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
- 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
Good luck. Have fun. Read on.
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General changes:
Added a "reduce HUD motion" option which disables the weapon and HUD from swaying with velocity
Level time leaderboards are now scrollable and will default to showing the user's own time (which is now also highlighted)
Added "Wind state" tech that allows for greater air control, activated via a non-damaging rocket jump, a walljump while diving, a dash extension or by dashing into an enemy step
Restored "Dash Extension" speedrun tech
Improved consistency of "duckboost" speedrun tech
Made "SSJ" speedrun tech framerate independent and prioritized over dash jumps
Added a blue hookpoint to the vent to the maintenance room in 8-2 when the player is upside down
Increased Dual Wield powerup duration in 8-2 secret arena from 30s to 90s
Updated "Event Horizon" and "The Fall" to match the updated mixes for the soundtrack
Added a music outro to the end of 8-3
Swapped mistaken "m" suffix on the Enemy Outline Activation Distance minor assist to "u" (units) for consistency
Added developer plushies for Aaron Burzynski, Kennady Ray, Rhiannon Mitchell and Vylet Pony
Weapon changes:
Magnets now work across portals
The player can now mount rockets by holding down the jump button while pulling a rocket with the Whiplash
Guttertank rockets are now rideable when pulled from below with the Whiplash, like normal rockets
Restored ability to shoot ridden rockets
Riding a rocket into an enemy now always causes a red explosion
Players can now keep the momentum of a rocket ride by performing a dive instead of a normal jump
Core Eject Shotgun's alt fire can now be fired immediately after the weapon is drawn
Core Eject Shotgun's alt fire can now be charged even while using the primary fire
Added a trail to ejected cores to make them easier to see and track
Core Eject and SRS Cannonballs can now be pulled in front of the player with the Whiplash and will inherit the player's velocity when done so
The Knuckleblaster's explosion wave now pushes player projectiles (Core Eject, SRS Cannonball) in the direction the player is aiming at
Sawed-On Shotgun no longer resets the melee chainsaw's durability when swapping to another weapon in the middle of sawing
Increased the sawblade/launched chainsaw's cooldowns between colliding with the same enemy multiple times
Hitting the environment will now instantly reset a sawblade/launched chainsaw's same enemy hit cooldown
The double damage boost from punching a sawblade/launched chainsaw now only resets upon hitting a second enemy (hitting the same enemy multiple times retains the bonus), instead of resetting when hitting the environment or entering a magnet's area of influence
Shotgun projectiles and nails no longer get pushed around by explosions
Nailbomb damage is now determined by the amount of nails at time of explosion rather than at time of impact
Reduced the amount of bonus damage the default Piercer alternate fire gains from coins
Firestarter oil now properly shoots from the middle of the screen when playing with centered weapons
Firestarter Rocket Launcher can now consistently spray oil and fire rockets simultaneously
Cannonballs and Screwdriver screws can now also break breakables
Enemy changes:
Reduced non-boss Swordsmachine phase change knockdown duration
Added a new Schism right in front of the player in the first encounter of 2-1 to incentivize the player to use the Knuckleblaster right away (and removed the single Stray from the second tower's interior)
Destroying an Idol or Deathcatcher now counts as a kill (levels with Idols and Deathcatchers have had their rank requirements updated to account for this)
Added a hint about being able to parry blessed enemies in the Idol bestiary entry
Reduced non-boss Mirror Reaper's health from 80 to 70
Mirror Reaper's vertical swings can no longer hit a sliding player
Mirror Reaper hands can now heal the player on break
Mirror Reaper hands can now be parried with the Feedbacker, launching them in the aimed direction and dealing damage to any enemies they hit
Mirror Reaper hands now instantly break when punched with the Knuckleblaster
Mirror Reaper toxic projectiles can now be broken with the Knuckleblaster shockwave
Providences now laugh at the player when dodging or detaching the Whiplash
Virtues, Providences and Powers now take extra damage from the Attractor Nailgun
The 8-3 Heart Chamber pit now instantly kills juggled Powers and will teleport non-juggled Powers back to their spawn position with some damage
Increased Power turn change retaliation grace period from 0.5s to 1s
Geryon's heart is no longer animated during its death sequence
Radiance speed boost no longer affects the Mindflayer death explosion delay
Reduced Sisyphean Insurrectionist radiance speed bonus from 1.5x to 1.25x
Reduced Hideous Mass radiance speed bonus from 1.75x to 1.5x
Reduced Providence radiance speed bonus from 2x to 1.5x
Reduced Providence radiance health bonus from 2.5x to 2x
Added a +STOMPED style bonus when an Sisyphean Insurrectionist lands on an enemy
Added a +RAISON D'ETRE style bonus when the Earthmover explodes
Cyber Grind changes:
"Uncommon" enemy spawns can now only use up to half the total point count per wave in the Cyber Grind
The Cyber Grind can now only spawn a maximum of one Mirror Reaper per wave
Mirror Reapers now only spawn in when the player is halfway through a Cyber Grind wave
Deathcatchers in the Cyber Grind now activate 33% of the way through a wave and are protected by a cage until 75% of the way through
Fixed "special" enemy spawn cost increase not working in the Cyber Grind
Fixed Providences and Powers sometimes spawning at ground level in the Cyber Grind
Made Power spawn animation shorter in the Cyber Grind
Bugfixes:
Fixed common OOB bugs with moving and/or rotating portals
Fixed Bloodstain Chance option not working
Fixed the JumpStart zap not working correctly
Screwdriver screws no longer get stuck on mid-air gibs
Fixed jump timing issues with slam and slam storage making it more difficult than it should be
Fixed chargebacks not ignoring idoled enemies
Fixed falling Malicious Faces and Sisyphean Insurrectionists being able to break Idols and Deathcatchers through cages
Sentries no longer start chasing the player if they already have line of sight
Fixed Stalkers no longer chasing the player if they have no other valid targets
Fixed Powers causing being unable to teleport to the player and causing large performance drops after losing line of sight
Fixed the player going through ceilings by mounting a rocket
Fixed a bug that caused Filth, Strays and Schisms to sometimes survive without a torso
Launching a Mindflayer with the Knuckleblaster during their death animation no longer causes a beam to get stuck in the air
(Hopefully for real this time) 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 emissive objects not showing through fog
Fixed light rays not fading out properly when in fog
Fixed the intended 0-1 and 0-2 OOBs not working properly
Fixed an occlusion issue causing the skybox to be visible between the pipes in 0-2's first hallway
Fixed the level title drops in 0-4 and 5-2 appearing too early
Improved the colliders in the 0-5 arena's corner decorations to reduce possibility of the player clipping inside them
Fixed a statue base in 1-E being unlit
Breaking the windows in the 2-3 arena no longer causes the Streetcleaners to spawn in if Disable Enemy Spawns is enabled
Fixed an issue with 2-4's exit door when Disable Enemy Spawns cheat is enabled
Fixed the rain not showing up on the outdoors areas of 5-2 and P-2
Fixed the timer not stopping on boss death in 7-1
Fixed the second Earthmover in 7-4 not being visible
Fixed rockets sometimes colliding with the portals in 8-2's U-Shaped Hallway
Fixed an OOB spot before the Supermarket Shutters arena in 8-2 if the player is upside down
Fixed two pillars being offset from the wall in 8-3 Shifting Arena
Fixed the split color door room title drop in 8-3 activating even if the player isn't in the room yet
Fixed a collider issue that stopped the player from going back after entering the 8-3 Dimensional Arena
Fixed the room opening animation in 8-3's final section breaking if the player grabs the checkpoint before it completes
Fixed the grates for the spotlights in 8-4's outro being the wrong way around and causing players to get stuck out of bounds after jumping through
Fixed the walls next to the exit in 8-4 not appearing
Fixed a hedge in the Museum opening exterior having the wrong type of collider on it
Fixed some typos in the credits museum
Fixed Sandbox saving breaking after a few saves
Fixed a bug that caused Size 2 fish to be uncatchable
If you got this far then you deserve to know we're re-releasing a limited number of the Mondo style poster prints! (not numbered this time so they're a bit cheaper) Hope you get one!
[img src="{STEAM_CLAN_IMAGE}/36701673/da47e5325a241ef4dfe3fd2eafa9afd29c5a973c.jpg"]
[dynamiclink href="https://store.steampowered.com/app/1229490/ULTRAKILL/"][dynamiclink href="https://store.steampowered.com/bundle/11357/The_New_Blood_FPS_Trilogy/"]
- 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
MACHINES, WE HAVE A HOTFIX FOR YOU
But before we get to the patch notes, I just wanted to take a second and say WOW.
The release of Ultrakill: Layer 8 - Fraud was HUGE.
We had nearly 72,000 people playing the game at once. Nearly triple the amount of players we had for the launch of Layer 7 - Violence or the ULTRA_REVAMP last year.
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More than giant multiplayer games like Apex Legends and Helldivers 2.
{STEAM_CLAN_IMAGE}/36701673/0ff06e6da67cb1cc7d178cd37a329c8bef6e6f2c.png
Crazy.
We also launched some new merch...
Including MINOS PRIME PLUSHIES!
https://i.imgur.com/XSUKUxG.png
Don't wannt buy stuff?! Well we're also having a giveaway!
https://i.imgur.com/jNUqdJu.png
Wanna know where all our money is going?!
CHARITY!
https://i.imgur.com/Pjn2puv.png
Here's some final notes from Hakita:
- THE SPOILER WINDOW IS UP TOMORROW!
HOPE YOU HAVEN'T BEEN POSTING ANY SPOILERS THIS PAST WEEK ːbigjohnː - The Fraud Soundtrack will be be out TOMORROW on Youtube and Bandcamp!
- Another hotfix is coming SOON™ with even more improvements!
{STEAM_CLAN_IMAGE}/36701673/9be44ab4e7de4f2c24065e324eec0557704cf6c8.jpg
Thank you for making New Blood's 12 Year Anniversary something to truly celebrate ːleatherneckː
*Cheers*
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Full Patch Notes
General changes:
- General optimizations
- Added invisible colliders behind any open-ended portals in order to assist with portal occlusion as well as catch players who phase through without traversing
- Made tweaks to some Fraud encounters for a smoother difficulty ramp
- EnviroGibs are now instantiated asynchronously to reduce CPU strain on explosions
- (Hopefully) greatly reduced out of bounds issues caused by portals
- Pink hook points are now spawnable in the Sandbox
- Secondary Alternate Shotguns during dual wield as well as hits on Idols and Deathcatchers no longer count towards the yellow hit cooldown
- Added a menu for manually removing level times from the leaderboards
- The game now disallows and automatically removes 0:00.000 times from the leaderboard
- Piercing hitscan attacks that can break a breakable object will now correctly pierce through it instead of being stopped by it
Enemy changes:
- Increased time between idle Providence dodges and changed them from double dashes to single dashes
- Providences that move backwards due to the player being too close no longer change altitude while doing so to make them easier to melee
- The beams of parried Providence projectiles now damage enemies and no longer damage the player
- Time between Deathcatcher pulses now increases per difficulty (Brutal keeps the original 5 seconds)
- Made puppets transparent and rim-lit in order to make them more easily differentiated from important enemies
- Puppeted Cerberi no longer enrage
- Puppeted Providences no longer spawn hookpoints on death
- Radiant Deathcatchers now create radiant puppets
- Deathcatchers can no longer puppet Idols in the Cyber Grind
- Fixed the Deathcatcher terminal model heartbeat animation
- Reduced Mirror Reaper damage taken from nails, sawblades and fire
- Increased Mirror Reaper boss version health from 100 to 120
- Fixed Mirror Reaper not being able to navigate if spawned into other levels
- Removed Mirror Reaper projectile barrage speed increase on out of reach players if in the Cyber Grind
- Mirror Reaper hands can now be damaged and destroyed with non-explosive attacks
- Added spawn effect and animation for Mirror Reaper outside of 8-2
- Reduced damage dealt to enemies by toxic clouds and pools
- Added a sound effect when Mirror Reaper lands a swing
- Mirror Reaper projectiles can now be destroyed with other projectiles
- Mirror Reaper no longer spams errors while blinded
- Made Powers 5% slower
- Added boss health bars for the first three Powers in order to make their functionality easier to understand
- The Cyber Grind laser grid no longer kills Powers
- Fixed bug where enemy projectiles could still deal friendly fire damage to Powers
- Increased Geryon's health from 130 to 180
- Made Geryon's aggression increase in the fight's second half more pronounced and divided the health bar into two phases
- Increased the amount of heat buildup Geryon gets from using its proximity explosion
- Increased blood spray on Geryon's death
- Geryon death cutscene no longer plays if it dies after the player dies
- Fixed Geryon's blue beams not resetting on checkpoint restart
- Gabriel's teleport effect is now yellow when enraged
Level 8-1 changes:
- Added jump pads to the pit in the final arena of 8-1 to assist players who fall off
- The portals in 8-1's final arena are now disabled while the player is far away to reduce unnecessary rendering
- Player no longer softlocks if they reset to checkpoint after opening the exit door in 8-1
- Fixed 8-1's terminal displaying 7-1's Tip of the Day
Level 8-2 changes:
- Added a checkpoint in 8-2 between the Upside Down Hall and Perpendicular Hall
- Edited the 8-2 second floor to place the shop directly opposite the maintenance room
- Added a light shaft to the crevice after the 8-2 Guttertank encounter to help guide players forward
- Desks in the Mirror Reaper arena are now breakable
- Reduced amount of Virtues spawned by a secret in 8-2 from 3 to 2
- Fixed the player getting stuck in 8-2's Upside Down Hall and Perpendicular Room if entering upside down
- Fixed a wall collider in 8-2 Upside Down Hall not being tall enough
- Increased the size of the 8-2 Upside Down Hall gravity change triggers
- Fixed the 8-2 Mirror Reaper arena not locking its door
- Fixed a typo in the 8-2 evaluation board
- Fixed 8-2's blue skull mirror reappearing if player places the blue skull back down after activating the Guttertank sequence
Level 8-3 changes:
- Increased time between rotations in the 8-3 Clockwork arenas by 2 seconds to slightly reduce disorientation
- Fixed a hitch when the final song of 8-3 starts playing
- Fixed a bug in 8-3's opening sometimes showing out of bounds
- (Hopefully) fixed a bug where the player could get stuck if partially intersecting the lava while it moves in 8-3's Clockwork Lava room
- Removed the second Virtue from 8-3 Clockwork Rotator room
- Removed the second Mannequin from second 8-3 Space Street encounter
- Added a terminal to the first Power encounter
- Reduced damage dealt by falling off in the final section of 8-3 from 50 to 10
- Rockets now have infinite fuel while ridden in the final section of 8-3
- Modified the space asteroid sound
- Renamed 8-3 "Hallway" into "Folded Hallway" for clarity
- Slightly moved the portal exit in 8-3 Folded Hallway to remove a thin gap
- Fixed Mannequins sometimes getting stuck on the stairs in 8-3 Dimensional Cave
- Fixed player getting softlocked if they fall out of bounds in 8-3 before getting a checkpoint
- Fixed 8-3 Dimensional Cave sometimes getting the player stuck on the wrong side after completion
- Fixed small gaps in the corners of 8-3 Dimensional Deathcatcher
- Fixed softlock if the player restarts to checkpoint after entering the 8-3 looping garage, but before grabbing the checkpoint there
- Added more level name drops in 8-3
Level 8-4 changes:
- Altered the 8-4 arena transition
- Added a Cutscene Skip for 8-4 replays to go directly from activating the elevator to combat
- 8-4 arena edges no longer deal damage to the player, only bouncing them back
- Added an Advanced Options for making the 8-4 arena static
- Fixed a ceiling in 8-4's intro not having collision
Bugfixes:
- Fixed a bug where disabled doors would lock themselves if the player fell out of bounds, sometimes softlocking the player in 8-2 and 8-3
- Fixed 7-S using the wrong blood system, making the bloodstains uncleanable
- 9-1 no longer shows as unlocked when it isn't
- Fixed resetting to checkpoint sometimes causing the player to be looking in the wrong direction
- Fixed audio bugs caused by sounds that have 0 pitch
- (Hopefully) fixed a bug where very low end computers get a lot of pink textures
- The game no longer crashes if the player restarts a level while firing spraying oil
- Dual wielding the Firestarter no longer causes oil ammo to deplete faster
- Fixed a bug that stopped the Piercer revolver charge shot from splitting on coins if the coin had no target
- Fixed coins not bouncing the correct amount from coin punches
- Fixed enemy hitscan attacks not being able to explode rockets the player is riding on
- Fixed the Alternate Shotgun being unable to hit a rocket the player is riding
- Fixed rocket weaknesses not being applied by rockets hit with the Alternate Shotgun
- Doors that open faster based on player movement speed now also take into account rocket riding
- Fixed the maximum range on coins for targeting rockets and cores not working
- Various JumpStart fixes
- Fixed bloodstains that have landed on moving objects not moving with the objects
- Fixed bug that caused puppeted Powers to sometimes turn into Dual Wield Powerups
- Fixed Brutal difficulty Schisms aiming at the player's feet instead of their head
- Fixed Malicious Faces no longer being shotgun parryable
- Fixed Cerberus not swapping to a damaged model and texture at half health
- Fixed Providences not shooting at the player if the player is on the other side of a portal
- Fixed Mindflayers not tracking the player if they haven't gotten line of sight
- Fixed a Mindflayer not following the player into the P-2 tunnel, softlocking the level
- Fixed 0-1 Malicious Face not having the correct amount of health
- Fixed 4-2 Sisyphean Insurrectionist not having the correct amount of health
- Fixed 6-2 Gabriel counting as a kill
- Fixed 6-2 Gabriel not using his second phase taunts
- Fixed the first Hideous Mass in 1-E having the wrong amount of health
- Fixed the Ferryman always instantly cancelling its uppercut into a normal attack, causing it to never happen
- Fixed Drones not automatically dying after a couple seconds if they don't hit anything while dying
- Fixed Sentry chargebacks being inconsistent
- Fixed Brutal difficulty Sentries not cancelling their second shot when launched after the first
- Fixed coins aiming at Insurrectionists' boulders
- Fixed coins not aiming at parts of the Earthmover Defense System
- Fixed Flesh Prison / Flesh Panopticon's black hole not disappearing on death
- Fixed Minos Prime's attack cooldown not working
- Fixed Sisyphus Prime not using his AOE explosion attack
- Fixed a bug that caused Sisyphus Prime to use the same secondary attacks multiple times in a row
- Fixed Sisyphus Prime not correctly teleporting above the player for the air stomp attack
- Fixed Sisyphus Prime jittering when performing secondary attacks at ground level
- Fixed the player being able to jump twice in quick succession to perform a mid-air jump
- Fixed the title of the song "Mirror Rim" showing up in the Cyber Grind music menu as "No Devil Lived On"
- Fixed the revolver beam sometimes breaking when hitting a Power at point-blank range
- Fixed the Spawner Arm preview silhouettes showing vertex colors instead of always being standard blue
- Fixed the player not being in terminal use mode when looking at the upper third of the terminal (as a temporary solution, terminal use mode is now proximity-only)
- Fixed some lighting effects in 0-3 not working correctly
- Fixed Earthmover eyes not being visible in the 7-2 skybox
- Fixed a bug that caused the Size 2 fish to not appear in recent changelogs
https://store.steampowered.com/app/1229490/ULTRAKILL/
- 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
Current Release
22957324
Uploaded May 17, 2026
System Requirements
How to Install
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
3.4 GB
22957324
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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.