Mar 21, 2023
ULTRAKILL - Hakita
  • Added a shortcut at the start of P-2 that opens if the player has encountered the boss at least once
  • P-2 boss no longer becomes unparryable in the second phase on Violent difficulty (second phase stamina increased to compensate)
  • Reduced non-boss Ferryman health from 40 to 30
  • Removed one Cerberus from the last P-2 arena
  • Chargebacks will now ignore blessed enemies while targeting
  • Restructured and repaced Flesh Panopticon's death for greater clarity
  • Increased volume for all Sisyphus Prime voicelines
  • Added a slight trail to Sisyphus Prime's teleports
  • Reduced chances of Sisyphus Prime hitting the player through the floor
  • Falling OOB during the P-2 boss fight will now reset the player or the boss back inside the arena
  • Changed the physics of Stalkers to reduce the possibility of phasing through surfaces when magneted
  • Added a failsafe to the last P-2 arena in case the Stalker dies prematurely
  • Fixed a bug that allowed punching at an angle to break the Idols in P-2
  • The red hallway in P-2 now deals a flat 30 damage and acts as a solid surface instead of dealing a non-lethal max 50 with a teleport back to ground
  • Fixed a bug that caused Flesh Panopticon's death animation to not play out if the player paused during it
  • Flesh Panopticon now opens its mouth properly while firing mortars
  • Flesh Panopticon's mortars now spawn from its mouth rather than in front of it
  • Fixed scrolling in P-2 terminals not working if the player has downscaling turned on
  • Enemies hidden by Streetcleaner flames will now display outlines
  • Alter arm can now make breakable sandbox objects unbreakable
  • Fixed the Radiance effect being offset from enemy models
  • Radiant Stalkers will now also make the enemies it sands radiant
  • Fixed a bug that caused the "buffs forceradiance" console command to disappear
  • Fixed "Remember Last Used Weapon" breaking the 6th weapon slot if the player's last used weapon in that slot was the second or third one
  • Fixed a rare bug that caused the game to not load, resulting in just a black screen
  • Fixed players being unable to change weapons while starting a level
  • Stored dash frames are now drained at 20% rate while sliding
  • S.R.S. Cannonballs can now be launched by pressing primary fire when charged
  • S.R.S. Cannonballs now have a 1 second window after bouncing off an enemy before they can hit another in order to stop cannonballs from breaking instantly after a bounce
  • If hit with an S.R.S. Cannonball right before landing from a jump, Insurrectionists will stay knocked down for longer
  • Developer museum Rocket Race now gives rideable rockets infinite fuel
  • Developer museum Rocket Race is now replayable
  • Fixed the Gianni attack easter egg and 5-S time of day not resetting when restarting from death or via the checkpoint main menu option
  • Reading the 5-S Testament will now mute the TV
  • The exit for 5-S is no longer spawned in until the exit door opens
  • Changed glow color of the P-1 skull on P-2 door from gold to red
  • Fixed a bug that caused Flesh Panopticon's music to not reset its pitch on checkpoint restart
  • Fixed Flesh Panopticon using the wrong name for Alter arm's health bar setting
  • Fixed P-2 ending not activating if the boss is killed in Clash mode
  • Fixed a bug that caused Mindflayers to not explode on death if the player activates a checkpoint during their death animation
  • Using the "simpler explosions" graphics option will now also stop the Cannonball break effect from triggering when exploded
  • Fixed fish sometimes swimming out of water
  • Fixed enemies sometimes spawning sideways with the spawner arm
  • Fixed Mysterious Druid Knight (& Owl)'s spawner arm preview clipping into the hand
  • Fixed 5-S HUD not scaling down at low resolutions
  • Changed positions of the Developer museum chess pieces to conform to standard chess rules
  • Fixed a developer museum Swordsmachine's sword having an outline
  • Force disabled outlines for players using CoreGL due to an unfixable outline bug
  • Fixed a bug that caused Size 2 fish to not be catchable
ULTRAKILL - El Oshcuro


MACHINES, WE KNOW YOU HAVE BEEN WAITING.

...YET... SO HAS HE.

ULTRAKILL PRIME SANCTUM 2 IS NOW READY FOR YOU:



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


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

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



Our decidedly most chill secret level to date.



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

This update also contains Radiant Enemies:


They can be tested in Sandbox Mode currently and will eventually be used in the Cyber Grind and upcoming Encore levels with alternate enemy placements...

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


Sam would be proud.

And... The Developer Museum.



Created entirely by (paid) ULTRAKILL community developer Vvizard, this massive structure houses many halls, many balls, a working movie theater, an aquarium... and maybe even some secrets.



It was designed and built as a testament to ALL of the talented people who have contributed work to ULTRAKILL over the years, and we hope you enjoy exploring it much more than a simple credits screen.



But enough about that....

REMEMBER:

STAY VIGILANT

And most importantly

H_A_V_E _ F_U_N

New Limited Edition shirts are now available at NewBloodStore.com

*Please only purchase if you have beaten P-2*



We're sure there may be some small updates necessary after this - but rest assured...
We will soon be diving head first into:

LAYER 7: VIOLENCE



FULL PATCH NOTES:

Additions:

  • Added P-2
  • Added 5-S
  • Added the developer museum
  • Added rocket launcher variation "S.R.S. Cannon"
  • Added radiant enemies
  • Added modifier arm for the Sandbox
  • Added controller rumble
  • Added "outline thickness" option to Enemy Silhouettes
  • Added shine setting for custom weapon colors
  • Added console command "input mouse sensitivity" to allow setting mouse sensitivity with decimals
General changes:

  • Rewrote shaders for better performance
  • Rewrote bloodstain shaders for much better peformance
  • Rewrote assetbundle system for faster level loads and removed the loading screen from the game's start
  • Enemies hidden behind Virtue beams will now be visible via outlines
  • Added a faint transparent light shaft to Virtue insignias as they are winding up to better show the range of the beam
  • Falling Malicious Faces can now break Idols
  • Streetcleaners now explode when splattered (ie. death from fall damage)
  • Cyber Grind high score is now visible in the level select
  • Slightly moved a doorframe in 0-1 to stop it from getting in the way for speedrunners
  • Added a broken terminal to the 5-3 exit
  • Added warning for custom Cyber Grind patterns disabling high scores
  • The tutorial will now force the player to equip the Feedbacker if they have no arm that can punch equipped to avoid softlocks
  • In the exterior areas of 5-2 and 5-4, lightning can now periodically strike enemies that have nails, magnets or a screwdriver attached
Balance changes:

  • Parrying an attack now restores player to full stamina
  • Parrying a Ferryman will now summon a lightning bolt to his position (does not damage the player)
  • Ferrymen can no longer be damaged by other enemies (excluding reflected attacks such as parried projectiles and chargebacks)
  • Enemies that predict enemy movements will now correctly attempt to predict player position when riding a rocket
  • Malicious Faces can now use their beams to try to snipe a rocket the player is riding on
  • Alternate Revolver's primary fire cooldown is now seperated per variation
  • Alternate Revolver's primary fire cooldown now resets when the gun is cocked instead of when it's ready to fire
  • Whiplash can now only carry a maximum of 5 rockets simultaneously
  • Whiplash can no longer carry ejected cores
  • Changed the phase change health threshold for a non-boss Hideous Mass from 10 to 20
  • Insurrectionists can no longer die from passive fire damage
  • Insurrectionists will now only pull themselves to their boulder after an air stab if the boulder has connected with a surface
  • Cybergrind laser grid no longer kills Mindflayers
  • Removed the ability for Idols to swap between targets that have the same priority rank on Violent difficulty and above
  • When attached to a Flesh Prison, magnets will no longer pull towards the enemy's center instead of the magnet's
  • Tweaked the final arena of 4-3 to account for recent enemy balance changes
  • Reduced 4-3 S rank style requirements from 18000 to 17000
Fixes:

  • Fixed a memory leak caused by Sentries with outlines
  • Fixed Ferryman spawning at the wrong vertical coordinates in the Cyber Grind, sometimes causing them to die instantly
  • Controller navigation for the act 2 level select fixed
  • Fixed pausing and unpausing while using a shop breaking arms and/or whiplash
  • Fixed loading popup appearing behind P-1 level select
  • Fixed a bug where jumping, sliding and unsliding while still close to the ground would cause the jump height to be multiplied (dive and USJ are unaffected)
  • Fixed a bug where riding a rocket could clip through a thin wall if there's another thin wall right behind it
  • The coin hitbox size increase caused by V2 2nd shooting it no longer stacks when punched
  • Fixed broken door colliders in the pool room in 4-3
  • Fixed burning enemies causing extra kills when dying from fire after the player activates a checkpoint that stores their state
https://store.steampowered.com/app/1229490/ULTRAKILL/

Follow Development: twitter.com/ULTRAKILLGame

Join us: Discord.gg/NewBlood
ULTRAKILL - El Oshcuro
Machines, first of all we must THANK YOU for the reception to Act II.

This filthy robot army has grown bigger and better than we could have ever imagined.

You prayed for salvation from boredom, and hopefully... we delivered.

Now, after some much deserved rest, Hakita and the team have been at work on the next update.



It will contain...

P-2:



5-S:



The new Rocket Launcher variation:


And...


If you're expecting it this year, however? Alas, it is not to be.

This update will arrive early in 2023. Which is not far away now.

New weapon variations and carefully balancing a challenge the likes of P-2 take time.

So please be patient.

But know this, if you thought P-1 and Minos Prime were hard?

HA

A HAHAHAHA

A HAHAHAHAHAHAHAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


;)

https://store.steampowered.com/app/1229490/ULTRAKILL/
https://twitter.com/ULTRAKILLGame https://twitter.com/HakitaDev https://twitter.com/dev_pitr https://twitter.com/SamuelJB_23 https://twitter.com/ActionDawg https://twitter.com/BigRockBMP https://twitter.com/francishsie https://twitter.com/jericho_rus https://twitter.com/DaveOshry https://twitter.com/NewBlood


NewBloodStore.com NewBloodStore.com NewBloodStore.com NewBloodStore.com NewBloodStore.com
Sep 2, 2022
ULTRAKILL - El Oshcuro
ULTRAKILL: IMPERFECT HATRED, the soundtrack to Act 2, is OUT NOW!

Youtube: https://youtu.be/QjV-f-Ew-Bw
Bandcamp: https://heavenpierceher.bandcamp.com/album/ultrakill-imperfect-hatred

^ Buy on Bandcamp to get text commentary as well as the high resolution art.

Enjoy, machines.

https://store.steampowered.com/app/1229490/ULTRAKILL/
Aug 28, 2022
ULTRAKILL - Hakita
General changes:

  • Most assets are now loaded in before the main menu instead of when the player picks a chapter in the Chapter Select menu
  • Hard Damage bar now flashes yellow whenever the player takes Hard Damage
  • Added 2 new major assists: Disable Whiplash Hard Damage and Disable Weapon Freshness
  • Added a tutorial message in 5-3 explaining how to use the Rocket Launcher against Soldiers
  • Spawner arm slot changed from 5 to 6
  • Added a weapon icon for the Spawner Arm
  • Added an "Under Construction" text to the Very Hard difficulties
  • Cyber Grind score font size should now scale down to show more digits if required
  • Disabled the "Checkpoint" option in the pause menu for the Cyber Grind to reduce accidental restarts
  • A coin's max distance to attempt hitting a core eject or rocket is now based on the core's distance to the player rather than the coin to make "orbital nukes" possible again


Whiplash, Style and Hard Damage changes:

  • Player will no longer descend 2 style ranks when getting hit at S or above
  • Whiplash will now only cause Hard Damage if the current Hard Damage is below 50
  • Whiplash no longer builds up Hard Damage while the player is underwater
  • Hard damage cooldown from Whiplashing is now relative to the previous amount of hard damage rather than always resetting to the maximum total amount
  • Reverted player momentum loss when cancelling a pull on a heavy enemy
  • Red damage overlay no longer shows up while Whiplashing on ULTRAKILL rank
  • Whiplash now passes through Idols and blessed enemies
  • Blessed enemies no longer give most style bonuses
  • Dual Wield will now reduce the decay of weapon freshness
  • Weapon freshness regain is now also different per weapon


Rocket Launcher changes:

  • Freezeframe rocket launcher will now automatically cancel its freeze if all its frozen rockets have been destroyed
  • Rockets now only track towards magnets that are attached to enemies
  • Rockets now break magnets after 3 hits on an enemy with a magnet attached to them (a mid-air hit counts as 2)
  • Chaining 3 or more rocket rides without touching the ground will cause diminishing returns on rocket riding time
  • Coins will no longer target a rocket the player is riding on


Enemy changes:

  • Punches now properly auto-aim to Idols
  • Idols are now breakable with a Knuckleblaster explosion
  • Added a vertical light shaft on Idols that shows them from a distance
  • Riding on a Malicious Face will no longer rotate the player alongside the Face
  • Removed headshot multiplier from Leviathan's heart to reduce the damage of ricoshots
  • Timer in 5-4 now stops when Leviathan dies to reduce frustration due to the length of its death animation
  • Soldier terminal now mentions their explosion resistance
  • Soldiers can no longer block explosions while blind
  • Soldiers can no longer block Mindflayer death explosions or Malicious Face explosions caused by hitting a core eject or coin
  • Reduced Soldiers' explosion resistance on Violent difficulty from 100% to 75%, matching Standard difficulty
  • Changed most Soldiers in 5-3's final rooms into Strays
  • Added enemy silhouettes and colors for Sentries, Idols and Ferrymen
  • Added custom spawn sounds for Ferryman and Idol
  • Gabriel 2nd now only takes half damage during his juggle phase
  • Altered Cyber Grind spawn rates and waves for multiple enemies
  • Uncommon type enemies can now only use a maximum of half the current Cyber Grind wave's point reserve
  • Extended the distance that Swordsmachines and Ferrymen are be brave enough to jump down
  • Increased tracking speed for Ferryman's lightning bolt


Fixes:

  • Added keybind option for Slot 5
  • Camera no longer clips through the world when shaking
  • Fixed doors in some layers not closing when supposed to, causing connected rooms to no longer load in
  • Fixed Ferryman's bestiary entry not having a Strategy section
  • Filled 2 holes in the collision mesh of the Ferryman's ship in 5-2
  • Fixed Overheat Nailgun's sound
  • Fixed the restart/quit prompt appearing behind the pause menu in some old levels
  • Gabriel 1st no longer accidentally uses a taunt from Gabriel 2nd
  • Fixed resolution sometimes resetting on level load or reset
  • Fixed Rocket Launcher sometimes becoming unequippable after using the Spawner Arm cheat
  • Rocket Launcher and Shotgun weapon orders are no longer linked
  • Fixed inconsistent rocket freezing with Freezeframe when under the effects of a dual wield powerup
  • A rocket has to have been frozen at least once before it can be ridden
  • Rocket riding rotation no longer dependant on framerate
  • Ridden rockets can no longer be rotated while the game is paused
  • Fixed ridden rockets jittering when out of rocket riding time on the surface of water
  • Rocket Launcher now auto-aims correctly
  • Fixed player pulling out a gun while using a shop after pausing, unpausing and using the scrollwheel
  • Maxing out the style meter while in ULTRAKILL rank will no longer cause it to overflow and reset
  • Player can no longer clip through surfaces by rotating a frozen rocket while riding it
  • Player can no longer be knocked off a rocket by lag or a low framerate
  • Coins now inherit rocket ride velocity
  • Fixed some typos
  • Cyber Grind end-of-wave heal should no longer be blocked by explosions
  • Fixed 5-4 sea kill plane not being wide enough
  • Fixed a softlock in 6-1 caused by placing the red skull on the secret fight altar and resetting back to a checkpoint before the exterior section
  • The final arena in 6-1 will no longer re-lock if the player beats it, goes back and activates a checkpoint from a previous part of the level and then walks back to the final arena
  • Smaller normal explosion inside a core eject malicious railcannon nuke connecting first will no longer cause Soldiers to block nukes
  • Ferrymen now have a Stalker and Idol priority rank
  • Spawn rotation for all enemies in the Spawner Arm has been made consistent
  • Fixed a bug that caused scrolling in Wrath and Heresy pre-boss terminals to not work if the player has downscaling enabled
  • Fixed Wrath and Heresy pre-boss terminals not displaying the correct Tip of the Day
  • Made the check for a low ceiling wider to reduce chances of a crouching player standing up clipping through a ceiling
  • Fixed fish in 5-1 sometimes appearing where they shouldn't
  • Fixed a bug that would cause the 5-1 fish to multiply whenever the main cave is re-entered
  • Fixed 5-1 intro cave pits not rendering fog correctly
  • Fixed some holes in 5-1 geometry
  • Arm sprites in 5-2 sea are now affected by fog
  • Fixed a section of the 5-2 ship not rendering fog correctly
  • Fixed the Lust cityscape not rendering fog correctly
  • Fixed the rank square in the chapter select for Act 2 being visible when the chapter isn't unlocked yet
  • Fixed alternate terminals in Secret mission and Prime Sanctum not playing music
  • 6-1 interior checkpoints will now also reset exterior areas in case the player skips the first exterior checkpoint
  • Fixed Ferryman lightning bolt windup sometimes staying after the Ferryman dies
  • Fixed Gabriel getting stuck in the environment during his dash
  • Fixed Gabriel 2nd freezing if hitting the ceiling right when about to swap to second phase
  • Fixed Gabriel 2nd sometimes getting instakilled if stuck between the ceiling and the player in the phase change juggle
Aug 16, 2022
ULTRAKILL - Hakita
Additions:

  • Added LAYER 5: WRATH
  • Added LAYER 6: HERESY
  • Added weapon colors
  • Added weapon infos
  • Added a confirm pop-up when the player selects Restart Mission or Quit Mission (Can be disabled in the options menu)
  • Added a developer message to the 1-S OOB clipping spot that speedrunners use so people will stop asking me to fix it
  • Added sounds and effects for walking while partially submerged in water

General Changes:

  • Updated the Revolver's model and texture
  • Boosted shotgun projectiles now turn into a redder orange to make them more visually distinct from normal ones
  • Finishing 1-S will now put the player back in 1-1 instead of going to 1-2
  • Improved projectile ricochet physics
  • A magnet attached to an enemy will now pull things towards the enemy instead of the magnet
  • Hitting a coin with the Whiplash will now reset its momentum and bounce it upwards
  • Hitting a shotgun core with the Whiplash will now attach it to the Whiplash for the duration of that throw
  • Auto-aim will now also target coins and shotgun cores
  • Wooden doors in the Limbo layer will now open faster if the player is moving at a high speed
  • Updated difficulty options with some altered text and different category names to give players a more accurate idea of the game's level of difficulty
  • Added a maximum distance limit to the coin trying to hit a core eject to avoid situations where the player would waste a coin shot on a core that's really far away instead of hitting a nearby enemy
  • Dash storage (freezing iframes with a slide) no longer works on iframes caused by damage
  • Parry heals now override the healing nullification from explosions

Enemy Changes:

  • Changed the color and opacity of the Virtue's glow particle effect to not get mixed up with the Idol's blessing particle effect
  • Updated the model of Gabriel's spear to match its depiction in the 1-4 stain glass window
  • Made Malicious Face's invulnerability to explosions clearer by having boosted shotgun projectiles get deflected and explosions make a deflection sound
  • Hideous Mass' mortars will no longer be deflected by explosions
  • Swordsmachines now have a slight delay after spawning before they can attack (excluding boss encounters)
  • Cerberi now have a slight delay after spawning before they can attack (excluding ones that start as stage props)
  • Cerberi will no longer attack unless they have a line of sight to their target
  • Swordsmachine no longer throws its sword if it doesn't have a line of sight to its target
  • Swordsmachines and Cerberi will no longer be able to fall off ledges by attacking (unless Enraged)
  • Hideous Masses will no longer keep trying to do ground slams while in the lowered stance if the player is too high above or below them
  • Hideous Masses will now only start a harpoon shot when it has line of sight
  • Added exceptions to the instakill of a falling Sisyphus or Malicious Face: Insurrectionists will fall over and take damage, Mindflayers and Gabriel will teleport out of the way
  • When unable to reach their desirable range to the player, Husks that use projectiles will now attempt to fire regardless instead of just waiting for the player to come closer
  • Husks that use projectiles can now interrupt walking towards the player to fire at them from outside their desirable range
  • Soldiers will now block explosions if not in the air (except red explosions, interruptions and ones caused by a rocket hitting the environment). Blocking reduces damage by 75% on Standard and 100% on Violent.
  • Schisms will now instantly die from interruptions
  • Reduced texture compression on most enemy textures
  • Killing a husk with an overkill will now spill an appropriate amount of blood

Style Meter Changes:

  • Weapon freshness now has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x)
  • Weapon freshness's value is now based on style actions rather than time
  • Changed threshold for style combo ranking to make S, SS, SSS and ULTRAKILL harder to achieve
  • Hard Damage reduction rate is now affected by your style combo rank (S -> SSS increases speed of recovery, ULTRAKILL nullifies all hard damage instantly)
  • Using the Whiplash on enemies will now build up Hard Damage (up to the player's current HP)
  • Added tutorial message to 0-1 explaining Hard Damage
  • Added tutorial message to 4-4 explaining Whiplash building up Hard Damage
  • Bosses now give 1.5x style points to make building and maintaining style during a boss fight viable

Fixes:

  • Fixed the Cyber Grind Editor being unable to export for some people
  • Pressing "Restart Mission" while the game is loading a different assetbundle will no longer start the next mission anyway
  • Fixed the timing for the easter event
  • Fixed a visual bug caused by picking up the Whiplash in 4-4 while already having thrown the hook
  • Fixed Malicious Faces not dying properly from the Kill All Enemies cheat
  • Filth will no longer run at hyper speed if deactivated in the middle of an attack
  • Various projectile husks will no longer kill themselves if blinded via cheat during their projectile charge animation
  • Fixed husks not taking parry damage from punch parries
  • Fixed the Revolver's cylinder not rotating when shooting
  • Fixed non-standard doors that are opened by an arena ending not closing when another door is opened
  • Fixed multiple typos
  • Fixed the falling Malicious Face instakill not working on enemies who were already inside its trigger before it started falling
  • Fixed "Major Assists Enabled" popup reappearing whenever stepping over the spawn position in the Sandbox
  • Items with physics can no longer be pushed off pedestals they've been placed on, causing the pedestal to become unusable
  • Multi-skull doors will no longer close if one skull is removed
ULTRAKILL - El Oshcuro
This is it.

This is what you've been waiting for, machines.

Limbo, LustGluttony and Greed... all gone.

Now Wrath and Heresy await you.

Your kind know nothing but hunger, purged all life on the upper layers, and yet you remain... unsatiated.

BEHOLD THE CONCLUSION OF ULTRAKILL: ACT 2: IMPERFECT HATRED


spoiler alert: Gabriel is like super duper pissed.

Good luck.

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

P.S don't forget the price is going up after this.
ULTRAKILL - El Oshcuro
August 16th, 2022.

14 days.

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

Remember: We will be raising the price of the game after Act 2 releases so buy the game before then.
Jun 12, 2022
ULTRAKILL - El Oshcuro
Feb 19, 2022
ULTRAKILL - Hakita
  • The game can now be forced to run on glcore instead of dx11 to reduce chance of crashes on very old GPUs (right click on Steam, go to Properties, set launch options as "-force-glcore")
  • Greatly reduced memory usage of some textures
  • Fixed custom color palettes causing the screen to go grey for a split second at the start of every level
  • Fixed arms not being swappable during freeze frames
  • Sawblades are now included as weight on a magnet's maximum carrying capacity
  • Fixed Stalkers not being launchable
  • Throwing a coin with the dual wield power up will no longer cost multiple coin charges
  • Reduced volume on sawblade bounce sounds
  • Sawblades can now break breakable objects
  • V2 2nd now has a cooldown after seeing a coin before attempting to shoot it that depends on difficulty
  • Increased Whiplash's auto-aim distance
  • Fixed the heated sawblade not being able to break after reaching its maximum hit amount unless hitting a surface
  • The first option of every menu no longer gets highlighted while the player isn't using a controller
  • Changed heat reduction rate on the green alternate nailgun to stop players from tap firing to keep heat at 0 without firing slower than the standard firerate
  • Fixed green alternate nailgun's sawblades having 3 hits instead of 1 if the player has no heatsinks left
  • Nailgun can no longer shoot through thin surfaces
  • Reduced inertia on the alternate nailgun to keep its HUD more on-screen when moving fast
  • Picking up the 1-1 nailgun will no longer replace the blue alternate nailgun
  • Fixed the nailgun model sometimes not appearing
  • Mysterious Druid Knight no longer spawns in 4-3 if Disable Enemy Spawns cheat is on
  • Mysterious Druid Knight and Flesh Prison's eye spawn no longer attack if Blind Enemies cheat is on
  • Fixed MDK and Drones sometimes being pulled through walls by great magnetic force
  • Gabriel no longer drifts away while Blind Enemies cheat is enabled
  • Reloading to the pre-boss checkpoint in 4-4 after backtracking will no longer cause the preceding hallway to stay inactive
  • Fixed the bugged mesh of the 0-2 end room
  • Fixed some segments of the end hallway in 0-4 not having collision
  • Fixed the first checkpoint in 4-3 not resetting later rooms if the player uses the Tomb of Kings secret to bypass the second checkpoint
  • Save files will no longer display 5-1's name
  • Fixed barrel heat lights not working on the nailgun
  • Slightly increased size of nailgun muzzleflashes
  • Fixed a bug that caused the player to be unable to throw a book if their punch had reached exhaustion cooldown
  • Shooting a magnet will no longer reset primary fire cooldown allowing the alternate nailgun to fire 2 shots in quick succession
  • Fixed an occlusion culling issue in 4-4 that would cause the pit in the broken bridge room to disappear
  • Fixed a bug where detached limbs hit by nails from a nailbomb would cause that limb to be magnetized
  • Minos Prime is no longer pulled by magnets while jumping
  • Fixed the dithering slider being offset in some levels
  • Fixed a bug that caused blue sawblades to be able to stack damage by hitting dead husks
  • Fixed the faint player light not affecting outdoors areas
  • Replaced earlier temporary controller support in 2-S with normal menu selection
  • Fixed pre-boss terminals and the P-1 terminal not scrolling if the player has downscaling enabled
  • Fixed being able to navigate off the 0-1 Full Intro pop up with a controller causing it to be impossible to close it
  • Fixed weapons not appearing if picking up and throwing a book quickly
  • Fixed the Stalker's spawn effect's light being the wrong color
  • Cooldown between coin throws is now reset when switching to another weapon
...