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  1. ULTRAKILL is a fast-paced ultraviolent old school first-person shooter developed by Arsi "Hakita" Patala and published by New Blood Interactive. You play as V1, a combat machine fueled by blood who has ventured into the depths of Hell after the extinction of humanity.

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    • Enemy Index

      10 + 99 Hard Damage (Black Hole) 15 (Eyeball Beams) 20...

    • Level Index

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    • Weapon Index

      Currently there are 5 base guns in the game, with 3...

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    • Overview
    • "ACCESSIBLE" difficulties
    • "HARD" difficulties
    • "VERY HARD" difficulties
    • Trivia
    • References

    In ULTRAKILL, there are 6 difficulty levels (5 currently playable(!)). These are categorized into "ACCESSIBLE", "HARD" and "VERY HARD". Higher difficulties do not increase enemy attack damage; instead, the game is made more difficult with faster enemies and attacks, more challenging enemy behavior, and mechanical changes like stamina regeneration and the properties of Hard Damage.

    Missions unlocked at higher difficulties are also made available on lower difficulties, to make switching to an easier difficulty more convenient for players who have made progress before realizing the difficulty is too high for them. Soul Orbs, challenge progress, and unlocked/completed secret missions are shared across all difficulties, as well as unlocked weapons, variants, and alternates, and encountered/defeated enemies for Terminal data and the Spawner Arm. Cyber Grind high scores are tracked separately for each difficulty, and each has its own friend and global leaderboards.

    "HARMLESS"

    Absurdly slow enemies and attacks. Damage is still high, but even a mountain could dodge them. Recommended for players who want a stress-free experience. General Changes •Enemy movement, attacks, and projectiles are significantly slower •Various changes to enemy/boss attacks and behavior to make them easier •V1 has 200 health •Stamina regenerates much faster (0.6/s faster, totaling to 1.3/s) •There is no Hard Damage •Black hole attacks are removed •Environmental damage is reduced to one fifth Enemy Specific Changes •Schisms will only fire 3 projectiles per barrage. •Soldiers fire 4 projectiles per shot in a tight triangle-shaped pattern displaying a larger orb at the center, its melee attack is less frequent, and it lacks their ability to block explosions. •Stalker explosions no longer affect V1. •Malicious Faces only fire 3 hell orbs per barrage and at a significantly slower rate. Its laser attack takes 5 seconds to charge and its explosion is smaller. •Hideous Masses will not use harpoon attacks and its vertical shockwave is greatly reduced. •Virtues will no longer enrage. •The Minotaur's Acid attacks deals 80% less damage (3); It will employ its Acid Cloud and Acid Pool attack far more often in lieu of its hammer; Parrying its charge will stagger it for longer. •V2's Revolver combo will only fire one shot. During the second encounter, it will throw only 1 coin and possibly miss. •The Corpse of King Minos will never summon Black Holes. •Flesh Prison will only spawn 5 minions (6 during Phase 2) that only restore 3.5 HP and cannot dash sideways. It will only summon 35 projectiles per barrage (50 during Phase 2) and its divine beams are smaller. •Flesh Panopticon will spawn 3 minions that restore 7 HP and do not inflict hard damage. It will summon 11 mortars per barrage (16 during Phase 2); they are also significantly slower, to the point where you don't have to worry about their tracking. Its divine beams are smaller. •Minos Prime has 6 Stamina and doesn't gain more in phase 2. His "Die!/Crush!" and "Judgement!" attacks have no shockwaves or explosions. •Sisyphus Prime has 6 Stamina and doesn't gain more in phase 2. "This... will hurt." has a longer wind-up time and a smaller explosion. His Ground Slam, "BE GONE!", and the final stomp of "You can't escape!" will not produce shockwaves.

    "LENIENT"

    High damage but slower attacks and passive enemies. Tension is still high, but damage is easier to avoid. Recommended for players who want a less strict gameplay experience. General Changes •Enemy movement, attacks, and projectiles are slower •Various changes to enemy/boss attacks and behavior to make them easier •Stamina regenerates faster (0.3/s faster, totaling to 1/s) •Restarting from a checkpoint 3 times or dying enough times in a level respawns you with 101 health and sets your max to 200 •Enemy attacks no longer deal Hard Damage •Black holes are still present and deal hard damage •Environmental damage is reduced to half •Whiplash does not build hard damage Enemy Specific Changes •Schisms will only fire 3 projectiles per barrage. •Soldiers fire 4 projectiles per shot in a tight triangle-shaped pattern displaying a larger orb at the center, its melee attack is less frequent, and it lacks their ability to block explosions. •Stalker explosions no longer affect V1. •Malicious Faces only fire 3 hell orbs per barrage. Its laser attack takes 3.5 seconds to charge and its explosion is smaller. •Hideous Masses produce much smaller vertical shockwaves. •Virtues will no longer enrage. •The Minotaur's Acid attack deals 60% less damage (7); It will employ its Acid Cloud and Acid Pool attack far more often in lieu of its hammer. •V2's Revolver combo will only fire two shots and they spend significantly less time airborne. During the second encounter, it will throw only 1 coin and possibly miss. •The Corpse of King Minos will never summon Black Holes or Homing Orbs. •Flesh Prison will only spawn 7 minions (8 during Phase 2) that restore 7.5 HP. It will only summon 35 projectiles per barrage (50 during Phase 2). •Flesh Panopticon will spawn 3 minions (4 during Phase 2) that restore 15 HP. They are weaker than the Golden Eyes and do not inflict hard damage, but are mobile and can attack V1 directly. It summons 3 divine beams (4 during Phase 2). •Minos Prime has 6 Stamina and doesn't gain more in phase 2. His "Die!/Crush!" and "Judgement!" attacks have smaller shockwaves or explosions. •Sisyphus Prime has 6 Stamina and doesn't gain more in phase 2. His Ground Slam, "BE GONE!", and the final stomp of "You can't escape!" will not produce shockwaves.

    "STANDARD"

    Normal enemies and high damage. Attacks are easy to avoid, but carelessness will result in a swift death. Recommended for first time players.

    "VIOLENT"

    Fast and aggressive enemies and high damage. Quick thinking, mobility options and situational awareness are essential. Recommended for players who have already gotten used to the game's pace and mechanics. General Changes •Enemy movement, attacks, and projectiles are faster •Various changes to enemy/boss attacks and behavior to make them harder •Each hit adds an extra second to the hard damage regen cooldown Enemy Specific Changes •Soldiers fire 6 projectiles in a pentagonal pattern. •Malicious Faces become enraged at half health, causing its explosive beam attack to charge faster and fire twice in a row. •Mindflayers become enraged at half health, causing it to attack faster, teleport more erratically, and teleport right before landing a melee attack. •Virtues will enrage after attacking 3 times instead of 5 and an Idol's protection will not inhibit their rage. •Flesh Prison will summon 2 mini-Malicious Faces in addition to its minions. •Flesh Panopticon will summon 1 mini-Malicious Face in addition to its minions.

    "BRUTAL"

    Extremely aggressive enemies and high damage. A full arsenal and extensive knowledge of the game are expected. Any slip-ups are punished harshly. Recommended for players who already have considerable experience with the game and are looking for a fresh challenge. General Changes •Enemy movement, attacks, and projectiles are significantly faster •Each hit adds an extra second to the hard damage regen cooldown •Bosses have 66% more health Enemy Specific Changes •Filth leap at considerable distance when attacking if far away or at a lower height. This attack can be parried. •Strays will predict V1's movement with their projectiles, aiming a little ahead. •Malicious Faces fire 10 projectiles both rapidly and with slight inaccuracy and its beam is charged up near instantly. •Schisms will aim each of their shots at the player instead of spread firing them. •Swordsmachines stay down between phases noticeably shorter. Even without its sword (Thrown Sword in Phase 2) they can still do a 3 hit combo, albeit with their hands. This move is parriable. Along with these changes, its A.I (?) has been modified to directly aim at V1 with their shotgun rather than shooting in the direction it's facing, and it will move in different directions depending on V1's location to aim at them. It also can perform ranged attacks while enraged. •Cerberi will quickly dash twice in a row, stomp with two shockwaves that spread with different speeds, and throw its orb more frequently. •Drones move around and shoot significantly faster along with following its target very closely. It also seems to try and spread themselves out more to avoid chain reactions of death explosions, though it's uncertain if this is a specific behavior or simply an emergent by-product of their other changes. (These changes also affect the Mysterious Druid Knight.) •Streetcleaners move significantly faster to the point of slipping and can angle their flames upwards. Their flamethrower attack hitbox is also bigger. •Hideous Mass can still shoot its harpoon while enraged, and requires twice as many punches to loosen the harpoon. •Soldiers will combat roll before shooting, and will occasionally go in for a melee attack. They fire 6 projectiles in a hexagonal pattern. They try and close distance when able, jumping off of some ledges when needed. Blocks 100% of yellow explosion damage when grounded. •Mindflayers' projectiles will no longer reflect into itself with a well timed explosion, thus removing the ability to significantly damage or one-shot it with its own projectiles. The laser it fires will be more accurate in tracking the player. •Virtues' light beam attacks now last much longer and have a significantly shorter period between attacks. •Stalkers don't die after its sand explosion. •Sentries charge up faster and quickly shoot a second time after its first shot. •Ferrymen will now use their lightning strike move at close range which can be effectively canceled by parrying. •Guttermen will enrage on shield break and after being parried, causing their shieldless melee attack to become unparriable. They become unenraged after around 10-11 seconds. •Guttertanks do not have a parrying window after tripping unless there is oil beneath them. •V2 plays more aggressively, can dash, and will spam slides to make itself harder to hit. •Gabriel can attack from any angle with his spear attack rather than just from above, summon spinning swords around himself, and has an attack that summons swords around V1 from all directions that will close in after a short delay. These are parriable. •The Flesh Prison and Flesh Panopticon summon 1 more mini-Malicious Face and all summons fire more frequently. The Flesh Prison's summons also move significantly faster and more aggressively towards the player. The Flesh Prison and Flesh Panopticon also attack more frequently and both their light beam attacks fire an additional light beam per barrage (from 3 light beams per attack to 4). These beams also last significantly longer. •Sisyphus Prime in Phase 2 gains infinite stamina and will also create explosions with the stomp of “You can’t escape!” and “BE GONE!”. Additionally, he will never taunt you. •The Minotaur's acid cloud and acid pool attacks last twice as long. •All components of the 1000-THR Defense System are active from the start of the fight. •The 1000-THR Laser Grid has an additional stationary wall of lasers, removing the possibility of following the "current".

    "ULTRAKILL MUST DIE"

    TBA (Not announced yet)

    •The "ULTRAKILL MUST DIE" difficulty is a reference to Devil May Cry's "Dante Must Die" difficulty.

    •The name is a play on how you must be skilled enough to kill the game itself to beat Ultrakill Must Die.

  2. Very Hard is the third and most challenging category of difficulty options. These difficulties introduce a number of traits designed to force the player to reconsider enemy encounters and be constantly aware of their situation.

  3. ULTRAKILL is a fast-paced ultraviolent old school first-person shooter developed by Arsi "Hakita" Patala and published by New Blood Interactive. You play as V1, a combat machine fueled by blood who has ventured into the depths of Hell after the extinction of humanity.

  4. Hard Damage is a mechanic in ULTRAKILL wherein a portion of the damage taken from an enemy attack temporarily reduces V1's maximum health. This reduces the effectiveness of solely relying on healing for damage mitigation, to incentivize the player to take an active role in avoiding damage and...

  5. Welcome to Wiki for Pressure, the ROBLOX horror game developed by Urbanshade: Hadal Division. Pressure is inspired by LSPLASH's “Doors", David Szymansk's "Iron Lung", Arsi Patala aka Hakita’s "ULTRAKILL" and Joonas Rikkonen's “SCP: Containment Breach".

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  7. Challenges. All levels, save for secret levels and Prime Sanctums, have one challenge. Challenges are optional objectives that in most cases require the player to change their playstyle, find a secret, stray from the intended path, or otherwise perform a difficult objective. The level must be completed for the challenge to be considered complete.

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