GamePatchNote Digest
ULTRAKILL Patch Notes — March 3, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
MACHINES, WE HAVE A HOTFIX FOR YOU
But before we get to the patch notes, I just wanted to take a second and say WOW.
The release of Ultrakill: Layer 8 - Fraud was HUGE.
We had nearly 72,000 people playing the game at once. Nearly triple the amount of players we had for the launch of Layer 7 - Violence or the ULTRA_REVAMP last year.

More than giant multiplayer games like Apex Legends and Helldivers 2.

Crazy.
We also launched some new merch...
Including MINOS PRIME PLUSHIES!

Don't wannt buy stuff?! Well we're also having a giveaway!
Wanna know where all our money is going?!
CHARITY!
Here's some final notes from Hakita:
- THE SPOILER WINDOW IS UP TOMORROW!
HOPE YOU HAVEN'T BEEN POSTING ANY SPOILERS THIS PAST WEEK ːbigjohnː - The Fraud Soundtrack will be be out TOMORROW on Youtube and Bandcamp!
- Another hotfix is coming SOON™ with even more improvements!

Thank you for making New Blood's 12 Year Anniversary something to truly celebrate ːleatherneckː
*Cheers*

Full Patch Notes
General changes:
- General optimizations
- Added invisible colliders behind any open-ended portals in order to assist with portal occlusion as well as catch players who phase through without traversing
- Made tweaks to some Fraud encounters for a smoother difficulty ramp
- EnviroGibs are now instantiated asynchronously to reduce CPU strain on explosions
- (Hopefully) greatly reduced out of bounds issues caused by portals
- Pink hook points are now spawnable in the Sandbox
- Secondary Alternate Shotguns during dual wield as well as hits on Idols and Deathcatchers no longer count towards the yellow hit cooldown
- Added a menu for manually removing level times from the leaderboards
- The game now disallows and automatically removes 0:00.000 times from the leaderboard
- Piercing hitscan attacks that can break a breakable object will now correctly pierce through it instead of being stopped by it
Enemy changes:
- Increased time between idle Providence dodges and changed them from double dashes to single dashes
- Providences that move backwards due to the player being too close no longer change altitude while doing so to make them easier to melee
- The beams of parried Providence projectiles now damage enemies and no longer damage the player
- Time between Deathcatcher pulses now increases per difficulty (Brutal keeps the original 5 seconds)
- Made puppets transparent and rim-lit in order to make them more easily differentiated from important enemies
- Puppeted Cerberi no longer enrage
- Puppeted Providences no longer spawn hookpoints on death
- Radiant Deathcatchers now create radiant puppets
- Deathcatchers can no longer puppet Idols in the Cyber Grind
- Fixed the Deathcatcher terminal model heartbeat animation
- Reduced Mirror Reaper damage taken from nails, sawblades and fire
- Increased Mirror Reaper boss version health from 100 to 120
- Fixed Mirror Reaper not being able to navigate if spawned into other levels
- Removed Mirror Reaper projectile barrage speed increase on out of reach players if in the Cyber Grind
- Mirror Reaper hands can now be damaged and destroyed with non-explosive attacks
- Added spawn effect and animation for Mirror Reaper outside of 8-2
- Reduced damage dealt to enemies by toxic clouds and pools
- Added a sound effect when Mirror Reaper lands a swing
- Mirror Reaper projectiles can now be destroyed with other projectiles
- Mirror Reaper no longer spams errors while blinded
- Made Powers 5% slower
- Added boss health bars for the first three Powers in order to make their functionality easier to understand
- The Cyber Grind laser grid no longer kills Powers
- Fixed bug where enemy projectiles could still deal friendly fire damage to Powers
- Increased Geryon's health from 130 to 180
- Made Geryon's aggression increase in the fight's second half more pronounced and divided the health bar into two phases
- Increased the amount of heat buildup Geryon gets from using its proximity explosion
- Increased blood spray on Geryon's death
- Geryon death cutscene no longer plays if it dies after the player dies
- Fixed Geryon's blue beams not resetting on checkpoint restart
- Gabriel's teleport effect is now yellow when enraged
Level 8-1 changes:
- Added jump pads to the pit in the final arena of 8-1 to assist players who fall off
- The portals in 8-1's final arena are now disabled while the player is far away to reduce unnecessary rendering
- Player no longer softlocks if they reset to checkpoint after opening the exit door in 8-1
- Fixed 8-1's terminal displaying 7-1's Tip of the Day
Level 8-2 changes:
- Added a checkpoint in 8-2 between the Upside Down Hall and Perpendicular Hall
- Edited the 8-2 second floor to place the shop directly opposite the maintenance room
- Added a light shaft to the crevice after the 8-2 Guttertank encounter to help guide players forward
- Desks in the Mirror Reaper arena are now breakable
- Reduced amount of Virtues spawned by a secret in 8-2 from 3 to 2
- Fixed the player getting stuck in 8-2's Upside Down Hall and Perpendicular Room if entering upside down
- Fixed a wall collider in 8-2 Upside Down Hall not being tall enough
- Increased the size of the 8-2 Upside Down Hall gravity change triggers
- Fixed the 8-2 Mirror Reaper arena not locking its door
- Fixed a typo in the 8-2 evaluation board
- Fixed 8-2's blue skull mirror reappearing if player places the blue skull back down after activating the Guttertank sequence
Level 8-3 changes:
- Increased time between rotations in the 8-3 Clockwork arenas by 2 seconds to slightly reduce disorientation
- Fixed a hitch when the final song of 8-3 starts playing
- Fixed a bug in 8-3's opening sometimes showing out of bounds
- (Hopefully) fixed a bug where the player could get stuck if partially intersecting the lava while it moves in 8-3's Clockwork Lava room
- Removed the second Virtue from 8-3 Clockwork Rotator room
- Removed the second Mannequin from second 8-3 Space Street encounter
- Added a terminal to the first Power encounter
- Reduced damage dealt by falling off in the final section of 8-3 from 50 to 10
- Rockets now have infinite fuel while ridden in the final section of 8-3
- Modified the space asteroid sound
- Renamed 8-3 "Hallway" into "Folded Hallway" for clarity
- Slightly moved the portal exit in 8-3 Folded Hallway to remove a thin gap
- Fixed Mannequins sometimes getting stuck on the stairs in 8-3 Dimensional Cave
- Fixed player getting softlocked if they fall out of bounds in 8-3 before getting a checkpoint
- Fixed 8-3 Dimensional Cave sometimes getting the player stuck on the wrong side after completion
- Fixed small gaps in the corners of 8-3 Dimensional Deathcatcher
- Fixed softlock if the player restarts to checkpoint after entering the 8-3 looping garage, but before grabbing the checkpoint there
- Added more level name drops in 8-3
Level 8-4 changes:
- Altered the 8-4 arena transition
- Added a Cutscene Skip for 8-4 replays to go directly from activating the elevator to combat
- 8-4 arena edges no longer deal damage to the player, only bouncing them back
- Added an Advanced Options for making the 8-4 arena static
- Fixed a ceiling in 8-4's intro not having collision
Bugfixes:
- Fixed a bug where disabled doors would lock themselves if the player fell out of bounds, sometimes softlocking the player in 8-2 and 8-3
- Fixed 7-S using the wrong blood system, making the bloodstains uncleanable
- 9-1 no longer shows as unlocked when it isn't
- Fixed resetting to checkpoint sometimes causing the player to be looking in the wrong direction
- Fixed audio bugs caused by sounds that have 0 pitch
- (Hopefully) fixed a bug where very low end computers get a lot of pink textures
- The game no longer crashes if the player restarts a level while firing spraying oil
- Dual wielding the Firestarter no longer causes oil ammo to deplete faster
- Fixed a bug that stopped the Piercer revolver charge shot from splitting on coins if the coin had no target
- Fixed coins not bouncing the correct amount from coin punches
- Fixed enemy hitscan attacks not being able to explode rockets the player is riding on
- Fixed the Alternate Shotgun being unable to hit a rocket the player is riding
- Fixed rocket weaknesses not being applied by rockets hit with the Alternate Shotgun
- Doors that open faster based on player movement speed now also take into account rocket riding
- Fixed the maximum range on coins for targeting rockets and cores not working
- Various JumpStart fixes
- Fixed bloodstains that have landed on moving objects not moving with the objects
- Fixed bug that caused puppeted Powers to sometimes turn into Dual Wield Powerups
- Fixed Brutal difficulty Schisms aiming at the player's feet instead of their head
- Fixed Malicious Faces no longer being shotgun parryable
- Fixed Cerberus not swapping to a damaged model and texture at half health
- Fixed Providences not shooting at the player if the player is on the other side of a portal
- Fixed Mindflayers not tracking the player if they haven't gotten line of sight
- Fixed a Mindflayer not following the player into the P-2 tunnel, softlocking the level
- Fixed 0-1 Malicious Face not having the correct amount of health
- Fixed 4-2 Sisyphean Insurrectionist not having the correct amount of health
- Fixed 6-2 Gabriel counting as a kill
- Fixed 6-2 Gabriel not using his second phase taunts
- Fixed the first Hideous Mass in 1-E having the wrong amount of health
- Fixed the Ferryman always instantly cancelling its uppercut into a normal attack, causing it to never happen
- Fixed Drones not automatically dying after a couple seconds if they don't hit anything while dying
- Fixed Sentry chargebacks being inconsistent
- Fixed Brutal difficulty Sentries not cancelling their second shot when launched after the first
- Fixed coins aiming at Insurrectionists' boulders
- Fixed coins not aiming at parts of the Earthmover Defense System
- Fixed Flesh Prison / Flesh Panopticon's black hole not disappearing on death
- Fixed Minos Prime's attack cooldown not working
- Fixed Sisyphus Prime not using his AOE explosion attack
- Fixed a bug that caused Sisyphus Prime to use the same secondary attacks multiple times in a row
- Fixed Sisyphus Prime not correctly teleporting above the player for the air stomp attack
- Fixed Sisyphus Prime jittering when performing secondary attacks at ground level
- Fixed the player being able to jump twice in quick succession to perform a mid-air jump
- Fixed the title of the song "Mirror Rim" showing up in the Cyber Grind music menu as "No Devil Lived On"
- Fixed the revolver beam sometimes breaking when hitting a Power at point-blank range
- Fixed the Spawner Arm preview silhouettes showing vertex colors instead of always being standard blue
- Fixed the player not being in terminal use mode when looking at the upper third of the terminal (as a temporary solution, terminal use mode is now proximity-only)
- Fixed some lighting effects in 0-3 not working correctly
- Fixed Earthmover eyes not being visible in the 7-2 skybox
- Fixed a bug that caused the Size 2 fish to not appear in recent changelogs
https://store.steampowered.com/app/1229490/ULTRAKILL/

