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ULTRAKILL News

Patch 16d Changelog

  • 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

Patch 16c Changelog

  • 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

Patch 16b Changelog

[h3]General:[/h3]
  • 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


[h3]Weapons:[/h3]
  • 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


[h3]Arms:[/h3]
  • 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


[h3]Enemies:[/h3]
  • 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


[h3]Levels (General):[/h3]
  • 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


[h3]Prelude:[/h3]
  • 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


[h3]Limbo:[/h3]
  • 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


[h3]Lust:[/h3]
  • 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


[h3]Gluttony:[/h3]
  • 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


[h3]Greed:[/h3]
  • 4-3 no longer has the wrong Railcannon meter graphic
  • Fixed gaps in 4-4's secret room walls


[h3]Wrath:[/h3]
  • 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


[h3]Heresy:[/h3]
  • 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


[h3]Violence:[/h3]
  • 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


[h3]The Cyber Grind:[/h3]
  • 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


[h3]Museum:[/h3]
  • 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


[h3]Sandbox:[/h3]
  • Fixed skull altars not being deletable in the Sandbox
  • Updated some unupdated Sandbox spawn menu icons

Revered FPS game Ultrakill just got a visual and technical overhaul for free

Ultrakill is easily one of the greatest boomer shooters on Steam. The fast-paced, incredibly violent FPS isn't even out of early access yet, and it already has an eyewatering 132,000 user reviews sitting at a staggering 97% positive rating. That's a feat most games can only dream of. Now, after almost a year of work, the game looks and plays better than ever thanks to a big free update.


Read the rest of the story...


RELATED LINKS:

Two of the best-reviewed FPS games in Steam history are finally together

Classic boomer shooter hits 100,000 reviews, still rated 98% positive

Beloved boomer shooter is suddenly surging on Steam

The ULTRA_REVAMP Update

[h3]Machines, it has been awhile indeed.

But what stands before you is a complete visual and technical overhaul of ULTRAKILL.

Worked upon for nearly a year.

BEHOLD: [/h3]

[previewyoutube][/previewyoutube]
And yes, your ears do not deceive you. That's the mighty KING GIZZARD AND THE LIZARD WIZARD you're hearing. As we've added not ONE, not TWO, but THREE songs from The Gizz into ULTRAKILL. (Available for your listening pleasure in the Cyber Grind.) Thanks, Lads!


[h3]Now you may have some questions![/h3]

[h3]Why did we do this?[/h3]

Well you see, much of ULTRAKILL's codebase was very messy, especially the enemy behaviors. So much so that not only would it make it harder for us (and modders) to work on the game in the future, but even for us to do some of the new things we wanted to do in Layer 8.

So we (Pitr, Heckteck, and the New Blood programming team) decided to rewrite (revamp) it!
https://youtu.be/p9wWGd5r4us?si=gaYA9vT08bb7eB1a
While some of this work is STILL IN PROGRESS - we didn't want to put off development of Layer 8 any longer so the full enemy rewrites will be rolled out later in order for Hakita and co. to work on Layer 8 at the same time. You're welcome.

And knowing this would take a long time, Hakita and Victoria decided to use that time to REVAMP a lot of the visuals from the previous layers to bring them up to par artistically to where the game has reached by Layer 7.

We think the results speak for themselves:

[previewyoutube][/previewyoutube]
Not only that, but some bits of this visual rework are technical marvels. For instance: LUST now has an actual 3D city beneath it!





https://www.artstation.com/artwork/elEgzJ


And while you won't notice a lot of the technical work that's been done under the hood of the game - what you WILL notice is the improved performance.

YES WE HAVE IMPROVED THE VISUALS OF THE ENTIRE GAME WHILE ALSO IMPROVING PERFORMANCE IN EACH AND EVERY LEVEL.


[h3]But is there any new playable content in this update?![/h3]

Indeed there is! Two Encore levels!


[h3]What are Encore levels?![/h3]

Encore levels, which you may previously thought of as mere replayable levels with radiant enemies... are now so much more.

They don't look anything like the levels they're based on, they don't play anything like the levels they're based on, and they're about 10x harder than the levels they're based on.

GOOD LUCK. (They only unlock once you beat all the base levels available the game)


And since you have been so patient waiting for this REVAMP, Hakita has decided to release these two Encore levels for you! (which he had time to work on while the programming team was working on their rewrites)

The rest of the Encore levels will be released as a post launch update (free of course) so look forward to that. Or don't because they're insanely hard. Harder than any level in the base game. Because that's the point of them. You've been warned.

And speaking of happy surprises to celebrate this momentous occasion - The Gabriel plushies from our friends at Makeship are abvailable to PRE ORDER... NOW!



We have reached a landmark deal with Makeship to produce tens of thousands of these little dudes - and they cannot sell out - so don't panic! Or do... from joy?!

Anyway...

[h3]What comes next?![/h3]

Well we imagine there will be an inveitable update for this update after we get feedback and testing from all of YOU... but after that?

[h3]AFTER THAT MY DEAR FRIENDS WE ARE FINALLY ONTO LAYER 8: FRAUD.[/h3]

[h3]And after that? THE GRAND FINALE![/h3]

[h3]After THAT?! THE ENCORE.[/h3]

[h3]And after that?! Well, let's not get ahead of ourselves.[/h3]

We still have much work to do. But thanks to this ULTRA_REVAMP - the work that still remains will only go more smoothly. Like butter, if you will.

Thank you for your patience over the last year and even moreso as we begin our work towards Layer 8 and The Grand Finale.

The end is in sight, machines...

See you again SOON™

-Big Dave on behalf of New Blood, Hakita and the ULTRAKILL Team

https://store.steampowered.com/app/1229490/ULTRAKILL/

Oh and don't forget we're having a New Blood anniversary sale!

Save big on ULTRAKILL and all our other games. We WILL be increasing the price of ULTRAKILL this year, so as usual - the SOONer you buy the MORE you save.



TL:DR
  • Full visual overhaul
  • Full technical overhaul
  • Improved performance
  • New Encore Prelude & Limbo levels
  • Layer 8 is next
  • OMG King Gizzard

>> FULL PATCH NOTES <<