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ULTRAKILL

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ULTRAKILL is a fast-paced ultra-violent retro FPS that combines the skill-based style scoring of character action games with the…

Latest · by Arsi "Hakita" PatalaWebsite

Changelog

Patch 17d4 Changelog

Added
  • Added an additional collider to the 8-2 maintenance door in order to stop players with low FPS from being able to slide through the door
Changed
  • Sawblades and chainsaws now lose their double damage state after 3 seconds of being punched
  • Increased the weight of a detached chainsaw from 3 to 5 to reduce the amount of them that can be supported by a single magnet
  • 10% of a Cyber Grind wave's points will now always be reserved for common enemies to avoid waves being entirely taken up by Special and Uncommon rank enemies
  • Gave Providences a global cooldown system separate from Virtues, to force them to attack in turns without disrupting Virtue attacks
Fixed
  • Wave progression to spawn a Mirror Reaper in the Cyber Grind now ignores Deathcatchers to avoid a rare softlock
  • Fixed conduction sometimes not working when Max Gore Per Room has been set to 0
  • Fixed aim assist not working through portals
  • Fixed a navmesh issue in the 8-2 Second Deathcatcher arena that caused enemies to sometimes get stuck inside the stairs
  • Fixed OOPS Blockers being visible above the entrance door after the player completes the secret 8-2 arena
  • Fixed the decorative turrets in 7-2 not functioning properly
  • Fixed the blood spray in 7-4's ending not working
  • Fixed a bug that caused the music in 1-E to fade out if the player enters the skull room vent early
  • Fixed a bug that caused Gabriel to not transition between phases when the Blind Enemies cheat is enabled
  • Fixed one of the advanced options for 8-4 being visible before the player has unlocked the level
  • Fixed Strays and Soldiers not predicting the player's movement on Brutal difficulty
  • Fixed the portal from the secret room's elevator in 8-2 not rendering correctly
  • Fixed the ceiling theater effect in 8-2 and 8-3 not working at some camera angles
  • Sanding a Cerberus no longer causes their speed to reset to their Standard difficulty speed on Violent and Brutal
  • Fixed a Cyber Grind coin issue where coins would no longer reflect non-default beams properly after the player punches a cannonball into the void
  • Sawblades and chainsaws now lose their double damage state after 3 seconds of being punched

  • Increased the weight of a detached chainsaw from 3 to 5 to reduce the amount of them that can be supported by a single magnet

  • Wave progression to spawn a Mirror Reaper in the Cyber Grind now ignores Deathcatchers to avoid a rare softlock

  • 10% of a Cyber Grind wave's points will now always be reserved for common enemies to avoid waves being entirely taken up by Special and Uncommon rank enemies

  • Gave Providences a global cooldown system separate from Virtues, to force them to attack in turns without disrupting Virtue attacks

  • Added an additional collider to the 8-2 maintenance door in order to stop players with low FPS from being able to slide through the door

  • Fixed conduction sometimes not working when Max Gore Per Room has been set to 0

  • Fixed aim assist not working through portals

  • Fixed a navmesh issue in the 8-2 Second Deathcatcher arena that caused enemies to sometimes get stuck inside the stairs

  • Fixed OOPS Blockers being visible above the entrance door after the player completes the secret 8-2 arena

  • Fixed the decorative turrets in 7-2 not functioning properly

  • Fixed the blood spray in 7-4's ending not working

  • Fixed a bug that caused the music in 1-E to fade out if the player enters the skull room vent early

  • Fixed a bug that caused Gabriel to not transition between phases when the Blind Enemies cheat is enabled

  • Fixed one of the advanced options for 8-4 being visible before the player has unlocked the level

  • Fixed Strays and Soldiers not predicting the player's movement on Brutal difficulty

  • Fixed the portal from the secret room's elevator in 8-2 not rendering correctly

  • Fixed the ceiling theater effect in 8-2 and 8-3 not working at some camera angles

  • Sanding a Cerberus no longer causes their speed to reset to their Standard difficulty speed on Violent and Brutal

  • Fixed a Cyber Grind coin issue where coins would no longer reflect non-default beams properly after the player punches a cannonball into the void

  • Fixed the Mirror Reaper's hit sound not playing

  • Fixed floating limbs appearing at the world origin of the Cyber Grind when the amount of gibs surpasses the maximum gib count or between waves

  • Powers no longer sometimes cause thin strings of gold when some of their gibs are deleted

Patch 17d3 Changelog

Added
  • Added a proximity-based visual for the Cyber Grind death plane
Changed
  • Changed Malicious Face's aiming system to avoid it being able to hit itself
  • Reduced the hitch in 8-1 as the player enters into the exterior area
  • Gutterman line of sight is no longer blocked by rockets
  • Sawed-On chainsaw's durability now resets in 3 seconds when not wielded
  • Increased the height for the opening triggers for Limbo doors
Fixed
  • Fixed the broken navmesh in 5-1's cave causing Soldiers to spawn in a wall
  • Fixed the Malicious Face aiming at the player's center body instead of near their feet
  • Fixed radiant Stalkers not working
  • Fixed puppeted Mindflayers leaving their beams behind if their Deathcatcher is killed during a beam attack
  • Fixed the amount of active Providences reducing the amount of attacks Virtues perform
  • Killing a flying enemy with a Whiplashed core no longer causes the Whiplash to get stuck in the air
  • Fixed a bug that caused Size 2 fish to be uncatchable
  • Added a proximity-based visual for the Cyber Grind death plane

  • Fixed the broken navmesh in 5-1's cave causing Soldiers to spawn in a wall

  • Fixed the Malicious Face aiming at the player's center body instead of near their feet

  • Changed Malicious Face's aiming system to avoid it being able to hit itself

  • Fixed radiant Stalkers not working

  • Fixed puppeted Mindflayers leaving their beams behind if their Deathcatcher is killed during a beam attack

  • Reduced the hitch in 8-1 as the player enters into the exterior area

  • Gutterman line of sight is no longer blocked by rockets

  • Sawed-On chainsaw's durability now resets in 3 seconds when not wielded

  • Fixed the amount of active Providences reducing the amount of attacks Virtues perform

  • Increased the height for the opening triggers for Limbo doors

  • Killing a flying enemy with a Whiplashed core no longer causes the Whiplash to get stuck in the air

  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 17d2 Changelog

Changed
  • Reverted Malicious Face beams being able to direct hit the player
Fixed
  • Secret room in 8-1 no longer working
  • Dual wield Sawed-On Shotguns breaking when trying to launch a chainsaw
  • Error spam when moving a Malicious Face with the Spawner arm
  • Intro warning screen not playing
  • Malicious Face not aiming at a player ridden rocket correctly
  • Coins previously hit by beams can now be punched into enemies properly again
  • Boss health bars not squishing vertically when multiple are active
  • Fixed a secret room in 8-1 no longer working

  • Fixed dual wield Sawed-On Shotguns breaking when trying to launch a chainsaw

  • Fixed error spam when moving a Malicious Face with the Spawner arm

  • Fixed the intro warning screen not playing

  • Reverted Malicious Face beams being able to direct hit the player

  • Fixed the Malicious Face not aiming at a player ridden rocket correctly

  • Fixed a niche coin punching tech (coins previously hit by beams can now be punched into enemies properly again)

  • Fixed boss health bars not squishing vertically when multiple are active

Patch 17d Changelog

Added
  • Added a buffer safety system to the alt fires of the Core Eject Shotgun and SRS Cannon Rocket Launcher to avoid firing a 0 force projectile when switching to the weapon
Changed
  • Improved optimization on non-portal levels and the Cyber Grind
  • Made the Friends leaderboard at the end of a Cyber Grind run scrollable
  • The 75% wave completion requirement for opening Deathcatcher cages now excludes the Deathcatchers themselves
  • Made Wind state breaking breakables and glass more consistent
  • Ejected cores are no longer launched by non-Knuckleblaster explosions
Fixed
  • If a Deathcatcher cage spawns on top of the player in the Cyber Grind, the player is now teleported above it instead of getting stuck inside
  • Fixed enemies sometimes not dying when falling from a fatal height
  • Fixed a broken navmesh in 2-2's first area causing a group of Soldiers to spawn in the wrong location
  • Fixed the Sawed-On Shotgun's chainsaw appearing broken after respawning if it was broken before being launched
  • Fixed the Sawed-On Shotgun not being able to use primary fire while chainsaw meleeing
  • Fixed the Earthmover boss health bar replaying its intro fill animation when the player grabs a checkpoint
  • Fixed some enemies not rendering correctly in the 8-3 Dimensional Deathcatcher room
  • Fixed Major Assist game speed change not applying correctly after a level load
  • Fixed a small unintended crevice in 8-2 Reception
  • Fixed the right wall being offset by one unit in 8-3 Shifting Arena
  • Fixed a mysterious black blob sometimes appearing on the portal from 8-3 Split Color Door to Night Street
  • Fixed Malicious Face beams not causing core ejects to nuke
  • Fixed Mannequins inheriting a broken version of the Husk chest explosion mechanic
  • Fixed the electricity particles of the Electric Railcannon and Malicious Railcannon not displaying correctly
  • Improved optimization on non-portal levels and the Cyber Grind

  • Made the Friends leaderboard at the end of a Cyber Grind run scrollable

  • The 75% wave completion requirement for opening Deathcatcher cages now excludes the Deathcatchers themselves, reducing the amount of other enemies the player has to hunt down to open them

  • If a Deathcatcher cage spawns on top of the player in the Cyber Grind, the player will now be teleported above it instead of getting stuck inside

  • Fixed enemies sometimes not dying when falling from a fatal height

  • Fixed a broken navmesh in 2-2's first area causing a group of Soldiers to spawn in the wrong location

  • Fixed a bug that caused the Sawed-On Shotgun's chainsaw to still appear broken after respawning if it was broken before being launched

  • Fixed a bug that caused the Sawed-On Shotgun to no longer be able to use the primary fire while chainsaw meleeing

  • Fixed the Earthmover boss health bar replaying its intro fill animation when the player grabs a checkpoint

  • Fixed some enemies not rendering correctly in the 8-3 Dimensional Deathcatcher room

  • Major Assist game speed change now applies correctly after a level load instead of only after a time stop has triggered

  • Fixed a small unintended crevice in 8-2 Reception

  • Fixed the right wall being offset by one unit in 8-3 Shifting Arena

  • Made Wind state breaking breakables and glass more consistent

  • Fixed a mysterious black blob sometimes appearing on the portal leading from 8-3 Split Color Door to Night Street

  • Ejected cores are no longer launched by non-Knuckleblaster explosions

  • Fixed Malicious Face beams not causing core ejects to nuke

  • Added a buffer safety system to the alt fires of the Core Eject Shotgun and SRS Cannon Rocket Launcher to avoid the player accidentally firing a 0 force projectile when switching to the weapon

  • Fixed a bug that caused Mannequins to inherit a broken version of the Husk chest explosion mechanic

  • Fixed the electricity particles of the Electric Railcannon and Malicious Railcannon not displaying correctly

  • Fixed the Railcannon pips not working correctly sometimes when using a Dual Wield powerup

  • Fixed a bug that caused a Power's health bar to appear for a single frame at the beginning of his spawn animation in 8-3

  • Coins no longer break if hit by multiple beams in quick succession

  • Made the Mirror Reaper's non-boss spawn sound louder

  • Fixed a bug that caused Size 2 fish to be uncatchable

Fraud Hotfix #2

Good luck. Have fun. Read on.

General changes:

  • Added a "reduce HUD motion" option which disables the weapon and HUD from swaying with velocity

  • Level time leaderboards are now scrollable and will default to showing the user's own time (which is now also highlighted)

  • Added "Wind state" tech that allows for greater air control, activated via a non-damaging rocket jump, a walljump while diving, a dash extension or by dashing into an enemy step

  • Restored "Dash Extension" speedrun tech

  • Improved consistency of "duckboost" speedrun tech

  • Made "SSJ" speedrun tech framerate independent and prioritized over dash jumps

  • Added a blue hookpoint to the vent to the maintenance room in 8-2 when the player is upside down

  • Increased Dual Wield powerup duration in 8-2 secret arena from 30s to 90s

  • Updated "Event Horizon" and "The Fall" to match the updated mixes for the soundtrack

  • Added a music outro to the end of 8-3

  • Swapped mistaken "m" suffix on the Enemy Outline Activation Distance minor assist to "u" (units) for consistency

  • Added developer plushies for Aaron Burzynski, Kennady Ray, Rhiannon Mitchell and Vylet Pony

Weapon changes:

  • Magnets now work across portals

  • The player can now mount rockets by holding down the jump button while pulling a rocket with the Whiplash

  • Guttertank rockets are now rideable when pulled from below with the Whiplash, like normal rockets

  • Restored ability to shoot ridden rockets

  • Riding a rocket into an enemy now always causes a red explosion

  • Players can now keep the momentum of a rocket ride by performing a dive instead of a normal jump

  • Core Eject Shotgun's alt fire can now be fired immediately after the weapon is drawn

  • Core Eject Shotgun's alt fire can now be charged even while using the primary fire

  • Added a trail to ejected cores to make them easier to see and track

  • Core Eject and SRS Cannonballs can now be pulled in front of the player with the Whiplash and will inherit the player's velocity when done so

  • The Knuckleblaster's explosion wave now pushes player projectiles (Core Eject, SRS Cannonball) in the direction the player is aiming at

  • Sawed-On Shotgun no longer resets the melee chainsaw's durability when swapping to another weapon in the middle of sawing

  • Increased the sawblade/launched chainsaw's cooldowns between colliding with the same enemy multiple times

  • Hitting the environment will now instantly reset a sawblade/launched chainsaw's same enemy hit cooldown

  • The double damage boost from punching a sawblade/launched chainsaw now only resets upon hitting a second enemy (hitting the same enemy multiple times retains the bonus), instead of resetting when hitting the environment or entering a magnet's area of influence

  • Shotgun projectiles and nails no longer get pushed around by explosions

  • Nailbomb damage is now determined by the amount of nails at time of explosion rather than at time of impact

  • Reduced the amount of bonus damage the default Piercer alternate fire gains from coins

  • Firestarter oil now properly shoots from the middle of the screen when playing with centered weapons

  • Firestarter Rocket Launcher can now consistently spray oil and fire rockets simultaneously

  • Cannonballs and Screwdriver screws can now also break breakables

Enemy changes:

  • Reduced non-boss Swordsmachine phase change knockdown duration

  • Added a new Schism right in front of the player in the first encounter of 2-1 to incentivize the player to use the Knuckleblaster right away (and removed the single Stray from the second tower's interior)

  • Destroying an Idol or Deathcatcher now counts as a kill (levels with Idols and Deathcatchers have had their rank requirements updated to account for this)

  • Added a hint about being able to parry blessed enemies in the Idol bestiary entry

  • Reduced non-boss Mirror Reaper's health from 80 to 70

  • Mirror Reaper's vertical swings can no longer hit a sliding player

  • Mirror Reaper hands can now heal the player on break

  • Mirror Reaper hands can now be parried with the Feedbacker, launching them in the aimed direction and dealing damage to any enemies they hit

  • Mirror Reaper hands now instantly break when punched with the Knuckleblaster

  • Mirror Reaper toxic projectiles can now be broken with the Knuckleblaster shockwave

  • Providences now laugh at the player when dodging or detaching the Whiplash

  • Virtues, Providences and Powers now take extra damage from the Attractor Nailgun

  • The 8-3 Heart Chamber pit now instantly kills juggled Powers and will teleport non-juggled Powers back to their spawn position with some damage

  • Increased Power turn change retaliation grace period from 0.5s to 1s

  • Geryon's heart is no longer animated during its death sequence

  • Radiance speed boost no longer affects the Mindflayer death explosion delay

  • Reduced Sisyphean Insurrectionist radiance speed bonus from 1.5x to 1.25x

  • Reduced Hideous Mass radiance speed bonus from 1.75x to 1.5x

  • Reduced Providence radiance speed bonus from 2x to 1.5x

  • Reduced Providence radiance health bonus from 2.5x to 2x

  • Added a +STOMPED style bonus when an Sisyphean Insurrectionist lands on an enemy

  • Added a +RAISON D'ETRE style bonus when the Earthmover explodes

Cyber Grind changes:

  • "Uncommon" enemy spawns can now only use up to half the total point count per wave in the Cyber Grind

  • The Cyber Grind can now only spawn a maximum of one Mirror Reaper per wave

  • Mirror Reapers now only spawn in when the player is halfway through a Cyber Grind wave

  • Deathcatchers in the Cyber Grind now activate 33% of the way through a wave and are protected by a cage until 75% of the way through

  • Fixed "special" enemy spawn cost increase not working in the Cyber Grind

  • Fixed Providences and Powers sometimes spawning at ground level in the Cyber Grind

  • Made Power spawn animation shorter in the Cyber Grind

Bugfixes:

  • Fixed common OOB bugs with moving and/or rotating portals

  • Fixed Bloodstain Chance option not working

  • Fixed the JumpStart zap not working correctly

  • Screwdriver screws no longer get stuck on mid-air gibs

  • Fixed jump timing issues with slam and slam storage making it more difficult than it should be

  • Fixed chargebacks not ignoring idoled enemies

  • Fixed falling Malicious Faces and Sisyphean Insurrectionists being able to break Idols and Deathcatchers through cages

  • Sentries no longer start chasing the player if they already have line of sight

  • Fixed Stalkers no longer chasing the player if they have no other valid targets

  • Fixed Powers causing being unable to teleport to the player and causing large performance drops after losing line of sight

  • Fixed the player going through ceilings by mounting a rocket

  • Fixed a bug that caused Filth, Strays and Schisms to sometimes survive without a torso

  • Launching a Mindflayer with the Knuckleblaster during their death animation no longer causes a beam to get stuck in the air

  • (Hopefully for real this time) fixed 8-3 Dimensional Cave getting stuck on the wrong side when the player has cleared out the cave side and then clears out the flesh side right as the portal reaches its destination

  • Fixed emissive objects not showing through fog

  • Fixed light rays not fading out properly when in fog

  • Fixed the intended 0-1 and 0-2 OOBs not working properly

  • Fixed an occlusion issue causing the skybox to be visible between the pipes in 0-2's first hallway

  • Fixed the level title drops in 0-4 and 5-2 appearing too early

  • Improved the colliders in the 0-5 arena's corner decorations to reduce possibility of the player clipping inside them

  • Fixed a statue base in 1-E being unlit

  • Breaking the windows in the 2-3 arena no longer causes the Streetcleaners to spawn in if Disable Enemy Spawns is enabled

  • Fixed an issue with 2-4's exit door when Disable Enemy Spawns cheat is enabled

  • Fixed the rain not showing up on the outdoors areas of 5-2 and P-2

  • Fixed the timer not stopping on boss death in 7-1

  • Fixed the second Earthmover in 7-4 not being visible

  • Fixed rockets sometimes colliding with the portals in 8-2's U-Shaped Hallway

  • Fixed an OOB spot before the Supermarket Shutters arena in 8-2 if the player is upside down

  • Fixed two pillars being offset from the wall in 8-3 Shifting Arena

  • Fixed the split color door room title drop in 8-3 activating even if the player isn't in the room yet

  • Fixed a collider issue that stopped the player from going back after entering the 8-3 Dimensional Arena

  • Fixed the room opening animation in 8-3's final section breaking if the player grabs the checkpoint before it completes

  • Fixed the grates for the spotlights in 8-4's outro being the wrong way around and causing players to get stuck out of bounds after jumping through

  • Fixed the walls next to the exit in 8-4 not appearing

  • Fixed a hedge in the Museum opening exterior having the wrong type of collider on it

  • Fixed some typos in the credits museum

  • Fixed Sandbox saving breaking after a few saves

  • Fixed a bug that caused Size 2 fish to be uncatchable

If you got this far then you deserve to know we're re-releasing a limited number of the Mondo style poster prints! (not numbered this time so they're a bit cheaper) Hope you get one!

Patch 17b2 Changelog

  • Fixed default Piercer splitcoin not ignoring the same target on subsequent splits

  • Removed most "oops" OOB preventers from 8-3's final section

  • Fixed Mirror Reaper not having damage resistance to sawblades

  • Mirror Reaper toxic projectiles now stop tracking the player after 2 seconds

  • (Hopefully) fixed 8-3 Dimensional Cave getting stuck on the wrong side when the player has cleared out the cave side and then clears out the flesh side right as the portal reaches its destination

  • Fixed 8-3 elevator to secret softlocking the player if they use a call button on the second floor

  • Fixed two pillars in 7-3 not having the correct texture

Fraud Hotfix #1

**

MACHINES, WE HAVE A HOTFIX FOR YOU

** But before we get to the patch notes, I just wanted to take a second and say WOW.

**

The release of Ultrakill: Layer 8 - Fraud was HUGE.

** We had nearly 72,000 people playing the game at once. Nearly triple the amount of players we had for the launch of Layer 7 - Violence or the ULTRA_REVAMP last year.

More than giant multiplayer games like Apex Legends and Helldivers 2.

**

Crazy.

**

We also launched some new merch...
Including MINOS PRIME PLUSHIES!

Don't wannt buy stuff?! Well we're also having a giveaway!

Wanna know where all our money is going?!
CHARITY!

Here's some final notes from Hakita:
  • **THE SPOILER WINDOW IS UP TOMORROW! ** HOPE YOU HAVEN'T BEEN POSTING ANY SPOILERS THIS PAST WEEK ːbigjohnː

  • The Fraud Soundtrack will be be out TOMORROW on (https://www.youtube.com/hakita) and Bandcamp!

  • Another hotfix is coming SOON™ with even more improvements!

Thank you for making New Blood's 12 Year Anniversary something to truly celebrate ːleatherneckː

Cheers

Full Patch Notes

General changes:

  • General optimizations

  • Added invisible colliders behind any open-ended portals in order to assist with portal occlusion as well as catch players who phase through without traversing

  • Made tweaks to some Fraud encounters for a smoother difficulty ramp

  • EnviroGibs are now instantiated asynchronously to reduce CPU strain on explosions

  • (Hopefully) greatly reduced out of bounds issues caused by portals

  • Pink hook points are now spawnable in the Sandbox

  • Secondary Alternate Shotguns during dual wield as well as hits on Idols and Deathcatchers no longer count towards the yellow hit cooldown

  • Added a menu for manually removing level times from the leaderboards

  • The game now disallows and automatically removes 0:00.000 times from the leaderboard

  • Piercing hitscan attacks that can break a breakable object will now correctly pierce through it instead of being stopped by it

Enemy changes:

  • Increased time between idle Providence dodges and changed them from double dashes to single dashes

  • Providences that move backwards due to the player being too close no longer change altitude while doing so to make them easier to melee

  • The beams of parried Providence projectiles now damage enemies and no longer damage the player

  • Time between Deathcatcher pulses now increases per difficulty (Brutal keeps the original 5 seconds)

  • Made puppets transparent and rim-lit in order to make them more easily differentiated from important enemies

  • Puppeted Cerberi no longer enrage

  • Puppeted Providences no longer spawn hookpoints on death

  • Radiant Deathcatchers now create radiant puppets

  • Deathcatchers can no longer puppet Idols in the Cyber Grind

  • Fixed the Deathcatcher terminal model heartbeat animation

  • Reduced Mirror Reaper damage taken from nails, sawblades and fire

  • Increased Mirror Reaper boss version health from 100 to 120

  • Fixed Mirror Reaper not being able to navigate if spawned into other levels

  • Removed Mirror Reaper projectile barrage speed increase on out of reach players if in the Cyber Grind

  • Mirror Reaper hands can now be damaged and destroyed with non-explosive attacks

  • Added spawn effect and animation for Mirror Reaper outside of 8-2

  • Reduced damage dealt to enemies by toxic clouds and pools

  • Added a sound effect when Mirror Reaper lands a swing

  • Mirror Reaper projectiles can now be destroyed with other projectiles

  • Mirror Reaper no longer spams errors while blinded

  • Made Powers 5% slower

  • Added boss health bars for the first three Powers in order to make their functionality easier to understand

  • The Cyber Grind laser grid no longer kills Powers

  • Fixed bug where enemy projectiles could still deal friendly fire damage to Powers

  • Increased Geryon's health from 130 to 180

  • Made Geryon's aggression increase in the fight's second half more pronounced and divided the health bar into two phases

  • Increased the amount of heat buildup Geryon gets from using its proximity explosion

  • Increased blood spray on Geryon's death

  • Geryon death cutscene no longer plays if it dies after the player dies

  • Fixed Geryon's blue beams not resetting on checkpoint restart

  • Gabriel's teleport effect is now yellow when enraged

Level 8-1 changes:

  • Added jump pads to the pit in the final arena of 8-1 to assist players who fall off

  • The portals in 8-1's final arena are now disabled while the player is far away to reduce unnecessary rendering

  • Player no longer softlocks if they reset to checkpoint after opening the exit door in 8-1

  • Fixed 8-1's terminal displaying 7-1's Tip of the Day

Level 8-2 changes:

  • Added a checkpoint in 8-2 between the Upside Down Hall and Perpendicular Hall

  • Edited the 8-2 second floor to place the shop directly opposite the maintenance room

  • Added a light shaft to the crevice after the 8-2 Guttertank encounter to help guide players forward

  • Desks in the Mirror Reaper arena are now breakable

  • Reduced amount of Virtues spawned by a secret in 8-2 from 3 to 2

  • Fixed the player getting stuck in 8-2's Upside Down Hall and Perpendicular Room if entering upside down

  • Fixed a wall collider in 8-2 Upside Down Hall not being tall enough

  • Increased the size of the 8-2 Upside Down Hall gravity change triggers

  • Fixed the 8-2 Mirror Reaper arena not locking its door

  • Fixed a typo in the 8-2 evaluation board

  • Fixed 8-2's blue skull mirror reappearing if player places the blue skull back down after activating the Guttertank sequence

Level 8-3 changes:

  • Increased time between rotations in the 8-3 Clockwork arenas by 2 seconds to slightly reduce disorientation

  • Fixed a hitch when the final song of 8-3 starts playing

  • Fixed a bug in 8-3's opening sometimes showing out of bounds

  • (Hopefully) fixed a bug where the player could get stuck if partially intersecting the lava while it moves in 8-3's Clockwork Lava room

  • Removed the second Virtue from 8-3 Clockwork Rotator room

  • Removed the second Mannequin from second 8-3 Space Street encounter

  • Added a terminal to the first Power encounter

  • Reduced damage dealt by falling off in the final section of 8-3 from 50 to 10

  • Rockets now have infinite fuel while ridden in the final section of 8-3

  • Modified the space asteroid sound

  • Renamed 8-3 "Hallway" into "Folded Hallway" for clarity

  • Slightly moved the portal exit in 8-3 Folded Hallway to remove a thin gap

  • Fixed Mannequins sometimes getting stuck on the stairs in 8-3 Dimensional Cave

  • Fixed player getting softlocked if they fall out of bounds in 8-3 before getting a checkpoint

  • Fixed 8-3 Dimensional Cave sometimes getting the player stuck on the wrong side after completion

  • Fixed small gaps in the corners of 8-3 Dimensional Deathcatcher

  • Fixed softlock if the player restarts to checkpoint after entering the 8-3 looping garage, but before grabbing the checkpoint there

  • Added more level name drops in 8-3

Level 8-4 changes:

  • Altered the 8-4 arena transition

  • Added a Cutscene Skip for 8-4 replays to go directly from activating the elevator to combat

  • 8-4 arena edges no longer deal damage to the player, only bouncing them back

  • Added an Advanced Options for making the 8-4 arena static

  • Fixed a ceiling in 8-4's intro not having collision

Bugfixes:

  • Fixed a bug where disabled doors would lock themselves if the player fell out of bounds, sometimes softlocking the player in 8-2 and 8-3

  • Fixed 7-S using the wrong blood system, making the bloodstains uncleanable

  • 9-1 no longer shows as unlocked when it isn't

  • Fixed resetting to checkpoint sometimes causing the player to be looking in the wrong direction

  • Fixed audio bugs caused by sounds that have 0 pitch

  • (Hopefully) fixed a bug where very low end computers get a lot of pink textures

  • The game no longer crashes if the player restarts a level while firing spraying oil

  • Dual wielding the Firestarter no longer causes oil ammo to deplete faster

  • Fixed a bug that stopped the Piercer revolver charge shot from splitting on coins if the coin had no target

  • Fixed coins not bouncing the correct amount from coin punches

  • Fixed enemy hitscan attacks not being able to explode rockets the player is riding on

  • Fixed the Alternate Shotgun being unable to hit a rocket the player is riding

  • Fixed rocket weaknesses not being applied by rockets hit with the Alternate Shotgun

  • Doors that open faster based on player movement speed now also take into account rocket riding

  • Fixed the maximum range on coins for targeting rockets and cores not working

  • Various JumpStart fixes

  • Fixed bloodstains that have landed on moving objects not moving with the objects

  • Fixed bug that caused puppeted Powers to sometimes turn into Dual Wield Powerups

  • Fixed Brutal difficulty Schisms aiming at the player's feet instead of their head

  • Fixed Malicious Faces no longer being shotgun parryable

  • Fixed Cerberus not swapping to a damaged model and texture at half health

  • Fixed Providences not shooting at the player if the player is on the other side of a portal

  • Fixed Mindflayers not tracking the player if they haven't gotten line of sight

  • Fixed a Mindflayer not following the player into the P-2 tunnel, softlocking the level

  • Fixed 0-1 Malicious Face not having the correct amount of health

  • Fixed 4-2 Sisyphean Insurrectionist not having the correct amount of health

  • Fixed 6-2 Gabriel counting as a kill

  • Fixed 6-2 Gabriel not using his second phase taunts

  • Fixed the first Hideous Mass in 1-E having the wrong amount of health

  • Fixed the Ferryman always instantly cancelling its uppercut into a normal attack, causing it to never happen

  • Fixed Drones not automatically dying after a couple seconds if they don't hit anything while dying

  • Fixed Sentry chargebacks being inconsistent

  • Fixed Brutal difficulty Sentries not cancelling their second shot when launched after the first

  • Fixed coins aiming at Insurrectionists' boulders

  • Fixed coins not aiming at parts of the Earthmover Defense System

  • Fixed Flesh Prison / Flesh Panopticon's black hole not disappearing on death

  • Fixed Minos Prime's attack cooldown not working

  • Fixed Sisyphus Prime not using his AOE explosion attack

  • Fixed a bug that caused Sisyphus Prime to use the same secondary attacks multiple times in a row

  • Fixed Sisyphus Prime not correctly teleporting above the player for the air stomp attack

  • Fixed Sisyphus Prime jittering when performing secondary attacks at ground level

  • Fixed the player being able to jump twice in quick succession to perform a mid-air jump

  • Fixed the title of the song "Mirror Rim" showing up in the Cyber Grind music menu as "No Devil Lived On"

  • Fixed the revolver beam sometimes breaking when hitting a Power at point-blank range

  • Fixed the Spawner Arm preview silhouettes showing vertex colors instead of always being standard blue

  • Fixed the player not being in terminal use mode when looking at the upper third of the terminal (as a temporary solution, terminal use mode is now proximity-only)

  • Fixed some lighting effects in 0-3 not working correctly

  • Fixed Earthmover eyes not being visible in the 7-2 skybox

  • Fixed a bug that caused the Size 2 fish to not appear in recent changelogs

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

LAYER 8: FRAUD

FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY FRAUD TODAY

Thank you for being patient. Thank you for letting us cook. Thank you for playing ULTRAKILL.

**GLHF **ːbigjohnː

Patch 17: FRAUD Changelog

Additions:

  • Added Layer 8: FRAUD
  • Added a new Cyber Grind original track "N I 4 N I" by Vylet Pony

Changes:

  • Hitting 3 or more yellow hits in a short period of time (regardless of variation) will now force the Alternate Shotgun to cool down to avoid spam
  • Sawed-On Shotgun's melee chainsaw now breaks after 60 non-lethal hits
  • The standard Piercer Revolver's charge shot limb/head hit multipliers have been increased (head: 2x->2.5x, limbs: 1.5x->1.75x)
  • The standard Piercer Revolver's charge shot can now be split by coins
  • Beam attacks now dissipate quickly instead of disappearing suddenly
  • Chandeliers no longer drop from explosions (except Knuckleblaster's)
  • Increased healing on non-lethal Knuckleblaster hits
  • Increased the range, duration and knockback of Knuckleblaster explosions
  • Soldiers can no longer block the Malicious Railcannon's explosion
  • Direct hits with the Malicious Railcannon will knock down Insurrectionists
  • Getting launched by the Alternate Shotgun will stop the player from being knocked back by explosions for a short period of time
  • Increased the punchable radius of the Hideous Mass harpoon once it has attached to the player
  • Redid Mindflayer's beam sweep calculation
  • Added telegraph lines to show Mindflayer's beam sweep's path
  • Improved the accuracy of reflections (ie. bouncing off a surface) for projectiles, core ejects and rockets
  • Made the cube inside yellow hookpoints stand out more in order to more easily differentiate it from green hookpoints for colorblind players
  • Added an alternate version of the VCR OSD font as a fallback for characters the main font is missing
  • Updated V2 2nd's thumbnail
  • Invincible Enemies cheat no longer also gives player infinite wall jumps
  • Updated the enemy enrage effect to be more distinct from blood puppets
  • Attaching magnets to Stalkers now makes them walk slower

Fixes:

  • Fixed the street after the first arena in P-2 not being loaded in by default, sometimes causing Virtues to end up out of bounds
  • Fixed the walls next to the entrance and exit of the first P-2 arena not being tagged correctly, causing hitscan attacks to pass through
  • Sliding on walls no longer uses the particle effect of the material the player last stood on instead of the wall's
  • Fixed the screen ceilings in some Limbo levels not having the correct environmental hit particle
  • Fixed a bug that caused Gabriel's spiral swords to remain in the level indefinitely if the player respawns right as they're about to launch towards them
  • Fixed enemy previews on the Spawner Arm being mirrored horizontally
  • Fixed the Mannequin projectiles having incorrect light color while being charged
  • 0-E's tip of the day now uses the correct SmileOS2.0 red for highlights instead of orange
  • Fixed Gabriel getting stuck in a teleport loop if trying to attack the player while they're inside a surface that Gabe can't teleport inside of

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

General:
  • 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

Weapons:
  • 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

Arms:
  • 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

Enemies:
  • 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

Levels (General):
  • 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

Prelude:
  • 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

Limbo:
  • 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

Lust:
  • 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

Gluttony:
  • 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

Greed:
  • 4-3 no longer has the wrong Railcannon meter graphic

  • Fixed gaps in 4-4's secret room walls

Wrath:
  • 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

Heresy:
  • 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

Violence:
  • 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

The Cyber Grind:
  • 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

Museum:
  • 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

Sandbox:
  • Fixed skull altars not being deletable in the Sandbox

  • Updated some unupdated Sandbox spawn menu icons

The ULTRA_REVAMP Update

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:

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!

Now you may have some questions!
Why did we do this?

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:

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. **

But is there any new playable content in this update?!

Indeed there is! Two Encore levels!

What are Encore levels?!

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...

What comes next?!

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?

AFTER THAT MY DEAR FRIENDS WE ARE FINALLY ONTO LAYER 8: FRAUD.
And after that? THE GRAND FINALE!
After THAT?! THE ENCORE.
And after that?! Well, let's not get ahead of ourselves.

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

Additions:
  • 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

Level Changes:
  • 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

Enemy Changes:
  • 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

General Changes:
  • 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

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

Patch 15c Changelog

Additions:
  • Added binds for swapping to each variation slot

  • Added "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple times

  • Added Speedometer in HUD options

  • Added new higher resolution fire sprite

Weapon Changes:
  • Hitting a tram with the JumpStart now causes it to accelerate instantly and move at double speed for 5 seconds

  • Fixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching water

  • Fixed JumpStart conduction through magnets and coins causing an unintended minimum damage override

  • Underwater gasoline explosions are now sparser

  • Underwater gasoline explosions can now only hit an enemy once per continuous explosion string

  • Gasoline projectiles now ignore dead enemies

  • Gasoline no longer burns away when No Weapon Cooldowns cheat is on

  • Alternate Shotgun's launch direction can now be changed during hitstop

  • Alternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same time

  • Hitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldown

  • Alternate Shotgun speedometer now also displays time left in the red hit cooldown

  • Added colored lights to the Alternate Shotgun to make it easier to see which variation is being used

  • Changed the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin's

  • Increased style points gained with the Alternate Shotgun

  • SRS Cannon now vibrates while charging the cannonball

  • SRS Cannon secondary fire is no longer affected by the primary fire's cooldown

  • Magnets can now again be broken with a ground slam

  • Screwdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zero

  • The visual motor spin speed on the Alternate Shotgun is no longer FPS-dependent

  • Improved optimization on enemy gasoline fill effect

Enemy Changes:
  • Malicious Faces and Soldiers lose their anti-explosion resistances when gasolined

  • Radiant Soldiers no longer have their radiance speed boost applied twice

  • Reduced Radiant Soldier speed boost from 2x to 1.5x

  • Reduced damage of Ferryman lightning bolt from 50 to 35

  • Ferryman lightning bolts now flash before striking

  • Chargebacked lightning bolts can no longer deal damage to the player

  • Ferryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attack

  • Added hurt sounds for Virtues and Malicious Faces

  • Drones, Virtues and Malicious Faces no longer bleed when damaged by fire

  • Flesh Spawn no longer get set on fire when Flesh Prison/Panopticon does

  • Flesh Prison/Panopticon now has the same resistance to sawblades as nails

  • Cerberi no longer fall on Brutal difficulty while tackling or between two tackles

  • Insurrectionists can now be killed by fire when gasolined

  • Swordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectively

  • Stalkers now take double damage from ground slams

  • Stalkers can now be puppeted

General Changes:
  • Slide speed particles are now blue when the player has stored invincibility frames

  • 6-1 doors now open faster when the player is moving fast

  • Unlocking the Drone Haunting cheat now displays a message to notify it has been unlocked

  • Added a unique weapon icon for the other 7-S tool

  • Hide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlay

  • Shop music now gets muted if music volume is set to 0

  • Malicious Face Sandbox prop is no longer only breakable with hitscan attacks

  • Made FUPs more consistent in non-cardinal directions (If you don't know what this means, don't worry about it)

  • Nerfed FUP speed to 60u/s (again, don't worry about it)

  • Changed name of Last Weapon to Last Used Weapon to clear misunderstandings with Previous Weapon

  • Blocked off the windows in the final hallway of 5-3

Fixes:
  • Disabling blood and gore no longer causes some attacks to heal the player an incorrect amount

  • Fixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave ends

  • Fixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabled

  • Fixed Filth, Strays and Schisms sometimes getting stuck in slowmo

  • Fixed missing colliders in 7-4

  • Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun

  • 3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctly

  • Fixed fire and Virtue beams no longer showing the outlines of enemies behind them

  • Fixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-ranked

  • Fixed temporary FOV changes getting stuck while sliding sideways

  • Fixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped

  • 1-3 boss terminal no longer mutes the level music

  • Fixed gasoline exploding instead of burning in the 5-1 dry tunnels

  • Fixed gasoline stains stretching when placed on some 5-2 geometry

  • Fixed Gasoline stains showing on top of fire (though they may again appear buggy when placed on glass)

  • Fixed Stalkers becoming intangible when forcepuppet is turned on

  • Fixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting applied

  • Fixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animation

  • Magnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotated

  • Fixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parries

  • Fixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launch

  • Fixed rockets not ignoring some body parts of dead Mannequins

  • Fixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screen

  • Fixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance building

  • Fixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arena

  • Fixed inconsistent enrage behavior with Cerberus when enraged with the Alter Arm

  • Spawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or altered

  • Fixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemy

  • Fixed an untagged platform in 4-3

  • Fixed ghost Drones not working correctly with Clash mode

  • Guttermen can no longer open the door of the 7-2 building that houses the Alternate Shotgun

  • Fixed inappropriate objects being outlined during 7-2 intro

  • Fixed Knuckleblaster shells having enemy outlines

  • Fixed the current wall jump amount not resetting when landing on a gasoline stain

  • Fixed mis-tiled textures on the sides of stairs in one of the 7-1 arenas

  • Fixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-mission

  • Fixed "This enemy cannot be puppeted" pop-up sometimes going offscreen

  • Fixed a bug that caused Size 2 fish to be catchable

Patch 15b Changelog

Alternate Shotgun:
  • Increased Alternate Shotgun cooldown on red hit from 5 seconds to 7 seconds

  • Decreased Alternate Shotgun red hit damage from 12 to 10

  • Added unique style bonuses for Alternate Shotgun

  • Fixed the Alternate Shotgun not losing freshness when used on core ejects or rockets

  • Alternate Shotgun no longer activates red hit cooldown when hitting a dead enemy

  • Alternate Shotgun now applies environmental hit pushback when hitting a dead enemy

  • Alternate Shotgun core eject vertical momentum is now no longer relative to the camera when looking downwards

  • Alternate Shotgun core eject cooldown now no longer resets on weapon change

  • Fixed an offset bug caused by picking up a dual wield while charging the primary fire of the alternate shotgun

  • Added short descriptions of each Alternate weapon when they get picked up

Sawed-On Shotgun:
  • Chainsaws no longer get stuck inside the player when punched with the Feedbacker before immediately swapping arms

  • Fixed the Sawed-On chainsaw sometimes continuing to damage enemies that are no longer in range

  • Fixed the Sawed-On chainsaw sometimes removing limbs off the wrong enemies

  • Chainsaw can now properly hit the same enemy again after being punched

  • V2 can longer be damaged with the chainsaw during its intro animation

  • Alternate Sawed-On Shotgun no longer instantly launches chainsaw if the player swaps back after swapping to another weapon while charging it

  • Made launched chainsaws a bit quieter

  • Added sparks when launched chainsaws hit enemies

  • A launched chainsaw's sprite becomes smaller while touching the player so it doesn't block their vision

JumpStart Nailgun:
  • Conduction now damages the magnets it conducts through to stop infinite conduction chains

  • Fixed the JumpStart nailgun not losing its higher firerate after a zapper is destroyed if the player continues to fire without pause

Firestarter Rocket Launcher:
  • Spraying gasoline on moving objects such as doors no longer causes physics anomalies

  • Fixed gasoline fire sustaining forever after a checkpoint restart

  • Firestarter gasoline now explodes instead of burning when underwater

  • Fixed gasoline stains under gasolined burning enemies lasting much longer than intended

  • Fixed gasoline stains not being easily visible on glass

  • Burning objects now also set gasoline stains on fire on contact

  • Fixed gasoline fill visuals not working properly on some enemies

  • Increased damage of fire on gasolined enemies from 0.2 to 0.5 per tick

  • Napalm firerate is no longer framerate dependant

7-S:
  • Added "Hard Mode" in the Advanced Options

  • Added 7-S music to the Cyber Grind jukebox

  • 7-S no longer resets objective progress on checkpoint restart

  • Fixed a bug where the whiplash could grab skulls through blocking doors if really far away

  • Respawning at the 7-S courtyard checkpoint will now reset the red skull if the player is holding it to avoid softlocks

  • Added unique cubemaps to every 7-S room's completion reflection

  • Improved accuracy of 7-S bloodstains

  • Fixed the alternate skybox sometimes appearing black

  • Fixed inconsistencies with gib amount in 7-S based on gore settings

  • Ghost Drones now have an animation when being pulled

  • Increased range of Ghost Drone chirps to make them easier to find

  • Removed unintended colliders from 7-S clock

  • Blue skull case in 7-S now opens if Disable Enemy Spawns cheat is on

Brutal:
  • Hideous Mass harpoon health reduced to 3 on Brutal and 2 on other difficulties

  • Slightly reduced attack frequency of Virtues on Brutal difficulty

  • Added Brutal difficulty to the Boss Difficulty Override Major Assist

  • Fixed Gabriel's Brutal difficulty spiral swords attack staying after checkpoint reset

  • Ferrymen now have a global cooldown on lightning bolt summons to avoid them being stacked

  • Brutal Ferryman close range lightning bolt windup increased from 2 seconds to 5 seconds

  • Ferryman oars now start glowing blue when they're charging a lightning bolt

  • Ferryman lightning bolts can now be cancelled by attaching a JumpStart zapper to or parrying the Ferryman

  • Added a short delay and a blue flash before a Cerberus performs a second tackle

General:
  • Fixed player not being able to heal while dashing

  • Fixed bloodsplatter healing range being too small

  • Improved performance of bloodsplatters and bloodstains

  • Fixed performance drops caused by bloodsplatters not getting properly deleted if Blood and Gore is disabled

  • Fixed HurtZones such as acid continuing to hurt dead enemies when not intended

  • Level Stats overlay is now rebindable

  • Player can no longer be damaged or killed while exiting a level

  • Weapon wheel and leaderboards change are now also on the Previous Variation bind (more specific options to come later)

  • Audio no longer stays muffled when restarting or quitting mission while underwater

  • Fixed audio pops caused by pausing and unpausing

  • Fixed auto-aim not working with some of the new weapons

  • Checkpoints now display their text correctly from both sides

  • Delayed the health and weapon charge reset from clearing a wave in the Cyber Grind slightly to avoid overlap with killing the last enemy

  • Fixed Cyber Grind end screen text blurriness and Brutal difficulty title

  • Fixed Enemy Silhouettes option not saving

  • Fixed Enemy Silhouettes Activation Distance option not displaying in the main menu

  • Fixed Swordsmachine's shotgun pickup sometimes getting blasted out of bounds by explosions

  • Fixed magnets getting destroyed after 30 seconds even if No Weapon Cooldowns cheat is enabled

  • Altered Cerberus hitboxes for less janky collision on the chest

  • Fixed the Alter Arm menu still staying on when a Cerberus or Malicious Face dies from being both Puppeted and Sandified

  • Fixed the insurrectionist not freezing properly with the Alter Arm

  • Fixed jump pad physics status not saving in Sandbox saves

  • Added Alter Arm option for enraging Guttermen

  • Fixed the enrage texture for the casketless Gutterman in 7-2

  • Fixed Filth getting stuck in midair after performing a jump attack while dropping down a ledge

  • M̶i̶n̶o̶t̶a̶u̶r̶ no longer stays stuck in its back swipe animation when dying during it

  • M̶i̶n̶o̶t̶a̶u̶r̶ chase now has an additional collider on its arm to push off players on its back

  • Swordsmachines Agony and Tundra are no longer missing their right arms

  • Player can no longer get Cannonball related style bonuses from dead enemies

  • Fixed P-2 Cerberi not dying when touching the red tunnel vortex

  • Shockwaves no longer break breakables that are only supposed to break with the Revolver

  • Fixed forcebossbars carrying over on level change even if cheats are no longer enabled and being undisableable

  • Fixed some enemies having the wrong names in their health bars

  • Fixed controller look being framerate dependant

  • Fixed an act appearing gold even when not actually gold on that difficulty after first going to chapter select on a difficulty that does have it gold

  • Fixed an untagged wall in 1-4 first room

  • Fixed a hole in 6-2 geometry

  • Restored FUPs (if you don't know what this means don't worry about it)

  • Fixed a bug that caused Size 2 fish to be uncatchable

The FULL ARSENAL Update

Machines, it's time to LOCK AND LOAD.

Your arsenal is now complete.

Featuring...

THE RED WEAPON VARIATIONS:

BRUTAL DIFFICULTY
and 7-S

So clean... so peaceful...

Also the game is on sale:

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

So are all our other FPS:

https://store.steampowered.com/bundle/11357/The_New_Blood_FPS_Trilogy/

And we have new merch on sale!

BEHOLD...

ULTRARUGS!

FULL PATCH NOTES:

Additions

  • Added 7-S

  • Added Alternate Weapon in 7-2 secret

  • Added "Firestarter" red Rocket Launcher variation

  • Added "JumpStart" red Nailgun variation

  • Added "Sawed-on" red Shotgun variation

  • Added Brutal difficulty

  • Conductor aftershocks now spread damage to nearby enemies and other conducting objects

  • Underwater electric attacks now cause conduction in all underwater enemies (and the player)

  • Added Sound Effects Volume option

  • Added Muffle Music While Underwater option

  • Added "Puppeted" alter arm option for enemies

  • Added console commands "forcepuppet", "forcesand" and "forcebossbar"

  • Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm

  • Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default)

General Changes

  • Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions

  • Updated and reorganized the options menu

  • Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button

  • Hitting a coin in a split state with an Alternate Revolver will now reset the draw state of all equipped Alternate Revolvers, as well as play a shorter recovery animation

  • Coins now increase the damage of the explosions of explosive hitscans

  • Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions

  • Shockwaves now fade out instead of disappearing instantly

  • Increased style points for explosions that don't kill

  • Added new style bonuses for the S.R.S. Cannon

  • Screwdriver railcannon now has style bonuses

  • Reduced style points gained from a successful projectile boost from 150 to 90

  • Auto-aim will now also target hookpoints

  • Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing

  • Added a sound effect to firing a Nailgun magnet

  • The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option

  • Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead

  • Trams will now instantly kill any enemies they hit

  • Added arrows to UI scrollbars to make it clearer they can be scrolled

  • Level stats HUD element and cheats overlay positions mirror when Weapon Position is set to Left in order to reduce overlay with other HUD elements

  • Capped SSJ speed to 100u/s

  • Ground slam no longer causes projectile interruptions

  • Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting

  • No Weapon Cooldowns cheat now also stops magnet timers

Enemy Changes

  • Minotaur now has an attack for hitting a target that's on its back

  • Reduced Cerberus orb damage from 35 to 20

  • Idols now give style points when destroyed

  • Enemy projectiles will now get destroyed between Cyber Grind waves

  • Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone

  • Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn

  • Earthmover Brain now takes increased damage from parried projectiles

  • Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked

  • Dying Hideous Masses can now be whiplashed to

  • Punching a dying Mindflayer into a Gutterman now breaks its shield

  • Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles

  • Improved textures for Insurrectionists Angry and Rude

  • Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it

  • Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40

  • Ferryman parries can now also cause the Conductor bonus

Level Changes

  • Added a new checkpoint near the start of 7-4 to reduce restart time

  • Added a new checkpoint after the fall of the clocktower in 7-2

  • Added terminals near Alternate weapon pick up spots for easier arsenal control

  • Added an error message to the 7-2 payload panel when trying to lower payload without tram

  • Tweaked 2-1 dash jump tutorial text for clarity

  • Hard Damage related tutorials no longer show up on difficulties that have no hard damage

  • Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200

  • Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1

  • 5-2 cabin door will no longer open exclusively outwards

Fixes

  • Fixed magneted nails getting pushed by explosions again

  • Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable

  • Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it

  • Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient

  • Fixed Sharpshooter not being able to destroy homing mortars

  • Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed

  • Fixed game freezing when throwing a soap at an idoled Drone

  • Fixed some cheats-only console commands not requiring cheats to be turned on

  • Fixed Cyber Grind song names popping up even if the song is looping

  • Fixed being able to punch while paused

  • Level names now appear at a speed independent from framerate

  • Fixed a small gap in the geometry next to the entrance door in 7-4

  • Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through

  • Fixed blurriness in the text in the main menu

  • Fixed the 5-S leaderboard's title being blurry

  • Fixed the 5-S leaderboard sometimes overflowing

  • Removed an invisible collider in the Credits Museum

  • Fixed the 7-4 sand warping too much with texture warping

  • Improved camera angle check for posing mannequins

  • Swordsmachine AI no longer breaks after throwing a sword at a flying enemy

  • Modified hookpoint values now get properly saved in sandbox saves

  • Fixed the player unstucker trigger under the 7-2 bomb being visible

  • Fixed 2-2's first checkpoint not disabling the black cube blocking off the previous area if the player has gone far enough to activate it

  • Fixed a small gap in the ceiling of 2-2's generator room

  • Fixed an untagged wall in 1-2

  • Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull

  • Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp

  • Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties

  • Fixed the style meter text sometimes appearing behind weapons

  • Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off

  • Fixed 0-4 challenge counting total slide time and not uninterrupted slide time

  • Fixed 4-1 final arena sometimes having a delay before ending

  • Fixed issues with loading Violence layer music in the Cyber Grind

  • Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill

  • Fixed Filth limbs sometimes getting teleported to world origin

  • Fixed a bug that caused Size 2 fish to be uncatchable

https://twitter.com/NewBlood

Patch 15: The FULL ARSENAL Update

Additions:
  • Added 7-S

  • Added Alternate Weapon in 7-2 secret

  • Added "Firestarter" red Rocket Launcher variation

  • Added "JumpStart" red Nailgun variation

  • Added "Sawed-on" red Shotgun variation

  • Added Brutal difficulty

  • Conductor aftershocks now spread damage to nearby enemies and other conducting objects

  • Underwater electric attacks now cause conduction in all underwater enemies (and the player)

  • Added Sound Effects Volume option

  • Added Muffle Music While Underwater option

  • Added "Puppeted" alter arm option for enemies

  • Added console commands "forcepuppet", "forcesand" and "forcebossbar"

  • Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm

  • Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default)

General Changes:
  • Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions

  • Updated and reorganized the options menu

  • Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button

  • Hitting a coin in a split state with an Alternate Revolver will now reset the draw state of all equipped Alternate Revolvers, as well as play a shorter recovery animation

  • Coins now increase the damage of the explosions of explosive hitscans

  • Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions

  • Shockwaves now fade out instead of disappearing instantly

  • Increased style points for explosions that don't kill

  • Added new style bonuses for the S.R.S. Cannon

  • Screwdriver railcannon now has style bonuses

  • Reduced style points gained from a successful projectile boost from 150 to 90

  • Auto-aim will now also target hookpoints

  • Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing

  • Added a sound effect to firing a Nailgun magnet

  • The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option

  • Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead

  • Trams will now instantly kill any enemies they hit

  • Added arrows to UI scrollbars to make it clearer they can be scrolled

  • Level stats HUD element and cheats overlay positions mirror when Weapon Position is set to Left in order to reduce overlay with other HUD elements

  • Capped SSJ speed to 100u/s

  • Ground slam no longer causes projectile interruptions

  • Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting

  • No Weapon Cooldowns cheat now also stops magnet timers

Enemy Changes:
  • Minotaur now has an attack for hitting a target that's on its back

  • Reduced Cerberus orb damage from 35 to 20

  • Idols now give style points when destroyed

  • Enemy projectiles will now get destroyed between Cyber Grind waves

  • Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone

  • Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn

  • Earthmover Brain now takes increased damage from parried projectiles

  • Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked

  • Dying Hideous Masses can now be whiplashed to

  • Punching a dying Mindflayer into a Gutterman now breaks its shield

  • Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles

  • Improved textures for Insurrectionists Angry and Rude

  • Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it

  • Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40

  • Ferryman parries can now also cause the Conductor bonus

Level Changes:
  • Added a new checkpoint near the start of 7-4 to reduce restart time

  • Added a new checkpoint after the fall of the clocktower in 7-2

  • Added terminals near Alternate weapon pick up spots for easier arsenal control

  • Added an error message to the 7-2 payload panel when trying to lower payload without tram

  • Tweaked 2-1 dash jump tutorial text for clarity

  • Hard Damage related tutorials no longer show up on difficulties that have no hard damage

  • Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200

  • Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1

  • 5-2 cabin door will no longer open exclusively outwards

Fixes:
  • Fixed magneted nails getting pushed by explosions again

  • Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable

  • Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it

  • Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient

  • Fixed Sharpshooter not being able to destroy homing mortars

  • Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed

  • Fixed game freezing when throwing a soap at an idoled Drone

  • Fixed some cheats-only console commands not requiring cheats to be turned on

  • Fixed Cyber Grind song names popping up even if the song is looping

  • Fixed being able to punch while paused

  • Level names now appear at a speed independent from framerate

  • Fixed a small gap in the geometry next to the entrance door in 7-4

  • Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through

  • Fixed blurriness in the text in the main menu

  • Fixed the 5-S leaderboard's title being blurry

  • Fixed the 5-S leaderboard sometimes overflowing

  • Removed an invisible collider in the Credits Museum

  • Fixed the 7-4 sand warping too much with texture warping

  • Improved camera angle check for posing mannequins

  • Swordsmachine AI no longer breaks after throwing a sword at a flying enemy

  • Modified hookpoint values now get properly saved in sandbox saves

  • Fixed the player unstucker trigger under the 7-2 bomb being visible

  • Fixed 2-2's first checkpoint not disabling the black cube blocking off the previous area if the player has gone far enough to activate it

  • Fixed a small gap in the ceiling of 2-2's generator room

  • Fixed an untagged wall in 1-2

  • Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull

  • Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp

  • Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties

  • Fixed the style meter text sometimes appearing behind weapons

  • Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off

  • Fixed 0-4 challenge counting total slide time and not uninterrupted slide time

  • Fixed 4-1 final arena sometimes having a delay before ending

  • Fixed issues with loading Violence layer music in the Cyber Grind

  • Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill

  • Fixed Filth limbs sometimes getting teleported to world origin

  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 14d Changelog

  • Fixed Chess bot sometimes not working

  • Fixed players being unable to throw books away with the individual punch buttons

  • Fixed Corpse of King Minos' barb wire not rendering correctly

  • Fixed Hideous Mass' spawn effect not appearing

  • Fixed Hideous Mass' lighting in 1-3 not working correctly

  • Mannequins can no longer throw themselves into pits when trying to melee

  • Fixed bindings options menu sometimes disappearing

  • Fixed multi-track songs in the Cyber Grind not working properly

  • Console text box now refocuses after autocompleting

  • Fixed walljumps when diving from a core eject boost not working properly

  • Fixed Cerberus projectile sometimes dealing 20 damage instead of 35

  • Fixed the Overheat nailgun's sound being pitched too low if no heatsinks are available

  • Removed "" from Revolver info

  • Fixed player getting stuck when ground slamming on the spoiler blockers in the Credits museum

  • Fixed Chess victory SFX replaying when the chessboard is deactivated and reactivated after one side wins a game

  • Fixed a bug where the player would stay crouched if sliding and unsliding in the same frame

  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 14c Changelog

Changes:

  • Added chess functionality to the Credits museum

  • Added a optional seperate punch binds for each arm

  • Move arm, delete arm and modify arm can now be used in normal levels

  • Updated Hideous Mass model and texture

  • Reduced Mindflayer's radiance health buff from 2x to 1.5x

  • Made "Do Robots Dream of Eternal Sleep?" loop twice by default in the Cyber Grind

  • Increased secret orb requirement for the final weapon color template from 86 to 100

  • Increased recharge speed for nails

  • Decreased delay for "Conductor" aftershock

  • Sawblades no longer get the nailbomb damage bonus

  • Red errors in the console now default to being expanded since people would forget to do so when posting bug reports

  • Renamed controls menu weapon slots from numbers to weapons to make them easier to change

  • Screwdriver no longer breaks when attached to dead Guttermen

  • The timer in 7-1 now stops as soon as the boss' death animation starts

  • A dying Mindflayer's death countdown now resets when launched with a Knuckleblaster punch

  • Dying Mindflayers and dead Guttermen are now whiplashable

  • Player can now heal off of dying Mindflayers

  • Added icons for some cheats that didn't have them yet

  • Lowered priority for punching saws

  • Raised priority for punching coins

  • Added credits for the public domain songs "Take a Look at Molly" and "Gymnopedie No.1" in the Additional Music Credits book

  • Lowered 7-4 security system beam speed on Harmless and Lenient difficulties

  • Increased rocket speed reduction when ridden by player from 75% to 65%

  • Slightly lowered style requirements for 7-1, 7-2 and 7-4

  • Reimplemented "Super Slide Jump" tech

  • Added a console command for forced stacktrace extraction for modders

Fixes:

  • Fixed bugs relating to Whiplash binds

  • Fixed weapon wheel not working properly on controller

  • Fixed the doors in 5-3's second half opening the wrong way

  • Fixed the Hideous Mass armor not working correctly

  • Fixed the Cyber Grind leaderboard sometimes lagging when using custom music

  • Fixed "enemies ignore player" cheat not working on Leviathan

  • Fixed Fullbright cheat not working well with levels with heavy fog such as 7-3

  • Fixed the level end leaderboard only showing up to 4 people

  • Player no longer moves with large objects as if standing on them while noclipping

  • Swordsmachine no longer attacks other enemies while blinded

  • Swordsmachine now properly targets Stalkers if any are around

  • Fixed Stalkers not targeting the player when no other targets are available

  • Fixed 4-2 circular checkpoints not re-enabling as intended

  • Fixed the Cyber Grind special enemies being unable to spawn on their earliest set spawn wave

  • Fixed a bug with the Cyber Grind uncommon enemy calculations sometimes causing double the intended amount of Virtues to spawn

  • Fixed Knuckleblaster shotgun shells no longer colliding with the ground

  • Fixed mismatched Violence layer "origName" values for modding purposes

  • Fixed the 1-1 challenge not working correctly if the player grabs a checkpoint before the time runs out

  • Fixed Guttertanks sometimes being parryable after death

  • Fixed the 7-1 boss not unlocking the enemy data strategy field when first fought

  • Fixed the 4-S tab stats menu counter

  • Fixed Ferryman's lightning no longer causing an explosion when chargebacked

  • Fixed the Advanced Strategy section for the Railcannon referring to the wait time as 15 seconds instead of 16

  • Fixed an accidental reversion of the Revolver's data section into an earlier, shorter version

  • Fixed odd physics behavior with blinded dying Virtues

  • Cannonballs will now snap to be directly in front of the player's position if punched at a target that's close, to avoid being launched at odd angles

  • Fixed a bug that caused the audio to distort and break if the player spawns many blinded Guttermen

  • Fixed the Electric Railcannon's variation description overlapping with the Already Owned button

  • Fixed an invisible collider at the spawn point in the Sandbox causing odd behavior with the Spawner arm

  • Fixed explosions being able to break unbreakable Clash mode boxes

  • Fixed Guttermen sometimes not properly unsandifying when dying

  • Fixed framerate-related inconsistencies with trams

  • Fixed the bloodsplatter caused by a Drone's death not healing the player

  • Dead enemies can no longer get hit by the same projectile multiple times, often causing the game to hitch or freeze

  • Fixed punching a Screwdrivered enemy corpse causing the screw to reattach and detach rapidly

  • Round Trip no longer instakills Guttertanks if they are being protected by an Idol

  • Swordsmachine's thrown swords can no longer hit the same enemy multiple times

  • Added a teleport failsafe in case the player gets stuck under the bomb while it's lowering in 7-2

  • Fixed the game freezing for a moment while loading another song in the Cyber Grind

  • Fixed the particle effects and rubble caused by the 7-2 clocktower falling not spawning correctly

  • Fixed a bug where coins or magnets hitting a freezecharged rocket would cause an unintentionally large explosion

  • Fixed tutorial prompts sometimes not displaying the relevant button bind

  • Fixed Strays, Schisms and Soldiers incorrectly using the Filth's movement speed values

  • The same button can no longer be bound to the same action multiple times

  • Cancelling the weapon wheel with a projectile boost no longer causes level timer speed issues

  • Fixed a bug that caused Husks to not count as kills if not targeting the player

  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 14b Changelog

  • Guttertanks will now stagger and become parriable when not hitting anything with a punch

  • Freezecharged rockets no longer cause red explosions when shot with a revolver

  • Improved performance in 7-1

  • Improved performance in 7-3

  • Improved performance in 7-4

  • Fixed bug that would cause 7-4 final encounter to begin without the player being inside

  • Fixed hole in the side of the 7-4 boss

  • Fixed collision bugs in 7-4

  • Console commands now also get autocompleted by pressing enter instead of just tab

  • Fixed level stats overlay not working in P-1 and P-2

  • Added level stats overlay support for the Cyber Grind

  • Fixed the radiant spawn rate in the Cyber Grind not working correctly

  • Fixed a ceiling in the bomb station in 7-2 not having collision

  • Made the panel to open the way after the 7-2 ambush clearer

  • Fixed a rare bug that caused the 7-2 blood river's hitbox still be active while the player is inside the final arena, causing them to sometimes get warped outside

  • Fixed the intro interior lights turning off when restarting from the first 7-2 checkpoint

  • Fixed the door not unlocking when restarting from the first 7-2 checkpoint if the player has gone outside

  • Fixed the Whiplash course pits causing an empty style bonus to appear in the HUD if a dead enemy falls into them

  • Fixed Gabriel's spawner arm preview's swords being offset from his body

  • Timers for yellow hookpoints now reset on checkpoint restart

  • The invisible walls of 7-3's intro get disabled if teleporting to a checkpoint

  • The third secret of 7-2 and second secret of 7-3 no longer get automatically unlocked on beating the level

  • Mindflayer beam caused by Knucklebaster launch can no longer hurt the player

  • Guttermen now spawn more frequently in the Cyber Grind

  • Renamed "Parry Flash" option to "Parry Screen Flash" to make its function clearer

  • Added a parry flash to landmines when they're activated

  • Fixed Whiplash not working properly on controller

  • Fixed Stalkers moving around while blinded

  • Fixed enemies not being properly blinded while under the effect of a Crystal of Madness

  • Fixed Ferryman's lightning tracking the player even when targeting enemies

  • Fixed enemy blood sometimes not healing the correct amount

  • Fixed offset santa hats for V1, 4-4 V2 intro and skulls

  • Added a landmark for the 7-2 secret path to make it easier to find

  • Reverted changes made to door blocking code to fix 1-4's plank and niche 7-2 softlocks

  • Added more terminals in 7-4

  • Increased size of Soldier spawn trigger in 7-4

  • Fixed a bug where the Streetcleaners in 7-4 would no longer spawn if the player had activated a checkpoint

  • Moved 7-4 distant decoration slightly closer

  • Changed the undashable beams in 7-4 from turqoise to magenta to differentiate them

  • Slightly reduced rotating speed of beams in 7-4 final encounter second half

  • Slightly reduced rotating speed of beams in 7-4 final encounter on Violent difficulty

  • Fixed inconsistencies in recharge speed when not holding the weapon for Overheat, Alternate Overheat and Alternate Sharpshooter

  • Fixed Mannequin's charging projectile effect sometimes not disappearing on death

  • Fixed the 7-1 preboss terminal showing the wrong Tip of the Day

  • Fixed the secret red soul orb fights in 7-1 and 7-2 still activating even if Disable Enemy Spawns cheat is turned on

  • Updated 7-1's navmesh to allow the enemies from the secret red soul orb fight to properly land on platforms across the pit

  • Fixed the 7-1 post-tram infinite tunnel not working if the player restart from checkpoint

  • Whiplash pull will no longer get cancelled by a rocket in the way

  • Fixed a graphical bug in the Hakita credits book in the Credits museum

  • Fixed Mauricing enemies also causing a "+SPLATTERED" style bonus

  • Fixed Hideous Mass corpse stretching out wildly when getting Mauriced

  • Fixed Gabriel teleporting like crazy while fighting large enemies like Hideous Masses and Insurrectionists

  • Increased blood catching range for the final 7-3 tree

  • Fixed navmesh oversight that caused enemies to sometimes get stuck inside two of the walls in the final arena of 7-3

  • Added hurtboxes to 7-1 boss' belly and unprotected arm

  • Fixed Whiplash rocket return sometimes not dealing damage

  • Enemy rockets no longer get freezecharged unless they have been ridden on

  • Fixed a bug where Mannequins would sometimes clip into the ceiling and possibly out of bounds if dropping off a wall right next to a ceiling

  • Fixed a bug that caused the first phase of the 7-1 boss to always function as if on Harmless difficulty

  • Guttertanks no longer turn into Guttermen in Sandbox saves

  • 7-1 boss no longer turns into a Mannequin in Sandbox saves

  • Fixed a bug where Insurrectionists would sometimes get stuck on the side of the Cyber Grind arena

  • Fixed magnet inconsistencies between Flesh Prison and Flesh Panopticon

  • Fixed the 0-2 setpiece enemies that only the Swordsmachine can kill counting as kills

  • Guttertanks now only spawn on melee tiles in the Cyber Grind

  • Violence layer hall doors now open faster when the player is moving fast

  • Added seasonal hats to the sleeping Filth easter egg

  • Fixed the spawner arm preview for MDK having a seasonal hat

  • Fixed Malicious Faces leaving behind invisible unbreakable corpses when Mauriced

  • Fixed Malicious Railcannon being called Sharpshooter in the variation info pop-up

  • Fixed the 5-1 and 5-3 challenges not resetting correctly when respawning from checkpoint

  • Falling out of bounds in the final 7-1 room will now teleport the player back inside it

  • Gutterman will no longer stand back up if the player activates a checkpoint during their death animation

  • Fixed the crosshair stamina meter not working if the player isn't using the Standard HUD

  • Fixed Guttermen and Guttertank not becoming radiant in the Cyber Grind

  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 14: VIOLENT NIGHT Update

Additions:
  • Added Layer 7: VIOLENCE

  • Added custom music support to Cyber Grind

  • Added autocomplete for the console

  • Added a hurt sound when being hurt by acid

  • Multiple buttons can now be bound to a single action

  • Added God mode cheat to make the player invulnerable

  • Added option to disable white screen flash when parrying

  • Added "Advanced Options" menu in General options for level specific tweaks

  • Added "HEALTH - HATEFUL (Instrumental)" to the Cyber Grind jukebox

Sandbox:
  • Added a toggleable warning when overwriting a Sandbox save

  • Added a quicksave button for the Sandbox

  • Added ability to make enemies fight eachother in the Sandbox

  • Altars can now be edited to remove items with the Alter arm

  • Added ability to sandify enemies with the Sandbox Alter arm

  • Added ability to enrage enemies with the Sandbox Alter arm

  • Added Crystal of Madness to the Spawner arm menu

  • Added invisible wall custom block to the Sandbox

  • Alter arm can now change the force of a slingshot hookpoint

  • Alter arm can now change the size of custom Sandbox objects after they've been created

  • Alter arm can now change a Dual Wield powerup's duration

General Changes:
  • Punch and parry timing now have 3 frames of leniency (punching a few frames early will still count as a hit) [excluding projectile boosts]

  • Increased horizontal and vertical size of player's projectile parry zone

  • Explosive projectiles and the Hideous Mass spear now have the same mercy frames after hitting a player as normal projectiles

  • Some charge and enemy projectile sprites have been updated to match the greater visual fidelity of the game

  • Alternate Sharpshooter Revolver now spins up almost instantly, making it perfect for players who only use the Sharpshooter situationally

  • Rockets that have been frozen for a second or longer will always cause red explosions when hitting an enemy

  • Dying Mindflayers can now be punched with the Knuckleblaster to launch them

  • Punching a Screwdriver screw out of an enemy will now also deal its remaining damage to them

  • Reworked the text system to fix fonts appearing blurry

  • Songs in the Cyber Grind playlist now only load whenever used instead of all at once on level load, causing the game to freeze

  • Seasonal events only apply in levels the player has already played at least once

  • Level leaderboards are now hidden on first playthrough

  • Level leaderboards now includes a notification about the option to disable them

  • All level leaderboards in the level select can switch between Any or P-Rank with the last used weapon button

  • Added ability to scroll level leaderboards

  • Radiance speed modifier no longer affects projectile speed

  • Fixed Cyber Grind enemy point budget inconsistencies caused by start wave number

  • Changed the radiant enemy spawning formula in the Cyber Grind, making them less common and more consistent

  • Updated visuals for explosions

  • Pre-boss terminals no longer play music to not ruin the build-up

  • Changed the tab level stats overlay's secrets from a number to icons

  • State of "Don't touch X" challenges now resets on checkpoint reset if the player hadn't failed yet

  • Boss health bars now have secondary meters for bosses who are supposed to have them

  • An enemy spawning inside a rocket now consistently causes red explosions

  • Punch exhaustion now gets reset on respawn

  • Converted .mp4 video files into .webm

  • Removed the scrollbar from the Prelude level select

  • Player can now initiate a rocket ride with a whiplashed rocket even while moving upwards

  • Reduced the delay for a Swordsmachine's sword returning after a throw that doesn't hit anything

  • Player can now only be launched by one damageless explosion at a time

  • Diving (jump+slide at the same time) into a wall now allows the player to wall jump while keeping their momentum

  • Increased leniency for dive input

  • Replaced 2 Strays in 5-3 Rocket Launcher airborne shot tutorial with Schisms to better illustrate the damage difference

  • Streetcleaners now explode when Mauriced

  • Items held while in Clash mode are now visible in the player's hand

  • Swordsmachine radiance health bonus reduces from 2x to 1.5x

Fixes:
  • Explosions no longer kill enemies through walls

  • Fixed the name on boss health bars sometimes stretching horizontally when there are many active at once

  • Fixed the spawn cost of enemies in the Cyber Grind not increasing per instance of the same enemy

  • Fixed sandbox blocks becoming invisible if stretched too far

  • Fixed some rumble setting names being partially cut off

  • Can no longer jump off rockets while the game is paused

  • Fixed S.R.S. Cannon weapon freshness not working correctly

  • Fixed some objects not being saved in Sandbox saves

  • Fixed a weapon wheel bug caused by unequipping the Nailgun

  • Swordsmachine Agony and Swordsmachine Tundra now appear in the correct order

  • Fixed 5-S Maurice bait not being held correctly

  • Crosshair HUD will now be disabled correctly if HUD Fade is enabled before attempting to set thickness to none

  • Fixed strays in the first sunken arena of 5-3 being able to walk through some walls

  • Fixed a hole in the ceiling of the P-2 boss entrance

  • Fixed "Target Framerate" setting not applying on restart

  • Fixed the framerate being unlocked during the intro videos

  • Virtues no longer count towards the total Virtue count for halting the enrage of other Virtues

  • Fixed the Shotgun overkill damage applying to radiant virtues without accounting for the radiance health buff

  • Fixed the Shotgun weapon icon not having the correct amount of ambient glow

  • Fixed the floor lights in the last room of 0-2 not having a navmesh

  • Fixed Whiplash pull not cancelling properly on some big enemies

  • Fixed Cerberus being unable to walk towards player if the player is too high up

  • Fixed Drones losing their sandification visual effect when shooting

  • Fixed Drone seasonal event texture bugs

  • Fixed Attractor Nailgun sometimes being called Magnet Nailgun in the terminal

  • Fixed flickering shockwave effects in 2-4 arm encounter

  • Added a failsafe if the Flesh Panopticon death animation freezes

  • Fixed shotgun breaking when point blank shooting Sisyphus Prime during his intro

  • Fixed Sisyphus Prime attack trails sometimes persisting after death

  • Fixed Sentry beams sometimes hitting the player even if chargebacked

  • Fixed the Rocket Launcher not counting towards amount of weapons equipped for freshness calculations

  • Drones no longer cause "+CANNONBALLED" style bonus when killing an enemy by crashing into them

  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 13b Changelog

  • Radiant stalkers no longer cause sandified enemies to become radiant

  • Added names of people who made the community-made Cyber Grind patterns into the Additional Credits book

  • KITR will now follow the player even if in Clash mode

  • KITR will no longer mercilessly devour the player if in Clash mode

  • Standard Sharpshooter revolver can no longer break heavy breakables

  • Coins will now increase a Sharpshooter alt fire's amount of hits on a single target instead of damage

  • Sharpshooter alt fire's amount of hits on a single target per ricochet now caps at 3 (4 on Alternate revolver)

  • Fixed a bug that caused punching to no longer cancel a Whiplash pull after hitting an enemy with a hooked rocket

  • Fixed question mark weapon icon not working for the cut weapons

  • Fixed Alternate Sharpshooter revolver spinning animation being buggy if spun immediately after firing

  • Fixed MDK not dying correctly when jumped on in Clash mode

  • Sharpshooter alt fire no longer explodes Gabriel's spiral swords

  • Fixed a bug where a Cerberus would start moving at 5x speed if sanded in the period before enraging after another Cerberus dies

  • Swordsmachine is now affected by gravity during its animations

  • Fixed the glowing arrow on the side of the Alternate revolver not being visible

  • Spinning the Sharpshooter revolver while dual wielded and in the air adds upwards propulsion (more dual wields = more propulsion)

  • The level end stats and level leaderboards no longer round time differently

  • Disabling level leaderboards now also causes times to no longer be sent to the level leaderboards

  • Fixed Swordsmachine flying forward if knocked down on the exact frame of an attack where it starts moving forward

  • Fixed a bug that caused Size 2 fish to be uncatchable

Back to the Cyber Grind

Welcome back, Machines.

BACK TO THE CYBER GRIND

That's right, it's BACK TO THE CYBER GRIND FOR YOU.

With 20 community-made arena patterns added into official rotation

**

And a brand new single from HEALTH... "HATEFUL"

**

_

Yes, we're premiering band's new music inside of ULTRAKILL now, deal with it

_

Get the song here
Not to forget: a new Cyber Grind original song: "UltraChurch"

by KEYGEN CHURCH

And we've added a "Music" option to the Cyber Grind terminal that allows the player select songs from other levels: GROOVY

Plus uncommon waves from Wave 25 onwards can now include 2 uncommon enemy types and Radiant enemies (speed and health only) can now start spawning in the Cyber Grind from wave 25 onwards (oh shit)

But that's certainly not all.

We've added the red revolver variation "SHARPSHOOTER"

yeehaw

And added friends-only leaderboards (for time) in every level

(Any rank and P rank)

Also added "Armor" material to the Sandbox spawner arm and added a HUD option to disable the crosshair powerup meter, plus... added HEALTH and Quetzal Tirado in the credits museum. Very important.

Plus plushie models for Jacob H.H.R., Tucker Wilkin, Lenval Brown, Stephan Weyte and Cabalcrow and Added pickup and throw sounds for Joy Young plushie :)

As for General Changes?

  • Switched to a different asset storage system for faster load times and less memory use

  • Added sound, icons and haptic feedback to the weapon wheel

  • When hitting an enemy while carrying a cannonball, if the cannonball can't hit the enemy, the whiplash retracts instead of attaching to the enemy

  • Punching an SRS cannonball now resets its anti-instabreak cooldown

  • SRS Cannonballs now deal 7 damage instead of 5 if punched after it has bounced off an enemy

  • Cannonball direct hits will now dislodge Sentries

  • Cannonball direct hits will now launch falling enemies further

  • All surfaces of the P-2 red tunnel now share their damage cooldown to stop players from taking a separate hit of damage from each

  • Dash storage now has a consistent 1 second timer regardless of at what point of the dash the slide begins

  • Updated the "ULTRAKILL: A Development History" poster in the Developer Museum movie theater

  • Rockets no longer despawn while No Weapon Cooldowns cheat is on

  • Added aim assist to hitscan attacks that ricochet off surfaces

  • Added a slight delay to hitscan attacks that ricochet off surfaces for added clarity

  • Reduced sensitivity of trigger for Ferryman's uppercut

  • Updated 0-2's tip of the day to be accurate to the game's current state

  • Sandbox move, alter and delete arms can now be cycled through with the change variation button

  • Sandbox alter arm can now change the settings for damaging surfaces and materials

  • Fixed seasonal event cosmetics not working properly on P-2 bosses and KITR

And Fixes?

  • Swordsmachines should no longer get stuck on stairs

  • Fixed a bug where the music in the Developer Museum would sometimes stop after a song instead of playing the next one

  • Fixed a bug where the player would be displaced to the 0,0,0 if riding a rocket directly upwards with back touching a wall

  • Fixed Gabriel not changing texture when entering another phase

  • Fixed an outline bug in Sisyphus Prime's second phase

  • Fixed P-2 arches not being tagged, causing players to slip on them

  • Fixed the P-2 pre-boss room's ceiling not having collision

  • Fixed enemies in the P-2 red tunnel sometimes snapping back up onto ground after falling

  • Fixed P-2 red tunnel not spawning in if circling around back and forth through the shortcut

  • Fixed a bug where the last arena of P-2 would open early if the Stalker died while being protected by an idol

  • Fixed a bug that would cause the player to be able to be slammed down through the floor on the first frame of being launched

  • Fixed the player being able to go through some invisible walls while riding a rocket

  • Fixed enemies being able to walk through the doors in the Heresy layer

  • Fixed a floating tree in 5-S

  • Fixed the outdoors sections of P-2 not unrendering when using the shortcut, causing performance issues

  • Fixed a gap allowing players to skip the bridge encounter in P-2, causing a softlock

  • Fixed a bug that caused the Flesh Panopticon's outro to get stuck

  • Fixed a floating point inaccuracy that caused radiant Virtues and Drones to sometimes survive one more shot than they should

  • Fixed hurtzones still hurting ungibbable enemies after they've died

  • Fixed a bug that caused Mindflayers to become permanently unable to teleport if a Screwdriver is attached when the player activates a checkpoint

  • Fixed a bug that would cause radiant enemies to be able to die twice if killed on the frame they spawn

  • Gun order number in the terminal now goes up to 3 instead of 4

  • Fixed bug that caused size 2 fish to be uncatchable

  • Fixed opening console breaking the boot-up sequence

  • Fixed disconnecting a controller causing lots of errors

  • Fixed 6-1 boss health bars not being scaled correctly in some cases

  • Loading a sandbox save no longer causes dying to reset the sandbox

  • Fixed being able to break P-2 Idols when punching from a specific distance

  • Fixed the Whiplash getting stuck if the player presses the Whiplash button at the same time as exploding a rocket currently being pulled

  • Fixed a bug that caused Insurrectionists to be flung into the level's origin point if hit with an SRS cannonball while pulling themselves towards the player after a jump stab

  • Loading a Sandbox save will no longer cause the Sandbox to get reset if the player dies

Oh and DESK PADS ARE BACK IN STOCK

_

Have fun, machines. You love fun!

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

Patch 12b Changelog

  • Added a shortcut at the start of P-2 that opens if the player has encountered the boss at least once

  • P-2 boss no longer becomes unparryable in the second phase on Violent difficulty (second phase stamina increased to compensate)

  • Reduced non-boss Ferryman health from 40 to 30

  • Removed one Cerberus from the last P-2 arena

  • Chargebacks will now ignore blessed enemies while targeting

  • Restructured and repaced Flesh Panopticon's death for greater clarity

  • Increased volume for all Sisyphus Prime voicelines

  • Added a slight trail to Sisyphus Prime's teleports

  • Reduced chances of Sisyphus Prime hitting the player through the floor

  • Falling OOB during the P-2 boss fight will now reset the player or the boss back inside the arena

  • Changed the physics of Stalkers to reduce the possibility of phasing through surfaces when magneted

  • Added a failsafe to the last P-2 arena in case the Stalker dies prematurely

  • Fixed a bug that allowed punching at an angle to break the Idols in P-2

  • The red hallway in P-2 now deals a flat 30 damage and acts as a solid surface instead of dealing a non-lethal max 50 with a teleport back to ground

  • Fixed a bug that caused Flesh Panopticon's death animation to not play out if the player paused during it

  • Flesh Panopticon now opens its mouth properly while firing mortars

  • Flesh Panopticon's mortars now spawn from its mouth rather than in front of it

  • Fixed scrolling in P-2 terminals not working if the player has downscaling turned on

  • Enemies hidden by Streetcleaner flames will now display outlines

  • Alter arm can now make breakable sandbox objects unbreakable

  • Fixed the Radiance effect being offset from enemy models

  • Radiant Stalkers will now also make the enemies it sands radiant

  • Fixed a bug that caused the "buffs forceradiance" console command to disappear

  • Fixed "Remember Last Used Weapon" breaking the 6th weapon slot if the player's last used weapon in that slot was the second or third one

  • Fixed a rare bug that caused the game to not load, resulting in just a black screen

  • Fixed players being unable to change weapons while starting a level

  • Stored dash frames are now drained at 20% rate while sliding

  • S.R.S. Cannonballs can now be launched by pressing primary fire when charged

  • S.R.S. Cannonballs now have a 1 second window after bouncing off an enemy before they can hit another in order to stop cannonballs from breaking instantly after a bounce

  • If hit with an S.R.S. Cannonball right before landing from a jump, Insurrectionists will stay knocked down for longer

  • Developer museum Rocket Race now gives rideable rockets infinite fuel

  • Developer museum Rocket Race is now replayable

  • Fixed the Gianni attack easter egg and 5-S time of day not resetting when restarting from death or via the checkpoint main menu option

  • Reading the 5-S Testament will now mute the TV

  • The exit for 5-S is no longer spawned in until the exit door opens

  • Changed glow color of the P-1 skull on P-2 door from gold to red

  • Fixed a bug that caused Flesh Panopticon's music to not reset its pitch on checkpoint restart

  • Fixed Flesh Panopticon using the wrong name for Alter arm's health bar setting

  • Fixed P-2 ending not activating if the boss is killed in Clash mode

  • Fixed a bug that caused Mindflayers to not explode on death if the player activates a checkpoint during their death animation

  • Using the "simpler explosions" graphics option will now also stop the Cannonball break effect from triggering when exploded

  • Fixed fish sometimes swimming out of water

  • Fixed enemies sometimes spawning sideways with the spawner arm

  • Fixed Mysterious Druid Knight (& Owl)'s spawner arm preview clipping into the hand

  • Fixed 5-S HUD not scaling down at low resolutions

  • Changed positions of the Developer museum chess pieces to conform to standard chess rules

  • Fixed a developer museum Swordsmachine's sword having an outline

  • Force disabled outlines for players using CoreGL due to an unfixable outline bug

  • Fixed a bug that caused Size 2 fish to not be catchable

The Wait of the World Update

_**MACHINES, WE KNOW YOU HAVE BEEN WAITING.

...YET... SO HAS HE.

ULTRAKILL PRIME SANCTUM 2 IS NOW READY FOR YOU:**_

It features new music by Heaven Pierce Her (Hakita) as well as guest artist KEYGEN CHURCH

You think you're ready? That's cute.

Why not relax and also take in new Secret Level 5-S while you're here?

Our decidedly most chill secret level to date.

Because something tells us you're going to need it.

This update also contains Radiant Enemies:

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...

As well as the S.R.S Cannon (Green Rocket Launcher Variation)

Sam would be proud.

And... The Developer Museum.

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....

REMEMBER:

STAY VIGILANT

And most importantly

H_A_V_E _ F_U_N

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:

LAYER 7: VIOLENCE

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

General changes:

  • 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

Balance changes:

  • 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

Fixes:

  • 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

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Patch 11b Changelog

General changes:

  • Most assets are now loaded in before the main menu instead of when the player picks a chapter in the Chapter Select menu

  • Hard Damage bar now flashes yellow whenever the player takes Hard Damage

  • Added 2 new major assists: Disable Whiplash Hard Damage and Disable Weapon Freshness

  • Added a tutorial message in 5-3 explaining how to use the Rocket Launcher against Soldiers

  • Spawner arm slot changed from 5 to 6

  • Added a weapon icon for the Spawner Arm

  • Added an "Under Construction" text to the Very Hard difficulties

  • Cyber Grind score font size should now scale down to show more digits if required

  • Disabled the "Checkpoint" option in the pause menu for the Cyber Grind to reduce accidental restarts

  • A coin's max distance to attempt hitting a core eject or rocket is now based on the core's distance to the player rather than the coin to make "orbital nukes" possible again

Whiplash, Style and Hard Damage changes:

  • Player will no longer descend 2 style ranks when getting hit at S or above

  • Whiplash will now only cause Hard Damage if the current Hard Damage is below 50

  • Whiplash no longer builds up Hard Damage while the player is underwater

  • Hard damage cooldown from Whiplashing is now relative to the previous amount of hard damage rather than always resetting to the maximum total amount

  • Reverted player momentum loss when cancelling a pull on a heavy enemy

  • Red damage overlay no longer shows up while Whiplashing on ULTRAKILL rank

  • Whiplash now passes through Idols and blessed enemies

  • Blessed enemies no longer give most style bonuses

  • Dual Wield will now reduce the decay of weapon freshness

  • Weapon freshness regain is now also different per weapon

Rocket Launcher changes:

  • Freezeframe rocket launcher will now automatically cancel its freeze if all its frozen rockets have been destroyed

  • Rockets now only track towards magnets that are attached to enemies

  • Rockets now break magnets after 3 hits on an enemy with a magnet attached to them (a mid-air hit counts as 2)

  • Chaining 3 or more rocket rides without touching the ground will cause diminishing returns on rocket riding time

  • Coins will no longer target a rocket the player is riding on

Enemy changes:

  • Punches now properly auto-aim to Idols

  • Idols are now breakable with a Knuckleblaster explosion

  • Added a vertical light shaft on Idols that shows them from a distance

  • Riding on a Malicious Face will no longer rotate the player alongside the Face

  • Removed headshot multiplier from Leviathan's heart to reduce the damage of ricoshots

  • Timer in 5-4 now stops when Leviathan dies to reduce frustration due to the length of its death animation

  • Soldier terminal now mentions their explosion resistance

  • Soldiers can no longer block explosions while blind

  • Soldiers can no longer block Mindflayer death explosions or Malicious Face explosions caused by hitting a core eject or coin

  • Reduced Soldiers' explosion resistance on Violent difficulty from 100% to 75%, matching Standard difficulty

  • Changed most Soldiers in 5-3's final rooms into Strays

  • Added enemy silhouettes and colors for Sentries, Idols and Ferrymen

  • Added custom spawn sounds for Ferryman and Idol

  • Gabriel 2nd now only takes half damage during his juggle phase

  • Altered Cyber Grind spawn rates and waves for multiple enemies

  • Uncommon type enemies can now only use a maximum of half the current Cyber Grind wave's point reserve

  • Extended the distance that Swordsmachines and Ferrymen are be brave enough to jump down

  • Increased tracking speed for Ferryman's lightning bolt

Fixes:

  • Added keybind option for Slot 5

  • Camera no longer clips through the world when shaking

  • Fixed doors in some layers not closing when supposed to, causing connected rooms to no longer load in

  • Fixed Ferryman's bestiary entry not having a Strategy section

  • Filled 2 holes in the collision mesh of the Ferryman's ship in 5-2

  • Fixed Overheat Nailgun's sound

  • Fixed the restart/quit prompt appearing behind the pause menu in some old levels

  • Gabriel 1st no longer accidentally uses a taunt from Gabriel 2nd

  • Fixed resolution sometimes resetting on level load or reset

  • Fixed Rocket Launcher sometimes becoming unequippable after using the Spawner Arm cheat

  • Rocket Launcher and Shotgun weapon orders are no longer linked

  • Fixed inconsistent rocket freezing with Freezeframe when under the effects of a dual wield powerup

  • A rocket has to have been frozen at least once before it can be ridden

  • Rocket riding rotation no longer dependant on framerate

  • Ridden rockets can no longer be rotated while the game is paused

  • Fixed ridden rockets jittering when out of rocket riding time on the surface of water

  • Rocket Launcher now auto-aims correctly

  • Fixed player pulling out a gun while using a shop after pausing, unpausing and using the scrollwheel

  • Maxing out the style meter while in ULTRAKILL rank will no longer cause it to overflow and reset

  • Player can no longer clip through surfaces by rotating a frozen rocket while riding it

  • Player can no longer be knocked off a rocket by lag or a low framerate

  • Coins now inherit rocket ride velocity

  • Fixed some typos

  • Cyber Grind end-of-wave heal should no longer be blocked by explosions

  • Fixed 5-4 sea kill plane not being wide enough

  • Fixed a softlock in 6-1 caused by placing the red skull on the secret fight altar and resetting back to a checkpoint before the exterior section

  • The final arena in 6-1 will no longer re-lock if the player beats it, goes back and activates a checkpoint from a previous part of the level and then walks back to the final arena

  • Smaller normal explosion inside a core eject malicious railcannon nuke connecting first will no longer cause Soldiers to block nukes

  • Ferrymen now have a Stalker and Idol priority rank

  • Spawn rotation for all enemies in the Spawner Arm has been made consistent

  • Fixed a bug that caused scrolling in Wrath and Heresy pre-boss terminals to not work if the player has downscaling enabled

  • Fixed Wrath and Heresy pre-boss terminals not displaying the correct Tip of the Day

  • Made the check for a low ceiling wider to reduce chances of a crouching player standing up clipping through a ceiling

  • Fixed fish in 5-1 sometimes appearing where they shouldn't

  • Fixed a bug that would cause the 5-1 fish to multiply whenever the main cave is re-entered

  • Fixed 5-1 intro cave pits not rendering fog correctly

  • Fixed some holes in 5-1 geometry

  • Arm sprites in 5-2 sea are now affected by fog

  • Fixed a section of the 5-2 ship not rendering fog correctly

  • Fixed the Lust cityscape not rendering fog correctly

  • Fixed the rank square in the chapter select for Act 2 being visible when the chapter isn't unlocked yet

  • Fixed alternate terminals in Secret mission and Prime Sanctum not playing music

  • 6-1 interior checkpoints will now also reset exterior areas in case the player skips the first exterior checkpoint

  • Fixed Ferryman lightning bolt windup sometimes staying after the Ferryman dies

  • Fixed Gabriel getting stuck in the environment during his dash

  • Fixed Gabriel 2nd freezing if hitting the ceiling right when about to swap to second phase

  • Fixed Gabriel 2nd sometimes getting instakilled if stuck between the ceiling and the player in the phase change juggle

Patch 11 Changelog

Additions:

  • Added LAYER 5: WRATH

  • Added LAYER 6: HERESY

  • Added weapon colors

  • Added weapon infos

  • Added a confirm pop-up when the player selects Restart Mission or Quit Mission (Can be disabled in the options menu)

  • Added a developer message to the 1-S OOB clipping spot that speedrunners use so people will stop asking me to fix it

  • Added sounds and effects for walking while partially submerged in water

General Changes:

  • Updated the Revolver's model and texture

  • Boosted shotgun projectiles now turn into a redder orange to make them more visually distinct from normal ones

  • Finishing 1-S will now put the player back in 1-1 instead of going to 1-2

  • Improved projectile ricochet physics

  • A magnet attached to an enemy will now pull things towards the enemy instead of the magnet

  • Hitting a coin with the Whiplash will now reset its momentum and bounce it upwards

  • Hitting a shotgun core with the Whiplash will now attach it to the Whiplash for the duration of that throw

  • Auto-aim will now also target coins and shotgun cores

  • Wooden doors in the Limbo layer will now open faster if the player is moving at a high speed

  • Updated difficulty options with some altered text and different category names to give players a more accurate idea of the game's level of difficulty

  • Added a maximum distance limit to the coin trying to hit a core eject to avoid situations where the player would waste a coin shot on a core that's really far away instead of hitting a nearby enemy

  • Dash storage (freezing iframes with a slide) no longer works on iframes caused by damage

  • Parry heals now override the healing nullification from explosions

Enemy Changes:

  • Changed the color and opacity of the Virtue's glow particle effect to not get mixed up with the Idol's blessing particle effect

  • Updated the model of Gabriel's spear to match its depiction in the 1-4 stain glass window

  • Made Malicious Face's invulnerability to explosions clearer by having boosted shotgun projectiles get deflected and explosions make a deflection sound

  • Hideous Mass' mortars will no longer be deflected by explosions

  • Swordsmachines now have a slight delay after spawning before they can attack (excluding boss encounters)

  • Cerberi now have a slight delay after spawning before they can attack (excluding ones that start as stage props)

  • Cerberi will no longer attack unless they have a line of sight to their target

  • Swordsmachine no longer throws its sword if it doesn't have a line of sight to its target

  • Swordsmachines and Cerberi will no longer be able to fall off ledges by attacking (unless Enraged)

  • Hideous Masses will no longer keep trying to do ground slams while in the lowered stance if the player is too high above or below them

  • Hideous Masses will now only start a harpoon shot when it has line of sight

  • Added exceptions to the instakill of a falling Sisyphus or Malicious Face: Insurrectionists will fall over and take damage, Mindflayers and Gabriel will teleport out of the way

  • When unable to reach their desirable range to the player, Husks that use projectiles will now attempt to fire regardless instead of just waiting for the player to come closer

  • Husks that use projectiles can now interrupt walking towards the player to fire at them from outside their desirable range

  • Soldiers will now block explosions if not in the air (except red explosions, interruptions and ones caused by a rocket hitting the environment). Blocking reduces damage by 75% on Standard and 100% on Violent.

  • Schisms will now instantly die from interruptions

  • Reduced texture compression on most enemy textures

  • Killing a husk with an overkill will now spill an appropriate amount of blood

Style Meter Changes:

  • Weapon freshness now has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x)

  • Weapon freshness's value is now based on style actions rather than time

  • Changed threshold for style combo ranking to make S, SS, SSS and ULTRAKILL harder to achieve

  • Hard Damage reduction rate is now affected by your style combo rank (S -> SSS increases speed of recovery, ULTRAKILL nullifies all hard damage instantly)

  • Using the Whiplash on enemies will now build up Hard Damage (up to the player's current HP)

  • Added tutorial message to 0-1 explaining Hard Damage

  • Added tutorial message to 4-4 explaining Whiplash building up Hard Damage

  • Bosses now give 1.5x style points to make building and maintaining style during a boss fight viable

Fixes:

  • Fixed the Cyber Grind Editor being unable to export for some people

  • Pressing "Restart Mission" while the game is loading a different assetbundle will no longer start the next mission anyway

  • Fixed the timing for the easter event

  • Fixed a visual bug caused by picking up the Whiplash in 4-4 while already having thrown the hook

  • Fixed Malicious Faces not dying properly from the Kill All Enemies cheat

  • Filth will no longer run at hyper speed if deactivated in the middle of an attack

  • Various projectile husks will no longer kill themselves if blinded via cheat during their projectile charge animation

  • Fixed husks not taking parry damage from punch parries

  • Fixed the Revolver's cylinder not rotating when shooting

  • Fixed non-standard doors that are opened by an arena ending not closing when another door is opened

  • Fixed multiple typos

  • Fixed the falling Malicious Face instakill not working on enemies who were already inside its trigger before it started falling

  • Fixed "Major Assists Enabled" popup reappearing whenever stepping over the spawn position in the Sandbox

  • Items with physics can no longer be pushed off pedestals they've been placed on, causing the pedestal to become unusable

  • Multi-skull doors will no longer close if one skull is removed