patch · February 24, 2025
Ultrakill Patch 16 Introduces ULTRA_REVAMP Update, Encore Levels, and Lighting Overhauls
Ultrakill Patch 16 delivers the massive ULTRA_REVAMP update, adding Encore levels 0-E and 1-E, comprehensive visual and lighting overhauls for Acts I and II, and a suite of quality-of-life mechanics. The patch also updates enemy behaviors, ground slam physics, and specific level layouts.
New Blood Interactive has launched Patch 16 for Ultrakill, introducing the ULTRA_REVAMP update. This massive patch overhauls lighting systems, adds new Encore levels, updates sound and particle design, and fine-tunes combat physics across the board.
Encore Levels and Act Overhauls
Acts I and II receive a complete visual audit, implementing a baked lighting system to drastically improve performance. All levels in these acts are reworked for better visual parity. Encore levels 0-E and 1-E join the rotation, alongside new secrets hidden in 0-3 and 0-4. Terminals, altars, and skulls now feature unique models, with carved symbols added to red and blue skulls and altars for colorblind accessibility. Level-specific adjustments include a new shortcut in 3-2 requiring the Alternate Nailgun, a modified drop path in 1-3, and repositioned soul orbs across 1-1, 1-2, 1-3, and 5-3.
Combat and Ground Slam Adjustments
Ground slam mechanics undergo several utility changes. Slam shockwaves no longer drain stamina, and holding the slam now includes a slight delay to prevent accidental inputs. Slamming directly into airborne enemies knocks them downward, and players can now execute slam bounces by jumping off enemies even if the final blow killed them. Ground slam damage radius and enemy jump-off radius are both increased. Punch exhaustion is simplified with a clearer arm HUD icon, and conductive objects feature a cooldown to limit recursive conduction loops.
Enemy and Boss Tweaks
Schisms fire slower projectiles tethered by damaging energy beams. Radiant enemies feature new audio-visual spawning cues, and Radiant Idols now transfer their Radiant status to targets upon destruction rather than while active. Blessed enemies sport a more distinct visual effect. Gabriel's spiral swords no longer shatter on environmental impact until launched toward the player, and his axe throw in 3-2 combines into one large projectile instead of two small ones. Leviathan receives a reworked secondary phase featuring a deterministic projectile pattern and a properly parriable lunge.
Visuals, Audio, and General Polish
Per-material footstep, scrape, and environmental impact audio and particles are added to the game, backed by a performance toggle for impact particles. The user interface receives a new main menu, death sequence, and HUD layout, while bloodstains now realistically conform to sharp corners and curves. Water hazards in 5-2 and 5-4 deal a flat 20 damage and bounce players upward rather than triggering a non-lethal teleport. The checkpoint pause menu option remains locked until players activate a physical checkpoint, and multiple checkpoints sharing a name in the Teleport cheat menu now display differentiating numbers.
Why this patch matters
Patch 16 is a foundational modernization of Ultrakill, pairing heavy performance optimization and visual parity with satisfying mechanical tweaks to movement and combat.