ULTRAKILL - Hakita
  • 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
ULTRAKILL - Hakita
  • 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
ULTRAKILL - Hakita
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
ULTRAKILL - El Oshcuro
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 <<
ULTRAKILL - Hakita
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
May 12, 2024
ULTRAKILL - Hakita
  • 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
May 11, 2024
ULTRAKILL - Hakita
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
Apr 18, 2024
ULTRAKILL - Hakita
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
ULTRAKILL - El Oshcuro
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
ULTRAKILL - Hakita
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
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002