Hey Machines, have you ever wanted to just play around with all of your weapons and all of the enemies that the world has on offer, without any of that pesky Campaign or Cyber Grind getting in the way?!
Well, now you CAN!
Introducing... The Sandbox!
Thanks, Garry.
The Sandbox is just that, a playground for you to test anything and everything in ULTRAKILL.
Neat, huh?
You know what else is neat?
MULTIPLE SAVE SLOTS:
AND BOSS ABILITY COOLDOWN BARS!
This will allow you to see what bosses like V2 and Flesh Prison are planning to do right before you fuckin' <DIE>
*We've also made a good amount of tweaks and changes you can see below.*
And be sure to tune into Realms Deep 2021 T O M O R R O W to get a FIRST LOOK at Layer 5: WRATH.
See you there, Machines...
-------------------------------------------------------------------------------------------------------------- FULL PATCH NOTES
Additions
New Sandbox level (available from the shop)
Multiple save slots (available in the General options)
Added secondary boss bars
Flesh Prison: displays time until the next heal
V2: displays patience
General changes
Burning enemies now take 150% damage from all attacks
Countdown before a Stalker can explode itself increased from 3 seconds to 5
Streetcleaners now have a blue flash instead of a yellow one to signify that their flamethrower attack is unparriable
Added a tutorial tip to 1-2 that explains that blue flash attacks are unparriable
4-4 Whiplash tutorial tips are no longer timed and are instead disabled by triggers
Whiplash no longer auto-aims to Malicious Face corpses
Punches now reset rotation quicker to no longer block the HUD for a long time after a punch to the side
Spawning undroppable items (skulls and torches) with the spawner arm will now also create an altar to put them down on
Updated music for 4-1 and 4-4
Nailgun changes
Greatly decreased the amount of time it takes to be able to shoot when switching to any variation of the Nailgun
Attaching magnets to a Stalker will reduce the splash radius of its sandification explosion (0.75x for 1, 0.625x for 2, 0.5x for 3)
Nailgun's firerate is no longer slowed down when playing at a low framerate
Magnets attached to enemies no longer have a damage penalty
Sisyphean Insurrectionist changes
Insurrectionist's attacks are now parriable: Punching his boulder with the feedbacker mid-attack will momentarily turn it into a cannonball
Added distinct spawn and death sounds to make Insurrectionists easier to keep track of in the Cyber Grind
Insurrectionist's attacks have been slowed down to make parrying possible
Insurrectionists can no longer be damaged by enemy explosions
Insurrectionists now take up 2 Cyber Grind special enemy tokens instead of 1, meaning spawning an Insurrectionist costs as much as 2 Mindflayers
Greatly reduced Insurrectionist's amount of bleeding when not on fire and increased bleeding when on fire
Insurrectionists will now play hurt sounds when on fire
To explain the Insurrectionist fire changes: Burning an Insurrectionist will now work as an opening for dealing big damage rather than just dealing big damage by itself. This is to stop players from setting Insurrectionists on fire and then running away until they die from the passive damage. The changes to bleeding and hurt sounds are to make the importance of using fire against Insurrectionists clearer and more intuitive.
Bugfixes
Improved performance on 2-2 and 4-4
Vertexlit enemies will now check for outdoors lighting zones
Virtue's cannonball effect when launched after death with a feedbacker punch now works correctly
A coin's style multiplier will no longer exponentially increase when punched into the environment causing the game to grant points for the equivalent of thousands of coin shots
Fixed an issue where some of the Insurrectionist's attacks could go through walls
Scrolling through enemy files is now absolute rather than relative, meaning large enemy files will no longer cause large skips when scrolling
Fixed a bug where combat music wouldn't start when the player spawned an Insurrectionist with the spawner arm
Fixed coins persisting through checkpoint restarts
Fixed secret dual wield powerups not respawning on checkpoint restarts if the player hasn't already found them
4-3 Tomb of Kings lantern can no longer be lit through the closed door with an explosion
Can no longer clip outside the 4-4 boss arena by riding the rising columns up
Can no longer stop the 0-1 timer from starting by picking up the revolver and running to the glass floor room before the logo disappears
Restarting from the final 1-1 checkpoint will no longer keep the preceding room despawned
Fixed a rare case that would cause the player to go into a perpetual falling loop at the start of 2-1 by not respawning the intro tunnel after falling into a pit
4-2's red skull arena will now still start even if the player enters from the side
Fixed a bug where Insurrectionists would sometimes still keep jumping even if the blind enemies cheat was turned on
Can no longer fall perpetually while slamming on the 2-2 dinner table
Main menu background will no longer be black after finishing 4-4
Insurrectionists will no longer die instantly when spawning in the Cyber Grind's jump pad pit pattern
Fixed one of the enemy spawn triggers in 4-1 not failing the challenge
Fixed V2 getting stuck if knocked down ontop of one of the lanterns during the phase change
Fixed Prime Sanctum levels getting locked again if the player makes progress in the game on the same difficulty
Hideous Mass harpoon can no longer hit the player if they're touching its tail when it teleports back due to having not hit anything
Fixed OOB issues in 4-3
Fixed Mysterious Druid Knight sometimes not resetting due to checkpoint order shenanigans
Renamed 4-3 teleport rooms to be more descriptive
Fixed multiple issues caused by jumping over the 4-4 checkpoint between the V2 phases
Fixed an issue where Malicious Faces, Cerberuses and Hideous Masses lost their sandification visual when changing texture if Outline Only enemy silhouettes were turned on
Player should no longer be able to slide out between the blinds in 4-4
Fixed the Whiplash pull sound continuing to play while paused
Reduced 4-2 Insurrectionist's health from 120 to 90
Increased Insurrectionist's attack cooldown on Violent from 1 second to 1.5 seconds
Reduced Insurrectionist's attack speed multiplier on Violent from 1.5 to 1.25
Fixed an issue where Insurrectionist would jump even if Blind Enemies cheat is turned on
(Hopefully) fixed an issue where Insurrectionist would jump into the air and never fall down
Fixed an issue where Streetcleaner canisters would appear floating above the 4-2 desert when shot
V2 can no longer be instakilled with an explosion that deflects all his projectiles back into him
Fixed a z-fighting issue with the 4-2 red skull's glass case
Fixed a bug with level end doors not opening when a checkpoint gets activated at the start of their opening animation
Fixed Whiplash's inspect animation not playing if the player is directly on top of it when it spawns
Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
Added "Subtitles" option to the Audio options menu
Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
Added new Act transition from 3-2 to 4-1
Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
Updated enemy files to make their strategy sections more useful
Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
Added special style point bonuses for advanced ricoshot variations
Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
Updated explosion visuals
Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
Drones will no longer chirp while suicide diving to make it clearer they're already dying
Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
Can now strafe slightly while sliding
V2 Changes:
New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
V2's movement speed now has additional possible debuffs to make healing slightly easier:
Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
V2 will no longer miss shots if the player is close enough to be between V2 and their gun
V2 will no longer try to move towards the player even if already touching them
V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
Added 4 new official patterns
Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
Fixed Cancerous Rodent not gibbing when killed
Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
Fixed explosions launching gibs too fast, causing them to clip out of map
Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
Added "Subtitles" option to the Audio options menu
Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
Added new Act transition from 3-2 to 4-1
Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
Updated enemy files to make their strategy sections more useful
Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
Added special style point bonuses for advanced ricoshot variations
Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
Updated explosion visuals
Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
Drones will no longer chirp while suicide diving to make it clearer they're already dying
Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
Can now strafe slightly while sliding
V2 Changes:
New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
V2's movement speed now has additional possible debuffs to make healing slightly easier:
Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
V2 will no longer miss shots if the player is close enough to be between V2 and their gun
V2 will no longer try to move towards the player even if already touching them
V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
Added 4 new official patterns
Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
Fixed Cancerous Rodent not gibbing when killed
Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
Fixed explosions launching gibs too fast, causing them to clip out of map
Fixed a bug where scrolling through weapons backwards with scrolling weapon switch set to "Both" would only scroll through the first and last weapon
Scrolling through weapons when set to "Both" will now ignore Remember Last Used Variation
Fixed a tagging error on one of the death pit zones around the mouth door at the end of the spinal staircase in P-1 that would allow players to float in midair
Main menu's social media buttons no longer only work at the edges of the button
Fixed the charge shot of the alternate revolver still hitting a coin even if all its hits have been drained
Auto aim fixes:
Auto aim amount now gets saved between levels
Fixed auto aim deadzone where sometimes there was a camera rotation that would cause the auto aim to not track any targets
Fixed auto aim weirdness when enabled but with amount set to None
Nails no longer get spawned in front of the camera instead of in front of the gun when auto aiming at an off-center enemy
- Added a slider for changing the strength of the auto aim assist - Fixed a bug where the player wouldn't be able to heal during invincibility frames - The Cyber Grind will no longer break while trying to save the player's high score if they previously did not have a high score save file - Fixed cases of filestream conflict stopping the game from saving, leaving only a -temp file
- The game will now automatically read a -temp save file if no normal file is available - Added a warning message if the player attempts to punch without having an arm equipped - Parrying Minos Prime's Judgement dropkick will now cancel the explosion if he's above half health on Standard difficulty or lower - Minos Prime will no longer explode twice if the ending cutscene is skipped after the light shafts start appearing - Fixed Minos Prime's "uppercut->air hike->overhead->crush" combo not triggering on successful close range uppercut where the player does not get out of range in time - Soap will no longer kill enemies that ran into it too quickly even if the soap wasn't moving - Skipping the 0-1 title drop early will no longer cause the HUD to not appear - Fixed alternate revolver beams not applying the correct splitshot timing bonus when hitting an enemy while aiming at another coin - Players can now pause during the Act I intermission, allowing them to easily exit to main menu - The music during the Act I intermission now loops correctly - Fixed a typo in the P-1 terminal
This long awaited update will add content and features for new players and hardened veterans alike.
PREPARE THYSELVES.
While we will not spoil what is behind the PPPerfect Door... know that it will TEST you in ways you did not think possible.
And what awaits you in Secret Level 2? Will shake you to your very CORE.
But this update isn't just for returning and hardcore players, oh no.
Easy difficulties (Harmless and Lenient) are now selectable!
These difficulties will help less skilled players get more used to the speed and mechanics of ULTRAKILL.
Making progress on higher difficulties will now also unlock the same missions on lower difficulties to make switching to an easier difficulty more convenient for players who have made progress before.
We've also added Vvizard_Man's texture pack to the Cyber Grind!
Featuring the new fan favorite skybox: "Inside Gabriel's Microwave"
In this update is also the long requested "Remember last used weapon variation" option which makes switching to a weapon also switch to the variation that that weapon was previously on.
And since we know you're all PATIENTLY awaiting ACT II: IMPERFECT HATRED, we've decided that we won't wait for the entire act to be finished before giving you MORE of what you so very much crave.
That being said... the next major update will contain
LAYER 4: GREED
As always, don't forget to keep up with New Blood by:
Added 2-S (Can be accessed via secret exit in the Lust layer)
Added P-1 (Can be accessed via secret exit in the Gluttony layer, requires P ranks in all Prelude and Act I levels)
Easy difficulties ("Lenient" and "Harmless") are now selectable.
Added soap
Added "Remember last used weapon variation" option which makes switching to a weapon also switch to the variation that that weapon was previously on
Added "cutscene skip" system which allows players to skip moments of waiting if they've already beaten the level (the time it would've taken to finish the cutscene is added to the clock if the timer is active)
Added a filter to the music while the game is paused
Added unique icons for the Railcannon variations to make it possible to tell them apart if all variation colors are set to be identical or similar
Added particle effect and updated sound to checkpoints to make it clearer when the player activates one
Added teleport cheat that allows the player to warp to any checkpoint in the level
Added a shortcut to 0-1's first secret, allowing players who have the Knuckleblaster to bypass picking up the revolver to make full game weaponless runs possible
Changes:
Making progress will now also unlock the same missions on lower difficulties to make switching to an easier difficulty more convenient for players who have made progress before realizing the difficulty is too high for them
Alternate Revolver now does a flat 2.5 damage instead of the previous "2 damage with a maximum of 2.5 damage via headshot".
If hit with the Alternate Revolver during the splitshot timing, a coin will now increase the shot's amount of hits by one (as well as matching the amount of times a shot will hit before piercing through to that new total hit amount)
Increased homing speed of Hideous Mass' bomb projectiles on Violent difficulty
Increased speed and spread of Drone's projectiles on Violent difficulty
Tab stats menu now displays current progress towards the level challenge instead of whether or not the challenge has been previously completed
Boss health bars now turn green when the boss is being healed to make it clearer to the player
If weapon icon is disabled, the railcannon meter will switch to an alternate version that fits the weapon iconless HUD better
Modified 1-1's long hallway to include a tutorial message for the Nailgun's magnet, as well as changing enemy spawns to give the player a bit of space to try it out after being told about it
Knuckleblaster punch can now break glass and heavy breakables that previously only its blastwave could
Cerberus and Malicious Face will now change to a cracked texture when below half health to make them easier to seperate from eachother
Coin punching damage stacking will now cap at 5 unless the coin hits an enemy
Nailgun changes:
Increased nail velocity and decreased spread on Attractor nailgun
Both nailguns now fire at maximum firerate instantly (Overheat nailgun's firerate slows down with more unreleased heat but heat builds up slower)
Attractor nailgun deals increased damage against most Husk enemies (Filth, Stray, Schism, Soldier)
New firing sound effect
Attractor nailgun is now limited to a maximum of 3 magnets active
Attractor magnets now have a nail weight limit and will instantly explode when reaching it (multiple magnets reduces the weight of nails)
Nailbomb explosions now deal much higher damage, as a single nail will deal half the entire collective's damage, but only a single hit from a nail explosion counts
Alternate animations when centered to stop the gun from blocking out the middle of the screen
Fixes:
Various optimization improvements for better performance
Fixed all known causes of save corruption
Fixed an issue where the Cyber Grind would break if more than 99 enemies spawned in a single wave
Fixed a bug where enemies would sometimes spawn in bugged positions in the Cyber Grind
Fixed a bug where the player would sometimes get launched incredibly far away from a point-blank projectile boost
Fixed an issue where players could cause the tram to flip around with a precisely timed direction change
Fixed the music getting quieter when entering a reverbarated area
2-2 Railcannon hallway enemies will now still spawn even if the player enters from the other side
Fixed a bug where the shockwave from a Cerberus stomp or Hideous Mass slam would sometimes spawn above ground level
Using a coin to hit a Malicious Face will no longer cause the bloodsplatter to appear at the coin's location instead of where the shot hits
The board blocking the upstairs door in 1-4's main hall can no longer be broken through the door with an explosion
Fixed parry related inaccuracies caused by screenshake offsetting the camera
Fixed the player being able to jump out of the intro tube in 0-1's short intro version
Malicious Faces no longer get stuck in walls while dying
Picking up an item with a punch will now play the "holding item" version of the punch animation and putting down an item with a punch will now play the normal punch animation
If V2 dies during its intro animation, it will no longer get stuck
As 2020 draws to a close, we've got one last update for you before we slide into a bloody new year.
Let. us. begin.
The Cyber Grind now has leaderboards.
We've made a host of quality of life enhancements.
Added "Colors" option to menu that allows color customization for the HUD and enemy silhouettes
Added global and friends leaderboards for The Cyber Grind (seperated by difficulty, will be disabled if using major assists or cheats)
Added Railcannon charge meter to HUD which shows the current charge of the Railcannon
Added "Enemies" tab to the shop that shows info for enemies you've beaten at least once
Added pattern bundles to the Cyber Grind Patterns menu: folders in the Patterns directory are now transformed into bundles that let you easily enable or disable a group of patterns
Changes:
Changed the way levels and objects are stored (This is why the update is so lorge)
Level start doors will now open sooner if you're sliding or dash jumping towards them
Streetcleaners can now only be instakilled by ricoshots if the coin is behind the Streetcleaner
Alternate Revolver now has a faster equip animation but will play a slower version if the gun has been fired within the past 2 seconds without pulling back the hammer
Alternate Revolver's Piercer alt fire beam can now only hit a single target 4 times before piercing through (maximum total hits is still 6)
Alternate Revolver now no longer gets a locational damage bonus unless reflected by a coin
Coin splitshot window reduced from 0.1s (6 frames at 60FPS) to 0.067s (~4 frames at 60FPS)
Standard jump height increased very slightly
Added alternate punch and coin flip animations for arms when holding items to avoid blocking too much of the screen
Spawner arm can now only spawn enemies that the player has beaten at least once
Added "climbstepping": the player will now be able to walk over small height increases or reach a ledge they were just short of reaching
Steam Rich presence.
So now EVERYONE can see where you're at in ULTRAKILL
And FIXES.
Fixed a bug where the weapon icon would appear at the start of a mission even if disabled in the HUD options
Gabriel should no longer be able to use the same taunt voiceline twice in a row
Fixed a bug where the player would be moved slightly inside the ground when stopping a slide which sometimes allowed for clipping through thin floors
Knuckleblaster will now give style points when punching enemies
Fixed bug where thrown coins would not chain with punched coins
Slightly moved Feedbacker's item holding position to reduce clipping while using a monitor and holding an item at the same time
Glow intensity in Cyber Grind custom themes will now be saved
Weapons can no longer be used while using the shop by pausing, unpausing and switching weapons
Thanks to YOU, ULTRAKILL was New Blood's most successful Early Access launch EVER. And with your continued support, the release of ACT II and the FULL GAME should be JUST as SPECTACULAR.