Unused Areas#
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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.


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.



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.




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.

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.

8-1 Building Blockouts#
A disabled block-out of the 8-1 exterior section. It seems to effectively match the final layout, aside from lacking interiors and the bridge in the final arena (though holes are present where these would be).
8-1 Hallway Variants#
Two early versions of the extending hallway after the Fake Floor Arena checkpoint are present but disabled. Instead of extending, both versions instead rotate the player's gravity clockwise around the length of the hallway in 90 degree increments as they progress through the room. The first achieves this with gravity triggers, like those used in 8-3's space section; the second attempts to achieve the effect using portals, but has numerous Z-fighting and "banana juice" bugs, partially caused by the exit door's final position intersecting with one of the portals (which also makes it impossible to progress).



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.
Finale Chapter#
On older builds, before Full Arsenal Update (more specifically, before Patch 15a), there was an unused UI object in Act Selection menu named Finale. As is clear from the button's position in the menu, Finale was intended to follow Treachery, but according to the developer, this idea was scrapped and Treachery would be the definitive last layer.
When you press this button if it's active, nothing would happen because nothing is assigned to it.
References to 10-1 and 10-2 remained in GetMissionName class until ULTRA_REVAMP (Patch 16a) where they were removed entirely, indicating that the concept was fully abandoned.
Since it was removed before work on it even started, intended content is unknown.
Developer Cheats#
ULTRAKILL contains numerous developer cheats inside of its code, primarily used for debugging and testing purposes.
Cheat |
Function |
|---|---|
Non Convex Jump Debug |
Debug cheat that left from Act II development when developers was supposed to do new wall-jump detector because Unity wasn't able to find Convex collider on 5-1: In The Wake Of Poseidon curvy rock walls, what resulted in inability to wall-jump. Currently it does nothing but breaks wall-jump, because according to Unity error log, some shader is null. |
Hide Cheats Enabled Status |
Hides Cheats Enabled UI status if active. |
Player Parenting Debug |
Used to track (or something similar) moving objects the player is standing on, ensuring the player moves along with them by temporarily parenting the player to those objects. For example, trams, elevator before the boss arena in P-2, lift after destroying the 1000-THR Security System in 7-4, etc. Info displayed in upper left corner. Has no gameplay effects. |
Game State Debug |
Shows current game states.
Displayed as information in upper left corner. Has no gameplay effects. |
Gun Control Debug |
Shows last used weapon slot, current weapon slot (from 1 to 5), current variation (from 0 to 2) and retained variations for each weapon with 0 being Revolver, 1 being Shotgun, so on. Has no gameplay effects. |
Sandbox Arm Debug |
Shows layer and tag of current object on which you're looking at if Blue Spawner Arm is equipped by a small UI on it. If you're moving an object, it will display computed target's point, object position and velocity. Has no gameplay effects. |
Enemy Identifier Debug |
Displays Enemy Tracker in upper left corner that displays how many active enemies on map now in total, and also enemy's internal name, enemy type and it's rank from -1 to 7 individually for each enemy. On enemies themselves there would be also their internal name, their type, if they ignore player/attack enemies, their target and "Dead!" after enemy death. On attack, enemy UI would display "SWING!" and then "Player target" if player is the target or "(Enemy internal name) target (X, Y, Z)" if target is anyone else, but not player. If enemy have no target and/or Blind Enemies cheat would be enabled, target would be Null. Has no gameplay effects. |
Force Enemy Boss Bars |
Creates a boss bar for every single enemy on the map. Equivalent of "buffs forcebossbars on" console command. Has no gameplay effects. |
Spread Gasoline |
Spreads gasoline around the player. Was added during Patch 15: Full Arsenal Update development, most likely to see how Firestarter Rocket launcher gasoline sticks to walls and other objects. |
Pause Timed Bombs |
No effects noticed except for Attractor Nailgun/Sawblade Launcher magnets doesn't explode after some time anymore. |
Mannequin Debug Gizmos |
Unity Editor-only cheat. Сontains no executable code in game main code, but according to this developer video, it was displaying Mannequiens movement paths and attacks trajectory. |
Napalm Debug Voxels |
Unity Editor-only cheat. Contains no executable code in game main code, but according to this developer video, it was displaying hitboxes of fire source of which Firestarter Rocket Launcher oil. |
Overwrite Unlocks |
Unity Editor-only cheat. Purpose unknown, since code of it's class is empty except for Unity Editor detection and remember it between sessions. |
CHEAT INFO |
Empty cheat that can't be assigned or binded, and don't even listed in game code, but it's UI object exists. Most likely a placeholder template if developers want to create a new cheat. |
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.
(Source: In-game Developer Museum)
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 names in italics are no longer used as of the Fraud update, having been changed to match their in-game equivalents (except in some asset names).
Internal |
In-game |
|---|---|
Zombie |
Filth |
Projectile Zombie |
Stray |
Super Projectile Zombie |
Schism |
Shotgun Husk |
Soldier |
Sisyphus |
Sisyphean Insurrectionist |
Minos |
The Corpse of King Minos |
V2 Green Arm Variant |
V2 (2nd) |
Turret |
Sentry |
Centaur |
1000-THR Earthmover |
Spider |
Malicious Face |
Statue |
Cerberus |
Mass |
Hideous Mass |
Gabriel |
Gabriel, Judge of Hell |
Gabriel 2nd |
Gabriel, The Apostate of Hate |
Mandalore |
Mysterious Druid Knight (& Owl) |
Wicked |
Something Wicked |
Flesh Prison 2 |
Flesh Panopticon |
Unused Audio#
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Audio#
Isolated 7-4 Alarm#
Asset Name: CentaurAlarm Isolated version of the alarm that plays upon entering the inside of the Earthmover. In-game, the siren is included as part of the music; even if music is disabled, this sound still isn't used and there will simply not be a siren at all.
Music#
Cerberus (Early Version)#
Asset Name: cerberustest Presumably an early version of the track that plays during the Cerberus battle in 0-5, but sounds nothing like the final. Removed in the ULTRA_REVAMP update.
The Death of God's Will (Original Mix)#
Asset Name: Gabriel4 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, although the original version of the song remained present in the data until the ULTRA_REVAMP update.
Original Prelude Music#
Asset Name: firstlayer Apparently the original music for the Prelude layer, although Hakita's development logs go straight from using Cerberus as 0-1's music to using Into the Fire. Removed in the ULTRA_REVAMP update.
Into the Fire (Alternative Mixes)#
Asset Name: firstlayer2c Asset Name: firstlayer2d Asset Name: firstlayer2d2v Asset Name: firstlayer2d2bass Alternative versions of the track Into the Fire. Some of these are used at various moments of the soundtrack version. Removed in the ULTRA_REVAMP update.
Unstoppable Force (Alternative Mix)#
Asset Name: Unused 0-2 Asset Name: Unused 0-2 clean Alternative version of the track Unstoppable Force. The calm variant can be heard at the beginning of the soundtrack version.. Removed in the ULTRA_REVAMP update.
Castle Vein (Early Version)#
Asset Name: castletest1 Asset Name: castletest3 Early versions of the track Castle Vein. Removed in the ULTRA_REVAMP update.
Classical Music#
Asset Name: classicalbreak Asset Name: classicalbreakcalm Asset Name: classicalbreakminor Asset Name: classicalbreakminorcalm Short snippets of classical music with amen break drums added on top, has calm as well as "minor" variants. Removed in the ULTRA_REVAMP update. These may have been intended to be used as the music of 5-3 before Death Odyssey was written.1
7-2 Early Intro#
Asset Name: 7-2 Intro An early, stripped down version of Hear! The Siren Song Call of Death that was originally used during the Yellow Hookpoint introduction at the beginning of 7-2, as heard in this teaser video). It was replaced by a unique track, Do Robots Dream of Eternal Sleep. In the ULTRA_REVAMP update, this track was moved into the newly added asset bundle for Layer 7's music, despite still being unused.
Voice lines#
Gabriel, Judge of Hell Unused lines#
Asset Name: gab_Insignificant Isolated version of Gabriel's "YOU INSIGNIFICANT FUCK!" line, which is heard in-game as part of a different sound file that also includes the rest of his defeat speech.
Asset Name: gab_Insignificant2 Early take of Gabriel's defeat speech. Only the first half seems to be different.
Asset Name: gab_Intro1 Asset Name: gab_Intro1b Asset Name: gab_Intro1c Asset Name: gab_Intro2 Early takes of Gabriel's intro lines.
Asset Name: gab_Coward Asset Name: gab_Coward2 Lines apparently intended for some kind of Easter egg, although it's not clear what this would have been. May have simply been recorded by Gianni as a joke.
Asset Name: gab_Jesus Gabriel telling you to try Jesus if your software is running slow. Recorded by Gianni as a joke.2
Asset Name: gab_PlayerDeath Apparently was meant to be spoken upon the player's death, judging by the name. Needless to say, the ULTRA_REVAMP death sequence (which mutes world sounds) would have later made this pretty pointless anyway.
Asset Name: gab_Swing Asset Name: gab_Swing2 Gabriel grunting upon swinging his swords. He doesn't do this in the final game.
Asset Name: gab_Enough2 Asset Name: gab_Intro1e Gabriel's existing lines, but with a slightly different effect applied.
Gabriel, Apostate of Hate Unused lines#
Asset Name: gab2nd_intro1 An unused take of Gabriel's intro monologue in 6-2: AESTHETICS OF HATE.
Asset Name: gab2nd_Pingas Gabriel quoting the source of the "Pingas" meme, specifically putting emphasis on those syllables. Likely recorded by Gianni as a joke.
Asset Name: gab2nd_TauntEcstatic3 Asset Name: gab2nd_TauntEcstatic7 Asset Name: gab2nd_TauntEcstatic9 Additional taunts for Gabriel's second phase which aren't spoken in-game.
Asset Name: gabe 6-1 outro 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#
Asset Name: gab_Hologram Gabriel's hologram speech from 5-3: SHIP OF FOOLS without the cassette player effect applied.
Minos Prime Unused lines#
Asset Name: mp_intro Early take of Minos Prime's intro monologue.
Asset Name: mp_hurt2 An unused hurt voice line for Minos Prime.
Your Honor? Death.#
Asset Name: leagueoflegends Mysterious Druid Knight saying "League of Legends", then bursting into laughter (alongside Owl).
Naming Oddities#
P-666 and Encores#
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 35. Funnily enough, P-1: Soul Survivor is set to be 666 and P-2: Wait Of The World is set to be 667, along with 0-E: This Heat, An Evil Heat is set to be 100 and 1-E: ...Then Fell The Ashes is set to be 101.
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.
+ PIMP SLAP#
Early name for + DISRESPECT. Was noticed only in June 13, 2018 build.
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 its own hellmap that's loaded into each of its 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. 