# ULTRAKILL changelog > ULTRAKILL is a fast-paced ultra-violent retro FPS that combines the skill-based style scoring of character action games with the… - Vendor: Arsi "Hakita" Patala - Category: Games - Official site: https://store.steampowered.com/app/1229490 - Tracked by: What's New (https://whatsnew.fyi/product/ultrakill) - Harvested from: Steam (app 1229490) - Entries below: 25 of 30 (newest first; the rest are on https://whatsnew.fyi/product/ultrakill) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Patch 17d4 Changelog - Date: 2026-04-25 - Original notes: https://store.steampowered.com/news/app/1229490/view/511863455583568864 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-511863455583568864 - **changed** — Sawblades and chainsaws now lose their double damage state after 3 seconds of being punched - **changed** — 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 - **fixed** — Wave progression to spawn a Mirror Reaper in the Cyber Grind now ignores Deathcatchers to avoid a rare softlock - **changed** — 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 - **changed** — Gave Providences a global cooldown system separate from Virtues, to force them to attack in turns without disrupting Virtue attacks - **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 - **fixed** — Fixed conduction sometimes not working when Max Gore Per Room has been set to 0 - **fixed** — Fixed aim assist not working through portals - **fixed** — Fixed a navmesh issue in the 8-2 Second Deathcatcher arena that caused enemies to sometimes get stuck inside the stairs - **fixed** — Fixed OOPS Blockers being visible above the entrance door after the player completes the secret 8-2 arena - **fixed** — Fixed the decorative turrets in 7-2 not functioning properly - **fixed** — Fixed the blood spray in 7-4's ending not working - **fixed** — Fixed a bug that caused the music in 1-E to fade out if the player enters the skull room vent early - **fixed** — Fixed a bug that caused Gabriel to not transition between phases when the Blind Enemies cheat is enabled - **fixed** — Fixed one of the advanced options for 8-4 being visible before the player has unlocked the level - **fixed** — Fixed Strays and Soldiers not predicting the player's movement on Brutal difficulty - **fixed** — Fixed the portal from the secret room's elevator in 8-2 not rendering correctly - **fixed** — Fixed the ceiling theater effect in 8-2 and 8-3 not working at some camera angles - **fixed** — Sanding a Cerberus no longer causes their speed to reset to their Standard difficulty speed on Violent and Brutal - **fixed** — 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 - Date: 2026-04-17 - Original notes: https://store.steampowered.com/news/app/1229490/view/666111203904324069 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-666111203904324069 - **added** — Added a proximity-based visual for the Cyber Grind death plane - **fixed** — Fixed the broken navmesh in 5-1's cave causing Soldiers to spawn in a wall - **fixed** — Fixed the Malicious Face aiming at the player's center body instead of near their feet - **changed** — Changed Malicious Face's aiming system to avoid it being able to hit itself - **fixed** — Fixed radiant Stalkers not working - **fixed** — Fixed puppeted Mindflayers leaving their beams behind if their Deathcatcher is killed during a beam attack - **changed** — Reduced the hitch in 8-1 as the player enters into the exterior area - **changed** — Gutterman line of sight is no longer blocked by rockets - **changed** — Sawed-On chainsaw's durability now resets in 3 seconds when not wielded - **fixed** — Fixed the amount of active Providences reducing the amount of attacks Virtues perform - **changed** — Increased the height for the opening triggers for Limbo doors - **fixed** — Killing a flying enemy with a Whiplashed core no longer causes the Whiplash to get stuck in the air - **fixed** — 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 - Date: 2026-04-15 - Original notes: https://store.steampowered.com/news/app/1229490/view/512988720771629425 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-512988720771629425 - **fixed** — 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** — Intro warning screen not playing - **changed** — Reverted Malicious Face beams being able to direct hit the player - **fixed** — Malicious Face not aiming at a player ridden rocket correctly - **fixed** — Coins previously hit by beams can now be punched into enemies properly again - **fixed** — 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 - Date: 2026-04-15 - Original notes: https://store.steampowered.com/news/app/1229490/view/512988720771629406 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-512988720771629406 - **changed** — Improved optimization on non-portal levels and the Cyber Grind - **changed** — Made the Friends leaderboard at the end of a Cyber Grind run scrollable - **changed** — The 75% wave completion requirement for opening Deathcatcher cages now excludes the Deathcatchers themselves - **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** — Fixed enemies sometimes not dying when falling from a fatal height - **fixed** — Fixed a broken navmesh in 2-2's first area causing a group of Soldiers to spawn in the wrong location - **fixed** — Fixed the Sawed-On Shotgun's chainsaw appearing broken after respawning if it was broken before being launched - **fixed** — Fixed the Sawed-On Shotgun not being able to use primary fire while chainsaw meleeing - **fixed** — Fixed the Earthmover boss health bar replaying its intro fill animation when the player grabs a checkpoint - **fixed** — Fixed some enemies not rendering correctly in the 8-3 Dimensional Deathcatcher room - **fixed** — Fixed Major Assist game speed change not applying correctly after a level load - **fixed** — Fixed a small unintended crevice in 8-2 Reception - **fixed** — Fixed the right wall being offset by one unit in 8-3 Shifting Arena - **changed** — Made Wind state breaking breakables and glass more consistent - **fixed** — Fixed a mysterious black blob sometimes appearing on the portal from 8-3 Split Color Door to Night Street - **changed** — Ejected cores are no longer launched by non-Knuckleblaster explosions - **fixed** — Fixed Malicious Face beams not causing core ejects to nuke - **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 - **fixed** — Fixed Mannequins inheriting a broken version of the Husk chest explosion mechanic - **fixed** — 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 - Date: 2026-04-12 - Original notes: https://store.steampowered.com/news/app/1229490/view/498351387739950730 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-498351387739950730 ##### **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 h _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/498351387739950730]_ ### Patch 17b2 Changelog - Date: 2026-03-04 - Original notes: https://store.steampowered.com/news/app/1229490/view/541132417437532228 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-541132417437532228 - 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 - Date: 2026-03-03 - Original notes: https://store.steampowered.com/news/app/1229490/view/494969887019500657 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-494969887019500657 ** ##### 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!](https://www.makeship.com/products/minos-prime-plush)** [](https://newbloodstore.com/collections/new) ##### Don't wannt buy stuff?! _Well we're also having a [giveaway!](https://gleam.io/q97Ho/the-new-blood-12-year-anniversary-giveaway)_ [](https://gleam.io/q97Ho/the-new-blood-12-year-anniversary-giveaway) ##### _Wanna know where all our money is going?!_ ##### **CHARITY!** [](https://x.com/NewBlood/status/2027114919393738965) ##### 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!](https://heavenpierceher.bandcamp.com/) - Another hotfix is coming SOON™ with even more improvements! Thank you for making [New Blood's 12 Year Anniversary](https://store.steampowered.com/sale/NewBlood2026) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/494969887019500657]_ ### LAYER 8: FRAUD - Date: 2026-02-25 - Original notes: https://store.steampowered.com/news/app/1229490/view/494969887019499527 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-494969887019499527 **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 [](https://store.steampowered.com/sale/newblood2026) ### Patch 17: FRAUD Changelog - Date: 2026-02-25 - Original notes: https://store.steampowered.com/news/app/1229490/view/494969887019499531 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-494969887019499531 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 - Date: 2025-03-26 - Original notes: https://store.steampowered.com/news/app/1229490/view/519709240792711255 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-519709240792711255 - 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 - Date: 2025-03-03 - Original notes: https://store.steampowered.com/news/app/1229490/view/519706708688242273 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-519706708688242273 - 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 - Date: 2025-03-01 - Original notes: https://store.steampowered.com/news/app/1229490/view/519706708688242073 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-519706708688242073 ##### 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 disp _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/519706708688242073]_ ### The ULTRA_REVAMP Update - Date: 2025-02-24 - Original notes: https://store.steampowered.com/news/app/1229490/view/521955971091660898 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-521955971091660898 ##### 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!** [](https://newbloodstore.com/) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/521955971091660898]_ ### Patch 16: The ULTRA_REVAMP Update - Date: 2025-02-24 - Original notes: https://store.steampowered.com/news/app/1229490/view/535468672209127999 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-535468672209127999 ##### 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 1.5 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/535468672209127999]_ ### Patch 15d Changelog - Date: 2024-05-13 - Original notes: https://store.steampowered.com/news/app/1229490/view/4186736071072629110 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-4186736071072629110 - 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 - Date: 2024-05-11 - Original notes: https://store.steampowered.com/news/app/1229490/view/4186736071068018975 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-4186736071068018975 ##### 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 Weapo _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/4186736071068018975]_ ### Patch 15b Changelog - Date: 2024-04-19 - Original notes: https://store.steampowered.com/news/app/1229490/view/4213755760589621670 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-4213755760589621670 ##### 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 se _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/4213755760589621670]_ ### The FULL ARSENAL Update - Date: 2024-04-15 - Original notes: https://store.steampowered.com/news/app/1229490/view/6658083997566133799 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-6658083997566133799 ##### 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](https://newbloodstore.com/collections/fps-sale) on sale! [](https://newbloodstore.com/collections/fps-sale) ##### BEHOLD... _ULTRARUGS!_ [](https://newbloodstore.com/products/ultrakill-gabriel-tapestry-slaughter) **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 - Dyi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/6658083997566133799]_ ### Patch 15: The FULL ARSENAL Update - Date: 2024-04-15 - Original notes: https://store.steampowered.com/news/app/1229490/view/6658083997567570555 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-6658083997567570555 ##### 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 fal _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/6658083997567570555]_ ### Patch 14d Changelog - Date: 2024-01-18 - Original notes: https://store.steampowered.com/news/app/1229490/view/3955916441768937250 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-3955916441768937250 - 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 - Date: 2024-01-17 - Original notes: https://store.steampowered.com/news/app/1229490/view/3955916441765575382 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-3955916441765575382 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 Alre _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/3955916441765575382]_ ### Patch 14b Changelog - Date: 2023-12-24 - Original notes: https://store.steampowered.com/news/app/1229490/view/3871471412494688187 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-3871471412494688187 - 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/3871471412494688187]_ ### LAYER 7 OUT NOW - Date: 2023-12-20 - Original notes: https://store.steampowered.com/news/app/1229490/view/3871471412480596117 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-3871471412480596117 ##### O HOLY KNIGHT O _VIOLENT_ NIGHT ##### THE WORLD IS YOUR CANVAS SO TAKE UP YOUR BRUSH AND PAINT THE WORLD **R E D.** https://store.steampowered.com/app/1229490/ULTRAKILL/ **Full patch notes: **https://steamcommunity.com/games/1229490/announcements/detail/3871471412481558047?snr=2___ ### Patch 14: VIOLENT NIGHT Update - Date: 2023-12-20 - Original notes: https://store.steampowered.com/news/app/1229490/view/3871471412481558046 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-3871471412481558046 ##### 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 Roc _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/3871471412481558046]_ ### Patch 13b Changelog - Date: 2023-04-28 - Original notes: https://store.steampowered.com/news/app/1229490/view/3713823860124731153 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/steam-3713823860124731153 - 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