Devstream Timestamps (continuation will be added soon later in replies) LAYER 5 /// WRATH 5-1 (00:09:59) 00:10:14 - Better collision detection for concave walls in starting cave (by PITR) 00:12:00 - Limitations on the lighting system 00:13:05 - Manmade architecture in the level design 00:14:10 - Insight on Blue Hookpoints + Starting caved used to be shorter 00:16:29 - Insight on "Deep Blue" OST 00:19:35 - Scrapped challenge route in the main room 00:20:37 - Buggy seaweed textures 00:21:10 - Door hatches + Insight on Water Passages 00:23:30 - Water levels and Hakita's obsession with making shitty things good 00:25:39 - Middle skull room's design 00:26:03 - [QnA] The underwater effects 00:28:51 - Unvisited room indicator for the skull rooms 00:29:15 - Right skull room's design 00:29:53 - Workflow setup for ULTRAKILL Dev 00:30:45 - The level's blue & green theme 00:31:14 - Last arena design + Sentry design 5-S (00:37:53) 00:38:10 - The making of 5-S (by PITR) 00:39:00 - [Satire] Hakita having issues "petting" the fish (he turns into a caveman for 30 seconds) 00:39:55 - [Satire] Hakita's "It's PITR Fish! NOW FUCKIN DIE!" 00:40:28 - Bait system explanation 00:40:45 - PITR doing the omnomnomnom sfx 00:41:05 - Size 2 bunker design 00:43:10 - Fish terminal entries 00:43:38 - Simplicity of 5-S' music 00:44:25 - 5-S house design 00:45:45 - Flesh cave design 00:46:08 - Early test builds 00:46:58 - 5-S Fishes not using the standard PSX shader 00:47:28 - [QnA] 5-S' difficulty design 00:51:12 - Blahaj in 5-S 00:52:16 - [QnA] 5-S being leaked 00:52:45 - Size 2 + gaslighting 00:54:08 - PITR made the 144p video at the end 00:54:44 - Testament IV and its tonal whiplash 5-2 (01:04:55) 01:05:03 - Design behind the initial absence of music 01:05:49 - Ocean surface textures 01:07:22 - Early designs of the starting rock tower 01:09:04 - The Lighthouse reference 01:10:14 - Difficulties in designing limited spaces, Shifting to indoors within the level 01:11:14 - Why the first idol is on a table 01:11:45 - Ferryman's diary and its earlier iterations 01:15:03 - Pronoun use in biblical speech clashing with Gabriel's lack of pronouns 01:17:58 - Gloomwood table reference 01:19:07 - Double idol room design 01:21:46 - The "bell" that summons the ship 01:22:48 - Red skull room's (sadistic) design 01:24:04 - Ship design (by Victoria) 01:27:58 - Florp + Jakito easter egg 01:28:58 - Insight on 5-2's Challenge 01:30:04 - Insight on Ferryman fight 01:31:47 - Ferryman fight arena design 01:34:14 - Insight on "He is The Light in the Darkness" OST 01:34:47 - [QnA] is the Ferryman (and V2)actually dead 01:35:04 - [QnA] Yes, V2 is really DEAD 01:36:12 - Hakita thinks using She/her pronouns for V2 is cool 5-3 (01:36:31) 01:36:47 - Francis making the textures instead of Jericho (who usually does it) due to burnout 01:37:04 - Ocean "movement" in 5-3 01:37:31 - Insight on "Death Odyssey" OST 01:39:36 - First room + Gabriel saving the Ferryman painting design 01:40:56 - Making recognizable level design 01:41:24 - Francis' versatility of making art assets 01:43:47 - 5-3's door color indicators 01:44:15 - The reuse of the split door mechanic 01:45:53 - Red skull room's design 01:46:39 - Leviathan's foreshadowing in red skull route 01:49:12 - Backlash for red skull pedestal's secret orb, Designing diagetic spaces 01:50:46 - Level design for flipping the ship 01:51:50 - Gabriel hologram room design + Working on it with Gianni Matragano 01:55:30 - [QnA] How can Ferrymen (skulls) also be red? 01:56:49 - Insight on Rocket launcher room 01:58:25 - Scrapped plan of making the upside-down ship segments fully underwater 01:59:40 - Insight into making the rocket launcher 02:02:47 - Death Odyssey Aftermath music design 02:03:53 - Floating objects in the water can be pushed 02:07:25 - Symbolisms of the now-ruined Gabriel & Ferryman painting from the start of the level 5-4 (02:08:39) 02:08:50 - Starting elevator being flooded explanation 02:10:15 - Leviathan (fore)shadow design 02:11:33 - Seveeral scrapped plans for the level 02:12:53 - Leviathan heart being a late addition 02:13:30 - Leviathan having to be constantly nerfed, initially intended version being possibly saved for brutal 02:14:45 - Magnets causing lightning strikes being a late addition 02:15:35 - Leviathan design being constantly lengthened (by Victoria) 02:17:23 - [QnA] Leviathan's lunge being actually parriable 02:19:05 - 5-4's timer stopping right when Leviathan dies for speedrunning consistencies 02:20:00 - Leviathan's model design (it has human teeth by its sides!) -- LAYER 6 /// HERESY 6-1 (02:21:41) 02:21:43 - Heresy being unrevealed until release 02:22:31 - Francis made the heresy textures, Chain transparency issues 02:23:18 - Heresy door design 02:23:38 - Skeleton crossroads design (The skeleton was the first thing made by Victoria!) 02:25:42 - The exit actually disappears after you enter the "Blood Tube" room beyond the skleton crossroads! 02:26:31 - Heresy's (sac)religious design, refusal to use upside-down crosses for it 02:27:31 - Double virtue lava room design 02:28:45 - Removing one layer of Chord of the Crooked Saints music for every room until it goes silent for the long hallway + long hallway's ambience 02:30:07 - Heresy's skybox design 02:31:03 - Inclusion of the Glory motif in Altars of Apostasy 02:32:29 - Inclusion of Dual Wield powerup for people who are struggling 02:32:50 - A R M B O Y ! ! 02:35:13 - ULTRAKILL's room loading/deloading, Early and inexperienced days of development 02:36:47 - *An important message to aspiring game developers*, General game development talk 02:40:00 - "It's good to have both extremes [in the dev team] so we can balance each other out" 02:42:32 - Style system revamp + Nail/Blood optimizations + Future reveal 02:43:03 - "PENIS :)" Easter Egg 02:43:31 - Insight on Gabriel's "I know you're here" speech 02:45:57 - Buildup for Hideous Mass' return + Explanation for Castle Vein's inclusion 02:46:25 - Gabriel's fruity subtext within the voicwelines is recognized by the team 6-2 (02:47:13) 02:47:35 - Gabriel's speech is a splice of his best takes 02:47:58 - Considerations for slam storage shortcut getting ruined by rocket riding 02:48:53 - Platforming section used to be shorter but it had to be extended to fit Gabriel's speech's length 02:49:56 - Violence update makes it so that mid-level terminals no longer interrupted the main music 02:51:00 - Insight on Gabriel's intro fight speech 02:51:34 - Phase 2 lighting used to persist even when dying, was reverted to fit the phase transition 02:52:25 - Insight on Gabriel's fight voicelines 02:52:47 - Insight on "Death of God's Will" OST (Hakita actually rushed the song TWICE) 02:55:41 - Frustration in people saying how similar Gabe1 and Gabe2 movesets are (with the same applying to the prime souls) 02:58:01 - Hakita struggling to animate Gabriel's ending sequence 02:58:27 - More insight into Gianni's voice acting Act II End Intermission (03:00:23) 03:00:24 - Insight into making the end intermission's three paintings (The last one was finished the day before the update) 03:02:12 - Insight on First painting (Gabriel sitting on a campfire) 03:03:12 - Insight on End intermission writing's 03:05:01 - The council's behavior clarification 03:07:38 - Heavy symbolisms of "Fire" throughout the game 03:08:25 - ULTRAKILL's layered writing designed for interpretations of different levels 03:09:20 - Deviating from standard expectations of a Retro-FPS game's story and music 03:10:55 - ULTRAKILL with its own version of Christian mythology 03:13:40 - Clarification on why Gabriel isn't (or doesn't become) an atheist 03:15:43 - The last councilor design 03:17:50 - Insight on continued End intermission writing's 03:18:55 - "We all bleed the same blood" (implied to have future implications) 03:20:25 - Explanation for Gabriel showing the decapitated head to the masses 03:21:08 - Significance of adding the council in the story 03:22:07 - Insight on Last painting (the one with the "GODFIST SUICIDE" reveal) 03:23:36 - Salad joins the devstream P-2 (03:24:20) 03:25:23 - Starting environment design 03:27:17 - The invisible checkpoint, "The thesis statement of the main level" 03:28:15 - The uncompromising difficulty stance for P-2 03:29:19 - MBR/Keygen Church's collaboration with Hakita for P-2's music 03:31:46 - Double mindflayer room design 03:34:11 - Double insurrectionist encounter design, the +SCRONGLED style bonuses 03:35:43 - Blood Tunnel room design (they used to instakill!) 03:37:48 - "I don't think this is gonna be possible in Brutal, [but] I think people will find a way" 03:38:00 - Idol Stalker room design, "Every room has its punchline", The arduous development of P-2 03:41:21 - Boss buildup 03:42:00 - Boss arena design 03:42:45 - The Flesh Panopticon design + why it was skipped 03:44:17 - Sisyphus Prime's intro dialogue, Lenval Brown's voice acting 03:45:32 - Sisyphus lacking a proper parry voiceline, leading the team to improvise 03:46:02 - Lenval's accent issue with recording "KEEP THEM COMING" 03:48:20 - Sisyphus Prime's writing being more than just a mindless warmonger 03:49:15 - Sisyphus Prime's model design (by Victoria) 03:49:57 - Sisyphus' light fading away when he dies 03:50:43 - Why Sisyphus Prime doesn't have a boulder attack 03:51:42 - DATA 02 Terminal, DATA 00 to be the next one 03:52:23 - [QnA] Designing the P-2 ARG (With Victoria and MBR/Keygen Church) 03:55:23 - Heckteck and PITR leaving the devstream (To be continued) --
CONTINUATION: LAYER 7 /// VIOLENCE 7-1 (03:56:25) 03:56:25 - Subverting people's expectations again, Violence's grass not being stained by blood 03:57:30 - The use of crosses and the tree of life in ULTRAKILL 03:59:22 - The Garden of Forking Paths reference, Mannequinn design 04:00:48 - Darkening the environment during combat for clarity 04:01:47 - 7-1's book, The tree of life in similar mythologies 04:03:32 - Pre-combat environment design 04:04:58 - Mannequinn surprise encounter 04:06:35 - Hakita challenging himself with the level architecture 04:07:08 - Red skull door jank 04:07:39 - [QnA] Why the mannequinns bleed excessively 04:08:40 - [QnA] Tricking people with checkpoint placements 04:09:01 - Insight on Mannequinns crawling on ceilings (by PITR) 04:09:34 - Insight on Mannequinn idle poses 04:10:38 - Insight on Unique skull door design 04:11:15 - The Witness reference 04:12:14 - The use of grappling hooks in arenas 04:12:44 - [QnA] Insight on "The World Looks White"/"The World Looks Red" OST 04:14:44 - First appearance of the -Minotaur,- saving the surprise(s) for release 04:17:25 - -Minotaur's- soft body physics coming from... a questionable source 04:18:35 - The -Minotaur's- path of rampage 04:19:36 - The intentionally perplexing level layout, people being lost during release 04:24:51 - Big Johninator easter egg 04:27:30 - Overheal orb cerberi encounter 04:29:26 - Showing the vast scale of the labyrinth through the drops 04:29:49 - Reuse (and revamp) of trams for Violence (by PITR) 04:31:11 - 7-1 trams providing the illusion of movement 04:32:31 [QnA] Insight on "Bull of Hell" OST, Fitting the gamelan and the Aztec death whistle within the theme 04:36:52 - Insight on tram endpoint environment 04:38:24 - -Minotaur- Phase 2 design 04:40:17 - Maximum of eight lights only limit future fix (by Victoria) 04:41:24 - -Minotaur- death animation detail 7-2 (04:42:30) 04:42:28 - Insight on starting area 04:44:25 - Gutterman first encounter design 04:45:45 - [QnA] 7-2 music name change? (he forgor) 04:46:16 - Outdoor battlefield design (notice the Wrath vs. Violence difference towards the main area entrance) 04:47:52 - Insight on 7-2 clocktower (by Victoria) + actually an easter egg? + it also shows your system time! 04:49:38 - Non-damaging off-terrain providing more non-linearity 04:51:07 - Increased amount of easter eggs in Violence due to bigger scale 04:51:35 - The clocktower in its upright form + sleeping filth gag + it's also an Undertale reference 04:53:54 - The inspiration behind the "INFINITE HYPERDEATH" name 04:57:13 - Gutterman/Guttetank's Drop pod design, Swordsmachine encounter nerf 04:58:05 - Insight on Gutterman design 05:00:30 - Gutterman's inspiration with Iron Lung 05:01:02 - Clocktower also being a Heaven Pierce Her cover reference 05:03:20 - Insight on Gutterman death sfx change 05:06:32 - Music placement changes with Hear! The Siren Song Call of the Dead and 7-2 05:08:03 - Insight on labyrinth grate texture (by Jericho, also seen back in 7-1) 05:09:03 - "We're gonna need a bigger boat!" Jaws reference 05:09:12 - Tram station segment design 05:10:38 - When does an artist decide to finish their work? 05:11:05 - An Earthmover placeholder texture was used for the teaser 05:11:56 - Hakita and Victoria working on different parts of Violence in parallel 05:14:09 - Off-terrain textures reused from Wrath ocean 05:15:24 - [QnA] Why you can't shoot the landmines 05:16:09 - Having two normal enemies in 7-2 as a secret until release 05:16:38 - Guttertank's conception + side-by-side comparison with Gutterman 05:18:30 - Guttertank design: weaving in and out from its melee attacks 05:19:29 - Fitting together the hookpoint challenge rooms within the payload builing + Fuckin Finland easter egg inside the bomb 05:22:42 - Guttertank using radio chatter sfx 05:22:10 - Coincidental detail with the Final War lore and WW1 05:26:31 - The whole world being at war within itself in ULTRAKILL 05:27:07 - Insight on final room + Imp/BigrockBMP joins the devstream 7-3 (05:31:14) 05:31:21 - Insight on suicide trees (by Imp) 05:34:24 - Respecting the themes of suicide in 7-3 05:35:52 - [QnA] Why V1 only uses the flashlight in 7-3 05:36:31 - Insight on "Feed us" bloody writing 05:37:34 - 7-S entrance 05:37:34 - The Greek text behind the bloody writing 05:40:19 - Insight on "F E E D I T" tree event + the blood tree itself 05:44:09 - Skybox stars only appearing after the title reveal 05:46:02 - "Puppets" have been implemented so that they can take the form of any enemy 05:46:00 - Insight on level challenge 05:50:39 - Explanation for 7-3 infighting 05:51:53 - Explanation for the sky turning red 05:54:57 - [QnA] Why Puppets don't have their own terminal entry 05:55:31 - Insight on the water in the final room turning red (by Victoria) 7-4 (05:58:03) 05:58:20 - Terrain used to be the 7-3 forest, use of distance fog to accentuate Earthmover's scale 06:00:34 - Level development was a back-and-forth effort by Hakita and Viictoria as said in 7-2 06:01:50 - Replacing jump pads with vents to increase immersion 06:02:29 - [QnA] Why you can't climb the ladder 06:03:02 - Scrapped route for challenge 06:04:40 - Diagetic platforming with the blood exhausts + Loss reference 06:06:11 - Scrapped idea where you were launched out of a cannon 06:06:15 - Japanese safety sign showing international involvement of the war 06:08:14 - Finalized Earthmover model only needing small tweaks 06:09:56 - The "Siphon Plant Plant" 06:10:58 - Insight on 7-4's hidden book 06:13:00 - Idols inside the Earthmover 06:13:51 - "Bossfight within a bossfight" 06:16:06 - A very small hat on the Earthmover's head 06:17:13 - Insight on "War Without Reason" OST 06:20:00 - The fleshy entrails inside the Earthmover, Machines fusing with Biology 06:23:40 - Earthmover brain's design 06:24:42 - Old "Lobotomy" Earthmover instakill bug 06:26:50 - Earthmover eyes' interior, Victoria + Gorp light easter egg 06:28:40 - Earthmover brain room's interior design 06:29:51 - Insight into the "CRITICAL FAILURE" Countdown 06:30:41 - Insight into the final part of the level's music 06:32:29 - Imp and Victoria easter egg occupying both Earthmovers to (satirically) fight each other 06:34:10 - No work on Fraud layer yet, currently working on 7-S -- DEVELOPER MUSEUM (06:34:37) 06:35:00 - The background music used 06:35:51 - Why the credits became a level 06:37:30 - [QnA] Francis' plushie's pickup sfx 06:37:39 - [QnA] Developer museum inspiring Violence's design 06:39:35 - [QnA] Imp/BigrockBMP's plushie's sfx 06:40:10 - The museum's intended tranquility 06:41:58 - Unused locker room 06:42:43 - Salad's placeholder portrait 06:43:45 - Dave Oshry's statue 06:45:55 - Mandalore and the continued Size 2 gaslighting 06:46:10 - KITR!! 🐱 06:47:08 - Old weapons/weapon textures 06:47:51 - Future expansion of the museum: More old content 06:48:33 - Butterflies in the balcony 06:49:03 - The vaporwave aesthetic structure (Outside of the museum, seen at same room with the butterflies) 06:50:06 - Hidden bonsai tree 06:50:54 - ULTRAKILL Development movie poster 06:51:30 - MASSIVE FUCKING SALAD 06:52:20 - The aquarium + A diorama of the museum 06:52:52 - ULTRACHESS + Victoria designing its functionality 06:59:12 - Plastic chair + V1 plushie (Seen at the roof, nearby the chessboard) 06:59:45 - Watching the ULTRAKILL Development movie 07:02:11 - [QnA] Planned layer glowups 07:02:33 - [QnA] Plans to release Brutal difficulty and 7-S at the same time 07:02:44 - [QnA] The "SMF" acronym in Earthmover's security system 07:02:55 - The meaning behind Earthmover's "1000-THR" name 07:04:12 - JAKITO 07:08:10 - The devteam's final words before being obliterated by the beast
@@TheD736 it really is like one of these fucked up japanese mario world hacks from like 2006 that have a blind jump at the end of a 10 minute autoscroller with no checkpoints
I love how P-2's entire level design is about "how much can we fuck the player?" P-3 had better be "how can we make the player ULTRAKILL™ himself?" good stream tho! hearing the details behind each level is always interesting and funny
Gotta love Hakita's reasonings for making P-2 just amounts to "wouldn't it be funny if" and "Ha Ha now die" this is why this is one of my fav games ever.
I’ll say, making 7-4 a desert raining fire kinda makes sense because that was the third ring of the seventh layer in Inferno, it constantly rained hot rocks on the sinners because that was the punishment of “violence against god/nature”.
I love watching you guys just have fun talking about your process with making ultrakill. I can’t wait for when it becomes available on console and hope y’all continue to have a great time making this game
Lol, I didn't even know about the regular way to enter the big room in 7-4, on my first playthrough I found the secret way before the actual approach and I never tried the actual approach afterwards
I like watching a developer beat their own game from start to finish in a RUclips video. Not that he does it in this video but I'm just hinting that I want to watch a developer beat their game.
3:11:32 the common answer to this is: "hell is the natural result of not accepting god" The idea is that god created a place where those who deny him would be without him, but that existence without him is also pure torture just by its nature
"reconstruct WHAT?!" "THERE'S NOTHING LEFT!" the pure ANGER in those two sentences really confirms that the v2 is, in fact, not going to make another appearance
@@thefunny9 That's cos he neither stays at one place nor stops comboing you to death, if you don't memorise his attack patterns. Ultrakill would be one hell of a challenge without guides.
It's honestly refreshing to see how dedicated and transparent Hakita and all the other devs are with their game while AAAs tend to feel same-y with little to no communication. Hats off to yall!
Or when AAA devs do communicate it’s always in a fake and corporate way to the point anything they say is basically a riddle Hakita just says it how it is
AAA developers are usually contractualy restricted on what they can share or not about their work. That's why when there is a report about some AAA, it's sources are either anonymous or ex employees.
Unfortunately most AAA game studios don't have the luxury of time. They're churning out games year after year, and their teams are so big that it's impossible to be fully transparent anyway.
01:36:47 Hearing Hakita mention he had Francis work on 5-3 textures because Jericho was burnout shows how much more chill he is then most lead game devs.
2:55:41 I have truly NEVER understood that criticism. I'm almost convinced that the fans who say that don't even play the game, they just watch footage on youtube or something. I was able to wipe the floor with Gabe 1 and Minos but still got absolutely decked by Gabe 2 and Sisyphus respectively when I first played their fights. They have recurring conventions, sure, but they're so functionally different that... Ugh. "Give Sisyphus a weapon" how about I give you a kick in the ass
I agree. I do think Gabe 2 was easier for me but that's because I had already beaten P-1 and really pushed my abilities beforehand. Compare that to the average player who might have only just learnt how to parry properly and the difficulty scaling is fine. Sisyphus is a different story though. I can P rank P-1 fairly easily now but Sisyphus always gives me trouble. It's not just that he's as fast and brutal as Minos, he's also relentless. It's a real test of patience and nerves. No idea what people are talking about when they say they're the same.
@@ChawedMirthPrattEnterprise people forget gabe 2 is easier when you spent the past months in the cybergrind, but to a new player it was a new challenge.
@@zebefreod871as someone who spent a lot of time in the community, but only recently started actually playing the game, I can for sure say, that even gabe 1 wiped floor with me on violence. Main problem with ultrakill community is that the most prominent people in it are too skilled compared to average player. Their gameplay makes game look easier than it is, and as it is in all the game communities, half the people never even played the game and only watch RUclips videos. So you get a feedback loop of people seeing pro gameplay, thinking the game is too easy, and people who aren't as skilled being too afraid to speak. A war without reason. Commune with no player. Ripping the weak and looking at strong. Null ouroboros. Self feeding machine. This is the only way it could have ended.
@@zebefreod871 I spent most of my time in the demo lol, then I got the actual game, 3 days later p ranked minos, then gabe 2nd fight was too easy but his 1st actually surprised me, so I agree an average player will get demolished in the 2nd fight.
I love how in 7-1, the room filled with mannequins is obviously designed to appear as if you will have to fight them all, because it made me assume if there are that many mannequins then they must be a fodder enemy. The next room shows they are not, in fact, a fodder enemy
@@Arman_914 And die isntantly to parries, getting punched mid-air, and have a severe weakness to being shot with piercing weapons. It's just TOUGHER fodder, like the Schism.
Thank you Hakita and thanks to your team for those credits at the museum, they inspire me a lot and help me to believe again in my dreams. Thank you for your work, it really help me going through during hard times. But specially ty for 2-S, you make me realize something that, to put it simple... Thank you Hakita, really really thank you, you saved my life, and i can not thank you enough for that.
I always wondered how many black goats Hakita sacrificed to get every update going, and with the credit world added, I now discovered that they weren't goats after all! Thanks for your work and your entire team on this amazing game, Hakita.
I suppose that one of the two desires: To kill someone, and to be horny, usually are the most powerful motivatiors out there and can result in the most effort being put into something. In short: Horni makes people simulate jiggle physics correctly
For 7-3, I can’t imagine how difficult it was to be careful with creating a level like this. As Imp said, it hits a lot closer to home for some people. Forgive me if I rant a little, but I feel as if this is necessary. This is the moments leading up to the reveal of 7-3 and my first playthrough of it. On August 26, 2023 at 6:00 pm central I was in the middle of a Ghosts of the Deep Dungeon run with my other 2 brothers (I’m an identical triplet). It was our first time playing together in a few months since one of them was in BMT at the time. We got halfway through the Dungeon and then one of us was getting a call from our dad. It started with one, then got to the other, but only one at a time. Eventually our dad got us all 3 into a call, and once he verified we were all there, he told us why he called: Our adopted brother committed suicide the night before. We were paralyzed by the news. Grief didn’t settle in immediately for us. We were still processing the information. Shortly afterward, one of our buddies got into our Discord call. He said “Hello” and what not, but we didn’t respond, not yet. After we had a moment, we told him to wait a bit. Normally all 3 of us are positive and give others joy when they need it. But at precisely the moment we were no longer joyous in our buddy’s presence, that’s when he knew something was wrong. After the call with our dad, we acknowledged our buddy. But again, he knew from our tone that something was off. He asked if it was safe for us to tell him. We said yes and told him. Fast-forward a few months just before Halloween, the teaser for 7-3 was revealed. I had been looking into Dante’s Inferno a few weeks beforehand and knew that the Second Circle of Violence was going to be in the game in some way. When we got the teaser, I couldn’t help but almost cry. The teaser alone convinced me that you and the other devs were going to pull it off. That was the only teaser we got, but it probably was for the better. Fast-forward to the update’s release. I had just got done with 7-2 and the second I saw the load-in system that tells you where you are at, I audibly said, “Oh shit we’re *here* now”. When I loaded in, I thought a Jumpscare was going to happen, but thankfully there wasn’t one. I continued through the level, and every time I had fed one of the trees, I’d toss a coin near the base of it, showing my respect to the level’s theme. By the end of the level, I was a changed man. Hakita, thank you. Thank you for allowing me to show my respect to my adopted brother one last time. Thank you, and keep up the phenomenal work.
@@poll4091you are a horrible person if you think what you just said is appropriate this guy's brother fucking killed himself and you just got up to his face and said "i dont care" do you realize what you have just said to him?
i'm sorry for your loss man, the gap between august, december and the month i'm replying in, that being april, is large so a lot has probably happened, but i hope you and your brothers are doing ok man.
I like ultrakill In the fact that it gave the Dante's inferno poem a bit of a modern spin without really sacrificing the Original Aesthetics (Violence being an excellent example with war against neighbours having massive modern day machines)
I love how Hakita's making these dev commentaries. Seeing the dev's vision on certain parts of the game really gives you insight and lets you appreciate those parts even more. By the way, thank you so much for creating this game. Genuinely one of the greatest games ever. Keep up the good work, you and everyone involved.
@@uzumazin5099 And it would make sense. Fraud is the concept of something not being how it seems on the surface, so a bunch of messed up geometry and confusing Non-Euclidean layouts would be perfect.
Love how the thought process behind P-2’s hellish encounters was “I thought it would be funny.” The blessed Stalker in the final arena is pure schadenfreude.
6:15:44 I always felt like this part was heavily inspired by the Interloper chapter in Black Mesa, where you go against everything in the elevator/lift to Nihilant, the soundtrack before going to the elevator, and the inside of the Earthmover being quite close to the tower.
Now this explains why I found every players' reaction fucking hilarious in Weezer room, Double Insurrectionist room, Double Mindflayer room, and every enemy sanded room
Hakita, I have but one humble request: When loading a level, make the initial fall's momentum as great as a slam storage's momentum, so we can just reset the level and fly out fast instead of doing an awkward wall hump every time we want to do a level fast. Know what I'm falling asleep to tonight! :D
Devstream Timestamps (continuation will be added soon later in replies)
LAYER 5 /// WRATH
5-1 (00:09:59)
00:10:14 - Better collision detection for concave walls in starting cave (by PITR)
00:12:00 - Limitations on the lighting system
00:13:05 - Manmade architecture in the level design
00:14:10 - Insight on Blue Hookpoints + Starting caved used to be shorter
00:16:29 - Insight on "Deep Blue" OST
00:19:35 - Scrapped challenge route in the main room
00:20:37 - Buggy seaweed textures
00:21:10 - Door hatches + Insight on Water Passages
00:23:30 - Water levels and Hakita's obsession with making shitty things good
00:25:39 - Middle skull room's design
00:26:03 - [QnA] The underwater effects
00:28:51 - Unvisited room indicator for the skull rooms
00:29:15 - Right skull room's design
00:29:53 - Workflow setup for ULTRAKILL Dev
00:30:45 - The level's blue & green theme
00:31:14 - Last arena design + Sentry design
5-S (00:37:53)
00:38:10 - The making of 5-S (by PITR)
00:39:00 - [Satire] Hakita having issues "petting" the fish (he turns into a caveman for 30 seconds)
00:39:55 - [Satire] Hakita's "It's PITR Fish! NOW FUCKIN DIE!"
00:40:28 - Bait system explanation
00:40:45 - PITR doing the omnomnomnom sfx
00:41:05 - Size 2 bunker design
00:43:10 - Fish terminal entries
00:43:38 - Simplicity of 5-S' music
00:44:25 - 5-S house design
00:45:45 - Flesh cave design
00:46:08 - Early test builds
00:46:58 - 5-S Fishes not using the standard PSX shader
00:47:28 - [QnA] 5-S' difficulty design
00:51:12 - Blahaj in 5-S
00:52:16 - [QnA] 5-S being leaked
00:52:45 - Size 2 + gaslighting
00:54:08 - PITR made the 144p video at the end
00:54:44 - Testament IV and its tonal whiplash
5-2 (01:04:55)
01:05:03 - Design behind the initial absence of music
01:05:49 - Ocean surface textures
01:07:22 - Early designs of the starting rock tower
01:09:04 - The Lighthouse reference
01:10:14 - Difficulties in designing limited spaces, Shifting to indoors within the level
01:11:14 - Why the first idol is on a table
01:11:45 - Ferryman's diary and its earlier iterations
01:15:03 - Pronoun use in biblical speech clashing with Gabriel's lack of pronouns
01:17:58 - Gloomwood table reference
01:19:07 - Double idol room design
01:21:46 - The "bell" that summons the ship
01:22:48 - Red skull room's (sadistic) design
01:24:04 - Ship design (by Victoria)
01:27:58 - Florp + Jakito easter egg
01:28:58 - Insight on 5-2's Challenge
01:30:04 - Insight on Ferryman fight
01:31:47 - Ferryman fight arena design
01:34:14 - Insight on "He is The Light in the Darkness" OST
01:34:47 - [QnA] is the Ferryman (and V2)actually dead
01:35:04 - [QnA] Yes, V2 is really DEAD
01:36:12 - Hakita thinks using She/her pronouns for V2 is cool
5-3 (01:36:31)
01:36:47 - Francis making the textures instead of Jericho (who usually does it) due to burnout
01:37:04 - Ocean "movement" in 5-3
01:37:31 - Insight on "Death Odyssey" OST
01:39:36 - First room + Gabriel saving the Ferryman painting design
01:40:56 - Making recognizable level design
01:41:24 - Francis' versatility of making art assets
01:43:47 - 5-3's door color indicators
01:44:15 - The reuse of the split door mechanic
01:45:53 - Red skull room's design
01:46:39 - Leviathan's foreshadowing in red skull route
01:49:12 - Backlash for red skull pedestal's secret orb, Designing diagetic spaces
01:50:46 - Level design for flipping the ship
01:51:50 - Gabriel hologram room design + Working on it with Gianni Matragano
01:55:30 - [QnA] How can Ferrymen (skulls) also be red?
01:56:49 - Insight on Rocket launcher room
01:58:25 - Scrapped plan of making the upside-down ship segments fully underwater
01:59:40 - Insight into making the rocket launcher
02:02:47 - Death Odyssey Aftermath music design
02:03:53 - Floating objects in the water can be pushed
02:07:25 - Symbolisms of the now-ruined Gabriel & Ferryman painting from the start of the level
5-4 (02:08:39)
02:08:50 - Starting elevator being flooded explanation
02:10:15 - Leviathan (fore)shadow design
02:11:33 - Seveeral scrapped plans for the level
02:12:53 - Leviathan heart being a late addition
02:13:30 - Leviathan having to be constantly nerfed, initially intended version being possibly saved for brutal
02:14:45 - Magnets causing lightning strikes being a late addition
02:15:35 - Leviathan design being constantly lengthened (by Victoria)
02:17:23 - [QnA] Leviathan's lunge being actually parriable
02:19:05 - 5-4's timer stopping right when Leviathan dies for speedrunning consistencies
02:20:00 - Leviathan's model design (it has human teeth by its sides!)
--
LAYER 6 /// HERESY
6-1 (02:21:41)
02:21:43 - Heresy being unrevealed until release
02:22:31 - Francis made the heresy textures, Chain transparency issues
02:23:18 - Heresy door design
02:23:38 - Skeleton crossroads design (The skeleton was the first thing made by Victoria!)
02:25:42 - The exit actually disappears after you enter the "Blood Tube" room beyond the skleton crossroads!
02:26:31 - Heresy's (sac)religious design, refusal to use upside-down crosses for it
02:27:31 - Double virtue lava room design
02:28:45 - Removing one layer of Chord of the Crooked Saints music for every room until it goes silent for the long hallway + long hallway's ambience
02:30:07 - Heresy's skybox design
02:31:03 - Inclusion of the Glory motif in Altars of Apostasy
02:32:29 - Inclusion of Dual Wield powerup for people who are struggling
02:32:50 - A R M B O Y ! !
02:35:13 - ULTRAKILL's room loading/deloading, Early and inexperienced days of development
02:36:47 - *An important message to aspiring game developers*, General game development talk
02:40:00 - "It's good to have both extremes [in the dev team] so we can balance each other out"
02:42:32 - Style system revamp + Nail/Blood optimizations + Future reveal
02:43:03 - "PENIS :)" Easter Egg
02:43:31 - Insight on Gabriel's "I know you're here" speech
02:45:57 - Buildup for Hideous Mass' return + Explanation for Castle Vein's inclusion
02:46:25 - Gabriel's fruity subtext within the voicwelines is recognized by the team
6-2 (02:47:13)
02:47:35 - Gabriel's speech is a splice of his best takes
02:47:58 - Considerations for slam storage shortcut getting ruined by rocket riding
02:48:53 - Platforming section used to be shorter but it had to be extended to fit Gabriel's speech's length
02:49:56 - Violence update makes it so that mid-level terminals no longer interrupted the main music
02:51:00 - Insight on Gabriel's intro fight speech
02:51:34 - Phase 2 lighting used to persist even when dying, was reverted to fit the phase transition
02:52:25 - Insight on Gabriel's fight voicelines
02:52:47 - Insight on "Death of God's Will" OST (Hakita actually rushed the song TWICE)
02:55:41 - Frustration in people saying how similar Gabe1 and Gabe2 movesets are (with the same applying to the prime souls)
02:58:01 - Hakita struggling to animate Gabriel's ending sequence
02:58:27 - More insight into Gianni's voice acting
Act II End Intermission (03:00:23)
03:00:24 - Insight into making the end intermission's three paintings (The last one was finished the day before the update)
03:02:12 - Insight on First painting (Gabriel sitting on a campfire)
03:03:12 - Insight on End intermission writing's
03:05:01 - The council's behavior clarification
03:07:38 - Heavy symbolisms of "Fire" throughout the game
03:08:25 - ULTRAKILL's layered writing designed for interpretations of different levels
03:09:20 - Deviating from standard expectations of a Retro-FPS game's story and music
03:10:55 - ULTRAKILL with its own version of Christian mythology
03:13:40 - Clarification on why Gabriel isn't (or doesn't become) an atheist
03:15:43 - The last councilor design
03:17:50 - Insight on continued End intermission writing's
03:18:55 - "We all bleed the same blood" (implied to have future implications)
03:20:25 - Explanation for Gabriel showing the decapitated head to the masses
03:21:08 - Significance of adding the council in the story
03:22:07 - Insight on Last painting (the one with the "GODFIST SUICIDE" reveal)
03:23:36 - Salad joins the devstream
P-2 (03:24:20)
03:25:23 - Starting environment design
03:27:17 - The invisible checkpoint, "The thesis statement of the main level"
03:28:15 - The uncompromising difficulty stance for P-2
03:29:19 - MBR/Keygen Church's collaboration with Hakita for P-2's music
03:31:46 - Double mindflayer room design
03:34:11 - Double insurrectionist encounter design, the +SCRONGLED style bonuses
03:35:43 - Blood Tunnel room design (they used to instakill!)
03:37:48 - "I don't think this is gonna be possible in Brutal, [but] I think people will find a way"
03:38:00 - Idol Stalker room design, "Every room has its punchline", The arduous development of P-2
03:41:21 - Boss buildup
03:42:00 - Boss arena design
03:42:45 - The Flesh Panopticon design + why it was skipped
03:44:17 - Sisyphus Prime's intro dialogue, Lenval Brown's voice acting
03:45:32 - Sisyphus lacking a proper parry voiceline, leading the team to improvise
03:46:02 - Lenval's accent issue with recording "KEEP THEM COMING"
03:48:20 - Sisyphus Prime's writing being more than just a mindless warmonger
03:49:15 - Sisyphus Prime's model design (by Victoria)
03:49:57 - Sisyphus' light fading away when he dies
03:50:43 - Why Sisyphus Prime doesn't have a boulder attack
03:51:42 - DATA 02 Terminal, DATA 00 to be the next one
03:52:23 - [QnA] Designing the P-2 ARG (With Victoria and MBR/Keygen Church)
03:55:23 - Heckteck and PITR leaving the devstream
(To be continued)
--
CONTINUATION:
LAYER 7 /// VIOLENCE
7-1 (03:56:25)
03:56:25 - Subverting people's expectations again, Violence's grass not being stained by blood
03:57:30 - The use of crosses and the tree of life in ULTRAKILL
03:59:22 - The Garden of Forking Paths reference, Mannequinn design
04:00:48 - Darkening the environment during combat for clarity
04:01:47 - 7-1's book, The tree of life in similar mythologies
04:03:32 - Pre-combat environment design
04:04:58 - Mannequinn surprise encounter
04:06:35 - Hakita challenging himself with the level architecture
04:07:08 - Red skull door jank
04:07:39 - [QnA] Why the mannequinns bleed excessively
04:08:40 - [QnA] Tricking people with checkpoint placements
04:09:01 - Insight on Mannequinns crawling on ceilings (by PITR)
04:09:34 - Insight on Mannequinn idle poses
04:10:38 - Insight on Unique skull door design
04:11:15 - The Witness reference
04:12:14 - The use of grappling hooks in arenas
04:12:44 - [QnA] Insight on "The World Looks White"/"The World Looks Red" OST
04:14:44 - First appearance of the -Minotaur,- saving the surprise(s) for release
04:17:25 - -Minotaur's- soft body physics coming from... a questionable source
04:18:35 - The -Minotaur's- path of rampage
04:19:36 - The intentionally perplexing level layout, people being lost during release
04:24:51 - Big Johninator easter egg
04:27:30 - Overheal orb cerberi encounter
04:29:26 - Showing the vast scale of the labyrinth through the drops
04:29:49 - Reuse (and revamp) of trams for Violence (by PITR)
04:31:11 - 7-1 trams providing the illusion of movement
04:32:31 [QnA] Insight on "Bull of Hell" OST, Fitting the gamelan and the Aztec death whistle within the theme
04:36:52 - Insight on tram endpoint environment
04:38:24 - -Minotaur- Phase 2 design
04:40:17 - Maximum of eight lights only limit future fix (by Victoria)
04:41:24 - -Minotaur- death animation detail
7-2 (04:42:30)
04:42:28 - Insight on starting area
04:44:25 - Gutterman first encounter design
04:45:45 - [QnA] 7-2 music name change? (he forgor)
04:46:16 - Outdoor battlefield design (notice the Wrath vs. Violence difference towards the main area entrance)
04:47:52 - Insight on 7-2 clocktower (by Victoria) + actually an easter egg? + it also shows your system time!
04:49:38 - Non-damaging off-terrain providing more non-linearity
04:51:07 - Increased amount of easter eggs in Violence due to bigger scale
04:51:35 - The clocktower in its upright form + sleeping filth gag + it's also an Undertale reference
04:53:54 - The inspiration behind the "INFINITE HYPERDEATH" name
04:57:13 - Gutterman/Guttetank's Drop pod design, Swordsmachine encounter nerf
04:58:05 - Insight on Gutterman design
05:00:30 - Gutterman's inspiration with Iron Lung
05:01:02 - Clocktower also being a Heaven Pierce Her cover reference
05:03:20 - Insight on Gutterman death sfx change
05:06:32 - Music placement changes with Hear! The Siren Song Call of the Dead and 7-2
05:08:03 - Insight on labyrinth grate texture (by Jericho, also seen back in 7-1)
05:09:03 - "We're gonna need a bigger boat!" Jaws reference
05:09:12 - Tram station segment design
05:10:38 - When does an artist decide to finish their work?
05:11:05 - An Earthmover placeholder texture was used for the teaser
05:11:56 - Hakita and Victoria working on different parts of Violence in parallel
05:14:09 - Off-terrain textures reused from Wrath ocean
05:15:24 - [QnA] Why you can't shoot the landmines
05:16:09 - Having two normal enemies in 7-2 as a secret until release
05:16:38 - Guttertank's conception + side-by-side comparison with Gutterman
05:18:30 - Guttertank design: weaving in and out from its melee attacks
05:19:29 - Fitting together the hookpoint challenge rooms within the payload builing + Fuckin Finland easter egg inside the bomb
05:22:42 - Guttertank using radio chatter sfx
05:22:10 - Coincidental detail with the Final War lore and WW1
05:26:31 - The whole world being at war within itself in ULTRAKILL
05:27:07 - Insight on final room + Imp/BigrockBMP joins the devstream
7-3 (05:31:14)
05:31:21 - Insight on suicide trees (by Imp)
05:34:24 - Respecting the themes of suicide in 7-3
05:35:52 - [QnA] Why V1 only uses the flashlight in 7-3
05:36:31 - Insight on "Feed us" bloody writing
05:37:34 - 7-S entrance
05:37:34 - The Greek text behind the bloody writing
05:40:19 - Insight on "F E E D I T" tree event + the blood tree itself
05:44:09 - Skybox stars only appearing after the title reveal
05:46:02 - "Puppets" have been implemented so that they can take the form of any enemy
05:46:00 - Insight on level challenge
05:50:39 - Explanation for 7-3 infighting
05:51:53 - Explanation for the sky turning red
05:54:57 - [QnA] Why Puppets don't have their own terminal entry
05:55:31 - Insight on the water in the final room turning red (by Victoria)
7-4 (05:58:03)
05:58:20 - Terrain used to be the 7-3 forest, use of distance fog to accentuate Earthmover's scale
06:00:34 - Level development was a back-and-forth effort by Hakita and Viictoria as said in 7-2
06:01:50 - Replacing jump pads with vents to increase immersion
06:02:29 - [QnA] Why you can't climb the ladder
06:03:02 - Scrapped route for challenge
06:04:40 - Diagetic platforming with the blood exhausts + Loss reference
06:06:11 - Scrapped idea where you were launched out of a cannon
06:06:15 - Japanese safety sign showing international involvement of the war
06:08:14 - Finalized Earthmover model only needing small tweaks
06:09:56 - The "Siphon Plant Plant"
06:10:58 - Insight on 7-4's hidden book
06:13:00 - Idols inside the Earthmover
06:13:51 - "Bossfight within a bossfight"
06:16:06 - A very small hat on the Earthmover's head
06:17:13 - Insight on "War Without Reason" OST
06:20:00 - The fleshy entrails inside the Earthmover, Machines fusing with Biology
06:23:40 - Earthmover brain's design
06:24:42 - Old "Lobotomy" Earthmover instakill bug
06:26:50 - Earthmover eyes' interior, Victoria + Gorp light easter egg
06:28:40 - Earthmover brain room's interior design
06:29:51 - Insight into the "CRITICAL FAILURE" Countdown
06:30:41 - Insight into the final part of the level's music
06:32:29 - Imp and Victoria easter egg occupying both Earthmovers to (satirically) fight each other
06:34:10 - No work on Fraud layer yet, currently working on 7-S
--
DEVELOPER MUSEUM (06:34:37)
06:35:00 - The background music used
06:35:51 - Why the credits became a level
06:37:30 - [QnA] Francis' plushie's pickup sfx
06:37:39 - [QnA] Developer museum inspiring Violence's design
06:39:35 - [QnA] Imp/BigrockBMP's plushie's sfx
06:40:10 - The museum's intended tranquility
06:41:58 - Unused locker room
06:42:43 - Salad's placeholder portrait
06:43:45 - Dave Oshry's statue
06:45:55 - Mandalore and the continued Size 2 gaslighting
06:46:10 - KITR!! 🐱
06:47:08 - Old weapons/weapon textures
06:47:51 - Future expansion of the museum: More old content
06:48:33 - Butterflies in the balcony
06:49:03 - The vaporwave aesthetic structure (Outside of the museum, seen at same room with the butterflies)
06:50:06 - Hidden bonsai tree
06:50:54 - ULTRAKILL Development movie poster
06:51:30 - MASSIVE FUCKING SALAD
06:52:20 - The aquarium + A diorama of the museum
06:52:52 - ULTRACHESS + Victoria designing its functionality
06:59:12 - Plastic chair + V1 plushie (Seen at the roof, nearby the chessboard)
06:59:45 - Watching the ULTRAKILL Development movie
07:02:11 - [QnA] Planned layer glowups
07:02:33 - [QnA] Plans to release Brutal difficulty and 7-S at the same time
07:02:44 - [QnA] The "SMF" acronym in Earthmover's security system
07:02:55 - The meaning behind Earthmover's "1000-THR" name
07:04:12 - JAKITO
07:08:10 - The devteam's final words before being obliterated by the beast
How did you timestamp almost 4 hours of the stream in such a short amount of time, 50 minutes to be exact?
Thank you
Holly shit
Thank you🙏🙏
I cant believe Hakita is 6 years old now! They grow up so fast
amazing
Cracking cheese gromit
MUG SPOTTED
ive spotted a fellow mug
@@kitt5234 my man
P-2's arenas being designed around the principle of "wouldn't it be funny if" makes so much sense
It has the vibe of a mario rom hack and I love it
@@TheD736 it really is like one of these fucked up japanese mario world hacks from like 2006 that have a blind jump at the end of a 10 minute autoscroller with no checkpoints
is there a timestamp where he specifically says that?
@@Wobbmin Sprinkled around each arena, it's pretty easy to find them if you just watch through it.
First time hearing hakita's voice and it's 100/10
btw he looks exactly like his profile picture, don't know how he codes with his dinosaur arms
i really like his accent, its iconic and very present but it also makes his pronunciation very clear ironically enough
@@ionisator1the finnish accent is a top teir accent, it has such a pleasent rythem to it.
@@sv_cheats1 forget that, how does he play guitar
@@THEKHAYYYAM feet
you uploaded this right before my lunch, thank you ❤
How many calories is in your lunch, if you need 7 hours video for it?
@@astarottoratsa3820 5 gazillion
this entire stream has me convinced that P-3 will be an entire act, including a secret ice skating level.
Hakita's English pronunciation has improved a lot
I love how P-2's entire level design is about "how much can we fuck the player?"
P-3 had better be "how can we make the player ULTRAKILL™ himself?"
good stream tho! hearing the details behind each level is always interesting and funny
Gotta love Hakita's reasonings for making P-2 just amounts to "wouldn't it be funny if" and "Ha Ha now die" this is why this is one of my fav games ever.
4:58:37 Человек-Танк 💪
Никита, спасибо за детство
внатуре спасибо
New ultrakill content
52:10 that’s great. It actually keeps track and shows Hakita with size 2 fish on the leaderboard
I’ll say, making 7-4 a desert raining fire kinda makes sense because that was the third ring of the seventh layer in Inferno, it constantly rained hot rocks on the sinners because that was the punishment of “violence against god/nature”.
The stream was extremely laggy for me so thank you for uploading
I cant wait to see this game in full glory
I love watching you guys just have fun talking about your process with making ultrakill. I can’t wait for when it becomes available on console and hope y’all continue to have a great time making this game
1:35:30
hakita literally become LTG when talking about V2, he even get the lightning powers
Lol, I didn't even know about the regular way to enter the big room in 7-4, on my first playthrough I found the secret way before the actual approach and I never tried the actual approach afterwards
Hakita my beloved
Ah, right when I finished the first one and wishing for more, this godsend comes down for me to bingewatch 5 times while making my own game.
P-2 Is basically Hakita being sadistic
1:35:30 i like how the lighting strike after he said “ *RECONSTRUCT WHAT* “
I like watching a developer beat their own game from start to finish in a RUclips video. Not that he does it in this video but I'm just hinting that I want to watch a developer beat their game.
3:11:32 the common answer to this is: "hell is the natural result of not accepting god" The idea is that god created a place where those who deny him would be without him, but that existence without him is also pure torture just by its nature
So like are we not gonna talk about the nuttertank
Y’all are breathtaking!❤
4:21:53 reason why there are 2 streetcleaners around the corner
4:58:36 chelovek-tank)
got all 5 secrets in 7-1 on my first run (i was secret focused, they where really fun to find naturally), amazing level
This is truly a ultrakill developer's commentary
4:40:38 Actually you can stand behind that skeleton, and see that the mannequins teleport as you pick up the skull
33:08 Bootery (buttery? But that's an actual word, so probably not)
the only way i think v2 could appear again is in a bucket that when you hit it, it falls
i WILL be watching this whole thing
3:37:53 People have done P-2 with all enemies being on radiant 2.
On the toilet currently
Same
With the "Reconstruct WHAT" comment, I am left to assume that Claire de Étoile will be vs V3.
1:43:05 did hakita just say pregnancy???
😭i think he said crazy
1:35:30 - "RECONSTRUCT _WHAT_ ?!" *[lightning strike of the gods]*
Need this into a video meme
You should RECONSTRUCT yourself NOW
@@MageBurgerI want to make it, but my pc is taken away
Rey Hunter just made it
that lightning strike was timed so perfectly holy crap
"reconstruct WHAT?!"
"THERE'S NOTHING LEFT!"
the pure ANGER in those two sentences really confirms that the v2 is, in fact, not going to make another appearance
Puppet mechanic: Are you sure about that?
The ULTRAKILL modders:
Its reverse psychology which means hes definitely coming back. This is a joke btw
@@nonymouswisp8176 hakita subliminal messaging real
@@epictrollmanmoment7-4F Claire d'Eclipse exists now! We are so V2back!
Hakita spotted trying to parry with the knuckleblaster 5:06:45
PITR caught trying to railcoin with the drill
My goat...
WASHED!!!
Lebron James too
Blud will have to beat the fraud alligetions before fully releasing the layer🤓
Fraudkita
This confirms Hakita is at least 6 years old
I like your pfp
Nice pfp
your profile picture is cool
Cool pfp
mid pfp
Wow, Gianni is so humble he pretended to be multiple people to hide how he made this game all by himself! What a fella!
he can even do feminine voices now
He already does feminine voices. Have you not played 3-2 or 6-2.@@cycy8699
Thanks to tommy tallarico for veing the first American to work on ultrakill!
@gabbie07 His mother must be very proud
Is that a reference to another video @@cycy8699? Link me if it is, I reckon that'd be p funny to hear.
I like the concept that every time you parry Sisyphus he just clears his throat and continues fighting as if all you did was merely interrupt him
hes like 'oh well guess i wont then'
I thought he moaned in pleasure every time you parried him. Make of that what you will.
Meanwhile minos acts like he got hit with the meanest punch
@@thefunny9 That's cos he neither stays at one place nor stops comboing you to death, if you don't memorise his attack patterns. Ultrakill would be one hell of a challenge without guides.
It's honestly refreshing to see how dedicated and transparent Hakita and all the other devs are with their game while AAAs tend to feel same-y with little to no communication. Hats off to yall!
this is the valor of Indies
Or when AAA devs do communicate it’s always in a fake and corporate way to the point anything they say is basically a riddle
Hakita just says it how it is
AAA developers are usually contractualy restricted on what they can share or not about their work.
That's why when there is a report about some AAA, it's sources are either anonymous or ex employees.
*cough cough* Team Cherry *cough cough*
Unfortunately most AAA game studios don't have the luxury of time. They're churning out games year after year, and their teams are so big that it's impossible to be fully transparent anyway.
I love this line of thought with P-2 - "I made this because it would be funny"
And "it wouldn't be intense or insane enough with just one of this enemy" lmao
01:36:47
Hearing Hakita mention he had Francis work on 5-3 textures because Jericho was burnout shows how much more chill he is then most lead game devs.
crazy that this isn't normal tho
@@spawel1burnout isn’t normal?
@@shockingrenz4360he meant to allow burnout people to take breaks
Guy who made the ultrakill lore video spotted in hakita comment section?!?!?!
And we have reconstruct WHAT?! THERE’S NOTHING LEFT!
I hope P-3 gets the biggest and most complex door in the entire game
The door is the boss
Then PP which requires you to get P rank in all the P levels which has the smallest door in the world.
The door requires completion of a 10x10 5 colour 1-s puzzle to open
The door will be a hole in the wall level
This 100% has to be a thing @@115zombies935
i'm glad heckteck made ultrakill alone and without anyone's help
I'm glad the block in 5-1 made ultrakill alone and without anyone's help
I'm glad the brain in 7-4 made ULTRAKILL alone without anyone's help
I'm glad hakita and the new blood team made ultrakill alone and without anyone's help
I'm glad Tommy Tallarico made ULTRAKILL alone and without help. His mom is very proud
im glad hakita hakita hakita hakita and hakita hakita hakita
4:28:00
Hakita: I forgot to get the skull to open this door.
Also Hakita: * no clips through entire level *
Man could've no clip thru the door
i think it's called 'playtesting'
36:15 that room is exactly what ruined my day by killing two of my attempts to touch no water. glad to see that malice was thought through.
Were you attempting no shower speedrun?
@@saladcat8305the in-game challenge for that level is "don't touch any water" (this is a water level)
I just used the secret exit so I didn’t have to deal with that bullshit
2:55:41 I have truly NEVER understood that criticism. I'm almost convinced that the fans who say that don't even play the game, they just watch footage on youtube or something. I was able to wipe the floor with Gabe 1 and Minos but still got absolutely decked by Gabe 2 and Sisyphus respectively when I first played their fights. They have recurring conventions, sure, but they're so functionally different that... Ugh.
"Give Sisyphus a weapon" how about I give you a kick in the ass
I agree. I do think Gabe 2 was easier for me but that's because I had already beaten P-1 and really pushed my abilities beforehand. Compare that to the average player who might have only just learnt how to parry properly and the difficulty scaling is fine.
Sisyphus is a different story though. I can P rank P-1 fairly easily now but Sisyphus always gives me trouble. It's not just that he's as fast and brutal as Minos, he's also relentless. It's a real test of patience and nerves. No idea what people are talking about when they say they're the same.
@@ChawedMirthPrattEnterprise people forget gabe 2 is easier when you spent the past months in the cybergrind, but to a new player it was a new challenge.
@@zebefreod871as someone who spent a lot of time in the community, but only recently started actually playing the game, I can for sure say, that even gabe 1 wiped floor with me on violence.
Main problem with ultrakill community is that the most prominent people in it are too skilled compared to average player. Their gameplay makes game look easier than it is, and as it is in all the game communities, half the people never even played the game and only watch RUclips videos.
So you get a feedback loop of people seeing pro gameplay, thinking the game is too easy, and people who aren't as skilled being too afraid to speak.
A war without reason. Commune with no player.
Ripping the weak and looking at strong.
Null ouroboros. Self feeding machine.
This is the only way it could have ended.
@@zebefreod871 I spent most of my time in the demo lol, then I got the actual game, 3 days later p ranked minos, then gabe 2nd fight was too easy but his 1st actually surprised me, so I agree an average player will get demolished in the 2nd fight.
I got the game after p2 released and gabe 2 was so much easier than gabe 1 for me@zebefreod871
5:06:45 HAKITA spotted trying to PARRY with the KNUCKLEBLASTER
INSANE DEVELOPER fails at UNDERSTANDING MECHANICS in his OWN GAME
ultrakill dev HAKITA confirmed to be MASSIVE NINCOMPOOP, fans call for RITUAL DISEMBOWELMENT
Nuh uh he was destroying the guttermans shield
@@Dacstunes R/woooosh
sometimes im like "i should go back to ultrakill" but then read comments like these
1:35:32 "reconstruct WHAT???" ⚡⛈
i immedaitely though of the LTG lightning meme
actual god of the game
Big "SELL HOUSES TO WHO BEN? FUCKING AQUAMAN?" and "WITNESS PROTECTION FROM WHAT?" energy.
the lightning being on time is the cherry on top
The timing of the thunder too
Babe wake up Hakita uploaded
Not existing isn't a valid excuse
how did i not think of this
i'll go wake up mine, no bullshit excuses
C'mon 100 trillion dollars, where were you?
I love how in 7-1, the room filled with mannequins is obviously designed to appear as if you will have to fight them all, because it made me assume if there are that many mannequins then they must be a fodder enemy.
The next room shows they are not, in fact, a fodder enemy
they are though?
@@infectiousmoth insanely fast, lots of health, fast punches, spawn health seekers, usually appear in groups of 2 to 4, and can climb walls
@@Arman_914
And die isntantly to parries, getting punched mid-air, and have a severe weakness to being shot with piercing weapons.
It's just TOUGHER fodder, like the Schism.
@@fallongarens6734 fair
@@fallongarens6734Filth Primes
Hakita, there is one very essential thing for Heresy. Please Hakita, make the organ playable after the bossfight with Gabriel.
the organ gets replaced by the level exit
@@infectiousmoth Check again buddy. Over the exit there's still the organ
@@infectiousmothThe organ is lifted up to make way for the exit.
@@infectiousmoth Play it during the fight. Nothing says confidence like "I am going to play an instrument in combat"
@@mateigabrielzaharia4842 oh, my bad
Thank you Hakita and thanks to your team for those credits at the museum, they inspire me a lot and help me to believe again in my dreams.
Thank you for your work, it really help me going through during hard times.
But specially ty for 2-S, you make me realize something that, to put it simple... Thank you Hakita, really really thank you,
you saved my life, and i can not thank you enough for that.
This is the best timeline!
3:49:33 I love this sentence so much
Emotional support twink
Thank you father
Thank you father
Father help
help father
child of man
Save me father
Honey wake up, new Hakita Developer Commentary just drop.
Not existing isn't a valid excuse
there's a legendary clip
1:35:30 (i think): RECONSTRUCT
W H A T ?
I always wondered how many black goats Hakita sacrificed to get every update going, and with the credit world added, I now discovered that they weren't goats after all!
Thanks for your work and your entire team on this amazing game, Hakita.
It takes at least 4 squirrels and a urayuli for this magnitude of gaming
black goat's are very good to sacrafice, i think you just need 2 to get a grizzly on the field.
inscryption reference
HAKITA I LOVE YOU I HAVE 739 HOURS IN ULTRAKILL
Edit: iT'S NOW 800
You probably did all the P and has the biggest PP in real life
touch grass, please
FIRE IN THE HOLE
Have you tried getting a hobby
FIRE IN THE HOLE
THE JIGGLE PHYSICS FOR THE MINOTAUR ARE FROM WHATT
I suppose that one of the two desires: To kill someone, and to be horny, usually are the most powerful motivatiors out there and can result in the most effort being put into something.
In short: Horni makes people simulate jiggle physics correctly
KoboldKare.
...WGAT?!
WHAT YHE FU-
*_-dies-_*
the fucking KoboldKare jiggle physics mention caught me SO off guard
1. the Minotaur has belly jiggle physics apparently
2. they’re p*rn jiggle physics 😭
timestamp?
4:17:23@@cheesemanmaster
@@smirkemoj3375I have been looking for this knowledge, thank you
They also used it for the Earthmover Brain
"OH MY GOD
This is EXACTLY what Hakita wanted!"
-Max0r 2022
PITR mewing all stream
he has to rizz up the V2 gyats
🤫🧏♂️
Fr unlike gabriel's 180° jawline, PITR is built like a square
Hakita difficulty scaling in one sentence:
“I thought it would be funny”
Such wise words
Just dont make it sightreadable
Nah, that's only in the insanity level(P-2)
As someone who likes making games myself, it's so accurate.
heckteck said hi to me at 2:25 my goat
May your honor be many, and cock and balls few
Must've been awesome
You actually got me with the exact thing you described at 4:06:05 and I'm still upset about it
I can't believe hakita confirmed the addition if 50 new enemies in the next update!
*_FIFTY?!?!_*
Fucking hell, that update is gonna be awesome to see!!!
This person is lying
i can't wait for layer 10 with 714 new levels!
at 8:24:10 , hakita confirms that v2 prime will be in p-3
Can't wait to fight Sisyphus Prime 2 as the main boss for P-3!
Hakita should definitely put EVERYTHING he thinks is gonna be funny in P-3
1:35:38 The margarita glass is indeed in 7-S, but there is no sign that says "V2". I'd try to get a refund, but I have 80+ hours.
The margarita is apparently named V2 in the files.
the glass is called "Glass" and the blood is called "V2_Remains"
P-2's punchlines were tremendously hilarious! You wouldn't believe how much i laughed when fighting sisyphus!
6:19:03 "The part where he kills you" from Portal 2 also has an alarm that is used in the music, which is most likely where you got the idea from.
I love Hakita’s reason for half the things in P-2: “I thought it would be funny “
For 7-3, I can’t imagine how difficult it was to be careful with creating a level like this. As Imp said, it hits a lot closer to home for some people.
Forgive me if I rant a little, but I feel as if this is necessary. This is the moments leading up to the reveal of 7-3 and my first playthrough of it.
On August 26, 2023 at 6:00 pm central I was in the middle of a Ghosts of the Deep Dungeon run with my other 2 brothers (I’m an identical triplet). It was our first time playing together in a few months since one of them was in BMT at the time. We got halfway through the Dungeon and then one of us was getting a call from our dad. It started with one, then got to the other, but only one at a time. Eventually our dad got us all 3 into a call, and once he verified we were all there, he told us why he called: Our adopted brother committed suicide the night before.
We were paralyzed by the news. Grief didn’t settle in immediately for us. We were still processing the information. Shortly afterward, one of our buddies got into our Discord call. He said “Hello” and what not, but we didn’t respond, not yet. After we had a moment, we told him to wait a bit. Normally all 3 of us are positive and give others joy when they need it. But at precisely the moment we were no longer joyous in our buddy’s presence, that’s when he knew something was wrong.
After the call with our dad, we acknowledged our buddy. But again, he knew from our tone that something was off. He asked if it was safe for us to tell him. We said yes and told him.
Fast-forward a few months just before Halloween, the teaser for 7-3 was revealed. I had been looking into Dante’s Inferno a few weeks beforehand and knew that the Second Circle of Violence was going to be in the game in some way. When we got the teaser, I couldn’t help but almost cry. The teaser alone convinced me that you and the other devs were going to pull it off. That was the only teaser we got, but it probably was for the better.
Fast-forward to the update’s release. I had just got done with 7-2 and the second I saw the load-in system that tells you where you are at, I audibly said, “Oh shit we’re *here* now”. When I loaded in, I thought a Jumpscare was going to happen, but thankfully there wasn’t one. I continued through the level, and every time I had fed one of the trees, I’d toss a coin near the base of it, showing my respect to the level’s theme.
By the end of the level, I was a changed man.
Hakita, thank you. Thank you for allowing me to show my respect to my adopted brother one last time. Thank you, and keep up the phenomenal work.
I ain't reading all that
@@poll4091you are a horrible person if you think what you just said is appropriate
this guy's brother fucking killed himself and you just got up to his face and said "i dont care"
do you realize what you have just said to him?
@@poll4091 I'm actually arranging a meeting between a brick and your cranium if this is the kind of joke you bring to the table.
@@poll4091your a fucking menace
i'm sorry for your loss man, the gap between august, december and the month i'm replying in, that being april, is large so a lot has probably happened, but i hope you and your brothers are doing ok man.
I like ultrakill In the fact that it gave the Dante's inferno poem a bit of a modern spin without really sacrificing the Original Aesthetics (Violence being an excellent example with war against neighbours having massive modern day machines)
I love how Hakita's making these dev commentaries. Seeing the dev's vision on certain parts of the game really gives you insight and lets you appreciate those parts even more.
By the way, thank you so much for creating this game. Genuinely one of the greatest games ever. Keep up the good work, you and everyone involved.
The whole thing about angels using he/him as status symbol adds another layer to the council calling Gabriel an "it" in-between Act 1 & 2, huh
39:57 hakita turns into minis prime.
4:01:06 "I probably shouldn't do that YET"
Is that a hint on what the Fraud layer will have?
Fraud being a non-euclidean space domain would be f**king awesome!
@@uzumazin5099 And it would make sense. Fraud is the concept of something not being how it seems on the surface, so a bunch of messed up geometry and confusing Non-Euclidean layouts would be perfect.
Love how the thought process behind P-2’s hellish encounters was “I thought it would be funny.” The blessed Stalker in the final arena is pure schadenfreude.
This just in: Hakita added so many arches due to him loving to combine them with slam storage momentum.
I can't believe he skipped "+why are you even spawning enemies here" style bonus
where do you get that bonus?
@@petscopfan335 You have to go to 5-4 then activate cheats and spawn enemys underwater
ty @@mythralled
Can’t wait for PITR to make mildly gay comments while Hakita carries the entire stream
HOLY SHIT IS THAT HECKTECK??!!
This
HOW SHIT ITS 🍅
6:15:44 I always felt like this part was heavily inspired by the Interloper chapter in Black Mesa, where you go against everything in the elevator/lift to Nihilant, the soundtrack before going to the elevator, and the inside of the Earthmover being quite close to the tower.
2:07:25 What did he mean by this
I just witnessed Hakita go through P2 like it was nothing, I wish I was that good
"I thought it would be funny"
- Hakita, 2024
babe wake up hakita uploaded
5:06:45 hakita spotted trying to parry with the knuckleblaster, may this be something wicked
i love how hakita doesent actually have a reason to make p-2 incredibly hard and most of the time its just "i thought it would be funny"
And he goes through the level like it's so easy (I know he made the game and he knows its mechanics) 💀
Now this explains why I found every players' reaction fucking hilarious in Weezer room, Double Insurrectionist room, Double Mindflayer room, and every enemy sanded room
It was more like “I had a bunch of funny ideas and P-2 was like the parent who enabled me”
truly the embodiment of hell
1:35:27 best part of the stream❤
RECONSTRUCT WHAT
7:06:17 So basically you know how the fanart of the ferryman being with gabriel is canon. That's how Jakito is canon.
1:13:29 Y’all should’ve kept that version, it would’ve prevented a few sex update jokes
Hakita, I have but one humble request: When loading a level, make the initial fall's momentum as great as a slam storage's momentum, so we can just reset the level and fly out fast instead of doing an awkward wall hump every time we want to do a level fast.
Know what I'm falling asleep to tonight! :D
that would actually be amazing
i think v1 stores their momentum while slamming to slide/jump, but i the elevator its just falling normally
slam storage
5-4 does this and is the only level to for some reason
@@crimson-foxtwitch2581This is speculation because I don't actually know, but maybe landing in that little bit of water affects the physics somehow.
1:21:03 my absolute pet peeve reply to anything lmao
"Haha! im so normal i cant CONCEIVE people thinking differently they MUST be on DRUG"
if i got anything from the p2 commentary is that ultrakill must die will actually be completely impossible
is Filth #2 from stage 1 of Prelude really dead? He was my favourite enemy :(