Ultrakill cover
Ultrakill screenshot
Genre: Shooter, Indie

Ultrakill

Patch 15d Changelog


  • Fixed Malicious Faces not taking initial impact damage from explosions when made vulnerable with gasoline
  • Fixed Streetcleaner flamethrower flames not causing see-through enemy outlines effect
  • Fixed Cerberus gibs not being deleted when intended
  • Fixed gasoline particles causing inconsistent fill when hitting multiple enemy hitboxes on the same frame
  • Fixed the HUD Background Opacity option not working on the Speedometer when using Classic HUD
  • Speedometer now has options for horizontal only and vertical only
  • Fixed 0-3 and 4-2 mid-level shops still playing/muting music
  • Fixed Mannequins continuing to be parryable after landing from a launch on Brutal difficulty
  • Fixed the Mover Arm breaking after letting go of a chess piece
  • Fixed 7-S pond not getting stained
  • Fixed Speedometer not taking into account objects the player is riding
  • Fixed SRS Cannon firing absurd amounts of simultaneous cannonballs when using a Dual Wield powerup
  • Fixed Sawed-On Shotgun playing the chainsaw spark particle effect during the core heat release animation
  • Made Rocket Launcher hologram display slightly dimmer
  • Made HUD weapon icon glow slightly dimmer
  • Fixed slide particles being blue when the player has dodge frames stored but is not currently invincible

Patch 15c Changelog

Additions:



  • Added binds for swapping to each variation slot
  • Added "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple times
  • Added Speedometer in HUD options
  • Added new higher resolution fire sprite


Weapon Changes:



  • Hitting a tram with the JumpStart now causes it to accelerate instantly and move at double speed for 5 seconds
  • Fixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching water
  • Fixed JumpStart conduction through magnets and coins causing an unintended minimum damage override
  • Underwater gasoline explosions are now sparser
  • Underwater gasoline explosions can now only hit an enemy once per continuous explosion string
  • Gasoline projectiles now ignore dead enemies
  • Gasoline no longer burns away when No Weapon Cooldowns cheat is on
  • Alternate Shotgun's launch direction can now be changed during hitstop
  • Alternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same time
  • Hitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldown
  • Alternate Shotgun speedometer now also displays time left in the red hit cooldown
  • Added colored lights to the Alternate Shotgun to make it easier to see which variation is being used
  • Changed the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin's
  • Increased style points gained with the Alternate Shotgun
  • SRS Cannon now vibrates while charging the cannonball
  • SRS Cannon secondary fire is no longer affected by the primary fire's cooldown
  • Magnets can now again be broken with a ground slam
  • Screwdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zero
  • The visual motor spin speed on the Alternate Shotgun is no longer FPS-dependent
  • Improved optimization on enemy gasoline fill effect


Enemy Changes:



  • Malicious Faces and Soldiers lose their anti-explosion resistances when gasolined
  • Radiant Soldiers no longer have their radiance speed boost applied twice
  • Reduced Radiant Soldier speed boost from 2x to 1.5x
  • Reduced damage of Ferryman lightning bolt from 50 to 35
  • Ferryman lightning bolts now flash before striking
  • Chargebacked lightning bolts can no longer deal damage to the player
  • Ferryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attack
  • Added hurt sounds for Virtues and Malicious Faces
  • Drones, Virtues and Malicious Faces no longer bleed when damaged by fire
  • Flesh Spawn no longer get set on fire when Flesh Prison/Panopticon does
  • Flesh Prison/Panopticon now has the same resistance to sawblades as nails
  • Cerberi no longer fall on Brutal difficulty while tackling or between two tackles
  • Insurrectionists can now be killed by fire when gasolined
  • Swordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectively
  • Stalkers now take double damage from ground slams
  • Stalkers can now be puppeted


General Changes:



  • Slide speed particles are now blue when the player has stored invincibility frames
  • 6-1 doors now open faster when the player is moving fast
  • Unlocking the Drone Haunting cheat now displays a message to notify it has been unlocked
  • Added a unique weapon icon for the other 7-S tool
  • Hide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlay
  • Shop music now gets muted if music volume is set to 0
  • Malicious Face Sandbox prop is no longer only breakable with hitscan attacks
  • Made FUPs more consistent in non-cardinal directions (If you don't know what this means, don't worry about it)
  • Nerfed FUP speed to 60u/s (again, don't worry about it)
  • Changed name of Last Weapon to Last Used Weapon to clear misunderstandings with Previous Weapon
  • Blocked off the windows in the final hallway of 5-3


Fixes:



  • Disabling blood and gore no longer causes some attacks to heal the player an incorrect amount
  • Fixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave ends
  • Fixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabled
  • Fixed Filth, Strays and Schisms sometimes getting stuck in slowmo
  • Fixed missing colliders in 7-4
  • Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun
  • 3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctly
  • Fixed fire and Virtue beams no longer showing the outlines of enemies behind them
  • Fixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-ranked
  • Fixed temporary FOV changes getting stuck while sliding sideways
  • Fixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped
  • 1-3 boss terminal no longer mutes the level music
  • Fixed gasoline exploding instead of burning in the 5-1 dry tunnels
  • Fixed gasoline stains stretching when placed on some 5-2 geometry
  • Fixed Gasoline stains showing on top of fire (though they may again appear buggy when placed on glass)
  • Fixed Stalkers becoming intangible when forcepuppet is turned on
  • Fixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting applied
  • Fixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animation
  • Magnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotated
  • Fixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parries
  • Fixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launch
  • Fixed rockets not ignoring some body parts of dead Mannequins
  • Fixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screen
  • Fixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance building
  • Fixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arena
  • Fixed inconsistent enrage behavior with Cerberus when enraged with the Alter Arm
  • Spawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or altered
  • Fixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemy
  • Fixed an untagged platform in 4-3
  • Fixed ghost Drones not working correctly with Clash mode
  • Guttermen can no longer open the door of the 7-2 building that houses the Alternate Shotgun
  • Fixed inappropriate objects being outlined during 7-2 intro
  • Fixed Knuckleblaster shells having enemy outlines
  • Fixed the current wall jump amount not resetting when landing on a gasoline stain
  • Fixed mis-tiled textures on the sides of stairs in one of the 7-1 arenas
  • Fixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-mission
  • Fixed "This enemy cannot be puppeted" pop-up sometimes going offscreen
  • Fixed a bug that caused Size 2 fish to be catchable

Patch 15b Changelog

Alternate Shotgun:



  • Increased Alternate Shotgun cooldown on red hit from 5 seconds to 7 seconds
  • Decreased Alternate Shotgun red hit damage from 12 to 10
  • Added unique style bonuses for Alternate Shotgun
  • Fixed the Alternate Shotgun not losing freshness when used on core ejects or rockets
  • Alternate Shotgun no longer activates red hit cooldown when hitting a dead enemy
  • Alternate Shotgun now applies environmental hit pushback when hitting a dead enemy
  • Alternate Shotgun core eject vertical momentum is now no longer relative to the camera when looking downwards
  • Alternate Shotgun core eject cooldown now no longer resets on weapon change
  • Fixed an offset bug caused by picking up a dual wield while charging the primary fire of the alternate shotgun
  • Added short descriptions of each Alternate weapon when they get picked up


Sawed-On Shotgun:



  • Chainsaws no longer get stuck inside the player when punched with the Feedbacker before immediately swapping arms
  • Fixed the Sawed-On chainsaw sometimes continuing to damage enemies that are no longer in range
  • Fixed the Sawed-On chainsaw sometimes removing limbs off the wrong enemies
  • Chainsaw can now properly hit the same enemy again after being punched
  • V2 can longer be damaged with the chainsaw during its intro animation
  • Alternate Sawed-On Shotgun no longer instantly launches chainsaw if the player swaps back after swapping to another weapon while charging it
  • Made launched chainsaws a bit quieter
  • Added sparks when launched chainsaws hit enemies
  • A launched chainsaw's sprite becomes smaller while touching the player so it doesn't block their vision


JumpStart Nailgun:



  • Conduction now damages the magnets it conducts through to stop infinite conduction chains
  • Fixed the JumpStart nailgun not losing its higher firerate after a zapper is destroyed if the player continues to fire without pause


Firestarter Rocket Launcher:



  • Spraying gasoline on moving objects such as doors no longer causes physics anomalies
  • Fixed gasoline fire sustaining forever after a checkpoint restart
  • Firestarter gasoline now explodes instead of burning when underwater
  • Fixed gasoline stains under gasolined burning enemies lasting much longer than intended
  • Fixed gasoline stains not being easily visible on glass
  • Burning objects now also set gasoline stains on fire on contact
  • Fixed gasoline fill visuals not working properly on some enemies
  • Increased damage of fire on gasolined enemies from 0.2 to 0.5 per tick
  • Napalm firerate is no longer framerate dependant


7-S:



  • Added "Hard Mode" in the Advanced Options
  • Added 7-S music to the Cyber Grind jukebox
  • 7-S no longer resets objective progress on checkpoint restart
  • Fixed a bug where the whiplash could grab skulls through blocking doors if really far away
  • Respawning at the 7-S courtyard checkpoint will now reset the red skull if the player is holding it to avoid softlocks
  • Added unique cubemaps to every 7-S room's completion reflection
  • Improved accuracy of 7-S bloodstains
  • Fixed the alternate skybox sometimes appearing black
  • Fixed inconsistencies with gib amount in 7-S based on gore settings
  • Ghost Drones now have an animation when being pulled
  • Increased range of Ghost Drone chirps to make them easier to find
  • Removed unintended colliders from 7-S clock
  • Blue skull case in 7-S now opens if Disable Enemy Spawns cheat is on


Brutal:



  • Hideous Mass harpoon health reduced to 3 on Brutal and 2 on other difficulties
  • Slightly reduced attack frequency of Virtues on Brutal difficulty
  • Added Brutal difficulty to the Boss Difficulty Override Major Assist
  • Fixed Gabriel's Brutal difficulty spiral swords attack staying after checkpoint reset
  • Ferrymen now have a global cooldown on lightning bolt summons to avoid them being stacked
  • Brutal Ferryman close range lightning bolt windup increased from 2 seconds to 5 seconds
  • Ferryman oars now start glowing blue when they're charging a lightning bolt
  • Ferryman lightning bolts can now be cancelled by attaching a JumpStart zapper to or parrying the Ferryman
  • Added a short delay and a blue flash before a Cerberus performs a second tackle


General:



  • Fixed player not being able to heal while dashing
  • Fixed bloodsplatter healing range being too small
  • Improved performance of bloodsplatters and bloodstains
  • Fixed performance drops caused by bloodsplatters not getting properly deleted if Blood and Gore is disabled
  • Fixed HurtZones such as acid continuing to hurt dead enemies when not intended
  • Level Stats overlay is now rebindable
  • Player can no longer be damaged or killed while exiting a level
  • Weapon wheel and leaderboards change are now also on the Previous Variation bind (more specific options to come later)
  • Audio no longer stays muffled when restarting or quitting mission while underwater
  • Fixed audio pops caused by pausing and unpausing
  • Fixed auto-aim not working with some of the new weapons
  • Checkpoints now display their text correctly from both sides
  • Delayed the health and weapon charge reset from clearing a wave in the Cyber Grind slightly to avoid overlap with killing the last enemy
  • Fixed Cyber Grind end screen text blurriness and Brutal difficulty title
  • Fixed Enemy Silhouettes option not saving
  • Fixed Enemy Silhouettes Activation Distance option not displaying in the main menu
  • Fixed Swordsmachine's shotgun pickup sometimes getting blasted out of bounds by explosions
  • Fixed magnets getting destroyed after 30 seconds even if No Weapon Cooldowns cheat is enabled
  • Altered Cerberus hitboxes for less janky collision on the chest
  • Fixed the Alter Arm menu still staying on when a Cerberus or Malicious Face dies from being both Puppeted and Sandified
  • Fixed the insurrectionist not freezing properly with the Alter Arm
  • Fixed jump pad physics status not saving in Sandbox saves
  • Added Alter Arm option for enraging Guttermen
  • Fixed the enrage texture for the casketless Gutterman in 7-2
  • Fixed Filth getting stuck in midair after performing a jump attack while dropping down a ledge
  • M̶i̶n̶o̶t̶a̶u̶r̶ no longer stays stuck in its back swipe animation when dying during it
  • M̶i̶n̶o̶t̶a̶u̶r̶ chase now has an additional collider on its arm to push off players on its back
  • Swordsmachines Agony and Tundra are no longer missing their right arms
  • Player can no longer get Cannonball related style bonuses from dead enemies
  • Fixed P-2 Cerberi not dying when touching the red tunnel vortex
  • Shockwaves no longer break breakables that are only supposed to break with the Revolver
  • Fixed forcebossbars carrying over on level change even if cheats are no longer enabled and being undisableable
  • Fixed some enemies having the wrong names in their health bars
  • Fixed controller look being framerate dependant
  • Fixed an act appearing gold even when not actually gold on that difficulty after first going to chapter select on a difficulty that does have it gold
  • Fixed an untagged wall in 1-4 first room
  • Fixed a hole in 6-2 geometry
  • Restored FUPs (if you don't know what this means don't worry about it)
  • Fixed a bug that caused Size 2 fish to be uncatchable

The FULL ARSENAL Update

Machines, it's time to LOCK AND LOAD.

Your arsenal is now complete.



Featuring...

THE RED WEAPON VARIATIONS:






BRUTAL DIFFICULTY




and 7-S



So clean... so peaceful...

Also the game is on sale:



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

So are all our other FPS:



https://store.steampowered.com/bundle/11357/The_New_Blood_FPS_Trilogy/

And we have new merch on sale!




BEHOLD...

ULTRARUGS!





FULL PATCH NOTES:

Additions


  • Added 7-S
  • Added Alternate Weapon in 7-2 secret
  • Added "Firestarter" red Rocket Launcher variation
  • Added "JumpStart" red Nailgun variation
  • Added "Sawed-on" red Shotgun variation
  • Added Brutal difficulty
  • Conductor aftershocks now spread damage to nearby enemies and other conducting objects
  • Underwater electric attacks now cause conduction in all underwater enemies (and the player)
  • Added Sound Effects Volume option
  • Added Muffle Music While Underwater option
  • Added "Puppeted" alter arm option for enemies
  • Added console commands "forcepuppet", "forcesand" and "forcebossbar"
  • Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm
  • Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default)

General Changes


  • Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions
  • Updated and reorganized the options menu
  • Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button
  • Hitting a coin in a split state with an Alternate Revolver will now reset the draw state of all equipped Alternate Revolvers, as well as play a shorter recovery animation
  • Coins now increase the damage of the explosions of explosive hitscans
  • Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions
  • Shockwaves now fade out instead of disappearing instantly
  • Increased style points for explosions that don't kill
  • Added new style bonuses for the S.R.S. Cannon
  • Screwdriver railcannon now has style bonuses
  • Reduced style points gained from a successful projectile boost from 150 to 90
  • Auto-aim will now also target hookpoints
  • Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing
  • Added a sound effect to firing a Nailgun magnet
  • The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option
  • Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead
  • Trams will now instantly kill any enemies they hit
  • Added arrows to UI scrollbars to make it clearer they can be scrolled
  • Level stats HUD element and cheats overlay positions mirror when Weapon Position is set to Left in order to reduce overlay with other HUD elements
  • Capped SSJ speed to 100u/s
  • Ground slam no longer causes projectile interruptions
  • Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting
  • No Weapon Cooldowns cheat now also stops magnet timers

Enemy Changes


  • Minotaur now has an attack for hitting a target that's on its back
  • Reduced Cerberus orb damage from 35 to 20
  • Idols now give style points when destroyed
  • Enemy projectiles will now get destroyed between Cyber Grind waves
  • Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone
  • Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn
  • Earthmover Brain now takes increased damage from parried projectiles
  • Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked
  • Dying Hideous Masses can now be whiplashed to
  • Punching a dying Mindflayer into a Gutterman now breaks its shield
  • Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles
  • Improved textures for Insurrectionists Angry and Rude
  • Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it
  • Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40
  • Ferryman parries can now also cause the Conductor bonus

Level Changes


  • Added a new checkpoint near the start of 7-4 to reduce restart time
  • Added a new checkpoint after the fall of the clocktower in 7-2
  • Added terminals near Alternate weapon pick up spots for easier arsenal control
  • Added an error message to the 7-2 payload panel when trying to lower payload without tram
  • Tweaked 2-1 dash jump tutorial text for clarity
  • Hard Damage related tutorials no longer show up on difficulties that have no hard damage
  • Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200
  • Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1
  • 5-2 cabin door will no longer open exclusively outwards

Fixes


  • Fixed magneted nails getting pushed by explosions again
  • Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable
  • Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it
  • Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient
  • Fixed Sharpshooter not being able to destroy homing mortars
  • Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed
  • Fixed game freezing when throwing a soap at an idoled Drone
  • Fixed some cheats-only console commands not requiring cheats to be turned on
  • Fixed Cyber Grind song names popping up even if the song is looping
  • Fixed being able to punch while paused
  • Level names now appear at a speed independent from framerate
  • Fixed a small gap in the geometry next to the entrance door in 7-4
  • Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through
  • Fixed blurriness in the text in the main menu
  • Fixed the 5-S leaderboard's title being blurry
  • Fixed the 5-S leaderboard sometimes overflowing
  • Removed an invisible collider in the Credits Museum
  • Fixed the 7-4 sand warping too much with texture warping
  • Improved camera angle check for posing mannequins
  • Swordsmachine AI no longer breaks after throwing a sword at a flying enemy
  • Modified hookpoint values now get properly saved in sandbox saves
  • Fixed the player unstucker trigger under the 7-2 bomb being visible
  • Fixed 2-2's first checkpoint not disabling the black cube blocking off the previous area if the player has gone far enough to activate it
  • Fixed a small gap in the ceiling of 2-2's generator room
  • Fixed an untagged wall in 1-2
  • Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull
  • Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp
  • Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties
  • Fixed the style meter text sometimes appearing behind weapons
  • Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off
  • Fixed 0-4 challenge counting total slide time and not uninterrupted slide time
  • Fixed 4-1 final arena sometimes having a delay before ending
  • Fixed issues with loading Violence layer music in the Cyber Grind
  • Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill
  • Fixed Filth limbs sometimes getting teleported to world origin
  • Fixed a bug that caused Size 2 fish to be uncatchable


https://twitter.com/NewBlood

Patch 15: The FULL ARSENAL Update

Additions:



  • Added 7-S
  • Added Alternate Weapon in 7-2 secret
  • Added "Firestarter" red Rocket Launcher variation
  • Added "JumpStart" red Nailgun variation
  • Added "Sawed-on" red Shotgun variation
  • Added Brutal difficulty
  • Conductor aftershocks now spread damage to nearby enemies and other conducting objects
  • Underwater electric attacks now cause conduction in all underwater enemies (and the player)
  • Added Sound Effects Volume option
  • Added Muffle Music While Underwater option
  • Added "Puppeted" alter arm option for enemies
  • Added console commands "forcepuppet", "forcesand" and "forcebossbar"
  • Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm
  • Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default)


General Changes:



  • Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions
  • Updated and reorganized the options menu
  • Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button
  • Hitting a coin in a split state with an Alternate Revolver will now reset the draw state of all equipped Alternate Revolvers, as well as play a shorter recovery animation
  • Coins now increase the damage of the explosions of explosive hitscans
  • Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions
  • Shockwaves now fade out instead of disappearing instantly
  • Increased style points for explosions that don't kill
  • Added new style bonuses for the S.R.S. Cannon
  • Screwdriver railcannon now has style bonuses
  • Reduced style points gained from a successful projectile boost from 150 to 90
  • Auto-aim will now also target hookpoints
  • Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing
  • Added a sound effect to firing a Nailgun magnet
  • The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option
  • Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead
  • Trams will now instantly kill any enemies they hit
  • Added arrows to UI scrollbars to make it clearer they can be scrolled
  • Level stats HUD element and cheats overlay positions mirror when Weapon Position is set to Left in order to reduce overlay with other HUD elements
  • Capped SSJ speed to 100u/s
  • Ground slam no longer causes projectile interruptions
  • Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting
  • No Weapon Cooldowns cheat now also stops magnet timers


Enemy Changes:



  • Minotaur now has an attack for hitting a target that's on its back
  • Reduced Cerberus orb damage from 35 to 20
  • Idols now give style points when destroyed
  • Enemy projectiles will now get destroyed between Cyber Grind waves
  • Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone
  • Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn
  • Earthmover Brain now takes increased damage from parried projectiles
  • Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked
  • Dying Hideous Masses can now be whiplashed to
  • Punching a dying Mindflayer into a Gutterman now breaks its shield
  • Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles
  • Improved textures for Insurrectionists Angry and Rude
  • Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it
  • Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40
  • Ferryman parries can now also cause the Conductor bonus


Level Changes:



  • Added a new checkpoint near the start of 7-4 to reduce restart time
  • Added a new checkpoint after the fall of the clocktower in 7-2
  • Added terminals near Alternate weapon pick up spots for easier arsenal control
  • Added an error message to the 7-2 payload panel when trying to lower payload without tram
  • Tweaked 2-1 dash jump tutorial text for clarity
  • Hard Damage related tutorials no longer show up on difficulties that have no hard damage
  • Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200
  • Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1
  • 5-2 cabin door will no longer open exclusively outwards


Fixes:



  • Fixed magneted nails getting pushed by explosions again
  • Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable
  • Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it
  • Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient
  • Fixed Sharpshooter not being able to destroy homing mortars
  • Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed
  • Fixed game freezing when throwing a soap at an idoled Drone
  • Fixed some cheats-only console commands not requiring cheats to be turned on
  • Fixed Cyber Grind song names popping up even if the song is looping
  • Fixed being able to punch while paused
  • Level names now appear at a speed independent from framerate
  • Fixed a small gap in the geometry next to the entrance door in 7-4
  • Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through
  • Fixed blurriness in the text in the main menu
  • Fixed the 5-S leaderboard's title being blurry
  • Fixed the 5-S leaderboard sometimes overflowing
  • Removed an invisible collider in the Credits Museum
  • Fixed the 7-4 sand warping too much with texture warping
  • Improved camera angle check for posing mannequins
  • Swordsmachine AI no longer breaks after throwing a sword at a flying enemy
  • Modified hookpoint values now get properly saved in sandbox saves
  • Fixed the player unstucker trigger under the 7-2 bomb being visible
  • Fixed 2-2's first checkpoint not disabling the black cube blocking off the previous area if the player has gone far enough to activate it
  • Fixed a small gap in the ceiling of 2-2's generator room
  • Fixed an untagged wall in 1-2
  • Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull
  • Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp
  • Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties
  • Fixed the style meter text sometimes appearing behind weapons
  • Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off
  • Fixed 0-4 challenge counting total slide time and not uninterrupted slide time
  • Fixed 4-1 final arena sometimes having a delay before ending
  • Fixed issues with loading Violence layer music in the Cyber Grind
  • Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill
  • Fixed Filth limbs sometimes getting teleported to world origin
  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 14d Changelog


  • Fixed Chess bot sometimes not working
  • Fixed players being unable to throw books away with the individual punch buttons
  • Fixed Corpse of King Minos' barb wire not rendering correctly
  • Fixed Hideous Mass' spawn effect not appearing
  • Fixed Hideous Mass' lighting in 1-3 not working correctly
  • Mannequins can no longer throw themselves into pits when trying to melee
  • Fixed bindings options menu sometimes disappearing
  • Fixed multi-track songs in the Cyber Grind not working properly
  • Console text box now refocuses after autocompleting
  • Fixed walljumps when diving from a core eject boost not working properly
  • Fixed Cerberus projectile sometimes dealing 20 damage instead of 35
  • Fixed the Overheat nailgun's sound being pitched too low if no heatsinks are available
  • Removed "[sic]" from Revolver info
  • Fixed player getting stuck when ground slamming on the spoiler blockers in the Credits museum
  • Fixed Chess victory SFX replaying when the chessboard is deactivated and reactivated after one side wins a game
  • Fixed a bug where the player would stay crouched if sliding and unsliding in the same frame
  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 14c Changelog

Changes:


  • Added chess functionality to the Credits museum
  • Added a optional seperate punch binds for each arm
  • Move arm, delete arm and modify arm can now be used in normal levels
  • Updated Hideous Mass model and texture
  • Reduced Mindflayer's radiance health buff from 2x to 1.5x
  • Made "Do Robots Dream of Eternal Sleep?" loop twice by default in the Cyber Grind
  • Increased secret orb requirement for the final weapon color template from 86 to 100
  • Increased recharge speed for nails
  • Decreased delay for "Conductor" aftershock
  • Sawblades no longer get the nailbomb damage bonus
  • Red errors in the console now default to being expanded since people would forget to do so when posting bug reports
  • Renamed controls menu weapon slots from numbers to weapons to make them easier to change
  • Screwdriver no longer breaks when attached to dead Guttermen
  • The timer in 7-1 now stops as soon as the boss' death animation starts
  • A dying Mindflayer's death countdown now resets when launched with a Knuckleblaster punch
  • Dying Mindflayers and dead Guttermen are now whiplashable
  • Player can now heal off of dying Mindflayers
  • Added icons for some cheats that didn't have them yet
  • Lowered priority for punching saws
  • Raised priority for punching coins
  • Added credits for the public domain songs "Take a Look at Molly" and "Gymnopedie No.1" in the Additional Music Credits book
  • Lowered 7-4 security system beam speed on Harmless and Lenient difficulties
  • Increased rocket speed reduction when ridden by player from 75% to 65%
  • Slightly lowered style requirements for 7-1, 7-2 and 7-4
  • Reimplemented "Super Slide Jump" tech
  • Added a console command for forced stacktrace extraction for modders


Fixes:


  • Fixed bugs relating to Whiplash binds
  • Fixed weapon wheel not working properly on controller
  • Fixed the doors in 5-3's second half opening the wrong way
  • Fixed the Hideous Mass armor not working correctly
  • Fixed the Cyber Grind leaderboard sometimes lagging when using custom music
  • Fixed "enemies ignore player" cheat not working on Leviathan
  • Fixed Fullbright cheat not working well with levels with heavy fog such as 7-3
  • Fixed the level end leaderboard only showing up to 4 people
  • Player no longer moves with large objects as if standing on them while noclipping
  • Swordsmachine no longer attacks other enemies while blinded
  • Swordsmachine now properly targets Stalkers if any are around
  • Fixed Stalkers not targeting the player when no other targets are available
  • Fixed 4-2 circular checkpoints not re-enabling as intended
  • Fixed the Cyber Grind special enemies being unable to spawn on their earliest set spawn wave
  • Fixed a bug with the Cyber Grind uncommon enemy calculations sometimes causing double the intended amount of Virtues to spawn
  • Fixed Knuckleblaster shotgun shells no longer colliding with the ground
  • Fixed mismatched Violence layer "origName" values for modding purposes
  • Fixed the 1-1 challenge not working correctly if the player grabs a checkpoint before the time runs out
  • Fixed Guttertanks sometimes being parryable after death
  • Fixed the 7-1 boss not unlocking the enemy data strategy field when first fought
  • Fixed the 4-S tab stats menu counter
  • Fixed Ferryman's lightning no longer causing an explosion when chargebacked
  • Fixed the Advanced Strategy section for the Railcannon referring to the wait time as 15 seconds instead of 16
  • Fixed an accidental reversion of the Revolver's data section into an earlier, shorter version
  • Fixed odd physics behavior with blinded dying Virtues
  • Cannonballs will now snap to be directly in front of the player's position if punched at a target that's close, to avoid being launched at odd angles
  • Fixed a bug that caused the audio to distort and break if the player spawns many blinded Guttermen
  • Fixed the Electric Railcannon's variation description overlapping with the Already Owned button
  • Fixed an invisible collider at the spawn point in the Sandbox causing odd behavior with the Spawner arm
  • Fixed explosions being able to break unbreakable Clash mode boxes
  • Fixed Guttermen sometimes not properly unsandifying when dying
  • Fixed framerate-related inconsistencies with trams
  • Fixed the bloodsplatter caused by a Drone's death not healing the player
  • Dead enemies can no longer get hit by the same projectile multiple times, often causing the game to hitch or freeze
  • Fixed punching a Screwdrivered enemy corpse causing the screw to reattach and detach rapidly
  • Round Trip no longer instakills Guttertanks if they are being protected by an Idol
  • Swordsmachine's thrown swords can no longer hit the same enemy multiple times
  • Added a teleport failsafe in case the player gets stuck under the bomb while it's lowering in 7-2
  • Fixed the game freezing for a moment while loading another song in the Cyber Grind
  • Fixed the particle effects and rubble caused by the 7-2 clocktower falling not spawning correctly
  • Fixed a bug where coins or magnets hitting a freezecharged rocket would cause an unintentionally large explosion
  • Fixed tutorial prompts sometimes not displaying the relevant button bind
  • Fixed Strays, Schisms and Soldiers incorrectly using the Filth's movement speed values
  • The same button can no longer be bound to the same action multiple times
  • Cancelling the weapon wheel with a projectile boost no longer causes level timer speed issues
  • Fixed a bug that caused Husks to not count as kills if not targeting the player
  • Fixed a bug that caused Size 2 fish to be uncatchable

Patch 14b Changelog


  • Guttertanks will now stagger and become parriable when not hitting anything with a punch
  • Freezecharged rockets no longer cause red explosions when shot with a revolver
  • Improved performance in 7-1
  • Improved performance in 7-3
  • Improved performance in 7-4
  • Fixed bug that would cause 7-4 final encounter to begin without the player being inside
  • Fixed hole in the side of the 7-4 boss
  • Fixed collision bugs in 7-4
  • Console commands now also get autocompleted by pressing enter instead of just tab
  • Fixed level stats overlay not working in P-1 and P-2
  • Added level stats overlay support for the Cyber Grind
  • Fixed the radiant spawn rate in the Cyber Grind not working correctly
  • Fixed a ceiling in the bomb station in 7-2 not having collision
  • Made the panel to open the way after the 7-2 ambush clearer
  • Fixed a rare bug that caused the 7-2 blood river's hitbox still be active while the player is inside the final arena, causing them to sometimes get warped outside
  • Fixed the intro interior lights turning off when restarting from the first 7-2 checkpoint
  • Fixed the door not unlocking when restarting from the first 7-2 checkpoint if the player has gone outside
  • Fixed the Whiplash course pits causing an empty style bonus to appear in the HUD if a dead enemy falls into them
  • Fixed Gabriel's spawner arm preview's swords being offset from his body
  • Timers for yellow hookpoints now reset on checkpoint restart
  • The invisible walls of 7-3's intro get disabled if teleporting to a checkpoint
  • The third secret of 7-2 and second secret of 7-3 no longer get automatically unlocked on beating the level
  • Mindflayer beam caused by Knucklebaster launch can no longer hurt the player
  • Guttermen now spawn more frequently in the Cyber Grind
  • Renamed "Parry Flash" option to "Parry Screen Flash" to make its function clearer
  • Added a parry flash to landmines when they're activated
  • Fixed Whiplash not working properly on controller
  • Fixed Stalkers moving around while blinded
  • Fixed enemies not being properly blinded while under the effect of a Crystal of Madness
  • Fixed Ferryman's lightning tracking the player even when targeting enemies
  • Fixed enemy blood sometimes not healing the correct amount
  • Fixed offset santa hats for V1, 4-4 V2 intro and skulls
  • Added a landmark for the 7-2 secret path to make it easier to find
  • Reverted changes made to door blocking code to fix 1-4's plank and niche 7-2 softlocks
  • Added more terminals in 7-4
  • Increased size of Soldier spawn trigger in 7-4
  • Fixed a bug where the Streetcleaners in 7-4 would no longer spawn if the player had activated a checkpoint
  • Moved 7-4 distant decoration slightly closer
  • Changed the undashable beams in 7-4 from turqoise to magenta to differentiate them
  • Slightly reduced rotating speed of beams in 7-4 final encounter second half
  • Slightly reduced rotating speed of beams in 7-4 final encounter on Violent difficulty
  • Fixed inconsistencies in recharge speed when not holding the weapon for Overheat, Alternate Overheat and Alternate Sharpshooter
  • Fixed Mannequin's charging projectile effect sometimes not disappearing on death
  • Fixed the 7-1 preboss terminal showing the wrong Tip of the Day
  • Fixed the secret red soul orb fights in 7-1 and 7-2 still activating even if Disable Enemy Spawns cheat is turned on
  • Updated 7-1's navmesh to allow the enemies from the secret red soul orb fight to properly land on platforms across the pit
  • Fixed the 7-1 post-tram infinite tunnel not working if the player restart from checkpoint
  • Whiplash pull will no longer get cancelled by a rocket in the way
  • Fixed a graphical bug in the Hakita credits book in the Credits museum
  • Fixed Mauricing enemies also causing a "+SPLATTERED" style bonus
  • Fixed Hideous Mass corpse stretching out wildly when getting Mauriced
  • Fixed Gabriel teleporting like crazy while fighting large enemies like Hideous Masses and Insurrectionists
  • Increased blood catching range for the final 7-3 tree
  • Fixed navmesh oversight that caused enemies to sometimes get stuck inside two of the walls in the final arena of 7-3
  • Added hurtboxes to 7-1 boss' belly and unprotected arm
  • Fixed Whiplash rocket return sometimes not dealing damage
  • Enemy rockets no longer get freezecharged unless they have been ridden on
  • Fixed a bug where Mannequins would sometimes clip into the ceiling and possibly out of bounds if dropping off a wall right next to a ceiling
  • Fixed a bug that caused the first phase of the 7-1 boss to always function as if on Harmless difficulty
  • Guttertanks no longer turn into Guttermen in Sandbox saves
  • 7-1 boss no longer turns into a Mannequin in Sandbox saves
  • Fixed a bug where Insurrectionists would sometimes get stuck on the side of the Cyber Grind arena
  • Fixed magnet inconsistencies between Flesh Prison and Flesh Panopticon
  • Fixed the 0-2 setpiece enemies that only the Swordsmachine can kill counting as kills
  • Guttertanks now only spawn on melee tiles in the Cyber Grind
  • Violence layer hall doors now open faster when the player is moving fast
  • Added seasonal hats to the sleeping Filth easter egg
  • Fixed the spawner arm preview for MDK having a seasonal hat
  • Fixed Malicious Faces leaving behind invisible unbreakable corpses when Mauriced
  • Fixed Malicious Railcannon being called Sharpshooter in the variation info pop-up
  • Fixed the 5-1 and 5-3 challenges not resetting correctly when respawning from checkpoint
  • Falling out of bounds in the final 7-1 room will now teleport the player back inside it
  • Gutterman will no longer stand back up if the player activates a checkpoint during their death animation
  • Fixed the crosshair stamina meter not working if the player isn't using the Standard HUD
  • Fixed Guttermen and Guttertank not becoming radiant in the Cyber Grind
  • Fixed a bug that caused Size 2 fish to be uncatchable

LAYER 7 OUT NOW

Patch 14: VIOLENT NIGHT Update

Additions:




  • Added Layer 7: VIOLENCE
  • Added custom music support to Cyber Grind
  • Added autocomplete for the console
  • Added a hurt sound when being hurt by acid
  • Multiple buttons can now be bound to a single action
  • Added God mode cheat to make the player invulnerable
  • Added option to disable white screen flash when parrying
  • Added "Advanced Options" menu in General options for level specific tweaks
  • Added "HEALTH - HATEFUL (Instrumental)" to the Cyber Grind jukebox

Sandbox:




  • Added a toggleable warning when overwriting a Sandbox save
  • Added a quicksave button for the Sandbox
  • Added ability to make enemies fight eachother in the Sandbox
  • Altars can now be edited to remove items with the Alter arm
  • Added ability to sandify enemies with the Sandbox Alter arm
  • Added ability to enrage enemies with the Sandbox Alter arm
  • Added Crystal of Madness to the Spawner arm menu
  • Added invisible wall custom block to the Sandbox
  • Alter arm can now change the force of a slingshot hookpoint
  • Alter arm can now change the size of custom Sandbox objects after they've been created
  • Alter arm can now change a Dual Wield powerup's duration

General Changes:




  • Punch and parry timing now have 3 frames of leniency (punching a few frames early will still count as a hit) [excluding projectile boosts]
  • Increased horizontal and vertical size of player's projectile parry zone
  • Explosive projectiles and the Hideous Mass spear now have the same mercy frames after hitting a player as normal projectiles
  • Some charge and enemy projectile sprites have been updated to match the greater visual fidelity of the game
  • Alternate Sharpshooter Revolver now spins up almost instantly, making it perfect for players who only use the Sharpshooter situationally
  • Rockets that have been frozen for a second or longer will always cause red explosions when hitting an enemy
  • Dying Mindflayers can now be punched with the Knuckleblaster to launch them
  • Punching a Screwdriver screw out of an enemy will now also deal its remaining damage to them
  • Reworked the text system to fix fonts appearing blurry
  • Songs in the Cyber Grind playlist now only load whenever used instead of all at once on level load, causing the game to freeze
  • Seasonal events only apply in levels the player has already played at least once
  • Level leaderboards are now hidden on first playthrough
  • Level leaderboards now includes a notification about the option to disable them
  • All level leaderboards in the level select can switch between Any or P-Rank with the last used weapon button
  • Added ability to scroll level leaderboards
  • Radiance speed modifier no longer affects projectile speed
  • Fixed Cyber Grind enemy point budget inconsistencies caused by start wave number
  • Changed the radiant enemy spawning formula in the Cyber Grind, making them less common and more consistent
  • Updated visuals for explosions
  • Pre-boss terminals no longer play music to not ruin the build-up
  • Changed the tab level stats overlay's secrets from a number to icons
  • State of "Don't touch X" challenges now resets on checkpoint reset if the player hadn't failed yet
  • Boss health bars now have secondary meters for bosses who are supposed to have them
  • An enemy spawning inside a rocket now consistently causes red explosions
  • Punch exhaustion now gets reset on respawn
  • Converted .mp4 video files into .webm
  • Removed the scrollbar from the Prelude level select
  • Player can now initiate a rocket ride with a whiplashed rocket even while moving upwards
  • Reduced the delay for a Swordsmachine's sword returning after a throw that doesn't hit anything
  • Player can now only be launched by one damageless explosion at a time
  • Diving (jump+slide at the same time) into a wall now allows the player to wall jump while keeping their momentum
  • Increased leniency for dive input
  • Replaced 2 Strays in 5-3 Rocket Launcher airborne shot tutorial with Schisms to better illustrate the damage difference
  • Streetcleaners now explode when Mauriced
  • Items held while in Clash mode are now visible in the player's hand
  • Swordsmachine radiance health bonus reduces from 2x to 1.5x

Fixes:




  • Explosions no longer kill enemies through walls
  • Fixed the name on boss health bars sometimes stretching horizontally when there are many active at once
  • Fixed the spawn cost of enemies in the Cyber Grind not increasing per instance of the same enemy
  • Fixed sandbox blocks becoming invisible if stretched too far
  • Fixed some rumble setting names being partially cut off
  • Can no longer jump off rockets while the game is paused
  • Fixed S.R.S. Cannon weapon freshness not working correctly
  • Fixed some objects not being saved in Sandbox saves
  • Fixed a weapon wheel bug caused by unequipping the Nailgun
  • Swordsmachine Agony and Swordsmachine Tundra now appear in the correct order
  • Fixed 5-S Maurice bait not being held correctly
  • Crosshair HUD will now be disabled correctly if HUD Fade is enabled before attempting to set thickness to none
  • Fixed strays in the first sunken arena of 5-3 being able to walk through some walls
  • Fixed a hole in the ceiling of the P-2 boss entrance
  • Fixed "Target Framerate" setting not applying on restart
  • Fixed the framerate being unlocked during the intro videos
  • Virtues no longer count towards the total Virtue count for halting the enrage of other Virtues
  • Fixed the Shotgun overkill damage applying to radiant virtues without accounting for the radiance health buff
  • Fixed the Shotgun weapon icon not having the correct amount of ambient glow
  • Fixed the floor lights in the last room of 0-2 not having a navmesh
  • Fixed Whiplash pull not cancelling properly on some big enemies
  • Fixed Cerberus being unable to walk towards player if the player is too high up
  • Fixed Drones losing their sandification visual effect when shooting
  • Fixed Drone seasonal event texture bugs
  • Fixed Attractor Nailgun sometimes being called Magnet Nailgun in the terminal
  • Fixed flickering shockwave effects in 2-4 arm encounter
  • Added a failsafe if the Flesh Panopticon death animation freezes
  • Fixed shotgun breaking when point blank shooting Sisyphus Prime during his intro
  • Fixed Sisyphus Prime attack trails sometimes persisting after death
  • Fixed Sentry beams sometimes hitting the player even if chargebacked
  • Fixed the Rocket Launcher not counting towards amount of weapons equipped for freshness calculations
  • Drones no longer cause "+CANNONBALLED" style bonus when killing an enemy by crashing into them
  • Fixed a bug that caused Size 2 fish to be uncatchable