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ULTRAKILL News

The Sandbox Update

Hey Machines, have you ever wanted to just play around with all of your weapons and all of the enemies that the world has on offer, without any of that pesky Campaign or Cyber Grind getting in the way?!

Well, now you CAN!

[h3]Introducing... The Sandbox![/h3]
[previewyoutube][/previewyoutube] Thanks, Garry.

The Sandbox is just that, a playground for you to test anything and everything in ULTRAKILL.

Neat, huh?

You know what else is neat?

[h3]MULTIPLE SAVE SLOTS:[/h3]

[h3]AND BOSS ABILITY COOLDOWN BARS![/h3]

This will allow you to see what bosses like V2 and Flesh Prison are planning to do right before you fuckin'

*We've also made a good amount of tweaks and changes you can see below.*

And be sure to tune into Realms Deep 2021 T O M O R R O W to get a FIRST LOOK at Layer 5: WRATH.





See you there, Machines...

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FULL PATCH NOTES

Additions

  • New Sandbox level (available from the shop)
  • Multiple save slots (available in the General options)
  • Added secondary boss bars
  • Flesh Prison: displays time until the next heal
  • V2: displays patience
General changes

  • Burning enemies now take 150% damage from all attacks
  • Countdown before a Stalker can explode itself increased from 3 seconds to 5
  • Streetcleaners now have a blue flash instead of a yellow one to signify that their flamethrower attack is unparriable
  • Added a tutorial tip to 1-2 that explains that blue flash attacks are unparriable
  • 4-4 Whiplash tutorial tips are no longer timed and are instead disabled by triggers
  • Whiplash no longer auto-aims to Malicious Face corpses
  • Punches now reset rotation quicker to no longer block the HUD for a long time after a punch to the side
  • Spawning undroppable items (skulls and torches) with the spawner arm will now also create an altar to put them down on
  • Updated music for 4-1 and 4-4
Nailgun changes

  • Greatly decreased the amount of time it takes to be able to shoot when switching to any variation of the Nailgun
  • Attaching magnets to a Stalker will reduce the splash radius of its sandification explosion (0.75x for 1, 0.625x for 2, 0.5x for 3)
  • Nailgun's firerate is no longer slowed down when playing at a low framerate
  • Magnets attached to enemies no longer have a damage penalty
Sisyphean Insurrectionist changes

  • Insurrectionist's attacks are now parriable: Punching his boulder with the feedbacker mid-attack will momentarily turn it into a cannonball
  • Added distinct spawn and death sounds to make Insurrectionists easier to keep track of in the Cyber Grind
  • Insurrectionist's attacks have been slowed down to make parrying possible
  • Insurrectionists can no longer be damaged by enemy explosions
  • Insurrectionists now take up 2 Cyber Grind special enemy tokens instead of 1, meaning spawning an Insurrectionist costs as much as 2 Mindflayers
  • Greatly reduced Insurrectionist's amount of bleeding when not on fire and increased bleeding when on fire
  • Insurrectionists will now play hurt sounds when on fire
  • To explain the Insurrectionist fire changes: Burning an Insurrectionist will now work as an opening for dealing big damage rather than just dealing big damage by itself. This is to stop players from setting Insurrectionists on fire and then running away until they die from the passive damage. The changes to bleeding and hurt sounds are to make the importance of using fire against Insurrectionists clearer and more intuitive.
Bugfixes

  • Improved performance on 2-2 and 4-4
  • Vertexlit enemies will now check for outdoors lighting zones
  • Virtue's cannonball effect when launched after death with a feedbacker punch now works correctly
  • A coin's style multiplier will no longer exponentially increase when punched into the environment causing the game to grant points for the equivalent of thousands of coin shots
  • Fixed an issue where some of the Insurrectionist's attacks could go through walls
  • Scrolling through enemy files is now absolute rather than relative, meaning large enemy files will no longer cause large skips when scrolling
  • Fixed a bug where combat music wouldn't start when the player spawned an Insurrectionist with the spawner arm
  • Fixed coins persisting through checkpoint restarts
  • Fixed secret dual wield powerups not respawning on checkpoint restarts if the player hasn't already found them
  • 4-3 Tomb of Kings lantern can no longer be lit through the closed door with an explosion
  • Can no longer clip outside the 4-4 boss arena by riding the rising columns up
  • Can no longer stop the 0-1 timer from starting by picking up the revolver and running to the glass floor room before the logo disappears
  • Restarting from the final 1-1 checkpoint will no longer keep the preceding room despawned
  • Fixed a rare case that would cause the player to go into a perpetual falling loop at the start of 2-1 by not respawning the intro tunnel after falling into a pit
  • 4-2's red skull arena will now still start even if the player enters from the side
  • Fixed a bug where Insurrectionists would sometimes still keep jumping even if the blind enemies cheat was turned on
  • Can no longer fall perpetually while slamming on the 2-2 dinner table
  • Main menu background will no longer be black after finishing 4-4
  • Insurrectionists will no longer die instantly when spawning in the Cyber Grind's jump pad pit pattern
  • Fixed one of the enemy spawn triggers in 4-1 not failing the challenge
  • Fixed V2 getting stuck if knocked down ontop of one of the lanterns during the phase change

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

Patch 7 Hotfix Changelog

  • Fixed Prime Sanctum levels getting locked again if the player makes progress in the game on the same difficulty
  • Hideous Mass harpoon can no longer hit the player if they're touching its tail when it teleports back due to having not hit anything
  • Fixed OOB issues in 4-3
  • Fixed Mysterious Druid Knight sometimes not resetting due to checkpoint order shenanigans
  • Renamed 4-3 teleport rooms to be more descriptive
  • Fixed multiple issues caused by jumping over the 4-4 checkpoint between the V2 phases
  • Fixed an issue where Malicious Faces, Cerberuses and Hideous Masses lost their sandification visual when changing texture if Outline Only enemy silhouettes were turned on
  • Player should no longer be able to slide out between the blinds in 4-4
  • Fixed the Whiplash pull sound continuing to play while paused
  • Reduced 4-2 Insurrectionist's health from 120 to 90
  • Increased Insurrectionist's attack cooldown on Violent from 1 second to 1.5 seconds
  • Reduced Insurrectionist's attack speed multiplier on Violent from 1.5 to 1.25
  • Fixed an issue where Insurrectionist would jump even if Blind Enemies cheat is turned on
  • (Hopefully) fixed an issue where Insurrectionist would jump into the air and never fall down
  • Fixed an issue where Streetcleaner canisters would appear floating above the 4-2 desert when shot
  • V2 can no longer be instakilled with an explosion that deflects all his projectiles back into him
  • Fixed a z-fighting issue with the 4-2 red skull's glass case
  • Fixed a bug with level end doors not opening when a checkpoint gets activated at the start of their opening animation
  • Fixed Whiplash's inspect animation not playing if the player is directly on top of it when it spawns

Patch 7: GREED Update Patchnotes

Additions:
  • Added Greed layer (excluding secret mission)
  • Added new arm "Whiplash"
  • Added Dual Wield Powerup
  • Added new enemies "Virtue" and "Stalker"
  • Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
  • Added "Subtitles" option to the Audio options menu
  • Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
  • Added new Act transition from 3-2 to 4-1
  • Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
  • Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
  • Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
  • Updated enemy files to make their strategy sections more useful
  • Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
  • Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
  • Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
  • Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
  • Added special style point bonuses for advanced ricoshot variations
  • Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
  • Updated explosion visuals
  • Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
  • Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
  • Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
  • Drones will no longer chirp while suicide diving to make it clearer they're already dying
  • Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
  • Can now strafe slightly while sliding
V2 Changes:
  • New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
  • V2's movement speed now has additional possible debuffs to make healing slightly easier:
  • Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
  • Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
  • Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
  • Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
  • V2 will no longer miss shots if the player is close enough to be between V2 and their gun
  • V2 will no longer try to move towards the player even if already touching them
  • V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
  • Added 4 new official patterns
  • Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
  • Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
  • Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
  • The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
  • If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
  • Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
  • Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
  • Fixed Cancerous Rodent not gibbing when killed
  • Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
  • Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
  • Fixed explosions launching gibs too fast, causing them to clip out of map
  • Somehow made the game even cooler

LAYER 4: GREED

[h3]MACHINES, WHAT DO YOU... DESIRE?

IS IT FAME?

FORTUNE?

No... YOU WANT... BLOOD[/h3]

[previewyoutube][/previewyoutube]
[h3]Do you also want a grappling hook?[/h3] Good, because you're gonna get one.

[h3]You're also gonna get the DUAL WIELD POWERUP.[/h3]

Pick up more than one? QUAD WIELDING.



Where do the extra arms come from?

STOP ASKING STUPID QUESTIONS.



Now, in addition to the TWO NEW BOSS FIGHTS (Including a showdown with V2)

[h3]There's also two new enemies to add to the CHAOS. "Virtue" and "Stalker"[/h3]

They've also been added to the Cyber Grind.



Speaking of the Cyber Grind, we've added FOUR new patterns. (and reset the leaderboards)

PLUS the ability to start at a higher wave. If you're LAZY. (and have a high enough score)



Oh, also merch is back in stock. Use code GREED to save 10% at checkout.



[h3]Time to get that GREEN, machines.[/h3]


[h3]FULL PATCH NOTES[/h3] Additions:
  • Added Greed layer (excluding secret mission)
  • Added new arm "Whiplash"
  • Added Dual Wield Powerup
  • Added new enemies "Virtue" and "Stalker"
  • Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
  • Added "Subtitles" option to the Audio options menu
  • Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
  • Added new Act transition from 3-2 to 4-1
  • Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
  • Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
  • Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
  • Updated enemy files to make their strategy sections more useful
  • Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
  • Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
  • Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
  • Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
  • Added special style point bonuses for advanced ricoshot variations
  • Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
  • Updated explosion visuals
  • Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
  • Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
  • Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
  • Drones will no longer chirp while suicide diving to make it clearer they're already dying
  • Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
  • Can now strafe slightly while sliding
V2 Changes:
  • New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
  • V2's movement speed now has additional possible debuffs to make healing slightly easier:
  • Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
  • Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
  • Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
  • Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
  • V2 will no longer miss shots if the player is close enough to be between V2 and their gun
  • V2 will no longer try to move towards the player even if already touching them
  • V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
  • Added 4 new official patterns
  • Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
  • Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
  • Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
  • The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
  • If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
  • Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
  • Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
  • Fixed Cancerous Rodent not gibbing when killed
  • Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
  • Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
  • Fixed explosions launching gibs too fast, causing them to clip out of map
  • Somehow made the game even cooler

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

Patch 6 Hotfix #2 Changelog

    Fixes:

  • Fixed the CRT texture on the Cyber Grind shop
  • Fixed a bug where scrolling through weapons backwards with scrolling weapon switch set to "Both" would only scroll through the first and last weapon
  • Scrolling through weapons when set to "Both" will now ignore Remember Last Used Variation
  • Fixed a tagging error on one of the death pit zones around the mouth door at the end of the spinal staircase in P-1 that would allow players to float in midair
  • Main menu's social media buttons no longer only work at the edges of the button
  • Fixed the charge shot of the alternate revolver still hitting a coin even if all its hits have been drained

    Auto aim fixes:

  • Auto aim amount now gets saved between levels
  • Fixed auto aim deadzone where sometimes there was a camera rotation that would cause the auto aim to not track any targets
  • Fixed auto aim weirdness when enabled but with amount set to None
  • Nails no longer get spawned in front of the camera instead of in front of the gun when auto aiming at an off-center enemy
  • Parried projectiles now get auto aimed as well
  • Fixed auto aim not working on Malicious Faces