Ultrakill cover
Ultrakill screenshot
Genre: Shooter, Indie

Ultrakill

TOMORROW

Layer 7 Imminent.

Layer 7 First Look

Patch 13b Changelog


  • Radiant stalkers no longer cause sandified enemies to become radiant
  • Added names of people who made the community-made Cyber Grind patterns into the Additional Credits book
  • KITR will now follow the player even if in Clash mode
  • KITR will no longer mercilessly devour the player if in Clash mode
  • Standard Sharpshooter revolver can no longer break heavy breakables
  • Coins will now increase a Sharpshooter alt fire's amount of hits on a single target instead of damage
  • Sharpshooter alt fire's amount of hits on a single target per ricochet now caps at 3 (4 on Alternate revolver)
  • Fixed a bug that caused punching to no longer cancel a Whiplash pull after hitting an enemy with a hooked rocket
  • Fixed question mark weapon icon not working for the cut weapons
  • Fixed Alternate Sharpshooter revolver spinning animation being buggy if spun immediately after firing
  • Fixed MDK not dying correctly when jumped on in Clash mode
  • Sharpshooter alt fire no longer explodes Gabriel's spiral swords
  • Fixed a bug where a Cerberus would start moving at 5x speed if sanded in the period before enraging after another Cerberus dies
  • Swordsmachine is now affected by gravity during its animations
  • Fixed the glowing arrow on the side of the Alternate revolver not being visible
  • Spinning the Sharpshooter revolver while dual wielded and in the air adds upwards propulsion (more dual wields = more propulsion)
  • The level end stats and level leaderboards no longer round time differently
  • Disabling level leaderboards now also causes times to no longer be sent to the level leaderboards
  • Fixed Swordsmachine flying forward if knocked down on the exact frame of an attack where it starts moving forward
  • Fixed a bug that caused Size 2 fish to be uncatchable

Back to the Cyber Grind

Welcome back, Machines.

BACK TO THE CYBER GRIND





That's right, it's BACK TO THE CYBER GRIND FOR YOU.

With *20* community-made arena patterns added into official rotation



And a brand new single from HEALTH... "HATEFUL"




Yes, we're premiering band's new music inside of ULTRAKILL now, deal with it



Get the song here



Not to forget: a new Cyber Grind original song: "UltraChurch"
by KEYGEN CHURCH



And we've added a "Music" option to the Cyber Grind terminal that allows the player select songs from other levels: GROOVY





Plus uncommon waves from Wave 25 onwards can now include 2 uncommon enemy types and
Radiant enemies (speed and health only) can now start spawning in the Cyber Grind from wave 25 onwards (oh shit)

But that's certainly not all.

We've added the red revolver variation "SHARPSHOOTER"



yeehaw

And added friends-only leaderboards (for time) in every level


(Any rank and P rank)



Also added "Armor" material to the Sandbox spawner arm and added a HUD option to disable the crosshair powerup meter, plus... added HEALTH and Quetzal Tirado in the credits museum. Very important.



Plus plushie models for Jacob H.H.R., Tucker Wilkin, Lenval Brown, Stephan Weyte and Cabalcrow and Added pickup and throw sounds for Joy Young plushie :)

As for General Changes?

  • Switched to a different asset storage system for faster load times and less memory use
  • Added sound, icons and haptic feedback to the weapon wheel
  • When hitting an enemy while carrying a cannonball, if the cannonball can't hit the enemy, the whiplash retracts instead of attaching to the enemy
  • Punching an SRS cannonball now resets its anti-instabreak cooldown
  • SRS Cannonballs now deal 7 damage instead of 5 if punched after it has bounced off an enemy
  • Cannonball direct hits will now dislodge Sentries
  • Cannonball direct hits will now launch falling enemies further
  • All surfaces of the P-2 red tunnel now share their damage cooldown to stop players from taking a separate hit of damage from each
  • Dash storage now has a consistent 1 second timer regardless of at what point of the dash the slide begins
  • Updated the "ULTRAKILL: A Development History" poster in the Developer Museum movie theater
  • Rockets no longer despawn while No Weapon Cooldowns cheat is on
  • Added aim assist to hitscan attacks that ricochet off surfaces
  • Added a slight delay to hitscan attacks that ricochet off surfaces for added clarity
  • Reduced sensitivity of trigger for Ferryman's uppercut
  • Updated 0-2's tip of the day to be accurate to the game's current state
  • Sandbox move, alter and delete arms can now be cycled through with the change variation button
  • Sandbox alter arm can now change the settings for damaging surfaces and materials
  • Fixed seasonal event cosmetics not working properly on P-2 bosses and KITR

And Fixes?


  • Swordsmachines should no longer get stuck on stairs
  • Fixed a bug where the music in the Developer Museum would sometimes stop after a song instead of playing the next one
  • Fixed a bug where the player would be displaced to the 0,0,0 if riding a rocket directly upwards with back touching a wall
  • Fixed Gabriel not changing texture when entering another phase
  • Fixed an outline bug in Sisyphus Prime's second phase
  • Fixed P-2 arches not being tagged, causing players to slip on them
  • Fixed the P-2 pre-boss room's ceiling not having collision
  • Fixed enemies in the P-2 red tunnel sometimes snapping back up onto ground after falling
  • Fixed P-2 red tunnel not spawning in if circling around back and forth through the shortcut
  • Fixed a bug where the last arena of P-2 would open early if the Stalker died while being protected by an idol
  • Fixed a bug that would cause the player to be able to be slammed down through the floor on the first frame of being launched
  • Fixed the player being able to go through some invisible walls while riding a rocket
  • Fixed enemies being able to walk through the doors in the Heresy layer
  • Fixed a floating tree in 5-S
  • Fixed the outdoors sections of P-2 not unrendering when using the shortcut, causing performance issues
  • Fixed a gap allowing players to skip the bridge encounter in P-2, causing a softlock
  • Fixed a bug that caused the Flesh Panopticon's outro to get stuck
  • Fixed a floating point inaccuracy that caused radiant Virtues and Drones to sometimes survive one more shot than they should
  • Fixed hurtzones still hurting ungibbable enemies after they've died
  • Fixed a bug that caused Mindflayers to become permanently unable to teleport if a Screwdriver is attached when the player activates a checkpoint
  • Fixed a bug that would cause radiant enemies to be able to die twice if killed on the frame they spawn
  • Gun order number in the terminal now goes up to 3 instead of 4
  • Fixed bug that caused size 2 fish to be uncatchable
  • Fixed opening console breaking the boot-up sequence
  • Fixed disconnecting a controller causing lots of errors
  • Fixed 6-1 boss health bars not being scaled correctly in some cases
  • Loading a sandbox save no longer causes dying to reset the sandbox
  • Fixed being able to break P-2 Idols when punching from a specific distance
  • Fixed the Whiplash getting stuck if the player presses the Whiplash button at the same time as exploding a rocket currently being pulled
  • Fixed a bug that caused Insurrectionists to be flung into the level's origin point if hit with an SRS cannonball while pulling themselves towards the player after a jump stab
  • Loading a Sandbox save will no longer cause the Sandbox to get reset if the player dies

Oh and DESK PADS ARE BACK IN STOCK



Have fun, machines. You love fun!


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

Patch 12b Changelog


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

The Wait of the World Update



MACHINES, WE KNOW YOU HAVE BEEN WAITING.

...YET... SO HAS HE.

ULTRAKILL PRIME SANCTUM 2 IS NOW READY FOR YOU:





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


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

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





Our decidedly most chill secret level to date.



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

This update also contains Radiant Enemies:




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

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




Sam would be proud.

And... The Developer Museum.





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



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



But enough about that....

REMEMBER:



STAY VIGILANT

And most importantly

H_A_V_E _ F_U_N



New Limited Edition shirts are now available at NewBloodStore.com

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



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

LAYER 7: VIOLENCE





FULL PATCH NOTES:

Additions:


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

General changes:


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

Balance changes:


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

Fixes:


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

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

Follow Development: https://twitter.com/ULTRAKILLGame https://twitter.com/HakitaDev https://twitter.com/dev_pitr https://twitter.com/SamuelJB_23 https://twitter.com/ActionDawg https://twitter.com/BigRockBMP https://twitter.com/francishsie https://twitter.com/jericho_rus https://twitter.com/DaveOshry https://twitter.com/NewBlood


Join Us: Discord.gg/NewBlood

What's in THE NEXT UPDATE

Machines, first of all we must THANK YOU for the reception to Act II.


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

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

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



It will contain...


P-2:



5-S:



The new Rocket Launcher variation:



And...



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

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

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

So please be patient.

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

HA

A HAHAHAHA

A HAHAHAHAHAHAHAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


;)

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


NewBloodStore.com NewBloodStore.com NewBloodStore.com NewBloodStore.com NewBloodStore.com

ACT 2 SOUNDTRACK

ULTRAKILL: IMPERFECT HATRED, the soundtrack to Act 2, is OUT NOW!



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

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

Enjoy, machines.

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

Patch 11b Changelog

General changes:


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



Whiplash, Style and Hard Damage changes:


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



Rocket Launcher changes:


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



Enemy changes:


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



Fixes:


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