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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

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

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

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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