now have different carved symbols on them to help colorblind players
- Added an electric wall that can be dashed through in the dash tutorial
- Added two new secrets in 0-3 and 0-4 each
- Added visual noise effect when nearby Something Wicked for players who had difficulty hearing it
- Something Wicked now always runs once the player picks up the red skull
- Something Wicked's bestiary entry no longer shows what it looks like
- 1-1 Nailgun magnet tutorial now resets the blue Nailgun's ammo to maximum
- Changed the path to one of 1-2's soul orbs
- Changed the placement of one of 1-3's soul orbs
- 1-3 red skull path drop now ends in the opening hall instead of the blue skull path
- Added a shortcut to 3-2 (requires Alternate Nailgun)
- 3-2 Gabriel's axe throw now functions as one large projectile instead of two small ones
- 4-4's Whiplash Hard Damage tutorial has now been moved to the first dry arena in 5-1
- Added belly flop to 4-S
- Changed how the camera tracks the player in 4-S for easier distance gauging
- Changed how air momentum works in 4-S for easier precision platforming
- Stamina is now shown on wings in 4-S
- 5-2 and 5-4's water now deals a flat 20 damage and bounces the player upwards instead of dealing a non-lethal 50 damage and teleporting them back on ground
- Changed method for finding one of 5-3's soul orbs
- Leviathan now has a new phase
- Leviathan's projectile barrage is now a set pattern rather than randomized
- Leviathan's lunge is now properly parriable
- Added upside down city in 6-1
- Changed the hookpoint platforming segment in 7-4 into a tutorial for magenta attacks
- The 7-4 countdown length now depends on difficulty
- Updated 7-4 explosion sequence
Enemy Changes:
- Schisms now fire slower projectiles which connect to each other via damaging beams
- Radiant enemies now have a visual and sound effect for spawning or turning Radiant
- Radiant Idols now cause their target to become Radiant when destroyed, rather than when active
- Blessed enemies have a new visual effect to make them more distinct
- Gabriel's spiral swords no longer break on hitting the environment until launched at player
General Changes:
- Ground slam shockwaves no longer cost stamina
- Ground slam shockwave hold now has a delay to reduce chances off accidental use
- Ground slamming on airborne enemies will launch them downwards
- Player can now slam bounce by jumping off of enemies, even if the slam killed that enemy
- Increased the damage radius for ground slam
- Increased the radius for jumping off enemies
- Simplified punch exhaustion and made the arm HUD icon display it
- Added a cooldown for conductive objects to reduce extremely complex recursive conduction loops
- Bloodstains now account for curves, corners and edges, rather than staying flat and floating in the air
- HUD messages now scroll in quickly instead of appearing all at once
- The "Checkpoint" option in the pause menu is now disabled until the player has activated one
- Levels that have multiple checkpoints with the same name in the Teleport cheat menu will now have a number appended to differentiate them more easily
- Removed "Simple Nail Physics" performance option (now always on, since there's no downside to it)
- Reduced Cerberus radiance speed bonus from 1.5x to 1.35x
- Fixed options menu navigation for controllers
- Fixed Malicious Faces not taking initial impact damage from explosions when made vulnerable with gasoline
- Fixed Streetcleaner flamethrower flames not causing see-through enemy outlines effect
- Fixed Cerberus gibs not being deleted when intended
- Fixed gasoline particles causing inconsistent fill when hitting multiple enemy hitboxes on the same frame
- Fixed the HUD Background Opacity option not working on the Speedometer when using Classic HUD
- Speedometer now has options for horizontal only and vertical only
- Fixed 0-3 and 4-2 mid-level shops still playing/muting music
- Fixed Mannequins continuing to be parryable after landing from a launch on Brutal difficulty
- Fixed the Mover Arm breaking after letting go of a chess piece
- Fixed 7-S pond not getting stained
- Fixed Speedometer not taking into account objects the player is riding
- Fixed SRS Cannon firing absurd amounts of simultaneous cannonballs when using a Dual Wield powerup
- Fixed Sawed-On Shotgun playing the chainsaw spark particle effect during the core heat release animation
- Made Rocket Launcher hologram display slightly dimmer
- Made HUD weapon icon glow slightly dimmer
- Fixed slide particles being blue when the player has dodge frames stored but is not currently invincible
Additions:
- Added binds for swapping to each variation slot
- Added "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple times
- Added Speedometer in HUD options
- Added new higher resolution fire sprite
Weapon Changes:
- Hitting a tram with the JumpStart now causes it to accelerate instantly and move at double speed for 5 seconds
- Fixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching water
- Fixed JumpStart conduction through magnets and coins causing an unintended minimum damage override
- Underwater gasoline explosions are now sparser
- Underwater gasoline explosions can now only hit an enemy once per continuous explosion string
- Gasoline projectiles now ignore dead enemies
- Gasoline no longer burns away when No Weapon Cooldowns cheat is on
- Alternate Shotgun's launch direction can now be changed during hitstop
- Alternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same time
- Hitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldown
- Alternate Shotgun speedometer now also displays time left in the red hit cooldown
- Added colored lights to the Alternate Shotgun to make it easier to see which variation is being used
- Changed the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin's
- Increased style points gained with the Alternate Shotgun
- SRS Cannon now vibrates while charging the cannonball
- SRS Cannon secondary fire is no longer affected by the primary fire's cooldown
- Magnets can now again be broken with a ground slam
- Screwdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zero
- The visual motor spin speed on the Alternate Shotgun is no longer FPS-dependent
- Improved optimization on enemy gasoline fill effect
Enemy Changes:
- Malicious Faces and Soldiers lose their anti-explosion resistances when gasolined
- Radiant Soldiers no longer have their radiance speed boost applied twice
- Reduced Radiant Soldier speed boost from 2x to 1.5x
- Reduced damage of Ferryman lightning bolt from 50 to 35
- Ferryman lightning bolts now flash before striking
- Chargebacked lightning bolts can no longer deal damage to the player
- Ferryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attack
- Added hurt sounds for Virtues and Malicious Faces
- Drones, Virtues and Malicious Faces no longer bleed when damaged by fire
- Flesh Spawn no longer get set on fire when Flesh Prison/Panopticon does
- Flesh Prison/Panopticon now has the same resistance to sawblades as nails
- Cerberi no longer fall on Brutal difficulty while tackling or between two tackles
- Insurrectionists can now be killed by fire when gasolined
- Swordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectively
- Stalkers now take double damage from ground slams
- Stalkers can now be puppeted
General Changes:
- Slide speed particles are now blue when the player has stored invincibility frames
- 6-1 doors now open faster when the player is moving fast
- Unlocking the Drone Haunting cheat now displays a message to notify it has been unlocked
- Added a unique weapon icon for the other 7-S tool
- Hide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlay
- Shop music now gets muted if music volume is set to 0
- Malicious Face Sandbox prop is no longer only breakable with hitscan attacks
- Made FUPs more consistent in non-cardinal directions (If you don't know what this means, don't worry about it)
- Nerfed FUP speed to 60u/s (again, don't worry about it)
- Changed name of Last Weapon to Last Used Weapon to clear misunderstandings with Previous Weapon
- Blocked off the windows in the final hallway of 5-3
Fixes:
- Disabling blood and gore no longer causes some attacks to heal the player an incorrect amount
- Fixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave ends
- Fixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabled
- Fixed Filth, Strays and Schisms sometimes getting stuck in slowmo
- Fixed missing colliders in 7-4
- Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun
- 3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctly
- Fixed fire and Virtue beams no longer showing the outlines of enemies behind them
- Fixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-ranked
- Fixed temporary FOV changes getting stuck while sliding sideways
- Fixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped
- 1-3 boss terminal no longer mutes the level music
- Fixed gasoline exploding instead of burning in the 5-1 dry tunnels
- Fixed gasoline stains stretching when placed on some 5-2 geometry
- Fixed Gasoline stains showing on top of fire (though they may again appear buggy when placed on glass)
- Fixed Stalkers becoming intangible when forcepuppet is turned on
- Fixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting applied
- Fixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animation
- Magnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotated
- Fixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parries
- Fixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launch
- Fixed rockets not ignoring some body parts of dead Mannequins
- Fixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screen
- Fixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance building
- Fixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arena
- Fixed inconsistent enrage behavior with Cerberus when enraged with the Alter Arm
- Spawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or altered
- Fixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemy
- Fixed an untagged platform in 4-3
- Fixed ghost Drones not working correctly with Clash mode
- Guttermen can no longer open the door of the 7-2 building that houses the Alternate Shotgun
- Fixed inappropriate objects being outlined during 7-2 intro
- Fixed Knuckleblaster shells having enemy outlines
- Fixed the current wall jump amount not resetting when landing on a gasoline stain
- Fixed mis-tiled textures on the sides of stairs in one of the 7-1 arenas
- Fixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-mission
- Fixed "This enemy cannot be puppeted" pop-up sometimes going offscreen
- Fixed a bug that caused Size 2 fish to be catchable
Current Release
Build 22957324
Uploaded May 17, 2026
System Requirements
OS
Windows 10
CPU
2.4 GHz Dual Core Processor Or Higher
RAM
4 GB RAM
GPU
GeForce GTX 560 Or Equivalent
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run ULTRAKILL.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
3.4 GB
Build
22957324
Password: cracked-games.org
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View AllDownload ULTRAKILL for PC with a direct link or via torrent. Get the full version of ULTRAKILL for free. ULTRAKILL is a Action released by Arsi "Hakita" Patala.