Beamcutter
The Beamcutter was a scrapped weapon proposed & created during the development of ULTRAKILL. There is much that is unknown about this weapon, the only video of it being a twitter video by the official ULTRAKILL twitter. The model is different from the one shown in game and resembles the Railcannon. It was a proposed sixth weapon that was cut due to the current arsenal already being very bloated, many design issues, weapon role overlap, and sustained fire weapons being extremely hard to balance.
Its primary fire shoots a straight beam forward with infinite range & zero delay, shooting directly where you aim at. It has no ammo, and never runs out. The alternate fire places (or removes) a beam drone, which takes 1 seconds to construct, and then shoots out a beam similar to the primary fire in the direction the user aimed at. The Beamcutter's alt fire can damage the player, dealing 10 damage per second.
A model of the Beamcutter is present in the Developer Museum as an exhibit on display next to the Black Hole Cannon. The icon of the weapon when equipped is a red question mark, and the colors of the weapon itself are grey and de-saturated to indicate its underdeveloped state.
Before the Beamcutter display a pedestal with a book can be found, in which Hakita describes the ideas and functions behind the weapon's development before it was scrapped altogether.
Design by Francis, WIP model by Victoria.
PRIMARY FIRE: Hold to fire beam
SECONDARY FIRE: Place/Remove beam drone
A sixth weapon which was cut early into its creation due to running into many design issues and to avoid arsenal bloat and weapon role overlap.
Based on the lightning gun archetype, it fires a sustained beam that requires the player to track their target to deal continuous damage. It deals reduced damage while standing still to discourage the player from staying still while firing, though in this version you can just move back and forth quickly to fulfill that requirement without making aiming much harder.
Sustained fire weapons are very difficult to make work well with ULTRAKILL's combat system, as proven by how many iterations the Nailgun had to go through before it found its place in the arsenal, and since infinite ammo means every weapon has to have its own niche in order to not make any other weapon obsolete and the Nailgun already filling a similar role, I made the choice to cut it instead of trying to force it into an already full arsenal.
The front of this weapon was supposed to spin when the beam is being fired, but this WIP model has no rigging. No sounds were implemented yet either, so it may seem quite weak in terms of feedback in comparison to the finished weapons. While I do like the weapon in concept, I do think it was the right call to cut it. I prefer a smaller arsenal where every weapon is distinct and useful over a larger arsenal where some of them become obsolete with the introduction of others.