Ultrakill V15d Top Review
Since its early access release, ULTRAKILL—the adrenaline-fueled shooter by Arsi "Hakita" Patala and published by New Blood Interactive—has built a reputation for lightning-fast combat, a deep scoring system (the stylish rank), and frequent, game-altering patches. While major updates (like the Violence layer) grab headlines, it is the smaller patches like v1.5d that often define the game’s competitive "top" meta.
Released in the wake of the revamped competitive leaderboards and the controversial Marksman revolver changes, v1.5d arrived as a hotfix and balancing patch that has since been cited by top-tier players (those consistently achieving P-ranks on Brutal difficulty) as a turning point for weapon synergy and movement tech.
The Ultrakill V15D top is more than a leaderboard position; it is a state of mastery. It represents a specific moment in the game’s history where the mechanics were raw, the exploits were glorious, and the difficulty was unforgiving.
Whether you are trying to beat the 7-4 spire climb, one-shot a Guttertank with a dual railcannon glitch, or simply understand why the veterans miss this patch, remember the mantra of V15D: "Man is the only animal who can maintain a top rank through sheer, stubborn spite."
Now load up your Sawblade Launcher, practice your slidehop, and climb. The top is waiting.
Looking for more Ultrakill tech? Check out our guides on "V2 Rematch cheese" and "P-2: Wait of the World door skip."
Cleaning Up Hell: A Guide to the ULTRAKILL v15d Patch The v15d patch for ULTRAKILL
—part of the massive "Full Arsenal" update cycle—focuses on fine-tuning the chaos and squashing the bugs that crawled out after the introduction of new red weapon variants and the brutal difficulty.
Here is what you need to know about the latest top-level refinements in Hell. 1. Weapon & Style Polish
The Patch 15d Changelog introduced critical fixes for the newly added "Firestarter" Rocket Launcher and "Sawed-on" Shotgun.
Gasoline Interactions: Fixed an issue where Malicious Faces wouldn't take initial impact damage from explosions while doused in gasoline.
Visual Clarity: Reduced the brightness of the Rocket Launcher hologram and weapon icon glow to keep your UI from blinding you during high-intensity fights.
The "SRS Cannon" Bug: Fixed a glitch that caused the SRS Cannon to fire an absurd number of simultaneous cannonballs when using a Dual Wield powerup. 2. UI & Quality of Life v15d prioritises a cleaner, more customisable HUD.
Speedometer Upgrades: The speedometer now supports horizontal-only or vertical-only displays, and a bug that stopped it from tracking velocity while riding objects (like rockets) has been fixed.
HUD Opacity: Fixed the HUD Background Opacity option so it correctly applies to the speedometer when using the Classic HUD. 3. Level Fixes
Even Hell needs maintenance. Several levels received targeted bug fixes to prevent soft-locks.
0-3 and 4-2 Shop Music: Resolved a bug where mid-level shops would continue playing or muting music incorrectly.
7-S Cleanliness: Fixed the 7-S pond not getting stained correctly, ensuring your bloody trail remains visible.
Brutal Difficulty Adjustments: Fixed Mannequins remaining parryable after being launched on Brutal difficulty, which was not the intended behaviour. 4. Technical Performance ultrakill v15d top
The developers at New Blood Interactive continue to optimise the game's rendering.
Gib Deletion: Fixed an issue where Cerberus gibs would linger longer than intended, which could previously impact performance in enemy-heavy rooms.
Particle Consistency: Improved the fill consistency for gasoline particles when hitting multiple enemy hitboxes on the same frame.
For the full technical breakdown, you can check out the official v15d Patch Notes on Steam.
ULTRAKILL Patch 15d, released on May 13, 2024, was a corrective update following the major "Full Arsenal" expansion. This patch focused on refining the new Brutal difficulty and balancing the freshly added red weapon variations. Patch 15d Gameplay Adjustments Weapon Refining:
The Sawed-On Shotgun had its visual spark effects fixed to properly align with the core heat release animation.
SRS Cannon projectile behavior was corrected to prevent firing excessive cannonballs when using the Dual Wield powerup.
Rocket Launcher and weapon icon HUD elements were dimmed to improve visibility. Brutal Difficulty Fixes:
Mannequins can no longer be parryable after landing from a launch, closing a loophole that made certain encounters too easy on the highest difficulty.
Cerberi on Brutal will no longer fall while performing tackle attacks. Environmental & Technical Fixes:
The Speedometer was updated with options for horizontal or vertical-only tracking and now accounts for objects the player is riding.
Fixed a bug where shops in levels 0-3 and 4-2 would incorrectly continue playing or muting music. Core Update 15 Highlights (The "Full Arsenal")
Patch 15d maintains the balance for these major additions from the primary Patch 15 update: Red Weapon Variations:
Firestarter (Rocket Launcher): Focuses on gasoline-based area denial.
JumpStart (Nailgun): Introduces electricity conduction mechanics.
Sawed-On (Shotgun): Features a chainsaw-like melee attachment.
Layer 7-S: A secret level added in this cycle, accessible through 7-2.
Conduction Mechanic: Electricity now spreads between enemies and objects through water or proximity aftershocks. Essential Pro Tips for Patch 15d Looking for more Ultrakill tech
Gasoline Interactions: Malicious Faces and Soldiers lose their explosion resistance when coated in gasoline, making them vulnerable to "nuking" or standard rockets.
Movement Mastery: High-level play in this version relies on "Slam Storage" (jumping into a wall while slamming) to store kinetic energy for massive horizontal slides.
Ferryman Strategies: In this patch, the Ferryman's lightning bolts flash before striking and no longer deal damage to the player if they are successfully chargebacked.
For a deep dive into every specific change, check the official Patch 15d Changelog on SteamDB. Update History | ULTRAKILL Wiki | Fandom
Patch 15d of ULTRAKILL is the definitive hotfix that polished the massive "Full Arsenal Update," ensuring the game’s complex mechanics remained balanced during the introduction of the Brutal difficulty. Released on May 13, 2024, this update specifically addressed critical bugs and added quality-of-life improvements to the new HUD and the Speedometer tool . The Full Arsenal Context
Patch 15d was the fourth minor revision following the major Patch 15, which introduced:
Brutal Difficulty: A punishing new tier where enemies move significantly faster and bosses gain additional damage resistance.
New Weapon Variations: The "Firestarter" Rocket Launcher, "JumpStart" Nailgun, and "Sawed-on" Shotgun joined the rotation.
Secret Content: The inclusion of level 7-S and a new alternate weapon hidden within 7-2. Patch 15d: Essential Fixes
While earlier versions of Patch 15 introduced game-breaking synergies, Patch 15d served as the stabilizer. Key technical adjustments included:
SRS Cannon Stabilization: Fixed a bug where the SRS Cannon would fire "absurd amounts" of simultaneous cannonballs when paired with a Dual Wield powerup.
Speedometer Enhancements: The newly added Speedometer received dedicated options for horizontal-only or vertical-only tracking, and its opacity was fixed for the Classic HUD.
Enemy Interaction Fixes: Malicious Faces were corrected to properly take impact damage from explosions when made vulnerable with gasoline.
Environmental Polish: Visual glitches like 7-S ponds not staining correctly and Mannequins remaining parryable after landing on Brutal difficulty were resolved. Top Gameplay Features in the 15d Era
For players aiming for the "Top" rank (P-Rank), Patch 15d refined the tools necessary for mastery:
Style Point Adjustments: Explosions that do not kill now grant increased style points, while projectile boost points were reduced from 150 to 90 to encourage more varied gameplay.
HUD Customization: The update improved the Always on top HUD settings, preventing weapons and limbs from obstructing vital information during intense fights.
Weapon Management: New keybinds for individual variations and a "Previous Variation" button (defaulting to Q) were added to allow for faster weapon cycling. Version History & Modding Stability v15d introduced several weapon tweaks that raised the
Patch 15d is often cited as a "stable" version for players who prefer to downpatch for mod compatibility. Later major updates, such as the "ULTRA_REVAMP," significantly changed the game’s underlying code, leading many in the community to stay on the Patch 15 branch to maintain access to specific fan-made mods until they are updated for newer versions.
While there is no official "v15d top" update or established academic text with that specific title, the following essay explores the mechanics and narrative impact of
, focusing on the evolution of its fast-paced, stylish combat and the brutal lore that defines its world. The Symphony of Slaughter: An Analysis of ULTRAKILL
is not merely a first-person shooter; it is a meticulously crafted "character action game" dressed in the low-poly aesthetic of 1990s retro shooters. Developed by Arsi "Hakita" Patala, the game operates on a singular, visceral loop: Mankind is dead. Blood is fuel. Hell is full. This mantra dictates every design choice, from the movement mechanics to the unique health system that requires players to "shower in blood" to survive. Mechanics and Movement At its core,
rewards aggression and precision. Unlike traditional shooters where players might hide behind cover, this game forces constant forward momentum. The health system—where damage is healed instantly by being near bleeding enemies—removes the need for health packs and creates a high-stakes "dance" of destruction. Players are encouraged to master complex movement tech, such as sliding, slamming, and dash-jumping, to navigate arenas that function more like obstacle courses than standard corridors.
The "Style" system, heavily inspired by series like Devil May Cry, ranks players based on variety and creativity. Achieving a P-Rank (the highest possible grade) requires clearing a level with maximum style and zero deaths in a set timeframe. This creates a high skill ceiling where players don't just aim to finish a level, but to master it perfectly. Narrative and Themes
Narratively, the game subverts the typical "hero" trope. The protagonist, V1, is a war machine driven by a relentless hunger for fuel. As V1 descends through the layers of Hell—Limbo, Lust, Gluttony, and beyond—it acts as a force of nature, indifferent to the suffering of the husks and demons it encounters. The true emotional core often lies with the antagonist, the archangel Gabriel, whose descent into "perfect hatred" provides a tragic counterpoint to V1’s cold efficiency. Conclusion ULTRAKILL: Hell's Perfect Game
that right there that's how you introduce a game welcome to Ultrakill. a game that has been hooked into my brain for the last few. YouTube·Not Saber
If you are trying to get to the literal "Top" of the cathedral:
v15d introduced several weapon tweaks that raised the skill ceiling:
These changes pushed the meta toward precise, stylish play — exactly what Ultrakill fans want.
The Freezeframe rocket saw a velocity buff in V15D. "Top" players stopped using it for damage and started using it for movement. By riding a frozen rocket and simultaneously shooting another to detonate it, you could achieve a "Rocket Bounce" that launched you to the ceiling of any arena.
On Steam and Reddit, players praised v15d for not breaking existing playstyles while still offering meaningful fixes.
One top-rated comment:
“Hakita and the team somehow made the best shooter even smoother. v15d is underrated gold.”
While some expected new weapons or layers, most agreed that v15d is a quality-of-life masterpiece that preps the game for future layers (like Layer 8: Treachery).
Ask any Ultrakill veteran, and they will tell you: V15D was the last patch before the "global cooldown" on dashes was implemented. Modern Ultrakill is smoother, but V15D was sharper.
The V15D top meta was defined by risk. There was no safety net. Parry windows were 2 frames tighter. Enemy projectiles had larger hitboxes. To stand at the top of the leaderboard in V15D meant you had transcended human reaction time and entered a flow state of constant, violent motion.