ULTRAKILL Patch Notes — April 12, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Good luck. Have fun. Read on.

General changes:
Added a "reduce HUD motion" option which disables the weapon and HUD from swaying with velocity
Level time leaderboards are now scrollable and will default to showing the user's own time (which is now also highlighted)
Added "Wind state" tech that allows for greater air control, activated via a non-damaging rocket jump, a walljump while diving, a dash extension or by dashing into an enemy step
Restored "Dash Extension" speedrun tech
Improved consistency of "duckboost" speedrun tech
Made "SSJ" speedrun tech framerate independent and prioritized over dash jumps
Added a blue hookpoint to the vent to the maintenance room in 8-2 when the player is upside down
Increased Dual Wield powerup duration in 8-2 secret arena from 30s to 90s
Updated "Event Horizon" and "The Fall" to match the updated mixes for the soundtrack
Added a music outro to the end of 8-3
Swapped mistaken "m" suffix on the Enemy Outline Activation Distance minor assist to "u" (units) for consistency
Added developer plushies for Aaron Burzynski, Kennady Ray, Rhiannon Mitchell and Vylet Pony
Weapon changes:
Magnets now work across portals
The player can now mount rockets by holding down the jump button while pulling a rocket with the Whiplash
Guttertank rockets are now rideable when pulled from below with the Whiplash, like normal rockets
Restored ability to shoot ridden rockets
Riding a rocket into an enemy now always causes a red explosion
Players can now keep the momentum of a rocket ride by performing a dive instead of a normal jump
Core Eject Shotgun's alt fire can now be fired immediately after the weapon is drawn
Core Eject Shotgun's alt fire can now be charged even while using the primary fire
Added a trail to ejected cores to make them easier to see and track
Core Eject and SRS Cannonballs can now be pulled in front of the player with the Whiplash and will inherit the player's velocity when done so
The Knuckleblaster's explosion wave now pushes player projectiles (Core Eject, SRS Cannonball) in the direction the player is aiming at
Sawed-On Shotgun no longer resets the melee chainsaw's durability when swapping to another weapon in the middle of sawing
Increased the sawblade/launched chainsaw's cooldowns between colliding with the same enemy multiple times
Hitting the environment will now instantly reset a sawblade/launched chainsaw's same enemy hit cooldown
The double damage boost from punching a sawblade/launched chainsaw now only resets upon hitting a second enemy (hitting the same enemy multiple times retains the bonus), instead of resetting when hitting the environment or entering a magnet's area of influence
Shotgun projectiles and nails no longer get pushed around by explosions
Nailbomb damage is now determined by the amount of nails at time of explosion rather than at time of impact
Reduced the amount of bonus damage the default Piercer alternate fire gains from coins
Firestarter oil now properly shoots from the middle of the screen when playing with centered weapons
Firestarter Rocket Launcher can now consistently spray oil and fire rockets simultaneously
Cannonballs and Screwdriver screws can now also break breakables
Enemy changes:
Reduced non-boss Swordsmachine phase change knockdown duration
Added a new Schism right in front of the player in the first encounter of 2-1 to incentivize the player to use the Knuckleblaster right away (and removed the single Stray from the second tower's interior)
Destroying an Idol or Deathcatcher now counts as a kill (levels with Idols and Deathcatchers have had their rank requirements updated to account for this)
Added a hint about being able to parry blessed enemies in the Idol bestiary entry
Reduced non-boss Mirror Reaper's health from 80 to 70
Mirror Reaper's vertical swings can no longer hit a sliding player
Mirror Reaper hands can now heal the player on break
Mirror Reaper hands can now be parried with the Feedbacker, launching them in the aimed direction and dealing damage to any enemies they hit
Mirror Reaper hands now instantly break when punched with the Knuckleblaster
Mirror Reaper toxic projectiles can now be broken with the Knuckleblaster shockwave
Providences now laugh at the player when dodging or detaching the Whiplash
Virtues, Providences and Powers now take extra damage from the Attractor Nailgun
The 8-3 Heart Chamber pit now instantly kills juggled Powers and will teleport non-juggled Powers back to their spawn position with some damage
Increased Power turn change retaliation grace period from 0.5s to 1s
Geryon's heart is no longer animated during its death sequence
Radiance speed boost no longer affects the Mindflayer death explosion delay
Reduced Sisyphean Insurrectionist radiance speed bonus from 1.5x to 1.25x
Reduced Hideous Mass radiance speed bonus from 1.75x to 1.5x
Reduced Providence radiance speed bonus from 2x to 1.5x
Reduced Providence radiance health bonus from 2.5x to 2x
Added a +STOMPED style bonus when an Sisyphean Insurrectionist lands on an enemy
Added a +RAISON D'ETRE style bonus when the Earthmover explodes
Cyber Grind changes:
"Uncommon" enemy spawns can now only use up to half the total point count per wave in the Cyber Grind
The Cyber Grind can now only spawn a maximum of one Mirror Reaper per wave
Mirror Reapers now only spawn in when the player is halfway through a Cyber Grind wave
Deathcatchers in the Cyber Grind now activate 33% of the way through a wave and are protected by a cage until 75% of the way through
Fixed "special" enemy spawn cost increase not working in the Cyber Grind
Fixed Providences and Powers sometimes spawning at ground level in the Cyber Grind
Made Power spawn animation shorter in the Cyber Grind
Bugfixes:
Fixed common OOB bugs with moving and/or rotating portals
Fixed Bloodstain Chance option not working
Fixed the JumpStart zap not working correctly
Screwdriver screws no longer get stuck on mid-air gibs
Fixed jump timing issues with slam and slam storage making it more difficult than it should be
Fixed chargebacks not ignoring idoled enemies
Fixed falling Malicious Faces and Sisyphean Insurrectionists being able to break Idols and Deathcatchers through cages
Sentries no longer start chasing the player if they already have line of sight
Fixed Stalkers no longer chasing the player if they have no other valid targets
Fixed Powers causing being unable to teleport to the player and causing large performance drops after losing line of sight
Fixed the player going through ceilings by mounting a rocket
Fixed a bug that caused Filth, Strays and Schisms to sometimes survive without a torso
Launching a Mindflayer with the Knuckleblaster during their death animation no longer causes a beam to get stuck in the air
(Hopefully for real this time) fixed 8-3 Dimensional Cave getting stuck on the wrong side when the player has cleared out the cave side and then clears out the flesh side right as the portal reaches its destination
Fixed emissive objects not showing through fog
Fixed light rays not fading out properly when in fog
Fixed the intended 0-1 and 0-2 OOBs not working properly
Fixed an occlusion issue causing the skybox to be visible between the pipes in 0-2's first hallway
Fixed the level title drops in 0-4 and 5-2 appearing too early
Improved the colliders in the 0-5 arena's corner decorations to reduce possibility of the player clipping inside them
Fixed a statue base in 1-E being unlit
Breaking the windows in the 2-3 arena no longer causes the Streetcleaners to spawn in if Disable Enemy Spawns is enabled
Fixed an issue with 2-4's exit door when Disable Enemy Spawns cheat is enabled
Fixed the rain not showing up on the outdoors areas of 5-2 and P-2
Fixed the timer not stopping on boss death in 7-1
Fixed the second Earthmover in 7-4 not being visible
Fixed rockets sometimes colliding with the portals in 8-2's U-Shaped Hallway
Fixed an OOB spot before the Supermarket Shutters arena in 8-2 if the player is upside down
Fixed two pillars being offset from the wall in 8-3 Shifting Arena
Fixed the split color door room title drop in 8-3 activating even if the player isn't in the room yet
Fixed a collider issue that stopped the player from going back after entering the 8-3 Dimensional Arena
Fixed the room opening animation in 8-3's final section breaking if the player grabs the checkpoint before it completes
Fixed the grates for the spotlights in 8-4's outro being the wrong way around and causing players to get stuck out of bounds after jumping through
Fixed the walls next to the exit in 8-4 not appearing
Fixed a hedge in the Museum opening exterior having the wrong type of collider on it
Fixed some typos in the credits museum
Fixed Sandbox saving breaking after a few saves
Fixed a bug that caused Size 2 fish to be uncatchable
If you got this far then you deserve to know we're re-releasing a limited number of the Mondo style poster prints! (not numbered this time so they're a bit cheaper) Hope you get one!
