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ULTRAKILL Patch Notes

ULTRAKILL keeps getting better and better!

ULTRAKILL is back in the spotlight with new levels, modes, and a slew of changes that made me jump back into its intense FPS action. Here are the latest ULTRAKILL patch notes, which include all fixes, rebalancing tweaks, and more!

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Latest Patch Notes for ULTRAKILL

Patch 14: VIOLENT NIGHT

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

Related: All ULTRAKILL Cheats and Codes

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

Related: How to defeat Earthmover in ULTRAKILL

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

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Author
Jovan Krstić
Jovan, a Codes Writer at GAMURS, applies his extensive gaming background and research skills to uncover every available code. His gaming interests span genres such as racing, horror, first-person shooters, and RPGs. Outside of work, he enjoys competitive gaming in Destiny 2, ranking up in EA FC's Ultimate Team, and playing Overcooked 2.

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ULTRAKILL Patch Notes

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