Ultrakill
Ultrakill |
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Developer: Arsi "Hakita" Patala This game has hidden development-related text. This game has a prototype article |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
This game is still under active development. Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary! |
ULTRAKILL is a fast-paced first-person shooter that harkens back to the 90's boomer shooter icons, like Quake and Doom. As the robot V1, you must descend Dante's levels of Hell in order to find blood, and to do it as stylishly as possible thanks to a Swiss army knife of movement, a vast arsenal of weapons, and a Devil May Cry-like style meter.
Considering that it is still very much being developed, it's only natural that some things would end up being lost amidst the vast carnage.
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Contents
Sub-Pages
Prototype Info |
Revisional Differences Fixed a bug that caused Size 2 fish to be uncatchable. |
Unused Areas
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. Specifically: Get more pictures of these at different angles. |
Old 0-1 Hallway
A disabled staircase room within 0-1, with some Filth, Strays, and an untextured roof. Likely removed to make way for an introduction to Ground Slamming, where it takes the same space as this room in the final level's layout.
7-2 Empty Silo
A disabled room in 7-2 which seems to resemble an empty silo. Was replaced by a room resembling a library. Also appears to have been scrapped early on, as it is pretty buggy.
5-2 Tower
A disabled room in 5-2 which consists of some wooden staircases and a mostly incomplete tower. Was likely replaced by the blue and red skulls used to spawn the ferry.
4-2 Big Arena
A disabled arena in 4-2 which consists of a big floor and a small water pool in the center. Was most likely going to be used for the Sisyphean Insurrectionist bossfight.
7-4 Forest
A large environment resembling 7-3's forest is hidden in 7-4, along with a large pool of blood. Since the trees from 7-3 wrap their roots around the Earthmover to prevent it from moving, it's possible that 7-4 was also meant to take place in the woods rather than the Plain of Burning Sand.
DebugRoom
On older builds, more specifically the Act II release build (08-16-2022), opening the command console and typing in "scene DebugRoom" would teleport you into a, well, debug room. The room itself is pretty small, containing 3 Whiplash hooks, 4 staircases and several red orbs that can be parried. The room also doesn't have an exit door, making finishing the level impossible.
Unused Graphics
Early Red Revolver
HUD Icon for the original red variant of the Revolver, making it into a dual wield. While scrapped, the idea would be eventually be revitalized with the Dual Wield powerup, allowing with the same functionality but with all weapons and could be controlled by the level designer.
Misplaced Stalker
Stretched concept art of the Stalker. Purpose unknown.
Mirage Sketches
Various unfinished sketches of Mirage that were likely used as placeholders in 2-S.
Ocean Styx
The texture used for the ocean Styx seen throughout Wrath, missing the blue tint.
Unused Text
Custom Cybergrind Music Notice
We don't support custom Cyber Grind music yet but we will soon!!!! :)
Cybergrind/Music/NOTE.txt was a plain text file informing players that custom music in the Cybergrind had not yet been implemented. Removed in the Violent Night update where custom music got official support.
Debugging Text
Found one, moving overflowed or something i dont know overflowed 2 or something i dont know BRO WE FUCKIN WENT IN A WALL at
Various messages found among the code of both Minos Prime and Sisyphus Prime.
Campaign is missing campaign.json Failed to get workshop item info for {itemId} Downloading workshop map {itemId} Failed to download workshop map {itemId} Workshop map {itemId} downloaded successfully Workshop map {itemId} was already downloaded
Despite being largely unfinished and only being in the hands of few playtesters as of April 2023, many functions relating to custom levels and Steam Workshop support have been left in the game assembly.
Bonk
Prints when hitting Gabriel into the ceiling in 6-2.
Internal Enemy Names
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ULTRAKILL mostly keeps its internal names consistent, though some things (primarily Prelude assets) make use of early names within the files.
These are the enemy names as declared by their respective objects (which can also be seen in-game via the Spawner Arm's inspect tool).
Internal | In-game |
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Zombie | Filth |
Projectile Zombie | Stray |
Super Projectile Zombie | Schism |
Shotgun Husk | Soldier |
Stalker | Stalker |
Sisyphus | Sisyphean Insurrectionist |
Ferryman | Ferryman |
Minos | The Corpse of King Minos |
Swordsmachine | Swordsmachine |
Drone | Drone |
Streetcleaner | Streetcleaner |
V2 | V2 |
V2 Green Arm Variant | V2 (2nd) |
Turret | Sentry |
Gutterman | Gutterman |
Guttertank | Guttertank |
Centaur | 1000-THR Earthmover |
Spider | Malicious Face |
Statue | Cerberus |
Mass | Hideous Mass |
Idol | Idol |
Leviathan | Leviathan |
Mannequin | Mannequin |
Minotaur | Minotaur |
Gabriel | Gabriel, Judge of Hell |
Gabriel Second Variant | Gabriel, The Apostate of Hate |
Cancerous Rodent | Cancerous Rodent |
Very Cancerous Rodent | Very Cancerous Rodent |
Mandalore | Mysterious Druid Knight (& Owl) |
Wicked | Something Wicked |
Puppet | |
Big Johninator | Big Johninator |
Flesh Prison | Flesh Prison |
Flesh Prison 2 | Flesh Panopticon |
Minos Prime | Minos Prime |
Sisyphus Prime | Sisyphus Prime |
Unused Audio
Music
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Cerberus (Early Version)
Filename: cerberustest.wav
Presumably an early version of the track that plays during the Cerberus battle in 0-5, but sounds nothing like the final.
The Death of God's Will (Original Mix)
Filename: gabriel4.wav
The original in-game version of the song The Death of God's Will, used for Gabriel's boss fight in Act II. The Wait of the World update in March 2023 added its soundtrack version that now plays instead, though the original version of the song is still present in the data as of December 2023.
Original Prelude Music
Filename: firstlayer.wav
The original music for the Prelude layer.
Into the Fire (Alternative Mixes)
Filename: firstlayer2c.wav
Filename: firstlayer2d.wav
Filename: firstlayer2d2.wav
Filename: firstlayer2d2bass.wav
Alternative versions of the track Into the Fire. Some of the tracks are actually used in various moments of the soundtrack version.
Unstoppable Force (Alternative Mix)
Filename: Unused 0-2.wav
Filename: Unused 0-2 clean.wav
Alternative version of the track Unstoppable Force. Calm version can actually be heard at the beginning of the soundtrack version.
Castle Vein (Early Version)
Filename: castletest1.wav
Filename: castletest3.wav
Early versions of the track Castle Vein.
Classical Music
Filename: classicalbreak.wav
Filename: classicalbreakcalm.wav
Filename: classicalbreakminor.wav
Filename: classicalbreakminorcalm.wav
Short snippets of classical music with amen break drums added on top, Has calm as well as "minor" variants. These may have been intended to be used as the music of 5-3 before Death Odyssey was written.[1]
7-2 Early Intro
Filename: 7-2 Intro.ogg
An early, stripped down version of Hear! The Siren Song Call of Death that would've been used during the Yellow Hookpoint introduction at the beginning of 7-2 (which can still be heard in this teaser video). The song was overhauled and turned into its own track: Do Robots Dream of Eternal Sleep.
Voice lines
Gabriel, Judge of Hell Unused lines
Filename: gab_Insignificant.wav
Filename: gab_Insignificant2.wav
Filename: gab_Intro1.wav
Filename: gab_Intro1b.wav
Filename: gab_Intro1c.wav
Filename: gab_Intro2.wav
Retakes of Gabriel's existing lines.
Filename: gab_Coward.wav
Filename: gab_Coward2.wav
Filename: gab_Jesus.wav
Filename: gab_PlayerDeath.wav
Filename: gab_Swing.wav
Filename: gab_Swing2.wav
Gabriel's unique voice lines.
Filename: gab_Enough2.wav
Filename: gab_Intro1e.wav
Gabriel's existing lines, but with a slightly different effect applied.
Gabriel, Apostate of Hate Unused lines
Filename: gab2nd_intro1.wav
An unused take of Gabriel's intro monologue in 6-2: AESTHETICS OF HATE.
Filename: gab2nd_Pingas.wav
Filename: gab2nd_TauntEcstatic3.wav
Filename: gab2nd_TauntEcstatic7.wav
Filename: gab2nd_TauntEcstatic9.wav
Gabriel's unique voice lines.
Filename: gabe 6-1 outro.wav
Gabriel's monologue before the final room in 6-1: CRY FOR THE WEEPER, but with a slightly quieter echo effect.
Gabriel's unfiltered 5-3 hologram speech
Filename: gab_Hologram.wav
Gabriel's hologram speech from 5-3: SHIP OF FOOLS without cassette player effect applied.
Minos Prime Unused lines
Filename: mp_intro.wav
An unused take of Minos Prime's intro monologue.
Filename: mp_hurt2.wav
An unused Minos Prime's hurt voice line.
MDK's anti-LoL humor
Filename: leagueoflegends.wav
An unused voice line spoken by Mysterious Druid Knight (& Owl). Removed at an unknown date.
Naming Oddities
P-666
The game has an index for each level in the campaign (not to be confused with the world/level naming system) that goes from -1 to 25. Funnily enough, P-1 is set to be 666, along with P-2 which is 667.
In the Air Tonight
Strangely, the filename of the icon for 2-1 refers to it as "In the Air Tonight", instead of "Bridgeburner" as seen in game.
MinosRevolver
The secret alternate variant for the Revolver found in 1-4 is internally called the Minos Revolver.
Other Oddities
John is Angry
Big Johninator can be enraged when spawned and tweaked with the Spawner arm (which also erroneously calls him V2), which never happens during his fight. The effect doesn't seem to change anything and wears off after a second, so it's likely that it's another oversight similar to MDK.
Prelude Hellmap
Throughout most of the campaign, a map showing your location in Hell appears before each level. Prelude has it's own hellmap that's loaded into each of it's levels, but it's always disabled.
Old Credits Screen
In earlier versions of the game, pressing the "CREDITS" button would open up a small menu containing many of the people who worked on ULTRAKILL up to that point. Although it was replaced in the WAIT OF THE WORLD update by the Developer Museum, the menu itself is still inside the files and can still be opened using tools like Unity Explorer.
References
- ↑ ULTRAKILL: IMPERFECT HATRED Commentary - "There was also an early attempt at a more electronic sampling approach similar to Deep Blue, where I sampled classical music, but the response to it was lukewarm among New Blood so I decided to scrap that idea and go with the usual bombastic melodic affair".
- Pages missing developer references
- Games developed by Arsi "Hakita" Patala
- Pages missing publisher references
- Games published by New Blood Interactive
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- Games released in 2020
- Games released in September
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- Games with hidden development-related text
- Games with unused graphics
- Games with unused items
- Games with unused music
- Games with unused sounds
- Games with revisional differences
- Works In Progress
- Games in development
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