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Hell Ran Out of Fuel. You Are the Solution.

V1 doesn't fight to win. V1 fights to eat. Blood is the only resource that matters in ULTRAKILL, Arsi "Hakita" Patala's ultra-fast retro FPS through Dante's nine circles — and you heal by getting close. Close enough to feel the shotgun pellets scatter. Close enough to absorb blood mid-combo. The combat machine that stays at range is already dead. This isn't a game about positioning at a safe distance. It's a game about controlled violence at terrifyingly short range, chained into kills that flash D, C, B, A, S, SS, SSS across your screen.

ULTRAKILL - ultra-fast FPS combat in Dante's inferno with style rankings

Dash, Parry, Coin-Ricochet, Repeat

Every weapon in ULTRAKILL has a trick. The revolver fires a coin mid-flight — shoot the coin and the bullet splits to every enemy in line of sight. The shotgun can be charged and instantly cancels into a dash. The railcannon holds one devastating shot and exists to kill things that shouldn't die quickly. Learning each weapon's alternate fire isn't optional on higher layers — it's survival vocabulary. Parrying a cerberus head back at its owner. Rocket-boosting off an explosion for height. The toolkit is enormous. Mastery feels earned.

Inspired by Quake, DOOM, and Devil May Cry — Better Than All Three

That's not hyperbole — that's what the ULTRAKILL community has argued since Early Access launched in 2020. The style ranking system borrowed from Devil May Cry rewards expression, not just efficiency. The movement draws from Quake's bunny-hop physics. The monster design echoes classic DOOM but adds intelligence. Layers of Hell are distinct: architecture, enemy palette, combat logic all shift as you descend. The speedrun community broke the game open years ago and is still finding new routes. For a game that hasn't officially shipped, its cultural weight is already enormous.

ULTRAKILL - deep layers of hell with complex weapon mastery and style expression
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