The Wait of the World Update

[h3]MACHINES, WE KNOW YOU HAVE BEEN WAITING.
...YET... SO HAS HE.
ULTRAKILL PRIME SANCTUM 2 IS NOW READY FOR YOU:[/h3]

It features new music by Heaven Pierce Her (Hakita) as well as guest artist KEYGEN CHURCH
[previewyoutube][/previewyoutube]
You think you're ready? That's cute.
[h3]Why not relax and also take in new Secret Level 5-S while you're here?[/h3]

Our decidedly most chill secret level to date.

Because something tells us you're going to need it.
[h3]This update also contains Radiant Enemies:[/h3]
[previewyoutube][/previewyoutube]
They can be tested in Sandbox Mode currently and will eventually be used in the Cyber Grind and upcoming Encore levels with alternate enemy placements...
[h3]As well as the S.R.S Cannon (Green Rocket Launcher Variation)[/h3]
[previewyoutube][/previewyoutube]
Sam would be proud.
[h3]And... The Developer Museum.[/h3]

Created entirely by (paid) ULTRAKILL community developer Vvizard, this massive structure houses many halls, many balls, a working movie theater, an aquarium... and maybe even some secrets.

It was designed and built as a testament to ALL of the talented people who have contributed work to ULTRAKILL over the years, and we hope you enjoy exploring it much more than a simple credits screen.

But enough about that....
[h3]REMEMBER:[/h3]
STAY VIGILANT
And most importantly
[h3]H_A_V_E _ F_U_N[/h3]
New Limited Edition shirts are now available at NewBloodStore.com
*Please only purchase if you have beaten P-2*

We're sure there may be some small updates necessary after this - but rest assured...
We will soon be diving head first into:
[h2]LAYER 7: VIOLENCE[/h2]

FULL PATCH NOTES:
Additions:
- Added P-2
- Added 5-S
- Added the developer museum
- Added rocket launcher variation "S.R.S. Cannon"
- Added radiant enemies
- Added modifier arm for the Sandbox
- Added controller rumble
- Added "outline thickness" option to Enemy Silhouettes
- Added shine setting for custom weapon colors
- Added console command "input mouse sensitivity" to allow setting mouse sensitivity with decimals
- Rewrote shaders for better performance
- Rewrote bloodstain shaders for much better peformance
- Rewrote assetbundle system for faster level loads and removed the loading screen from the game's start
- Enemies hidden behind Virtue beams will now be visible via outlines
- Added a faint transparent light shaft to Virtue insignias as they are winding up to better show the range of the beam
- Falling Malicious Faces can now break Idols
- Streetcleaners now explode when splattered (ie. death from fall damage)
- Cyber Grind high score is now visible in the level select
- Slightly moved a doorframe in 0-1 to stop it from getting in the way for speedrunners
- Added a broken terminal to the 5-3 exit
- Added warning for custom Cyber Grind patterns disabling high scores
- The tutorial will now force the player to equip the Feedbacker if they have no arm that can punch equipped to avoid softlocks
- In the exterior areas of 5-2 and 5-4, lightning can now periodically strike enemies that have nails, magnets or a screwdriver attached
- Parrying an attack now restores player to full stamina
- Parrying a Ferryman will now summon a lightning bolt to his position (does not damage the player)
- Ferrymen can no longer be damaged by other enemies (excluding reflected attacks such as parried projectiles and chargebacks)
- Enemies that predict enemy movements will now correctly attempt to predict player position when riding a rocket
- Malicious Faces can now use their beams to try to snipe a rocket the player is riding on
- Alternate Revolver's primary fire cooldown is now seperated per variation
- Alternate Revolver's primary fire cooldown now resets when the gun is cocked instead of when it's ready to fire
- Whiplash can now only carry a maximum of 5 rockets simultaneously
- Whiplash can no longer carry ejected cores
- Changed the phase change health threshold for a non-boss Hideous Mass from 10 to 20
- Insurrectionists can no longer die from passive fire damage
- Insurrectionists will now only pull themselves to their boulder after an air stab if the boulder has connected with a surface
- Cybergrind laser grid no longer kills Mindflayers
- Removed the ability for Idols to swap between targets that have the same priority rank on Violent difficulty and above
- When attached to a Flesh Prison, magnets will no longer pull towards the enemy's center instead of the magnet's
- Tweaked the final arena of 4-3 to account for recent enemy balance changes
- Reduced 4-3 S rank style requirements from 18000 to 17000
- Fixed a memory leak caused by Sentries with outlines
- Fixed Ferryman spawning at the wrong vertical coordinates in the Cyber Grind, sometimes causing them to die instantly
- Controller navigation for the act 2 level select fixed
- Fixed pausing and unpausing while using a shop breaking arms and/or whiplash
- Fixed loading popup appearing behind P-1 level select
- Fixed a bug where jumping, sliding and unsliding while still close to the ground would cause the jump height to be multiplied (dive and USJ are unaffected)
- Fixed a bug where riding a rocket could clip through a thin wall if there's another thin wall right behind it
- The coin hitbox size increase caused by V2 2nd shooting it no longer stacks when punched
- Fixed broken door colliders in the pool room in 4-3
- Fixed burning enemies causing extra kills when dying from fire after the player activates a checkpoint that stores their state
https://store.steampowered.com/app/1229490/ULTRAKILL/
Follow Development: twitter.com/ULTRAKILLGame
Join us: Discord.gg/NewBlood