Sawblades and chainsaws now lose their double damage state after 3 seconds of being punched Increased the weight of a detached chainsaw from 3 to 5 to reduce the amount of them that can be supported by a single magnet Wave progression to spawn a Mirror Reaper in the Cyber Grind n
Sawblades and chainsaws now lose their double damage state after 3 seconds of being punched
Increased the weight of a detached chainsaw from 3 to 5 to reduce the amount of them that can be supported by a single magnet
Wave progression to spawn a Mirror Reaper in the Cyber Grind now ignores Deathcatchers to avoid a rare softlock
10% of a Cyber Grind wave's points will now always be reserved for common enemies to avoid waves being entirely taken up by Special and Uncommon rank enemies
Gave Providences a global cooldown system separate from Virtues, to force them to attack in turns without disrupting Virtue attacks
Added an additional collider to the 8-2 maintenance door in order to stop players with low FPS from being able to slide through the door
Fixed conduction sometimes not working when Max Gore Per Room has been set to 0
Fixed aim assist not working through portals
Fixed a navmesh issue in the 8-2 Second Deathcatcher arena that caused enemies to sometimes get stuck inside the stairs
Fixed OOPS Blockers being visible above the entrance door after the player completes the secret 8-2 arena
Fixed the decorative turrets in 7-2 not functioning properly
Fixed the blood spray in 7-4's ending not working
Fixed a bug that caused the music in 1-E to fade out if the player enters the skull room vent early
Fixed a bug that caused Gabriel to not transition between phases when the Blind Enemies cheat is enabled
Fixed one of the advanced options for 8-4 being visible before the player has unlocked the level
Fixed Strays and Soldiers not predicting the player's movement on Brutal difficulty
Fixed the portal from the secret room's elevator in 8-2 not rendering correctly
Fixed the ceiling theater effect in 8-2 and 8-3 not working at some camera angles
Sanding a Cerberus no longer causes their speed to reset to their Standard difficulty speed on Violent and Brutal
Fixed a Cyber Grind coin issue where coins would no longer reflect non-default beams properly after the player punches a cannonball into the void
Fixed the Mirror Reaper's hit sound not playing
Fixed floating limbs appearing at the world origin of the Cyber Grind when the amount of gibs surpasses the maximum gib count or between waves
Powers no longer sometimes cause thin strings of gold when some of their gibs are deleted
Added a proximity-based visual for the Cyber Grind death plane Fixed the broken navmesh in 5-1's cave causing Soldiers to spawn in a wall Fixed the Malicious Face aiming at the player's center body instead of near their feet Changed Malicious Face's aiming system to avoid it bein
Added a proximity-based visual for the Cyber Grind death plane
Fixed the broken navmesh in 5-1's cave causing Soldiers to spawn in a wall
Fixed the Malicious Face aiming at the player's center body instead of near their feet
Changed Malicious Face's aiming system to avoid it being able to hit itself
Fixed radiant Stalkers not working
Fixed puppeted Mindflayers leaving their beams behind if their Deathcatcher is killed during a beam attack
Reduced the hitch in 8-1 as the player enters into the exterior area
Gutterman line of sight is no longer blocked by rockets
Sawed-On chainsaw's durability now resets in 3 seconds when not wielded
Fixed the amount of active Providences reducing the amount of attacks Virtues perform
Increased the height for the opening triggers for Limbo doors
Killing a flying enemy with a Whiplashed core no longer causes the Whiplash to get stuck in the air
Fixed a bug that caused Size 2 fish to be uncatchable
Fixed a secret room in 8-1 no longer working Fixed dual wield Sawed-On Shotguns breaking when trying to launch a chainsaw Fixed error spam when moving a Malicious Face with the Spawner arm Fixed the intro warning screen not playing Reverted Malicious Face beams being able to dire
Fixed a secret room in 8-1 no longer working
Fixed dual wield Sawed-On Shotguns breaking when trying to launch a chainsaw
Fixed error spam when moving a Malicious Face with the Spawner arm
Fixed the intro warning screen not playing
Reverted Malicious Face beams being able to direct hit the player
Fixed the Malicious Face not aiming at a player ridden rocket correctly
Fixed a niche coin punching tech (coins previously hit by beams can now be punched into enemies properly again)
Fixed boss health bars not squishing vertically when multiple are active
Improved optimization on non-portal levels and the Cyber Grind Made the Friends leaderboard at the end of a Cyber Grind run scrollable The 75% wave completion requirement for opening Deathcatcher cages now excludes the Deathcatchers themselves, reducing the amount of other enemie
Improved optimization on non-portal levels and the Cyber Grind
Made the Friends leaderboard at the end of a Cyber Grind run scrollable
The 75% wave completion requirement for opening Deathcatcher cages now excludes the Deathcatchers themselves, reducing the amount of other enemies the player has to hunt down to open them
If a Deathcatcher cage spawns on top of the player in the Cyber Grind, the player will now be teleported above it instead of getting stuck inside
Fixed enemies sometimes not dying when falling from a fatal height
Fixed a broken navmesh in 2-2's first area causing a group of Soldiers to spawn in the wrong location
Fixed a bug that caused the Sawed-On Shotgun's chainsaw to still appear broken after respawning if it was broken before being launched
Fixed a bug that caused the Sawed-On Shotgun to no longer be able to use the primary fire while chainsaw meleeing
Fixed the Earthmover boss health bar replaying its intro fill animation when the player grabs a checkpoint
Fixed some enemies not rendering correctly in the 8-3 Dimensional Deathcatcher room
Major Assist game speed change now applies correctly after a level load instead of only after a time stop has triggered
Fixed a small unintended crevice in 8-2 Reception
Fixed the right wall being offset by one unit in 8-3 Shifting Arena
Made Wind state breaking breakables and glass more consistent
Fixed a mysterious black blob sometimes appearing on the portal leading from 8-3 Split Color Door to Night Street
Ejected cores are no longer launched by non-Knuckleblaster explosions
Fixed Malicious Face beams not causing core ejects to nuke
Added a buffer safety system to the alt fires of the Core Eject Shotgun and SRS Cannon Rocket Launcher to avoid the player accidentally firing a 0 force projectile when switching to the weapon
Fixed a bug that caused Mannequins to inherit a broken version of the Husk chest explosion mechanic
Fixed the electricity particles of the Electric Railcannon and Malicious Railcannon not displaying correctly
Fixed the Railcannon pips not working correctly sometimes when using a Dual Wield powerup
Fixed a bug that caused a Power's health bar to appear for a single frame at the beginning of his spawn animation in 8-3
Coins no longer break if hit by multiple beams in quick succession
Made the Mirror Reaper's non-boss spawn sound louder
Fixed a bug that caused Size 2 fish to be uncatchable
Good luck. Have fun. Read on. General changes: Added a "reduce HUD motion" option which disables the weapon and HUD from swaying with velocity Level time leaderboards are now scrollable and will default to showing the user's own time (which is now also highlighted) Added "Wind st
Good luck. Have fun. Read on.
General changes:
Added a "reduce HUD motion" option which disables the weapon and HUD from swaying with velocity
Level time leaderboards are now scrollable and will default to showing the user's own time (which is now also highlighted)
Added "Wind state" tech that allows for greater air control, activated via a non-damaging rocket jump, a walljump while diving, a dash extension or by dashing into an enemy step
Restored "Dash Extension" speedrun tech
Improved consistency of "duckboost" speedrun tech
Made "SSJ" speedrun tech framerate independent and prioritized over dash jumps
Added a blue hookpoint to the vent to the maintenance room in 8-2 when the player is upside down
Increased Dual Wield powerup duration in 8-2 secret arena from 30s to 90s
Updated "Event Horizon" and "The Fall" to match the updated mixes for the soundtrack
Added a music outro to the end of 8-3
Swapped mistaken "m" suffix on the Enemy Outline Activation Distance minor assist to "u" (units) for consistency
Added developer plushies for Aaron Burzynski, Kennady Ray, Rhiannon Mitchell and Vylet Pony
Weapon changes:
Magnets now work across portals
The player can now mount rockets by holding down the jump button while pulling a rocket with the Whiplash
Guttertank rockets are now rideable when pulled from below with the Whiplash, like normal rockets
Restored ability to shoot ridden rockets
Riding a rocket into an enemy now always causes a red explosion
Players can now keep the momentum of a rocket ride by performing a dive instead of a normal jump
Core Eject Shotgun's alt fire can now be fired immediately after the weapon is drawn
Core Eject Shotgun's alt fire can now be charged even while using the primary fire
Added a trail to ejected cores to make them easier to see and track
Core Eject and SRS Cannonballs can now be pulled in front of the player with the Whiplash and will inherit the player's velocity when done so
The Knuckleblaster's explosion wave now pushes player projectiles (Core Eject, SRS Cannonball) in the direction the player is aiming at
Sawed-On Shotgun no longer resets the melee chainsaw's durability when swapping to another weapon in the middle of sawing
Increased the sawblade/launched chainsaw's cooldowns between colliding with the same enemy multiple times
Hitting the environment will now instantly reset a sawblade/launched chainsaw's same enemy hit cooldown
The double damage boost from punching a sawblade/launched chainsaw now only resets upon hitting a second enemy (hitting the same enemy multiple times retains the bonus), instead of resetting when hitting the environment or entering a magnet's area of influence
Shotgun projectiles and nails no longer get pushed around by explosions
Nailbomb damage is now determined by the amount of nails at time of explosion rather than at time of impact
Reduced the amount of bonus damage the default Piercer alternate fire gains from coins
Firestarter oil now properly shoots from the middle of the screen when playing with centered weapons
Firestarter Rocket Launcher can now consistently spray oil and fire rockets simultaneously
Cannonballs and Screwdriver screws can now also break breakables
Added a new Schism right in front of the player in the first encounter of 2-1 to incentivize the player to use the Knuckleblaster right away (and removed the single Stray from the second tower's interior)
Destroying an Idol or Deathcatcher now counts as a kill (levels with Idols and Deathcatchers have had their rank requirements updated to account for this)
Added a hint about being able to parry blessed enemies in the Idol bestiary entry
Reduced non-boss Mirror Reaper's health from 80 to 70
Mirror Reaper's vertical swings can no longer hit a sliding player
Mirror Reaper hands can now heal the player on break
Mirror Reaper hands can now be parried with the Feedbacker, launching them in the aimed direction and dealing damage to any enemies they hit
Mirror Reaper hands now instantly break when punched with the Knuckleblaster
Mirror Reaper toxic projectiles can now be broken with the Knuckleblaster shockwave
Providences now laugh at the player when dodging or detaching the Whiplash
Virtues, Providences and Powers now take extra damage from the Attractor Nailgun
The 8-3 Heart Chamber pit now instantly kills juggled Powers and will teleport non-juggled Powers back to their spawn position with some damage
Increased Power turn change retaliation grace period from 0.5s to 1s
Geryon's heart is no longer animated during its death sequence
Radiance speed boost no longer affects the Mindflayer death explosion delay
Reduced Sisyphean Insurrectionist radiance speed bonus from 1.5x to 1.25x
Reduced Hideous Mass radiance speed bonus from 1.75x to 1.5x
Reduced Providence radiance speed bonus from 2x to 1.5x
Reduced Providence radiance health bonus from 2.5x to 2x
Added a +STOMPED style bonus when an Sisyphean Insurrectionist lands on an enemy
Added a +RAISON D'ETRE style bonus when the Earthmover explodes
Cyber Grind changes:
"Uncommon" enemy spawns can now only use up to half the total point count per wave in the Cyber Grind
The Cyber Grind can now only spawn a maximum of one Mirror Reaper per wave
Mirror Reapers now only spawn in when the player is halfway through a Cyber Grind wave
Deathcatchers in the Cyber Grind now activate 33% of the way through a wave and are protected by a cage until 75% of the way through
Fixed "special" enemy spawn cost increase not working in the Cyber Grind
Fixed Providences and Powers sometimes spawning at ground level in the Cyber Grind
Made Power spawn animation shorter in the Cyber Grind
Bugfixes:
Fixed common OOB bugs with moving and/or rotating portals
Fixed Bloodstain Chance option not working
Fixed the JumpStart zap not working correctly
Screwdriver screws no longer get stuck on mid-air gibs
Fixed jump timing issues with slam and slam storage making it more difficult than it should be
Fixed chargebacks not ignoring idoled enemies
Fixed falling Malicious Faces and Sisyphean Insurrectionists being able to break Idols and Deathcatchers through cages
Sentries no longer start chasing the player if they already have line of sight
Fixed Stalkers no longer chasing the player if they have no other valid targets
Fixed Powers causing being unable to teleport to the player and causing large performance drops after losing line of sight
Fixed the player going through ceilings by mounting a rocket
Fixed a bug that caused Filth, Strays and Schisms to sometimes survive without a torso
Launching a Mindflayer with the Knuckleblaster during their death animation no longer causes a beam to get stuck in the air
(Hopefully for real this time) fixed 8-3 Dimensional Cave getting stuck on the wrong side when the player has cleared out the cave side and then clears out the flesh side right as the portal reaches its destination
Fixed emissive objects not showing through fog
Fixed light rays not fading out properly when in fog
Fixed the intended 0-1 and 0-2 OOBs not working properly
Fixed an occlusion issue causing the skybox to be visible between the pipes in 0-2's first hallway
Fixed the level title drops in 0-4 and 5-2 appearing too early
Improved the colliders in the 0-5 arena's corner decorations to reduce possibility of the player clipping inside them
Fixed a statue base in 1-E being unlit
Breaking the windows in the 2-3 arena no longer causes the Streetcleaners to spawn in if Disable Enemy Spawns is enabled
Fixed an issue with 2-4's exit door when Disable Enemy Spawns cheat is enabled
Fixed the rain not showing up on the outdoors areas of 5-2 and P-2
Fixed the timer not stopping on boss death in 7-1
Fixed the second Earthmover in 7-4 not being visible
Fixed rockets sometimes colliding with the portals in 8-2's U-Shaped Hallway
Fixed an OOB spot before the Supermarket Shutters arena in 8-2 if the player is upside down
Fixed two pillars being offset from the wall in 8-3 Shifting Arena
Fixed the split color door room title drop in 8-3 activating even if the player isn't in the room yet
Fixed a collider issue that stopped the player from going back after entering the 8-3 Dimensional Arena
Fixed the room opening animation in 8-3's final section breaking if the player grabs the checkpoint before it completes
Fixed the grates for the spotlights in 8-4's outro being the wrong way around and causing players to get stuck out of bounds after jumping through
Fixed the walls next to the exit in 8-4 not appearing
Fixed a hedge in the Museum opening exterior having the wrong type of collider on it
Fixed some typos in the credits museum
Fixed Sandbox saving breaking after a few saves
Fixed a bug that caused Size 2 fish to be uncatchable
If you got this far then you deserve to know we're re-releasing a limited number of the Mondo style poster prints! (not numbered this time so they're a bit cheaper) Hope you get one!
Fixed default Piercer splitcoin not ignoring the same target on subsequent splits Removed most "oops" OOB preventers from 8-3's final section Fixed Mirror Reaper not having damage resistance to sawblades Mirror Reaper toxic projectiles now stop tracking the player after 2 seconds
Fixed default Piercer splitcoin not ignoring the same target on subsequent splits
Removed most "oops" OOB preventers from 8-3's final section
Fixed Mirror Reaper not having damage resistance to sawblades
Mirror Reaper toxic projectiles now stop tracking the player after 2 seconds
(Hopefully) fixed 8-3 Dimensional Cave getting stuck on the wrong side when the player has cleared out the cave side and then clears out the flesh side right as the portal reaches its destination
Fixed 8-3 elevator to secret softlocking the player if they use a call button on the second floor
Fixed two pillars in 7-3 not having the correct texture
MACHINES, WE HAVE A HOTFIX FOR YOU But before we get to the patch notes, I just wanted to take a second and say WOW. The release of Ultrakill: Layer 8 - Fraud was HUGE. We had nearly 72,000 people playing the game at once. Nearly triple the amount of players we had for the launch
MACHINES, WE HAVE A HOTFIX FOR YOU
But before we get to the patch notes, I just wanted to take a second and say WOW.
The release of Ultrakill: Layer 8 - Fraud was HUGE.
We had nearly 72,000 people playing the game at once. Nearly triple the amount of players we had for the launch of Layer 7 - Violence or the ULTRA_REVAMP last year.
More than giant multiplayer games like Apex Legends and Helldivers 2.
Added invisible colliders behind any open-ended portals in order to assist with portal occlusion as well as catch players who phase through without traversing
Made tweaks to some Fraud encounters for a smoother difficulty ramp
EnviroGibs are now instantiated asynchronously to reduce CPU strain on explosions
(Hopefully) greatly reduced out of bounds issues caused by portals
Pink hook points are now spawnable in the Sandbox
Secondary Alternate Shotguns during dual wield as well as hits on Idols and Deathcatchers no longer count towards the yellow hit cooldown
Added a menu for manually removing level times from the leaderboards
The game now disallows and automatically removes 0:00.000 times from the leaderboard
Piercing hitscan attacks that can break a breakable object will now correctly pierce through it instead of being stopped by it
Enemy changes:
Increased time between idle Providence dodges and changed them from double dashes to single dashes
Providences that move backwards due to the player being too close no longer change altitude while doing so to make them easier to melee
The beams of parried Providence projectiles now damage enemies and no longer damage the player
Time between Deathcatcher pulses now increases per difficulty (Brutal keeps the original 5 seconds)
Made puppets transparent and rim-lit in order to make them more easily differentiated from important enemies
Puppeted Cerberi no longer enrage
Puppeted Providences no longer spawn hookpoints on death
Radiant Deathcatchers now create radiant puppets
Deathcatchers can no longer puppet Idols in the Cyber Grind
Fixed the Deathcatcher terminal model heartbeat animation
Reduced Mirror Reaper damage taken from nails, sawblades and fire
Increased Mirror Reaper boss version health from 100 to 120
Fixed Mirror Reaper not being able to navigate if spawned into other levels
Removed Mirror Reaper projectile barrage speed increase on out of reach players if in the Cyber Grind
Mirror Reaper hands can now be damaged and destroyed with non-explosive attacks
Added spawn effect and animation for Mirror Reaper outside of 8-2
Reduced damage dealt to enemies by toxic clouds and pools
Added a sound effect when Mirror Reaper lands a swing
Mirror Reaper projectiles can now be destroyed with other projectiles
Mirror Reaper no longer spams errors while blinded
Made Powers 5% slower
Added boss health bars for the first three Powers in order to make their functionality easier to understand
The Cyber Grind laser grid no longer kills Powers
Fixed bug where enemy projectiles could still deal friendly fire damage to Powers
Increased Geryon's health from 130 to 180
Made Geryon's aggression increase in the fight's second half more pronounced and divided the health bar into two phases
Increased the amount of heat buildup Geryon gets from using its proximity explosion
Increased blood spray on Geryon's death
Geryon death cutscene no longer plays if it dies after the player dies
Fixed Geryon's blue beams not resetting on checkpoint restart
Gabriel's teleport effect is now yellow when enraged
Level 8-1 changes:
Added jump pads to the pit in the final arena of 8-1 to assist players who fall off
The portals in 8-1's final arena are now disabled while the player is far away to reduce unnecessary rendering
Player no longer softlocks if they reset to checkpoint after opening the exit door in 8-1
Fixed 8-1's terminal displaying 7-1's Tip of the Day
Level 8-2 changes:
Added a checkpoint in 8-2 between the Upside Down Hall and Perpendicular Hall
Edited the 8-2 second floor to place the shop directly opposite the maintenance room
Added a light shaft to the crevice after the 8-2 Guttertank encounter to help guide players forward
Desks in the Mirror Reaper arena are now breakable
Reduced amount of Virtues spawned by a secret in 8-2 from 3 to 2
Fixed the player getting stuck in 8-2's Upside Down Hall and Perpendicular Room if entering upside down
Fixed a wall collider in 8-2 Upside Down Hall not being tall enough
Increased the size of the 8-2 Upside Down Hall gravity change triggers
Fixed the 8-2 Mirror Reaper arena not locking its door
Fixed a typo in the 8-2 evaluation board
Fixed 8-2's blue skull mirror reappearing if player places the blue skull back down after activating the Guttertank sequence
Level 8-3 changes:
Increased time between rotations in the 8-3 Clockwork arenas by 2 seconds to slightly reduce disorientation
Fixed a hitch when the final song of 8-3 starts playing
Fixed a bug in 8-3's opening sometimes showing out of bounds
(Hopefully) fixed a bug where the player could get stuck if partially intersecting the lava while it moves in 8-3's Clockwork Lava room
Removed the second Virtue from 8-3 Clockwork Rotator room
Removed the second Mannequin from second 8-3 Space Street encounter
Added a terminal to the first Power encounter
Reduced damage dealt by falling off in the final section of 8-3 from 50 to 10
Rockets now have infinite fuel while ridden in the final section of 8-3
Modified the space asteroid sound
Renamed 8-3 "Hallway" into "Folded Hallway" for clarity
Slightly moved the portal exit in 8-3 Folded Hallway to remove a thin gap
Fixed Mannequins sometimes getting stuck on the stairs in 8-3 Dimensional Cave
Fixed player getting softlocked if they fall out of bounds in 8-3 before getting a checkpoint
Fixed 8-3 Dimensional Cave sometimes getting the player stuck on the wrong side after completion
Fixed small gaps in the corners of 8-3 Dimensional Deathcatcher
Fixed softlock if the player restarts to checkpoint after entering the 8-3 looping garage, but before grabbing the checkpoint there
Added more level name drops in 8-3
Level 8-4 changes:
Altered the 8-4 arena transition
Added a Cutscene Skip for 8-4 replays to go directly from activating the elevator to combat
8-4 arena edges no longer deal damage to the player, only bouncing them back
Added an Advanced Options for making the 8-4 arena static
Fixed a ceiling in 8-4's intro not having collision
Bugfixes:
Fixed a bug where disabled doors would lock themselves if the player fell out of bounds, sometimes softlocking the player in 8-2 and 8-3
Fixed 7-S using the wrong blood system, making the bloodstains uncleanable
9-1 no longer shows as unlocked when it isn't
Fixed resetting to checkpoint sometimes causing the player to be looking in the wrong direction
Fixed audio bugs caused by sounds that have 0 pitch
(Hopefully) fixed a bug where very low end computers get a lot of pink textures
The game no longer crashes if the player restarts a level while firing spraying oil
Dual wielding the Firestarter no longer causes oil ammo to deplete faster
Fixed a bug that stopped the Piercer revolver charge shot from splitting on coins if the coin had no target
Fixed coins not bouncing the correct amount from coin punches
Fixed enemy hitscan attacks not being able to explode rockets the player is riding on
Fixed the Alternate Shotgun being unable to hit a rocket the player is riding
Fixed rocket weaknesses not being applied by rockets hit with the Alternate Shotgun
Doors that open faster based on player movement speed now also take into account rocket riding
Fixed the maximum range on coins for targeting rockets and cores not working
Various JumpStart fixes
Fixed bloodstains that have landed on moving objects not moving with the objects
Fixed bug that caused puppeted Powers to sometimes turn into Dual Wield Powerups
Fixed Brutal difficulty Schisms aiming at the player's feet instead of their head
Fixed Malicious Faces no longer being shotgun parryable
Fixed Cerberus not swapping to a damaged model and texture at half health
Fixed Providences not shooting at the player if the player is on the other side of a portal
Fixed Mindflayers not tracking the player if they haven't gotten line of sight
Fixed a Mindflayer not following the player into the P-2 tunnel, softlocking the level
Fixed 0-1 Malicious Face not having the correct amount of health
Fixed 4-2 Sisyphean Insurrectionist not having the correct amount of health
Fixed 6-2 Gabriel counting as a kill
Fixed 6-2 Gabriel not using his second phase taunts
Fixed the first Hideous Mass in 1-E having the wrong amount of health
Fixed the Ferryman always instantly cancelling its uppercut into a normal attack, causing it to never happen
Fixed Drones not automatically dying after a couple seconds if they don't hit anything while dying
Fixed Sentry chargebacks being inconsistent
Fixed Brutal difficulty Sentries not cancelling their second shot when launched after the first
Fixed coins aiming at Insurrectionists' boulders
Fixed coins not aiming at parts of the Earthmover Defense System
Fixed Flesh Prison / Flesh Panopticon's black hole not disappearing on death
Fixed Minos Prime's attack cooldown not working
Fixed Sisyphus Prime not using his AOE explosion attack
Fixed a bug that caused Sisyphus Prime to use the same secondary attacks multiple times in a row
Fixed Sisyphus Prime not correctly teleporting above the player for the air stomp attack
Fixed Sisyphus Prime jittering when performing secondary attacks at ground level
Fixed the player being able to jump twice in quick succession to perform a mid-air jump
Fixed the title of the song "Mirror Rim" showing up in the Cyber Grind music menu as "No Devil Lived On"
Fixed the revolver beam sometimes breaking when hitting a Power at point-blank range
Fixed the Spawner Arm preview silhouettes showing vertex colors instead of always being standard blue
Fixed the player not being in terminal use mode when looking at the upper third of the terminal (as a temporary solution, terminal use mode is now proximity-only)
Fixed some lighting effects in 0-3 not working correctly
Fixed Earthmover eyes not being visible in the 7-2 skybox
Fixed a bug that caused the Size 2 fish to not appear in recent changelogs
Additions: - Added Layer 8: FRAUD - Added a new Cyber Grind original track "N I 4 N I" by Vylet Pony Changes: - Hitting 3 or more yellow hits in a short period of time (regardless of variation) will now force the Alternate Shotgun to cool down to avoid spam - Sawed-On Shotgun's m
Additions: - Added Layer 8: FRAUD - Added a new Cyber Grind original track "N I 4 N I" by Vylet Pony
Changes: - Hitting 3 or more yellow hits in a short period of time (regardless of variation) will now force the Alternate Shotgun to cool down to avoid spam - Sawed-On Shotgun's melee chainsaw now breaks after 60 non-lethal hits - The standard Piercer Revolver's charge shot limb/head hit multipliers have been increased (head: 2x->2.5x, limbs: 1.5x->1.75x) - The standard Piercer Revolver's charge shot can now be split by coins - Beam attacks now dissipate quickly instead of disappearing suddenly - Chandeliers no longer drop from explosions (except Knuckleblaster's) - Increased healing on non-lethal Knuckleblaster hits - Increased the range, duration and knockback of Knuckleblaster explosions - Soldiers can no longer block the Malicious Railcannon's explosion - Direct hits with the Malicious Railcannon will knock down Insurrectionists - Getting launched by the Alternate Shotgun will stop the player from being knocked back by explosions for a short period of time - Increased the punchable radius of the Hideous Mass harpoon once it has attached to the player - Redid Mindflayer's beam sweep calculation - Added telegraph lines to show Mindflayer's beam sweep's path - Improved the accuracy of reflections (ie. bouncing off a surface) for projectiles, core ejects and rockets - Made the cube inside yellow hookpoints stand out more in order to more easily differentiate it from green hookpoints for colorblind players - Added an alternate version of the VCR OSD font as a fallback for characters the main font is missing - Updated V2 2nd's thumbnail - Invincible Enemies cheat no longer also gives player infinite wall jumps - Updated the enemy enrage effect to be more distinct from blood puppets - Attaching magnets to Stalkers now makes them walk slower
Fixes: - Fixed the street after the first arena in P-2 not being loaded in by default, sometimes causing Virtues to end up out of bounds - Fixed the walls next to the entrance and exit of the first P-2 arena not being tagged correctly, causing hitscan attacks to pass through - Sliding on walls no longer uses the particle effect of the material the player last stood on instead of the wall's - Fixed the screen ceilings in some Limbo levels not having the correct environmental hit particle - Fixed a bug that caused Gabriel's spiral swords to remain in the level indefinitely if the player respawns right as they're about to launch towards them - Fixed enemy previews on the Spawner Arm being mirrored horizontally - Fixed the Mannequin projectiles having incorrect light color while being charged - 0-E's tip of the day now uses the correct SmileOS2.0 red for highlights instead of orange - Fixed Gabriel getting stuck in a teleport loop if trying to attack the player while they're inside a surface that Gabe can't teleport inside of
SKIP SCHOOL. CALL OUT SICK FROM WORK. IT'S FINALLY HAPPENING. AND WE'RE NOT LYING. The New Blood Anniversary Sale is nearly here. February 23rd - March 2nd Our biggest discounts on games and merch Game updates, new drops, restocked favorites Maybe even a new friend <3 PREPARE
Hello Machines, Big Dave here. Now while we said that Fraud would be out this year, and while we were hoping for a Christmas or New Years miracle - unfortunately we still need some more time to complete Layer 8 of ULTRAKILL. You see, when we embarked on this upside down / inside
Hello Machines, Big Dave here.
Now while we said that Fraud would be out this year, and while we were hoping for a Christmas or New Years miracle - unfortunately we still need some more time to complete Layer 8 of ULTRAKILL.
You see, when we embarked on this upside down / inside out journey to create a layer full of lies and non-euclidean portal technology - we underestimated just how much work would go into not only getting all of these things to simply work, but also rewriting every enemy to be able to use the portals, making sound and light and reflections travel through the portals, and so on and so forth. It's been a challenge to say the least.
In fact, since the ULTRA_REVAMP update we've moved three members of the New Blood programming team over to the ULTRAKILL team and hired another additional programmer specifically to assist with this update. It's been a long road to get here - but rest assured, it's nearly there now (we're working on 8-4) and it's every bit as fucking cool as you think it is.
As we head into 2026, New Blood has become a full blown development studio made up of nearly 50 designers, programmers, 2D and 3D artists, animators, musicians, VFX / SFX wizards, QA testers, video editors and more - so to call us a publisher not only does a disservice to the studio, but to Hakita and his core team of devs as well.
The pressure should not be on them alone, it's on all of us to continue to deliver the best game we can for all of you.
We have no investors, no shareholders, no publishers and no limits other than our own capabilities.
We are only beholden to ourselves and to you, our players.
We do everything ourselves, we don't outsource anything, not even our console ports.
Running New Blood for me is a constant balancing act between what we are trying to accomplish, how we can accomplish it and how long it'll take to accomplish it.
That's compounded upon by a near endless string of variables including our developer's mental and physical health.
Sometimes a dev gets sick, sometimes they have a death in the family, sometimes that family is a cat, sometimes they've gone through a breakup and are just too heartbroken to get any work done, and sometimes they're just fuckin' depressed and need some time to do something other than work.
And that's okay with us.
Sometimes our core devs have a change in their artistic vision - and I'm not sure many publishers would say YES when a developer says they want to take an extra year in the middle of development to essentially remaster their entire game, but that's why New Blood is much more than just a publisher.
I'm not going to say something lame like "we're a family" because we're not - but we're friends. And that goes a long way.
While most publishers or investors would see a product that needs to be finished and sold, I view ULTRAKILL (and the rest of our games) as a work of art. A statue that needs to be chiseled away at and iterated upon until it can become as close to the artist's vision as possible.
Then - and only then - once they're happy with it and I'm happy that they're happy - do we start even talking about releasing it.
And this goes for everything we do! From full game launches down to our silly YouTube shorts. Nothing is taken for granted. Everything has to be perfect, or else it's not New Blood. It's not WORTHY.
Sure, this approach to developing games has surely cost us untold millions of dollars. And surely so has dumping all the ULTRAKILL revenue right back into projects like Gloomwood - but if it's not abundantly clear by now - we really do hate money!
I'm always surprised to see games like DUSK and FAITH selling more copies than ever before, but knowing that's on account of our continued support to our players and our clear consistent branding.
Let's face it, if you like one New Blood game - you'll probably like the rest.
I started this company with my friends back in 2014 with nothing but a cool logo and a desire to make the dopest shit. It wasn't even a full time job for me until 2022 when I realized I didn't have to work another job anymore thanks to our success.
These days I hardly have time to play games other than our own, and in fact writing these Steam announcements is one of my last few creative endeavors - which is probably why I spend so long writing them :)
Reviewing builds and paying bills - that's the life of a professional video game development studio CEO.
And I am nothing if not a mother fucking professional at all times. ːbigjohnː
But this isn't about me, this is about YOU.
When can you expect ULTRAKILL Layer 8: Fraud?!
Early next year.
How early? Very early.
If I say January, it'll end up being February, if I say February it'll end up being March.
So in order to not set a curse upon us, we'll just let you know when it's coming and then when it's out.
But it won't be that much longer now. Promise.
And if you've managed to read any of what I've said above then hopefully you know it'll be worth it!
So Happy Holidays!
and Happy New Year!
We'll talk again SOON™ machines...
Sincerely,
- Big Dave on behalf of Hakita and the New Blood team 🤙
Hello Machines, hot enough for you outside? You know what else is hot? These SAVING S This NEW MERCH This GIVEAWAY And these NEW SCREENSHOTS OF LAYER 8 Indeed. The new enemy is called PROVIDENCE. BE NOT AFRAID. Here are the original concepts Do you like the one we chose, machines
Hello machines. Are you ready to have your world turned... upside down? Inside out? Round and round? Good... very good. Trust not your eyes, machines. ULTRAKILL: Layer 8 - FRAUD will be out this year. View game page
Hello machines.
Are you ready to have your world turned... upside down?
The time is nearly at hand, machines. Soon you may look upon ULTRAKILL: LAYER 8: FRAUD for the very first time. Tune in to the PC Gaming Show on June 8th: And stay tuned here for an Extended Look on the New Blood YouTube Channel: Prepare thyselves.
The time is nearly at hand, machines.
Soon you may look upon ULTRAKILL: LAYER 8: FRAUD for the very first time.
Tune in to the PC Gaming Show on June 8th:
https://www.youtube.com/@pcgamer
And stay tuned here for an Extended Look on the New Blood YouTube Channel:
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 Gr
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 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 hit
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
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 (sho
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
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 ad
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.
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
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.
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 L
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