ULTRAKILL

8.7
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Updated
Jun 7, 2026
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970 MB
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8.7
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8.0
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Description

ULTRAKILL is the only FPS where your health regenerates by pressing your attack into a dying enemy at point-blank range, turning aggression into survival. This post is written for new players approaching the game for the first time and returning players who want to push their runs toward P rank. Below, you will find a breakdown of V1’s movement system, the Style scoring mechanic, weapon progression, Soul Orb collectibles, and the most common mistakes that hold players back.

What Is ULTRAKILL and How Does It Play

ULTRAKILL is a retro FPS developed by Arsi “Hakita” Patala and published by New Blood Interactive. The game puts players in control of V1, a blood-fueled war machine descending through the layers of Hell after humanity goes extinct. Blood is the only resource that keeps V1 running, so the game forces players to stay close to enemies at all times.

Every level is a structured arena combat experience built around speed, precision, and style. Players move through Hell’s nine layers — structured loosely around Dante’s Inferno — fighting increasingly aggressive enemies and boss encounters such as V2, Minos Prime, and Sisyphus Prime. The game rewards players who experiment, move constantly, and use every weapon in their arsenal rather than camping in corners.

ULTRAKILL sits in Early Access on Steam and remains one of the most highly rated boomer shooter titles on the platform. However, it differs from other retro FPS games in one key area: a real-time scoring system that judges every second of every fight, not just the final kill count.

How V1’s core combat loop rewards constant aggression

V1 survives by doing damage. The blood mechanic ties health recovery directly to how close the player is to an enemy when it takes damage or dies. This means staying at range does not work as a long-term strategy. Players who hang back lose health steadily and gain very little of it back.

The core loop is therefore: close the distance, deal damage, recover blood, move to the next target. Because of this, ULTRAKILL punishes hesitation more than most FPS games. Experienced players treat the arena as a circuit, constantly repositioning to stay in blood range while chaining kills together.

The setting, layers of Hell, and V1’s story premise

The story takes place after humanity has gone extinct. Machines, running out of blood on the surface, descend into Hell in search of it. V1 is one of these machines. The setting draws heavily from Dante’s Inferno, with each act covering a different region of Hell and introducing new enemy types tied to each layer’s theme.

However, ULTRAKILL uses the Dante source material as a framework rather than a faithful adaptation. Secret Levels and Terminal texts expand the lore for players who seek it out. These hidden story elements reveal God’s backstory and reframe several characters from the original poem. Most players experience the game as almost entirely gameplay-focused unless they actively search for this content.

How ULTRAKILL compares to DUSK and Amid Evil on PC

DUSK and Amid Evil are the two closest PC comparisons to ULTRAKILL in the boomer shooter category. DUSK emphasizes atmosphere, tight level design, and horror-adjacent aesthetics. It rewards careful movement and weapon switching but does not score individual moments of combat in real time.

Amid Evil focuses on large-scale spectacle weapons and slower arena pacing. By contrast, ULTRAKILL builds its entire design around the Style rank meter. Every second of every fight is scored. Because of this, the skill ceiling in ULTRAKILL is significantly higher than in either DUSK or Amid Evil. The three games share retro FPS DNA, but ULTRAKILL demands a level of technical execution that the others do not.

How Movement and Controls Work in ULTRAKILL

Movement in ULTRAKILL is not optional depth. It is the primary tool of survival. V1 has access to a dash, a slide, and a rocket jump, and skilled players chain these together constantly to maintain momentum across the arena. Losing momentum in a difficult encounter is often what kills new players more than anything else.

The dash covers short distances quickly and has a cooldown. Players use it to dodge projectiles and reposition into blood range. The slide maintains speed across flat surfaces and can be combined with jumps to cover ground faster than running alone. The rocket jump uses explosive weapon blasts to launch V1 vertically or diagonally, opening movement options that new players often do not realize exist.

Each of these tools interacts with the others. Therefore, learning ULTRAKILL means learning to move first and aim second. A player with excellent aim but poor movement will struggle far more than a player with average aim who stays mobile.

Dashing, sliding, and rocket jumping as core tools

The dash is the most immediately useful movement option. New players should use it reactively at first to dodge incoming attacks, then gradually start using it offensively to close distance for blood recovery. The dash recharges quickly, so saving it entirely is rarely the right choice.

The slide lowers V1’s hitbox and builds speed. Combining a slide into a jump carries that speed forward. Rocket jumping requires an explosive weapon blast aimed at the floor or a nearby surface. It launches V1 upward and is particularly useful in arena combat for gaining vertical angles on enemies. Many players only discover the rocket jump technique by accident, but it becomes essential at higher difficulty levels.

How V1 recovers health by staying close to enemies

The blood mechanic is the most important system for new players to understand. V1 does not use a traditional health pack system. Instead, blood sprays from enemies when they take damage. V1 absorbs this blood only when it is within close proximity to the enemy or the spray itself.

This means the game actively punishes sniping from a distance. Players need to be on top of enemies to recover meaningful health during fights. However, the amount of blood available also depends on enemy type and how much health they have remaining. Smaller enemies yield less. Larger enemies and bosses provide more. Because of this, learning which enemies to prioritize for health recovery is just as important as knowing which to kill first for safety.

What happens when a level ends and how scores lock in

When a level ends, V1 exits through an elevator. The end screen then calculates the final score based on the Style rank achieved, time taken, number of deaths, and challenge completion. This is also when Points (P) are awarded. The total Points earned reflect how well the player performed across the entire level, not just individual fights.

Players who complete levels under certain time limits, without dying, or while meeting specific challenge conditions receive point bonuses. These bonuses stack, so a clean, fast, stylish run earns significantly more Points than a slow, messy one. Points carry over between levels and are spent at Terminals to purchase weapon variants or unlock color presets.

How the Style Rank System Scores Every Fight

The Style rank system is what separates ULTRAKILL from most retro FPS games. It scores combat quality in real time, displaying a letter grade from D through S on screen during every encounter. The rank rises with aggressive, varied play and falls when the player stalls, takes damage, or repeats the same attack too many times.

This system directly affects how many Points players earn at the end of a level. A higher sustained Style rank means more Points, which means faster access to weapon variants at Terminals. For this reason, chasing good Style ranks is not just about ego. It is a practical progression strategy.

Above S rank sits the P rank. P rank requires consistent, near-flawless combat across an entire level. It is the benchmark competitive players aim for and the threshold required to unlock Prime Sanctums. Therefore, understanding how the Style meter works is essential for anyone who wants to see the full game.

How the Style rank meter fills and depletes in real time

The Style meter fills when players perform diverse, skillful actions. Kills contribute to it, but so do parries, coin ricochets, environmental kills, and rapid weapon swaps. The meter depletes over time when the player is not actively fighting or performing stylish actions.

Taking damage causes a notable penalty to the Style meter. Because of this, players trying to maintain high ranks need to dodge consistently while also attacking aggressively. The tension between staying in blood range (which requires proximity to enemies) and avoiding damage creates the central skill challenge of the game.

What actions raise or lower your rank during combat

Performing the same attack repeatedly lowers the contribution of that action to the Style meter. For example, firing the same weapon with the same attack type over and over will eventually stop adding to the rank. This forces players to rotate through different weapons and attack types constantly.

Actions that raise rank quickly include coin ricochets, parrying enemy projectiles, environmental kills, and chaining rapid weapon swaps mid-fight. Each of these signals creative, non-repetitive play to the scoring system. By contrast, taking hits, standing still, or tunnel-visioning one attack pattern will drain the meter fast.

How Style rank connects to Points earned at level end

The final Style rank at the level end screen is a key factor in the Points calculation. Levels where the player maintained a high rank for most of the run reward significantly more Points than levels cleared with a low average rank. This is because Points scale with performance, not just completion.

New players often do not realize this connection until they notice the large Point difference between a D-rank clear and an S-rank clear of the same level. Additionally, point bonuses for time and clean runs stack on top of the Style-based calculation. Therefore, improving Style rank is the fastest way to accumulate Points for weapon variant purchases at Terminals.

Weapons, Variants, and the ULTRAKILL Arsenal

ULTRAKILL gives V1 multiple weapon categories, each with a primary and alternate attack. The base weapons cover different combat ranges and functions: the Piercer revolver handles long-range precision, the Shotgun handles close burst damage, the Nailgun covers sustained fire, and the Railcannon delivers high-damage single shots. Each weapon also has multiple variants that change how it functions.

Weapon variants are not upgrades in the traditional sense. They are alternative versions of each base weapon with different attack profiles. Players unlock these variants using Points at Terminals between levels. However, buying a variant does not replace the base weapon. Instead, players can switch between variants during combat by cycling through weapon slots.

This system rewards experimentation. Because the Style rank penalizes repetitive attacks, players who carry multiple variants and rotate through them actively maintain higher ranks than those who stick to one option. Therefore, spending Points on weapon variants early is generally the better investment over cosmetic color presets.

How weapon variants change combat options

Each variant changes the behavior of the base weapon meaningfully. The Marksman variant of the revolver, for example, allows V1 to toss coins. These coins become projectile deflectors when struck by hitscan attacks. This is one of the most powerful combat tools in the game and forms the basis of an entire technique category.

The alternate Shotgun variants shift the weapon between different burst patterns, affecting how it handles crowds versus single targets. Nailgun variants introduce magnetic nail charging and overheat mechanics. Because each variant serves a different function, players gradually build a loadout that suits their preferred approach to arena combat.

How coin ricochets work with hitscan weapons

Coin ricochets are one of ULTRAKILL’s most distinctive techniques and one of the most commonly misunderstood by new players. V1 tosses a coin using the Marksman Revolver. When a hitscan attack hits the coin, the shot automatically ricochets toward the nearest enemy. However, if that enemy has a vulnerable weak spot, the ricochet targets it precisely.

The power of this technique comes from chaining multiple coins. Players can toss several coins and fire one hitscan attack that then bounces across all of them, hitting multiple targets or the same target multiple times with full damage per bounce. This technique scores extremely well on the Style meter and deals significant damage. Many players who find the mid-game difficult discover that learning the coin ricochet system solves most of their problems with both damage output and Style rank.

How to spend Points at Terminals between levels

Terminals appear in the spawn room between levels and at certain points within levels. Players use them to purchase weapon variants and unlock cosmetic color presets for their weapons. Each variant has a fixed Point cost, and color presets cost 1,000,000 P each. The color presets require Soul Orb collection to unlock, so most players focus on weapon variants first.

New players should prioritize the Marksman Revolver variant early. It introduces the coin system, which opens up the most flexible and powerful combat technique in the game. After that, a second Shotgun or Nailgun variant gives more options for crowd control and sustained combat pressure.

Soul Orbs, Secret Levels, and Prime Sanctums

ULTRAKILL hides significant content beyond its main level path. Soul Orbs, Secret Levels, and Prime Sanctums are the three main categories of optional content. Each rewards players who explore thoroughly and perform at a high level.

Soul Orbs are glowing collectibles hidden in out-of-the-way locations in most levels. Each level contains five. Finding them requires going off the main path and checking corners, ledges, and hidden passages. They are consistent across difficulties, so players can collect them on any difficulty setting.

Secret Levels are hidden somewhere within one layer per act. They contain unique gameplay elements based on other games or genres, making them distinct from the standard ULTRAKILL combat experience. Prime Sanctums are unlocked by finding hidden exits and require P ranks for every level in the corresponding act before they open. They contain the game’s most demanding boss fights.

How the Soul Orb collectible system works across levels

Each level that contains Soul Orbs holds exactly five. Players find these by exploring away from the main combat path. Soul Orbs also appear as Blood Orbs or Dual Wield Orbs in some levels, which grant temporary power-up effects rather than collectible progress.

Collecting Soul Orbs unlocks cosmetic color presets for V1’s weapons at Terminals. Because each preset costs 1,000,000 P and also requires the relevant Soul Orbs, cosmetic completion is a long-term goal. Soul Orb progress carries across all difficulty settings on the same save file, so players do not need to replay levels on a higher difficulty to find them again.

What completing level challenges and P ranks unlocks

Every level has one unique challenge condition. Completing a challenge permanently unlocks that level’s music tracks in the Cyber Grind, the game’s endless survival mode. Challenge completion also carries across all difficulties once achieved. Players do not need to repeat challenges on different difficulty settings.

P ranks are more demanding. Achieving a P rank on a level requires maintaining near-perfect Style performance across the entire run. P ranks on all levels within an act unlock access to that act’s Prime Sanctum. Because of this, P ranks represent the game’s primary long-term achievement system for players who want to see all content.

How Prime Sanctums and secret levels expand replayability

Prime Sanctums contain the most difficult boss encounters in the game. These fights are designed for players who have already P-ranked every level in an act, so they assume a high level of mechanical skill. Each Sanctum introduces new boss mechanics not found in the main level path.

Secret Levels offer a very different kind of replayability. Their gameplay elements often reference or parody other games entirely. They provide a tonal contrast to the main game while still rewarding exploration. Because ULTRAKILL’s Cyber Grind also offers endless combat with separate leaderboards per difficulty, the total replayable content in the game is considerable.

Common Mistakes That Hold ULTRAKILL Players Back

Most new players struggle with the same three problems. These problems are not about aim or reaction time. They are about misunderstanding how ULTRAKILL’s core systems interact. Fixing them produces immediate improvement in both survival and score.

The game does not teach these lessons explicitly. It communicates them through failure. Players who die repeatedly and do not understand why are almost always committing one of the three mistakes below. Recognizing them early saves hours of frustration.

Staying too far from enemies and losing health recovery

New players instinctively keep enemies at distance, as most FPS games reward this behavior. In ULTRAKILL, it is the fastest way to die. Staying far from enemies means no blood recovery. Without blood recovery, V1’s health drops steadily through the attrition of unavoidable hits and chip damage.

The fix is to fight at close range and treat enemy proximity as a resource, not a risk. Players should use the dash and slide to move in after dealing damage, absorb the blood spray, then reposition for the next attack. It feels counterintuitive at first but becomes natural with practice. Fighting at close range while dodging is the intended experience.

Ignoring weapon variety and relying on one loadout

Players who find one weapon comfortable tend to use it for every encounter. This hurts in two ways. First, it causes the Style meter to stagnate because repeated identical attacks add diminishing returns to the rank. Second, it leaves major gaps in V1’s damage output because different enemies respond differently to different weapon types.

The solution is to buy weapon variants early and force a rotation. Even swapping between two weapons consistently is enough to keep the Style meter climbing. Additionally, some enemies are designed specifically to punish single-weapon approaches. The Mindflayer, for example, deflects projectiles and forces players to switch attack types mid-fight.

Attempting coin ricochet techniques without understanding hitscan timing

Many players hear about the coin ricochet technique, try it immediately, and conclude it does not work. The reason it fails is usually that they are firing a non-hitscan weapon at the coin. Only hitscan attacks trigger the ricochet. Projectile-based attacks pass through the coin without bouncing.

The fix is simple: use the Piercer or another hitscan-capable weapon when tossing a coin. Fire the hitscan attack immediately after the coin leaves V1’s hand, before it moves too far. With practice, the timing becomes consistent. Once this technique clicks, it becomes one of the most reliable sources of both damage and Style rank in the game.

Best ULTRAKILL Tips and Tricks for Beginners

Learning ULTRAKILL efficiently comes down to three habits. Players who build these habits early find that the game’s systems start working together instead of against them. Each tip below is specific to ULTRAKILL’s mechanics and does not apply to any other FPS game in the same way.

Use V1’s dash not just to dodge but to reposition into blood range

Most players treat the dash as a defensive tool only. However, using the dash offensively to close distance after a hit lands is how experienced players maintain their health total through long encounters. The dash is fast enough to cover the gap between V1 and a damaged enemy before the blood spray disappears.

Practice dashing toward enemies immediately after dealing damage, not away from them. The dash cooldown is short, so burning it to recover blood and then dashing again to dodge the next attack is sustainable. This dual use of the dash, both offensive and defensive, is the foundation of smooth ULTRAKILL movement.

Build your Style meter with weapon swaps, not just kill speed

New players focus on killing enemies quickly to push the Style meter. But kill speed alone is not what drives the meter. Variety is. Swapping between two different weapon types before each kill contributes more to the rank than ten consecutive kills with the same weapon.

A practical routine: open with the revolver for a precision shot, swap to the shotgun for a close burst, then finish with a nailgun burst for the kill. Each swap registers as a new action type. As a result, the Style meter climbs faster on a three-weapon rotation than on a single-weapon rampage, even if the three-weapon approach takes slightly longer.

Read each arena layout before committing to an approach route

ULTRAKILL arenas are designed with sightlines, elevation changes, and bottlenecks. Players who rush in without reading the space get cornered by multiple enemies simultaneously. Taking one second at the arena entrance to identify high ground, chokepoints, and enemy starting positions prevents most of the chaotic situations that kill new players.

Therefore, treat the moment before combat starts as a planning window. Identify which enemy type is most dangerous in that arena (usually ranged enemies with tracking projectiles), plan to close distance on them first, and use the layout to handle multiple enemies in sequence rather than simultaneously. This approach produces cleaner fights, better Style ranks, and far fewer deaths.

Frequently Asked Questions About ULTRAKILL

Is ULTRAKILL available on PC only, or are there other platforms?

ULTRAKILL is currently available only on Windows PC through Steam, where it remains in Early Access as of June 2026. There is no official Android, iOS, or console version. Unofficial APK ports exist but are not endorsed by Arsi “Hakita” Patala or New Blood Interactive. Players seeking the real ULTRAKILL experience should purchase it through the official Steam page.

How hard is ULTRAKILL, and does difficulty affect the story?

ULTRAKILL offers six difficulty settings, ranging from Harmless to Brutal, with ULTRAKILL Must Die planned as a future addition. Difficulty does not change the story content or lore available in Terminals. However, level rank progress, Cyber Grind leaderboard scores, and Prime Sanctum access are tracked per difficulty. Standard is the developer-recommended starting point for most players.

Does ULTRAKILL have replayable content after finishing the main levels?

Yes. ULTRAKILL includes the Cyber Grind, an endless survival mode with wave-based combat and separate leaderboards for each difficulty. Beyond that, players can chase P ranks on all levels, collect all five Soul Orbs per level, complete unique level challenges, unlock Secret Levels, and take on the Prime Sanctum boss fights. The total volume of optional content makes the game highly replayable even after the main acts are finished.

Why ULTRAKILL Rewards the Players Who Commit Fully

ULTRAKILL is not a game that opens up slowly. Its depth is immediate and consistent across every layer of Hell it puts in front of players. The blood mechanic, the Style rank system, the coin ricochet technique, and the Soul Orb collectible structure all work together to reward players who engage with every system rather than ignoring the ones that feel complicated. After spending considerable time with ULTRAKILL across multiple acts and difficulty settings, the clearest conclusion is this: the game gets better the more players understand it, not the more they power through it. Players who enjoy high skill expression, moment-to-moment feedback, and deep mechanical combat will find that ULTRAKILL delivers more of all three than almost anything else in the retro FPS space.