The Cyber Grind

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The Cyber Grind.png
THE CYBER GRIND
The Cyber Grind
General
Layer MENU
Music Exclusive Tracks:
The Cyber Grind
HATEFUL
UltraChurch
Robot Stop
Supercell
The Dripping Tap
Tip of the Day
If blown too far off the arena, PUMP CHARGE's overcharge is a good way to get back.
Enemies
Filth Filth, Stray Strays, Schism Schisms, Soldier Soldiers, Stalker Stalkers, Sisyphean Insurrectionist Sisyphean Insurrectionists, Ferrymen Ferrymen
Swordsmachine Swordsmachines, Drone Drones, Streetcleaner Streetcleaners, Mindflayer Mindflayers, Sentries Sentries, Guttermen Guttermen, Guttertank Guttertanks
Malicious Face Malicious Faces, Cerberi Cerberi, Hideous Mass Hideous Masses, Idol Idols, Mannequin Mannequins
Virtue Virtues

The Cyber Grind is a wave-based endless survival mode in ULTRAKILL. In this mode, the player is placed on a 16x16 grid arena suspended in a void, and is tasked with eliminating every enemy in each wave until their death, awarding points based on the number of completed waves. Each wave changes the layout of the arena and increases the difficulty and enemy count as the player continues.

Most non-boss enemies, as well as some minor bosses, are able to spawn in The Cyber Grind, and can spawn regardless of whether they have been encountered in the main levels. Currently, a total of 20 unique enemies can spawn in The Cyber Grind.

The Cyber Grind can be accessed either by selecting its respective option in the Chapter Select menu before entering a level, or by entering "The Cyber Grind" tab on any Shop Terminal in another level.

Global leaderboards can be found on Steam for each available difficulty: Harmless, Lenient, Standard, Violent, and Brutal.

Terminal

Before starting The Cyber Grind, the player begins in a starting elevator in which can be found a Shop Terminal on the right, similar to most other levels, but also a Settings Terminal on the left. This special Terminal allows the player to customize their Cyber Grind experience in many ways.

Themes

The first menu titled "Themes" allows the player to change the Cyber Grind's grid and skybox. There are two presets available, one light, the other dark. A third option is also present for custom textures.

The "Light" preset makes the grid use a white texture and changes the skybox to a grid of white squares. The "Dark" preset makes the grid use a gray texture and changes the skybox to a grid of dark-gray squares.

Customization

Selecting the "Custom" option opens a submenu in which the grid and skybox can be freely edited by the player. All textures found through this menu come from image files inside of the folder [Path to Game]\ULTRAKILL\Cybergrind\Textures.

The first tab, "Grid," is used to edit the grid's appearance. The player can independently change the texture displayed on the sides and bottom, on the sides of only the top-most grid squares, or on the top of all of the grid's blocks. Multiple sides can be changed simultaneously by having multiple options selected at once (highlighted in red.)

The second tab, "Grid Glow," allows the player to change the grid's glowing effect in a similar fashion to the grid's texture. The textures used for the glow are only in grayscale, where the closer a pixel is to white, the more intense its glow is. Picking an image which has colors results in only the image's pixels' brightness value to be taken into consideration. The player can additionally change the glow's global intensity on a scale from 0 to 10 in increments of 1.

The third tab, "Skybox," allows the player to change the Cyber Grind's skybox. The projection format used by skyboxes is an equirectangular projection. Selecting any texture changes the skybox to this texture.

The fourth tab, "Fog," allows the player to change the Cyber Grind's fog behavior and color. Setting it to "Dynamic" lets the player decide the distance (between 0 and 500) where the fog ends, while setting it to "Static" adds another slider determining the distance the fog begins at. The fog can also be completely disabled.

Music

See also: Soundtrack

Unlike any other level, the Cyber Grind offers the player the ability to change the music which plays inside of the level. Opening this submenu reveals the player's Playlist. By default, the player finds four songs in their playlist: The Cyber Grind by Meganeko, HATEFUL by HEALTH and its instrumental version, and UltraChurch by KEYGEN CHURCH. These four songs are exclusive to the Cyber Grind within the game.

Tracks can be selected, rearranged, or removed to the player's preference. A button is found at the end of the playlist which, when pressed, opens a submenu that allows the player to add more tracks to their playlist. They can either add tracks from the game, or add custom sound files that the player can add inside of the folder [Path to Game]\ULTRAKILL\Cybergrind\Music.

Tracks from the game are by default locked, and can be unlocked by completing the challenge of the level in which they can be heard. If the level the track is heard in does not have a challenge, reaching the end of the level is the only requirement. Lastly, if the track is not associated with any level (such as Take Care), or that the level it is found in does not have an end (such as in the Developer Museum) it is unlocked automatically.

Settings

The music found in the playlist only plays during a run. The order in which they are played depends on the settings selected at the top of the menu.

PlaylistLoop.png

Loop makes the playlist play every track once before starting over indefinitely once there are no other unique tracks left in the playlist.

PlaylistLoop one.png

Loop One makes the playlist play a single track indefinitely and never switchs to another one. The track played may be different across runs if used alongside Shuffle.

ShuffleOff.png

Shuffle Off makes the playlist follow the order of the tracks from top to bottom and go to the top of the next page once it reaches the bottom of a page. The starting track is always the top-most track of the first page.

PlaylistShuffle.png

Shuffle makes the playlist ignore the order of the tracks and randomly selects every track that is played. The same track cannot play twice in a row.

Particularities

Intro

Some specific tracks have their own dedicated intro. This starting section only plays if a track which possesses it is the very first track played during a run. Tracks which have their own intro includes: The Cyber Grind, UltraChurch, Hateful, Versus, Duel (Versus Reprise), Deep Blue, Order, and War.

Take Care

Due to the many different versions of Take Care throughout the game, this track behaves in a much more complex manner. If Take Care is listened to with the option Loop One, the track cycles through the different versions. It first plays the Shop Terminal version, then the Cyber Grind Terminal version, and finally the Prime Terminal version. This loop repeats three times before a new exclusive part plays. After the third instance of the Prime version, a vocal section follows. This is the only instance of the vocal part of Take Care playing in the game. Hearing this unique part takes around 8 minutes of only Take Care playing. Internally, 4 versions are played with only the instrumentals 3 times, and then the 2 next versions contains both separate parts of the vocals.

Patterns

The third menu allows the player to change the patterns used during the run, enabling this option disables leaderboard submissions on Steam. For more information about the pattern system, see Patterns.

Waves

The last menu can be used to change the starting wave. By default, starting a run sets the wave to 1. Using this menu, the player may set the wave they start their run from. The player begins with only wave 1, and waves 5, 10, 15, 20, or 25 visible and unselectable. To unlock higher starting waves, the player must reach the double of the starting wave. This means that unlocking wave 5 as a starting wave requires the player to reach wave 10, starting wave 10 requires wave 20, 15 requires 30, and so on. Reaching wave 60 and above unlocks an extra button with arrows which allows the player to start from wave 30 and above. The unlocked starting waves do not carry over difficulties. For example, if a player has reached wave 30 on Standard, but not on Lenient or Violent, they are able to start from wave 15 on Standard but not on these two other difficulties. If the last selected starting wave is higher than the available starting wave on the difficulty being played on, it defaults to 1. If it is available, the starting wave remains the same as the one already selected.

Enemies

Enemy Statistics
Enemy Wave Cost Prefabs
Common
Filth Filth 1 1 n
Stray Stray 1 2 p
Schism Schism 2 5 n
Drone Drone 3 4 p
Soldier Soldier 4 4 + 2 p
Streetcleaner Streetcleaner 5 5 n
Malicious Face Malicious Face 6 13 + 5 p
Cerberus Cerberus 7 16 + 2 n
Swordsmachine Swordsmachine 8 20 + 1 n
Mannequin Mannequin 17 25 + 25 n
Gutterman Gutterman 21 45 + 45 p
Uncommon
Stalker Stalker 12 20 + 30 n
Virtue Virtue 12 20 + 10 n, p
Sentry Sentry 16 30 + 20 n, p
Idol Idol 18 30 + 50 n, p
Guttertank Guttertank 24 40 + 40 n
Special
Mindflayer Mindflayer 16 55 + 35 n
Insurrectionist Insurrectionist 21 75 + 125 n
Ferryman Ferryman 22 55 + 55 n
Hideous Mass
Hideous Mass Hideous Mass 10[1] 45 H

Various enemies from throughout the main campaign are able to spawn in the Cyber Grind.

Each enemy has various strengths and weaknesses that can make or break runs.
For instance, enemies such as the Filth Filth and Stray Stray can provide much-needed style, health, and stamina when the player is weak, while enemies like the Mindflayer Mindflayer and Sisyphean Insurrectionist Sisyphean Insurrectionist provide significant challenges on later waves that can end runs if players are not careful.

Mechanics

Once a new wave begins and the grid's pattern regenerates, the player regains all of their health and stamina and has all of the cooldowns of their weapons reset before enemies are spawned.

Points

The initial max point value is 10.

The max amount of points increases by 3 + Wave/3 every wave.
When starting from higher waves using the Cyber Grind Terminal, the above process is done for each skipped wave. Once the player dies during the Cyber Grind, the total accumulated number of points is awarded to the player, before displaying the leaderboards and returning the player to the Cyber Grind's entrance.

Hideous Masses

Hideous Mass Hideous Masses are the first enemies to spawn, so they will spawn a couple of seconds before the rest of the enemies in the wave.

A Hideous Mass Hideous Mass can only spawn while the wave has more than 70 points remaining. The maximum amount in a wave is capped; first at 0, then increasing by 1 every 10 waves.[1]

After a Hideous Mass Hideous Mass wave occurs, another cannot occur for 2 waves for each Hideous Mass spawned.

Uncommon Enemies

Uncommon Enemies
Enemy Index Waves/Cap Max Cap Buffer Waves
Virtue Virtue 0 5 8 0.5
Stalker Stalker 1 8 3 1
Sentry Sentry 2 5 6 0.5
Idol Idol 3 8 5 1
Guttertank Guttertank 4 20 3 0.5

Starting at wave 12, uncommon enemies are the next enemies to spawn.

Above wave 16, an additional enemy spawns in an uncommon spawn.
Above wave 24, an additional uncommon spawn occurs instead.

The enemies selected for each uncommon spawn are determined by 1 random range per spawn between 0 (inclusive) and the amount of available uncommon enemies (exclusive).

If an uncommon enemy is selected whose spawn wave is higher than the current wave, then previous enemies in the list are selected until a valid one is found or it reaches the start of the list.

For the second spawn (if one occurs), the above process is also repeated if both enemies are the same. If the list is exhausted, the second spawn does not occur.

There can only be a certain number of uncommon enemies in each uncommon spawn, depending on two limits.
The first limit is a random range between 0 (inclusive) and Wave/10 + 1 (exclusive).

If the uncommon buffer (see next paragraph) is at or below -0.5, then this range has a minimum value of 1 instead of 0.

The second limit starts at 0 per enemy, and increases by 1 every number of waves, up to a hard cap.

After an uncommon wave occurs, another cannot occur for a certain amount of waves, depending on the types of uncommons spawned.

If a spawn selects a Stalker Stalker or Idol Idol, the buffer increases by 1 wave, while other enemies increase it by 0.5 waves.

This buffer decreases by 1 every non-uncommon wave. Note that if the game attempts to spawn uncommons, but fails to do so, the buffer does not decrease.
Uncommon spawns can occur if the buffer is at or below 0.5.

Special Enemies

Special Enemy Statistics
Enemy Index
Mindflayer Mindflayer 0
Insurrectionist Insurrectionist 1
Ferryman Ferryman 2

Starting at wave 16, special enemies are the next enemies to spawn.

For each Hideous Mass Hideous Mass that was spawned and each uncommon spawn that occurred, specials are blocked from spawning for 1 wave.
The threshold at which Hideous Mass Hideous Masses and uncommon spawns begin blocking specials increases by 1 every 10 waves.

The amount of specials that can spawn is determined by a random range between 0 (inclusive) and Wave/10 - Hideous Masses - Uncommon Spawns + 1 (exclusive).

If the special buffer (see last paragraph) is at or below -2, then this range has a minimum value of 1 instead of 0.

Special enemies are selected by first picking a random entry on the list of specials, going backwards on that list for subsequent enemies until the list is exhausted, then repeating the process.

After a special wave occurs, another cannot occur for an amount of waves equal to the amount of special enemies spawned.

This buffer increases by 1 for every special enemy spawned. It decreases by 1 every non-special wave.
Special spawns can occur if the buffer is at or below 0.

Common Enemies

Common enemies are the last enemies to spawn.
Each spawn has an interval of 0.1 seconds.

Radiance

Radiance Waves
Enemy Amount Radiant
1 2 3 4 5 6 7 8 9 10
Common
Filth Filth 25 27 29 31 33 35 37 39 41 43
Stray Stray 25 28 31 34 37 40 43 46 49 52
Schism Schism 29 35 41 47 53 59 65 71 77 83
Drone Drone 31 36 41 46 51 56 61 66 71 76
Soldier Soldier 33 38 43 48 53 58 63 68 73 78
Streetcleaner Streetcleaner 35 41 47 53 59 65 71 77 83 89
Malicious Face Malicious Face 37 49 60 72 83 95 106 118 129 141
Cerberus Cerberus 39 52 65 78 91 104 117 130 143 156
Swordsmachine Swordsmachine 43 58 73 88 103 118 133 148 163 178
Mannequin Mannequin 59 77 94 112 129 147 164 182 199 217
Gutterman Gutterman 67 95 122 150 177 205 232 260 287 315
Uncommon
Stalker Stalker 49
Virtue Virtue 49 64 79
Sentry Sentry 57 77
Idol Idol 61 81
Guttertank Guttertank 73
Special
Mindflayer Mindflayer 55 88 120 153 185 218 250 283 315 348
Insurrectionist Insurrectionist 65 108 150 193 235 278 320 363 405 448
Ferryman Ferryman 69 102 134 167 199 232 264 297 329 362

At wave 25, enemy types begin gaining radiance, additionally increasing their cost. However, they do not get increased damage.

The first wave an enemy can spawn radiant at is determined by the equation ⌊Wave*2 + 25⌋

For each enemy afterwards, the required wave to spawn another radiant enemy increases depending on the enemy's spawn cost:

  • Cost < 10: Waves = ⌊Cost + 1⌋
  • Cost > 10: Waves = ⌊Cost/2 + 5⌋

All radiant enemies have a ×3 base cost, and radiant specials have a ×3 cost increase as well.

Radiant uncommon enemies count as 3 enemies towards their respective uncommon cap.

Patterns

Patterns are files used by the Cyber Grind's grid to shape itself into pre-determined terrain. Patterns are also used to define where stairs, jump pads, and enemies appear.

The Cyber Grind has a pool of 38 official patterns which are used by default. The player is given the ability to make their own patterns. These custom patterns can be used by enabling them in the Cyber Grind Terminal. Using custom patterns disables all score submissions to the Steam leaderboards.

Patterns consist of a 16 by 16 grid of cases that can each be set their own height and have their own assigned prefab.

Prefabs

Prefabs determine the spawn points for enemies and other items. They are denoted by a single character.

Enemies Other
  • n (Melee)
  • p (Projectile)
  • H (Hideous Mass)
  • 0 (None)
  • J (Jump Pad)
  • s (Stairs)

Each prefab can only spawn a single item or enemy on it, after which it can no longer be used.

Out of the 38 official patterns, 7 of them contain Hideous Mass Hideous Masses.

File Format

Patterns are saved under the extension .cgp, which stands for "Cyber Grind Pattern". This file format is, however, only a .txt file with another extension replacing it. The file can generally be opened with any text editor.

Pattern files are written in a very similar manner to a matrix, where can be found 2 16x16 grids of data.

The upper grid contains the height data of the pattern using whole numbers. If a number is composed of two or more characters, it is surrounded by parentheses as to not be confused with other numbers (e.g., 10 is written (10) as to not be confused with 1, 0. This logic also applies to negative numbers.) One unit of height is equivalent to 1/2 of the width of a cube.

The lower grid contains the prefab data of the pattern. Each character represents a specific prefab for enemy/item spawn points.

Original Patterns

Pattern Arena View Name(s)
Internal Name
Prefabs
01.png 01 Arena.png Skatepark
01
Melee: 30
Projectile: 41
Jump Pad: 0
Stairs: 112
02.png 02 Arena.png Single HiM
02
Hideous Mass Hideous Mass: 1
Melee: 24
Projectile: 22
Jump Pad: 4
Stairs: 46
03.png 03 Arena.png Corner Jumps
Parkour

03
Melee: 52
Projectile: 36
Jump Pad: 16
Stairs: 76
04b.png 04b Arena.png Firing Squad
Castle

04b
Melee: 32
Projectile: 32
Jump Pad: 2
Stairs: 86
05.png 05 Arena.png Fort
Big Column

05
Melee: 40
Projectile: 28
Jump Pad: 6
Stairs: 58
06.png 06 Arena.png Double HiM
06
Hideous Mass Hideous Mass: 2
Melee: 48
Projectile: 34
Jump Pad: 2
Stairs: 60
07.png 07 Arena.png Monument
Pillars
Jump Monument

07
Melee: 40
Projectile: 28
Jump Pad: 12
Stairs: 58
08.png 08 Arena.png Spires
08
Melee: 60
Projectile: 38
Jump Pad: 0
Stairs: 95
09.png 09 Arena.png Pits
09
Melee: 44
Projectile: 36
Jump Pad: 64
Stairs: 52
10.png 10 Arena.png Plateau
King of the Hill

10
Melee: 50
Projectile: 36
Jump Pad: 4
Stairs: 108
11.png 11 Arena.png Funnel
11
Melee: 76
Projectile: 48
Jump Pad: 0
Stairs: 96
12.png 12 Arena.png Jump Center
12
Melee: 88
Projectile: 60
Jump Pad: 4
Stairs: 104
13.png 13 Arena.png Maze
Labyrinth

13
Melee: 52
Projectile: 76
Jump Pad: 0
Stairs: 24
14.png 14 Arena.png Grand Staircase
Stairway

14
Melee: 58
Projectile: 47
Jump Pad: 4
Stairs: 88
15.png 15 Arena.png Funnel Towers
15
Melee: 88
Projectile: 72
Jump Pad: 0
Stairs: 68
16.png 16 Arena.png Balconies
Trenches

16
Hideous Mass Hideous Mass: 2
Melee: 74
Projectile: 66
Jump Pad: 0
Stairs: 42
17.png 17 Arena.png Coldplay Stage
17
Melee: 64
Projectile: 60
Jump Pad: 0
Stairs: 72
18.png 18 Arena.png Bridge
18
Melee: 80
Projectile: 50
Jump Pad: 6
Stairs: 40

Community Patterns

Pattern Arena View Name(s)
Internal Name
Creator
Prefabs
Loafing theStage.png Loafing theStage Arena.png The Stage
Double Decker

loafing_theStage
By: NO LOAFING
Hideous Mass Hideous Mass: 2
Melee: 67
Projectile: 43
Jump Pad: 3
Stairs: 65
Dood dontGetSoaked.png Dood dontGetSoaked Arena.png Don't Get Soaked!
dood_dontGetSoaked
By: Dood
Melee: 73
Projectile: 30
Jump Pad: 14
Stairs: 76
Splendid theEntrance.png Splendid theEntrance Arena.png The Entrance
splendid_theEntrance
By: Splendid Ledraps
Melee: 54
Projectile: 58
Jump Pad: 4
Stairs: 64
Jandy steps.png Jandy steps Arena.png Steps
jandy_steps
By: Jandy
Melee: 48
Projectile: 56
Jump Pad: 0
Stairs: 74
Stuon a14.png Stuon a14 Arena.png A14
stuon_a14
By: Stuon
Melee: 90
Projectile: 87
Jump Pad: 1
Stairs: 77
Stuon a29.png Stuon a29 Arena.png A29
stuon_a29
By: Stuon
Melee: 54
Projectile: 58
Jump Pad: 32
Stairs: 112
Dryzalar hall.png Dryzalar hall Arena.png Hall
dryzalar_hall
By: Dryzalar
Melee: 88
Projectile: 54
Jump Pad: 8
Stairs: 60
Jandy tripleDeck.png Jandy tripleDeck Arena.png Triple Deck
jandy_tripleDeck
By: Jandy
Melee: 42
Projectile: 110
Jump Pad: 0
Stairs: 32
Dood brokenBridge.png Dood brokenBridge Arena.png Broken Bridge
dood_brokenBridge
By: Dood
Melee: 71
Projectile: 41
Jump Pad: 0
Stairs: 26
Loafing tripleThreat.png Loafing tripleThreat Arena.png Triple Threat
loafing_tripleThreat
By: NO LOAFING
Hideous Mass Hideous Mass: 3
Melee: 55
Projectile: 47
Jump Pad: 4
Stairs: 62
Splendid overlook.png Splendid overlook Arena.png Overlook
splendid_overlook
By: Splendid Ledraps
Melee: 41
Projectile: 76
Jump Pad: 3
Stairs: 81
Wakan hopper2.png Wakan hopper2 Arena.png Hopper
wakan_hopper2
By: Wakan
Melee: 140
Projectile: 64
Jump Pad: 18
Stairs: 34
Slimer feast.png Slimer feast Arena.png Feast
slimer_feast
By: Slimer
Melee: 94
Projectile: 26
Jump Pad: 18
Stairs: 86
William division.png William division Arena.png Division
william_division
By: William
Melee: 68
Projectile: 38
Jump Pad: 4
Stairs: 64
Jandy catwalk.png Jandy catwalk Arena.png Catwalk
jandy_catwalk
By: Jandy
Melee: 44
Projectile: 56
Jump Pad: 0
Stairs: 82
William hightowerMass.png William hightowerMass Arena.png Hightower
william_hightowerMass
By: William
Hideous Mass Hideous Mass: 1
Melee: 64
Projectile: 53
Jump Pad: 6
Stairs: 70
Notabot sniperTowers.png Notabot sniperTowers Arena.png Sniper Towers
notabot_sniperTowers
By: Bobot
Melee: 76
Projectile: 35
Jump Pad: 16
Stairs: 112
Splendid altMarksman.png Splendid altMarksman Arena.png Alt Marksman
Marksman

splendid_altMarksman
By: Splendid Ledraps
Melee: 52
Projectile: 42
Jump Pad: 4
Stairs: 69
Spruce gravel.png Spruce gravel Arena.png Gravel
spruce_gravel
By: Spruce
Melee: 30
Projectile: 26
Jump Pad: 0
Stairs: 24
Jacob royalGuard.png Jacob royalGuard Arena.png Royal Guard
jacob_royalGuard
By: Jacob
Hideous Mass Hideous Mass: 1
Melee: 167
Projectile: 34
Jump Pad: 6
Stairs: 28

References

  1. 1.0 1.1 Although a Hideous Mass can theoretically spawn at wave 10, they can only do so starting from wave 12 at the earliest due to it being impossible for there to be at least 70 points or more before the 12th wave.


Levels
Prelude OVERTURE: The Mouth of Hell
0-1: Into the Fire 0-1: Into the Fire
0-2: The Meatgrinder 0-2: The Meatgrinder*
0-3: Double Down 0-3: Double Down
0-4: A One-Machine Army 0-4: A One-Machine Army
0-5: Cerberus 0-5: Cerberus
0-S: Something Wicked 0-S: Something Wicked
Act I
INFINITE HYPERDEATH
LIMBO LUST GLUTTONY
1-1: Heart of the Sunrise 1-1: Heart of the Sunrise*
1-2: The Burning World 1-2: The Burning World
1-3: Halls of Sacred Remains 1-3: Halls of Sacred Remains
1-4: Clair de Lune 1-4: Clair de Lune
1-S: The Witless 1-S: The Witless
2-1: Bridgeburner 2-1: Bridgeburner
2-2: Death at 20,000 Volts 2-2: Death at 20,000 Volts
2-3: Sheer Heart Attack 2-3: Sheer Heart Attack*
2-4: Court of the Corpse King 2-4: Court of the Corpse King
2-S: All-Imperfect Love Song 2-S: All-Imperfect Love Song
3-1: Belly of the Beast 3-1: Belly of the Beast*
3-2: In the Flesh 3-2: In the Flesh
Act II
IMPERFECT HATRED
GREED WRATH HERESY
4-1: Slaves to Power 4-1: Slaves to Power
4-2: God Damn the Sun 4-2: God Damn the Sun*
4-3: A Shot in the Dark 4-3: A Shot in the Dark
4-4: Clair de Soleil 4-4: Clair de Soleil
4-S: Clash of the Brandicoot 4-S: Clash of the Brandicoot
5-1: In the Wake of Poseidon 5-1: In the Wake of Poseidon*
5-2: Waves of the Starless Sea 5-2: Waves of the Starless Sea
5-3: Ship of Fools 5-3: Ship of Fools
5-4: Leviathan 5-4: Leviathan
5-S: I Only Say Morning 5-S: I Only Say Morning
6-1: Cry for the Weeper 6-1: Cry for the Weeper
6-2: Aesthetics of Hate 6-2: Aesthetics of Hate*
Act III
GODFIST SUICIDE
VIOLENCE FRAUD TREACHERY
7-1: Garden of Forking Paths 7-1: Garden of Forking Paths
7-2: Light Up the Night 7-2: Light Up the Night
7-3: No Sound, No Memory 7-3: No Sound, No Memory*
7-4: ...Like Antennas to Heaven 7-4: ...Like Antennas to Heaven
7-S: Hell Bath No Fury 7-S: Hell Bath No Fury
8-1: ???
8-2: ???
8-3: ???
8-4: ???
8-S: ???
9-1: ???
9-2: ???
Other Encore Prime Sanctums Miscellaneous
0-E: This Heat, An Evil Heat 0-E: This Heat, An Evil Heat
1-E: ...Then Fell the Ashes 1-E: ...Then Fell the Ashes
2-E: ???
3-E: ???
4-E: ???
5-E: ???
6-E: ???
7-E: ???
8-E: ???
9-E: ???
P-1: Soul Survivor P-1: Soul Survivor
P-2: Wait of the World P-2: Wait of the World
P-3: ???
The Cyber Grind The Cyber Grind
Sandbox Sandbox
Developer Museum Developer Museum