The Wait of the World Update

ULTRAKILL

ULTRAKILL is a fast-paced ultraviolent retro FPS combining the skill-based style scoring from character action games with unadulterated carnage inspired by the best shooters of the '90s. Rip apart your foes with varied destructive weapons and shower in their blood to regain your health.

[img]https://media.giphy.com/media/OBDabUaIv00UCk3Cxx/giphy.gif[/img] [h3][i][b]MACHINES, WE KNOW YOU HAVE BEEN WAITING. ...YET... SO HAS [u]HE[/u]. ULTRAKILL PRIME SANCTUM 2 IS NOW READY FOR YOU:[/b][/i][/h3] [img]{STEAM_CLAN_IMAGE}/36701673/749e62b03b7efdbcdb404fa0b8e26e90a7488c26.png[/img] [i]It features new music by [b]Heaven Pierce Her[/b] (Hakita) as well as guest artist [b]KEYGEN CHURCH[/b][/i] [previewyoutube=MG5L-1pI8bI;full][/previewyoutube] You think you're ready? [i]That's cute.[/i] [h3][b]Why not relax and also take in [u]new[/u] Secret Level 5-S while you're here?[/b][/h3] [img]{STEAM_CLAN_IMAGE}/36701673/4a3386d7993b56a21299bff4be40995fa5240892.png[/img] Our decidedly most [b]chill[/b] secret level to date. [img]{STEAM_CLAN_IMAGE}/36701673/8eae1c00c3bb8b9416b0b72b2ede367a250bdd72.png[/img] [i]Because something tells us you're going to need it.[/i] [h3][b]This update also contains Radiant Enemies:[/b][/h3] [previewyoutube=_yZ8JO0hlvU;full][/previewyoutube] They can be tested in [b]Sandbox Mode[/b] currently and will eventually be used in the [b]Cyber Grind[/b] and upcoming [b]Encore levels [/b]with alternate enemy placements... [h3][b]As well as the S.R.S Cannon (Green Rocket Launcher Variation)[/b][/h3] [previewyoutube=uFQPw_b4i7k;full][/previewyoutube] Sam would be proud. [h3][b]And... The Developer Museum.[/b][/h3] [img]{STEAM_CLAN_IMAGE}/36701673/95d5a255b789bff22db4750f5baa7499d11cf8a1.png[/img] Created entirely by (paid) ULTRAKILL community developer [b]Vvizard[/b], this massive structure houses many halls, many balls, a working movie theater, an aquarium... and maybe even some secrets. [img]{STEAM_CLAN_IMAGE}/36701673/f2207e7b5cddfd4fa68e88f2686cd40bb8d8f853.png[/img] It was designed and built as a testament to [b]ALL[/b] of the talented people who have contributed work to ULTRAKILL over the years, and [b]we hope you enjoy exploring it much more than a simple credits screen.[/b] [img]{STEAM_CLAN_IMAGE}/36701673/d20ac9b37c362b6df8945c7e08f2377727d7d993.png[/img] But enough about that.... [h3]REMEMBER:[/h3] [b]STAY VIGILANT[/b] [i]And most importantly[/i] [h3][b]H_A_V_E _ F_U_N[/b][/h3] New Limited Edition shirts are now available at NewBloodStore.com [b]*Please only purchase if you have beaten P-2*[/b] [img]{STEAM_CLAN_IMAGE}/36701673/55501cc3a0f3922f91e5f61bd7f2414301f901af.png[/img] We're sure there may be some small updates necessary after this - but [i]rest assured... [/i] We will soon be diving [b]head first[/b] into: [h2]LAYER 7: VIOLENCE[/h2] [img]{STEAM_CLAN_IMAGE}/36701673/ac8ba6c35896b4921a5694854ff7d82c37278e1b.gif[/img] [b]FULL PATCH NOTES:[/b] [b]Additions:[/b] [list] [*] 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 [/list] [b]General changes:[/b] [list] [*] 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 [/list] [b]Balance changes:[/b] [list] [*] 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 [/list] [b]Fixes:[/b] [list] [*] 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 [/list] https://store.steampowered.com/app/1229490/ULTRAKILL/ [b]Follow Development:[/b] twitter.com/ULTRAKILLGame [b]Join us:[/b] Discord.gg/NewBlood