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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 <<

Patch 16: The ULTRA_REVAMP Update

[h3]Additions:[/h3]
  • 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


[h3]Level Changes:[/h3]
  • 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


[h3]Enemy Changes:[/h3]
  • 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


[h3]General Changes:[/h3]
  • 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

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

The history of FPS games is also a history of collaborations and influences. Without Wolfenstein, you have no Doom. No Doom, no Half-Life. No Half-Life, no Counter-Strike, and so on. Whether it's FEAR or Far Cry, Deus Ex or Delta Force, the big-hit shooters all owe a debt of inspiration to one another. In that spirit, two of the best-reviewed FPS games on all of Steam have finally forged an official crossover. Available via a free update, this is, quite literally, Mullet Mad Jack meets Ultrakill.


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It's a common pattern in statistics. The more people watch, play, read, or otherwise experience something, the more varied the responses become. Then again, sometimes all the math and probability stuff doesn't apply whatsoever, and despite thousands upon thousands of players, the rating remains stratospheric. A superb boomer shooter influenced by Half-Life, Doom, Quake, and the rest of the '90s icons, one FPS game has managed to defy the laws of numbers, and has an almost flawless score despite 100,000 reviews.


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Patch 15d Changelog

  • 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