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!
I'm very glad to see Ultrakill finally getting the spotlight it deserves. The "fast-paced, ultra-violent, old-school FPS " has the speed of classic Quake, the encounter design of modern Doom, and the combo systems of Devil May Cry. Its latest chapter takes us into the eight layer
I'm very glad to see Ultrakill finally getting the spotlight it deserves. The "fast-paced, ultra-violent, old-school FPS" has the speed of classic Quake, the encounter design of modern Doom, and the combo systems of Devil May Cry. Its latest chapter takes us into the eight layer of Hell, 'Fraud,' and has already been met with huge acclaim from players. Creator Arsi 'Hakita' Patala still isn't satisfied. The new Ultrakill Fraud update makes a total of 127 changes, plus "general optimizations," but not before the developer delivers a heartwarming message to the community.
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
For Ultrakill fans, the long wait for its eighth layer of shooter Hell is finally over. The new Fraud level has been dangled in front of players' noses for a while now. After being hit with delays, fans endured a final round of torture as last-minute issues saw its release set ba
For Ultrakill fans, the long wait for its eighth layer of shooter Hell is finally over. The new Fraud level has been dangled in front of players' noses for a while now. After being hit with delays, fans endured a final round of torture as last-minute issues saw its release set back by several hours. However, it all seems to have been worth it. With a 97% score, Ultrakill was already one of the best FPS games on the entirety of Steam based on user reviews, and now it's got a huge new player count record to shout about too.
Do you like architecture that plays tricks on you? Secret rooms in DOOM? The Ashtray Maze in Control? Thinking with Portals? The 5 a.m. ? That painting of some books outside the lockers in the British Library that bends queasily as you approach, revealing itself to be a horrible
Do you like architecture that plays tricks on you? Secret rooms in DOOM? The Ashtray Maze in Control? Thinking with Portals? The 5 a.m.? That painting of some books outside the lockers in the British Library that bends queasily as you approach, revealing itself to be a horrible wedge of tomeflesh, projecting outward into our realm like some dead author's imprisoned soul? I guess you’ll be playing the new Ultrakill update then.
It introduces the eighth layer of Hell, Fraud, in which nothing you perceive with your eyes can be trusted. A problematic prospect, for a “video” game. Here’s the trailer. I promise you that the play button below isn’t an illusion. Are you an illusion? Blink twice for "Yes".
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
As a twisted, contorted blend of genres, Ultrakill shouldn't work. It infuses Devil May Cry's style-focused system with classic Doom-style aesthetics, forcing you to pull off combos and constantly vary your attacks as you make your way through a story wrapped in dark, ultraviolen
As a twisted, contorted blend of genres, Ultrakill shouldn't work. It infuses Devil May Cry's style-focused system with classic Doom-style aesthetics, forcing you to pull off combos and constantly vary your attacks as you make your way through a story wrapped in dark, ultraviolent themes. The result is one of Steam's best FPS games, and in this bundle, it's under $2 - a massive 93% off its typical price.
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 🤙
The bombastic soundtrack, the electric-fast pace, and the brutality of blood painting the walls are reason enough to buy Ultrakill, even at full price, but when it goes on sale, well, you'd be silly not to get it. It's one of my favorite FPS games, beating out the titans of the g
The bombastic soundtrack, the electric-fast pace, and the brutality of blood painting the walls are reason enough to buy Ultrakill, even at full price, but when it goes on sale, well, you'd be silly not to get it. It's one of my favorite FPS games, beating out the titans of the genre like Doom and Call of Duty, and you can now grab it for just $7.50, alongside other Steam Deck Verified games, for a short time.
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
What's your favorite videogame level? There's Titanfall 2's time travel in Effect and Cause, Dishonored 2's mechanical house in The Clockwork Mansion, or Count Razoff's sprawling home in Rayman 3's The Bog of Murk. In each and every one of those examples, the gameplay and visuals
What's your favorite videogame level? There's Titanfall 2's time travel in Effect and Cause, Dishonored 2's mechanical house in The Clockwork Mansion, or Count Razoff's sprawling home in Rayman 3's The Bog of Murk. In each and every one of those examples, the gameplay and visuals work in perfect unison, meaning that they've stuck in my brain all these years later. Lucky me, then, because New Blood Interactive has just shown off Ultrakill's next level, Layer 8 - Fraud, and it looks like a chaotic mix of my favorites.