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Ultrakill

ULTRAKILL is a fast-paced, ultraviolent retro-style that blends the high-speed movement and arena combat of classic titles like with the visceral enemy designs and weapon feedback of modern shooters such as Doom (2016), while incorporating style-based scoring mechanics inspired by character action games like . Developed single-handedly by indie developer Arsi "Hakita" Patala and published by , it entered on on September 3, 2020, and remains in that status as of late 2025, with ongoing updates expanding its content. Set in a post-apocalyptic Hell loosely inspired by Dante's Inferno, the game's narrative follows V1, a blood-fueled combat machine designed to harvest the vital fluids of the damned and demons to sustain itself after humanity's extinction. Gameplay emphasizes aggressive, momentum-driven movement—including dashing, wall-jumping, and sliding—paired with a core arsenal of five versatile weapons that support multiple fire modes and parry techniques for chaining combos and maximizing style ranks. Levels are structured as interconnected arenas within Hell's layers, challenging players to survive waves of grotesque enemies while uncovering environmental secrets and prime souls that advance the story. Since its launch, ULTRAKILL has garnered widespread critical acclaim for its tight controls, soundtrack by Heaven Pierce Her, and replayability through secret levels and cyber grind challenges, earning an "Overwhelmingly Positive" rating on from over 190,000 user reviews as of November 2025. The game has seen periodic expansions, including the full release of Act I in 2020, Act II in August 2022, and a visual remaster in February 2025, with Act III anticipated to complete the campaign. Its success has led to crossovers, such as a collaboration with Palworld in September 2025, highlighting its influence in the indie FPS scene.

Gameplay

Core mechanics

Ultrakill features fast-paced first-person shooter mechanics centered on exceptional player mobility, enabling dynamic traversal and evasion in intense combat scenarios. Core movement options include dashing, which launches V1 forward at 49.5 units per second for rapid repositioning and dodging; sliding, executed by crouching while running to maintain ground momentum at 24 units per second; wall-jumping, allowing repeated leaps off surfaces to achieve vertical height and navigate complex environments; and rocket riding, where V1 surfs the propulsion waves from rocket explosions to gain explosive speed boosts. These techniques combine seamlessly—such as dash-jumping or slide-jumping—to promote fluid, acrobatic play that keeps the player airborne and unpredictable, essential for surviving enemy onslaughts in tight arenas. V1's revolves around a blood-fueled regeneration , where the repairs itself by absorbing enemy during combat, reflecting its design as a blood-dependent . activates automatically upon proximity to fresh blood splatters, restoring based on the type that produced the blood (e.g., 10 health for a standard shot to the )—and encourages aggressive, close-quarters engagement to maximize recovery. Manual options include parrying projectiles or melee attacks with the Feedbacker arm, which not only negates but also grants a full refill (up to the hard damage limit if any is accumulated), even against non-bleeding foes, further rewarding precise timing and risk-taking. Enemy AI behaviors are tailored to challenge mobility and aggression, with arenas structured to funnel players into high-risk, high-reward encounters. The Filth, a basic lesser , exhibits relentless pursuit by chasing at up to 20 units per second and executing lunging bites every 0.2 seconds within 3 units, dealing 30 damage if connected, which demands immediate dashes or parries to counter. Strays, another early husk variant, prefer ranged harassment by maintaining 15-30 units distance and firing homing projectiles at 65 units per second that deal 25 damage, curving toward without advanced prediction but exploding on impact—prompting players to slide or wall-jump for evasion while closing gaps for blood healing. These patterns, combined with group dynamics in multi-enemy fights, compel constant motion and proximity to foes, turning defense into offense. The ranking system serves as both a performance metric and combo enhancer, evaluating flair to score levels and unlock . Ranks ascend from D (basic kills) to (masterful execution) based on accumulated style points from kill variety, attack timing, and damage efficiency, with the meter decaying over time unless refreshed by stylish actions—starting at 15 points per second decay, increasing with . Techniques like ricochets, where a bullet bounces off a thrown (granting bonus style points based on the number of ricochets, such as +RICOSHOT for 50 + 15n points) or blue-flame bursts from eject alternate fire (adding bonus points for explosive finishers via projectile interactions), provide escalating bonuses up to 10x at SSS , motivating diverse, rhythmic assaults over repetitive shooting.

Weapons and abilities

In Ultrakill, the player's arsenal consists of primary weapons divided into four categories—Revolver, Shotgun, Nailgun, and Railcannon—each with multiple variants that alter firing modes and tactical applications, alongside interchangeable arm modules that enhance close-range combat and defensive capabilities. Following the Full Arsenal Update in April 2024 and subsequent patches, the arsenal has expanded with additional variants and alternates, such as the Jackhammer (rapid-fire nailgun), Firestarter (explosive shotgun), and others, emphasizing precise aiming, environmental interaction, and rapid weapon swapping, stored within V1's wings for seamless transitions during intense firefights. The serves as the foundational ranged weapon, available in three variants tailored for different combat ranges and styles. The standard delivers a primary of rapid single-shot bullets with moderate damage, while its secondary loads a into the chamber for ricochet setups, enabling bullets to bounce off surfaces or enemies when fired. Players can manually cock the hammer by holding the primary button to charge a more powerful shot with increased damage, range, and a brief slowdown effect for precision aiming. The Marksman variant adds a scope for zoomed targeting on its primary and a secondary mode that launches a homing rocket for tracking distant foes. The Sharpshooter , a high-caliber upgrade, amplifies damage significantly on both primary and secondary fires, with the toss allowing for devastating trick shots that multiple times. Secondary weapons expand on close-to-mid-range and utility. The Pump fires a primary spread of pellets for area suppression, with a secondary slug shot for focused, high-damage hits at medium range; it supports embedding Nailgun projectiles into enemies for follow-up detonations. The Core Eject Shotgun variant maintains the primary pellet spread but features a secondary mode that ejects a volatile core from the weapon, which can be kicked toward enemies for explosive area denial or combined with other attacks, such as rail shots, to amplify blasts. The Nailgun launches primary green nails in a burst for pinning and staggering targets, while its secondary red nails embed into surfaces or foes and detonate on a timer or impact, ideal for setting traps or chaining explosions. The Railcannon provides sniper-like precision across three variants: the Electric Railcannon's primary hypervelocity rail shot pierces multiple enemies, with a secondary electric bolt that chains lightning to nearby targets; the Explosive Railcannon's primary rail embeds for a proximity detonation, and its secondary creates a large radial explosion; the Hook variant's primary rail delivers standard piercing damage, while the secondary fires a grappling hook to reel in enemies or propel V1 toward objectives. Arm modules replace V1's default limbs, integrating and defensive options directly into the combat flow. The Knuckleblaster equips the right arm for aggressive , with a primary that launches enemies and builds combo momentum, and a secondary chargeable or ground slam for crowd knockdowns and environmental destruction. The Feedbacker on the left arm specializes in deflection, where its primary parry reflects incoming attacks back at foes with added force, enabling stylish counters; the secondary slide allows a low dash to parry while closing distance, often setting up immediate follow-ups with swapped weapons. Weapon interactions are core to advanced play, such as tossing a Revolver coin before a blast for guided pellets or using the Railcannon's hook to yank enemies into Nailgun traps, promoting fluid, adaptive strategies without pausing momentum.

Levels and progression

Ultrakill features a linear progression through levels structured as a prelude followed by three acts, each corresponding to layers of Hell inspired by Dante's Inferno. The prelude comprises four introductory levels that familiarize players with core movement and combat. Act I covers layers 1 through 3 (Limbo, Lust, and Gluttony), Act II layers 4 through 6 (Greed, Wrath, and Heresy), and Act III is planned to cover layers 7 through 9 (Violence, Fraud, and Treachery), following the established 4-4-2 pattern per act (four levels in the first two layers, two in the final layer leading to a boss), totaling 30 main levels across the three acts, plus the prelude—though as of November 2025, Act III remains in development with only Layer 7 released. Level designs emphasize thematic variety and escalating complexity, with Limbo's arenas focusing on open-space combat tutorials, Lust incorporating vertical platforming and environmental hazards like wind currents, and later layers introducing denser enemy placements and puzzle-like navigation. Each level hides three golden skulls, collectible for secrets such as mods or entry to areas, contributing to 100% alongside P-ranks—the top performance grade earned by maximizing meter, minimizing time, and fulfilling optional objectives like no-death runs. P-ranking all levels in a or unlocks secret levels, such as 0-S after or P-1 through P-3 for Act I. Boss fights serve as progression milestones, testing integrated mechanics in dedicated arenas. The duel in 0-2 emphasizes slide-dashing and parrying projectile barrages across two phases, transitioning from ranged exchanges to close-quarters sword clashes amid collapsing structures. encounters in 3-2 and 6-2 feature multi-phase battles with , homing attacks, and sword combos; the first fight includes environmental pillars for cover, while the second adds arena-wide hazards and faster tempo, rewarding precise timing and style combos. These encounters often conclude layers, gating advancement until defeated. Player advancement relies on in-level terminals, which log lore entries, dispense health via soul orbs, and compute post-level ranks from metrics like damage dealt, style rank, and completion speed—ranks from D (basic survival) to P (mastery) serve as performance metrics that contribute to achievements and unlock access to secret levels and variants upon meeting specific criteria; base weapons are unlocked via level progression. Stats screens post-level break down performance, encouraging replay for optimization without narrative interruption. Supplemental modes enhance skill honing outside the main . The Cyber Grind is an endless wave-based survival arena with modular layouts that shift per wave, spawning varied enemy groups for ; players select from 50+ patterns, aiming for high scores via enemy variety and environmental kills, with no . Secret levels like the Prime Sanctums, unlocked via full P-ranks, offer ultra-challenging gauntlets with unique modifiers.

Story

Setting and lore

The setting of Ultrakill unfolds in a post-human era following the extinction of mankind, which occurred due to an all-consuming global war known as the Final War. In the aftermath, machines—initially designed as autonomous weapons—were repurposed for reconstruction and labor, but as resources dwindled, engineers modified select models, including the prototype, to absorb blood as an efficient fuel source for self-repair and operation. With Earth's surface depleted of viable blood supplies from the dead, these blood-dependent machines launched mass expeditions into , seeking sustenance from the endless torment of damned souls and inadvertently threatening the realm's equilibrium. This incursion underscores the game's themes of survival and desolation in a godforsaken universe. Hell itself is depicted as an abstract, infinite expanse divided into nine layers, directly modeled after the circles of in Dante Alighieri's , each with bespoke environmental designs that evoke the punishments and aesthetics of their corresponding vices while incorporating ultraviolent, otherworldly for narrative immersion. Layer 1 () consists of vast, crumbling ruins of neutral, city-like structures shrouded in mist, symbolizing the limbo of the unbaptized and virtuous non-believers. Layer 2 () features towering, fleshy spires battered by relentless storms and hurricanes, channeling the chaotic winds that buffet the lustful. Layer 3 () manifests as grotesque, organic mazes of pulsating meat and viscera, trapping gluttons in eternal consumption. Layer 4 () presents opulent golden temples riddled with mechanical traps and molten pits, parodying the hoarders and wasters. Layer 5 () is a volcanic hellscape of fiery rivers and shattered cliffs, where the wrathful clash in perpetual rage. Layer 6 () comprises enormous burning sarcophagi and inverted , confining heretics to fiery tombs. Layer 7 () encompasses diverse subregions including boiling blood rivers, thorny dark woods, and arid deserts, punishing the violent against others, self, or nature. Layer 8 () unfolds across deceptive, labyrinthine demonic landscapes with illusory elements and shadowed chasms for the fraudulent. The deepest, Layer 9 (), is a colossal frozen lake encasing traitors in ice, overlooked by a massive demonic citadel. These layers employ environmental storytelling, such as scattered remnants of divine and biomechanical horrors, to convey the and of the realm without explicit narration. The cosmology integrates biblical, philosophical, and elements, centered on a "" motif inspired by Nietzschean ideas, where the creator has vanished or ceased intervention, leaving creation to unravel in and . Angels, once golden enforcers of divine order, have largely withdrawn into apathy or hidden sanctums following this abandonment, their purpose eroded. Demons, crimson-skinned overlords, administer Hell's tortures and hierarchies, often clashing with intruders. Husks represent the degraded souls of the damned, twisted into mindless Filth, Strays, or more formidable forms like Schisms, eternally suffering their sins. Machines form a disruptive faction of mechanical invaders, efficient killers unbound by sin yet driven by primal fuel needs, escalating conflicts across layers. entities, such as the colossal, otherworldly Corpse of King Minos or enigmatic judges, hint at deeper, pre-divine mysteries lurking in the abyss. Lore is conveyed subtly through immersive methods to build the universe without overt exposition: environmental cues like decayed statues, biomechanical fusions, and sin-themed hazards provide contextual world-building; ethereal soul messages etched on walls, floors, or tombstones offer fragmented, poetic insights from the dead (e.g., "I HAVE NO MOUTH AND I MUST SCREAM" on a husk's remnants); and scattered terminals—ancient expedition computers—deliver detailed, non-spoiling entries on history, entities, and cosmology, such as logs detailing the Hell invasions or the angels' decline. These elements collectively emphasize themes of divine absence, mechanical hubris, and eternal damnation.

Plot summary

The game is set in a post-humanity future where machines like the protagonist , a blue humanoid combat robot fueled by blood, descend into after surface resources deplete, seeking blood from the corpses of the damned to survive. , designed for war and exploration, navigates the layers of , encountering demonic husks, other machines, and heavenly forces in a desperate bid for sustenance. In Act I (released 2020), descends through the preliminary layers corresponding to , , , and , battling sinners and guardians while uncovering the remnants of Hell's abandoned structure following God's departure. Key figures include , the prime soul of , who embodies resistance against the divine order and briefly aids philosophically before his demise. The act culminates in confrontations that highlight 's relentless drive amid the chaos of forgotten sins. Act II (released August 2022) shifts to the wrathful realms of and , where clashes with , a rival blue machine upgraded for efficiency and serving as a direct competitor for blood. The emerges as the primary antagonist, a self-proclaimed judge enforcing heavenly will, engaging in multiple battles driven by misguided zeal. The Council of angels is referenced as the governing body that dispatched , underscoring the tension between divine authority and the intruding machine. As of November 2025, Act III (Layer 7: Violence released December 2023) features , the prime soul of , who offers a contrasting philosophical opposition to the system, allying with against oppression. Further layers of Act III, including (Fraud), remain in development and are anticipated to continue the story, building toward themes of judgment in an absent God's realm, with post-credits sequences after Layer 7 teasing , the of divine , and the of , hinting at unresolved conflicts upon full release.

Development

Concept and influences

Arsi "Hakita" Patala, the sole developer of Ultrakill, envisioned the game as a fusion of retro intensity with stylish action elements, announced through a free released in August 2019 on . This showcased core loops emphasizing rapid movement, enemy swarms, and blood-fueled combat in a post-human , setting the foundation for the project's identity as an "ultraviolent old school ." Hakita's goal was to create a title where players thrive on aggressive, skill-driven encounters, rewarding precise timing and creativity in kills over passive survival. The game's design draws heavily from classic and modern shooters for its fast-paced combat, with Doom (particularly the 2016 reboot) and inspiring the emphasis on speed, mobility, and arena-style battles against hordes. Complementing this, influenced the style meter system, which scores combos and varied attacks to encourage rhythmic, expressive violence rather than rote shooting. For the narrative setting, Hakita took inspiration from Dante Alighieri's , using its layered depiction of as a structural guide for levels while adapting it to fit the game's machine protagonist and themes of desperation. Early prototypes, shared by Hakita on YouTube starting in 2018, focused on testing the blood-healing mechanic, where the player character absorbs enemy blood to regenerate health, promoting constant forward pressure in fights. Subsequent builds refined the parry system, allowing players to deflect projectiles for counterattacks and minor healing, which evolved into a core defensive tool by early access. These iterations prioritized fluid, responsive controls to ensure accessibility within high difficulty. Ultrakill's design philosophy centers on skill-based progression without mid-level checkpoints, compelling players to master levels in single attempts to achieve top ranks, balanced by forgiving health recovery to prioritize enjoyment and mastery over punitive failure. Hakita aimed for "tight controls" that make every interaction feel empowering, reducing frustration through intuitive mechanics while maintaining intense challenge.

Production process

Ultrakill was primarily developed as a solo effort by Finnish developer Arsi "Hakita" Patala, who managed programming, artwork, sound design, and music composition under the alias Heaven Pierce Her using the Unity game engine. Community contributions supplemented the project, particularly in providing concept art and textures from volunteer artists such as Francis Xie, Jericho_Rus, and BigRockBMP, as well as 3D models from other contributors including Victoria Holland and Toni Stigell. Development commenced on February 2, 2018, culminating in the release of the ULTRAKILL demo on Steam during the Steam Game Festival on June 13, 2020, which showcased core mechanics and garnered significant attention. The early access launch followed on September 3, 2020, introducing Act I: Infinite Hyperdeath as the initial content scope. Hakita faced challenges in balancing player accessibility with the game's demanding difficulty, intentionally varying encounter intensity to allow newcomers to adapt while challenging veterans through peaks like boss fights. Extensive iteration on animations was required to realize the fluid, momentum-based movement system, ensuring seamless integration of dashing, sliding, and aerial maneuvers. The soundtrack's composition presented its own hurdles, with Hakita drawing from metal and industrial influences to create high-energy tracks that synchronized with combat rhythms, such as the breakbeat-infused rock elements in tracks like "The Fire Is Gone." In 2020, prior to launch, Hakita entered a publishing agreement with to support distribution, marketing, and platform integration. Collaborations extended to , with Gianni Matragrano providing the performance for the archangel , enhancing the character's dramatic presence in key cutscenes.

Release and updates

Initial release

Ultrakill entered on Steam for Windows on September 3, 2020. The initial release focused on the game's core mechanics, with the complete (Layer 0) and Act I (Layers 1 through 3: , , and ) available, comprising 15 main levels alongside four secret levels. Core weapons such as the revolver, shotgun, and railcannon variants were included, emphasizing blood-fueled healing and style-based scoring. The Cyber Grind endless was also featured at launch, providing replayable challenge arenas. Priced at $24.99 upon release, the game has seen frequent discounts during Steam sales events, making it accessible to a broader . Marketing efforts built anticipation through demos showcased at Steam Next Fest in June 2020, which highlighted the game's fast-paced movement and combat. Official trailers, including the reveal trailer released on June 13, 2020, emphasized the retro aesthetic, ultraviolent action, and emphasis on speed and stylish play. Post-launch support began immediately with patches addressing bugs and refinements. The September 4, 2020, update fixed initial loading issues and performance problems in the Cyber Grind mode. Subsequent updates in late 2020 and 2021, such as the November 5, 2020, patch and April 16, 2021, , included balance tweaks like adjusting enemy windows and behaviors, alongside fixes for during invincibility frames. options were introduced, notably a slider for auto-aim assist strength in the April 2021 , aiding players with precision challenges. Console ports for platforms like and Xbox Series X/S were announced by publisher but remain unreleased as of November 2025, with development contingent on completing the PC version's core content.

Content expansions

During its phase, Ultrakill received several major content updates that expanded the game's narrative structure, levels, and mechanics, progressively unveiling more of the nine layers of inspired by Dante's . The first significant expansion arrived with Act II on August 16, 2022, which added Layers 4 through 6—corresponding to , , and —along with seven new standard levels, three boss encounters, and a prime sanctum level. This update introduced formidable bosses such as the enhanced in Layer 4's prime sanctum and Prime as the climactic foe in Layer 6, while deepening the through additional entries that explore themes of and machine rebellion. Act III began rolling out with Layer 7 () on December 20, 2023, featuring four intricate levels emphasizing brutal environmental hazards and swarm-based combat, culminating in a boss fight against the colossal 1000-THR Earthmover. As of November 2025, Act III remains incomplete, with only Layer 7 released; Layers 8 and 9 are anticipated to follow, potentially completing the campaign and leading to full release in late 2025 or early 2026. Layer 8 (Fraud) was first teased in a promotional trailer on June 8, 2025, at the PC Gaming Show, featuring illusion-based gameplay, new environmental puzzles with shifting geometries and false paths, and fresh enemies such as the new Providence enemy designed for deception tactics in ranged combat. As of November 2025, Layer 8 remains unreleased, with an expected rollout later in the year or early 2026. Beyond act-specific additions, key technical updates enhanced the core experience. The ULTRA_REVAMP update, launched on February 24, 2025, delivered a comprehensive graphical overhaul, including baked systems, improved textures, and visual across Acts I and II, alongside new encore challenge levels like 0-E and 1-E for replayability. Complementing this, patches in March 2025, such as Patch 16d on March 26, improved performance, added an option to disable fog in the Cyber Grind, and fixed minor issues like dash jump stamina costs. Looking ahead as of November 2025, the full 1.0 release is targeted for completion after Act III's full rollout. Developers have indicated plans for console ports on platforms like and Series X/S following the PC full release, alongside enhancements to mod support through better integration tools and stability updates to accommodate community-created content without frequent breakage from patches.

Reception

Critical reviews

Ultrakill has received widespread acclaim from players and preview coverage, though formal critic reviews are limited due to its ongoing status. On , it holds a 96% positive rating from 190,545 user reviews as of November 2025, reflecting strong approval for its fast-paced action and innovative mechanics. Similarly, aggregates a user score of 9.1/10 based on 196 ratings, with praise centered on the game's blend of retro elements and modern style scoring. Professional previews have highlighted Ultrakill's blood-fueled and combo-based as standout features, enhancing replayability through skillful movement and enemy interactions. described it as "even more metal than Doom," commending its verticality, rapid pacing, and homage to classic shooters with contemporary flair. echoed this in their demo coverage, lauding the colorful Quake-like combat, fluid abilities like sliding and wall-jumping, and the addictive need to chain attacks for and style points. Critics and users alike have noted a steep difficulty curve, particularly for newcomers, with some expressing frustration over punishing enemy patterns and the demand for precise reflexes from the outset. user reviews frequently mention the challenge of higher difficulties and early layers feeling overwhelming without prior experience. Initial coverage also pointed to the game's incomplete state, with layers beyond Act 1 absent at launch, limiting full assessment of its scope. In recognition of its contributions to the indie FPS revival, Ultrakill has been discussed in 2025 outlets as a key title in the boomer shooter wave, alongside games like and Turbo Overkill, for revitalizing fast, skill-focused shooting mechanics.

Community impact

Ultrakill has achieved significant commercial success, with an estimated 5.7 million units sold on by late 2025, generating approximately $101.5 million in gross revenue. The game's player base experienced notable growth following major updates, including a peak concurrent player count of 28,076 on December 20, 2023, following the release of the 7th layer, and further spikes with content expansions such as the Ultra Revamp update in February 2025, which drove a substantial surge from an average of 3,000–4,000 daily players. The Ultrakill thrives around and , with dedicated discussions on platforms like and leaderboards hosted on Speedrun.com, where 9,054 players have submitted 36,948 runs (including levels and challenges) as of November 2025. is facilitated by frameworks like BepInExPack, enabling custom content such as expanded levels in popular packs like FentoKill and deltaKILL, with Thunderstore hosting over 1,200 mods that enhance and community creativity. Ultrakill's cultural footprint extends through memes inspired by character dialogue, particularly Gabriel's taunting use of "fool" during boss encounters, which has resonated widely in fan content and humor. The game has influenced the indie FPS landscape, appearing in crossovers like Palworld's 2025 collaboration, where developers cited Ultrakill as a favorite for its stylistic impact on action shooters. The scene demonstrates potential through structured categories and active competition, while the game has participated in charity events like the 2020 Speedrunner Hekathon marathon. Developers have engaged the via commentary streams and updates incorporating feedback, such as features in assist modes to broaden player access.

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