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 | |||
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 and its instrumental version by HEALTH, Robot Stop, Supercell, and The Dripping Tap by King Gizzard & the Lizard Wizard, 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 locked by default, and can be unlocked by completing the challenge of the level in which they can be heard. If the track's associated level 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.
Loop makes the playlist play every track once before starting over indefinitely once there are no other unique tracks left in the playlist.
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.
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.
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 include: The Cyber Grind, HATEFUL, Robot Stop, Supercell, The Dripping Tap, UltraChurch, Versus, Duel (Versus Reprise), Deep Blue, Order, and War.
HATEFUL
To avoid having its vocal track become repetitive, listening to HATEFUL with the option Loop One will alternate between playing a loop with full vocals and the instrumental loop.
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 a second instrumental segment not used anywhere else in the game, 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 instrumental segments from the starting and ending thirds of the source track are played in sequence 3 times each, then 2 vocal segments from the middle third are played once before looping the instrumental segments again.
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 | Wave | Cost | Prefabs |
|---|---|---|---|
| Common | |||
| 1 | 1 | n | |
| 1 | 2 | p | |
| 2 | 5 | n | |
| 3 | 4 | p | |
| 4 | 4 + 2 | p | |
| 5 | 5 | n | |
| 6 | 13 + 5 | p | |
| 7 | 16 + 2 | n | |
| 8 | 20 + 1 | n | |
| 17 | 25 + 25 | n | |
| 21 | 45 + 45 | p | |
| Uncommon | |||
| 12 | 20 + 30 | n | |
| 12 | 20 + 10 | n, p | |
| 16 | 30 + 20 | n, p | |
| 18 | 30 + 50 | n, p | |
| 24 | 40 + 40 | n | |
| Special | |||
| 16 | 55 + 35 | n | |
| 21 | 75 + 125 | n | |
| 22 | 55 + 55 | n | |
| 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 and
Stray can provide much-needed style, health, and stamina when the player is weak, while enemies like the
Mindflayer and
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 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 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 wave occurs, another cannot occur for 2 waves for each Hideous Mass spawned.
Uncommon Enemies
| Enemy | Index | Waves/Cap | Max Cap | Buffer Waves |
|---|---|---|---|---|
| 0 | 5 | 8 | 0.5 | |
| 1 | 8 | 3 | 1 | |
| 2 | 5 | 6 | 0.5 | |
| 3 | 8 | 5 | 1 | |
| 4 | 20 | 3 | 0.5 |
| Enemy | Max Amount | |||||||
|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
| 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | |
| 8 | 16 | 24 | ||||||
| 5 | 10 | 15 | 20 | 25 | 30 | |||
| 8 | 16 | 24 | 32 | 40 | ||||
| 20 | 40 | 60 | ||||||
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 or
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
| Enemy | Index |
|---|---|
| 0 | |
| 1 | |
| 2 |
Starting at wave 16, special enemies are the next enemies to spawn.
For each
Hideous Mass that was spawned and each uncommon spawn that occurred, specials are blocked from spawning for 1 wave.
The threshold at which
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
| Enemy | Amount Radiant | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| Common | ||||||||||
| 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 | 43 | |
| 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 | 52 | |
| 29 | 35 | 41 | 47 | 53 | 59 | 65 | 71 | 77 | 83 | |
| 31 | 36 | 41 | 46 | 51 | 56 | 61 | 66 | 71 | 76 | |
| 33 | 38 | 43 | 48 | 53 | 58 | 63 | 68 | 73 | 78 | |
| 35 | 41 | 47 | 53 | 59 | 65 | 71 | 77 | 83 | 89 | |
| 37 | 49 | 60 | 72 | 83 | 95 | 106 | 118 | 129 | 141 | |
| 39 | 52 | 65 | 78 | 91 | 104 | 117 | 130 | 143 | 156 | |
| 43 | 58 | 73 | 88 | 103 | 118 | 133 | 148 | 163 | 178 | |
| 59 | 77 | 94 | 112 | 129 | 147 | 164 | 182 | 199 | 217 | |
| 67 | 95 | 122 | 150 | 177 | 205 | 232 | 260 | 287 | 315 | |
| Uncommon | ||||||||||
| 49 | ||||||||||
| 49 | 64 | 79 | ||||||||
| 57 | 77 | |||||||||
| 61 | 81 | |||||||||
| 73 | ||||||||||
| Special | ||||||||||
| 55 | 88 | 120 | 153 | 185 | 218 | 250 | 283 | 315 | 348 | |
| 65 | 108 | 150 | 193 | 235 | 278 | 320 | 363 | 405 | 448 | |
| 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 arena 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. Patterns in the pool are shuffled at the start of a run and then played in that shuffled order. Once all patterns in the pool have been played, they will be reshuffled and played through again.
The player is given the ability to make their own patterns using the official Pattern Editor, and install custom patterns made by other users. The Pattern Editor can be opened from the in-game terminal, and also accessed at cyber.pitr.dev; fan-made pattern editors are also available to use. These custom patterns can be installed by adding .cgp files to the folder [Path to Game]\ULTRAKILL\Cybergrind\Patterns and played by enabling them at the Cyber Grind Terminal. Folders in the main Patterns directory are transformed into bundles that allow a group of patterns to be enabled or disabled together instead of being toggled individually. 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. Pattern previews in-editor and at the Cyber Grind Terminal are oriented with the scoreboard to the east and the elevator to the west.
Prefabs
Prefabs determine the spawn points for enemies and other items. They are denoted by a single character.
| Enemies | Other |
|---|---|
|
|
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 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 arena's zap grid (which instakills most enemies) cannot have its height configured, always appearing at heights -4 to -7.
The lower grid contains the prefab data of the pattern. Each character represents a specific prefab for enemy/item spawn points.
Official Pattern Rotation
Click on a pattern's preview thumbnail to navigate to its entry in the tables below.
Original Patterns
| Pattern | Arena View | Name(s) Internal Name |
Prefabs |
|---|---|---|---|
| Additional Notes | |||
|
Skatepark01
|
Melee: 30 Projectile: 41 Jump Pad: 0 Stairs: 112 | |
| Included with the game at Early Access launch
| |||
|
Single HiM02
|
Melee: 24 Projectile: 22 Jump Pad: 4 Stairs: 46 | |
| Included with the game at Early Access launch
| |||
|
Corner Jumps Parkour 03
|
Melee: 52 Projectile: 36 Jump Pad: 16 Stairs: 76 | |
| Included with the game at Early Access launch
| |||
|
Firing Squad Castle 04b
|
Melee: 32 Projectile: 32 Jump Pad: 2 Stairs: 86 | |
| Included with the game at Early Access launch
| |||
|
Fort Big Column 05
|
Melee: 40 Projectile: 28 Jump Pad: 6 Stairs: 58 | |
| Included with the game at Early Access launch
| |||
|
Double HiM06
|
Melee: 48 Projectile: 34 Jump Pad: 2 Stairs: 60 | |
| Included with the game at Early Access launch
| |||
|
Monument Pillars Jump Monument 07
|
Melee: 40 Projectile: 28 Jump Pad: 12 Stairs: 58 | |
| Included with the game at Early Access launch
| |||
|
Spires08
|
Melee: 60 Projectile: 38 Jump Pad: 0 Stairs: 95 | |
| Included with the game at Early Access launch
| |||
|
Pits09
|
Melee: 44 Projectile: 36 Jump Pad: 64 Stairs: 52 | |
| Included with the game at Early Access launch
| |||
|
Plateau King of the Hill 10
|
Melee: 50 Projectile: 36 Jump Pad: 4 Stairs: 108 | |
| Included with the game at Early Access launch
| |||
|
Funnel11
|
Melee: 76 Projectile: 48 Jump Pad: 0 Stairs: 96 | |
| Included with the game at Early Access launch
| |||
|
Jump Center12
|
Melee: 88 Projectile: 60 Jump Pad: 4 Stairs: 104 | |
| Included with the game at Early Access launch
| |||
|
Labyrinth Maze 13
|
Melee: 52 Projectile: 76 Jump Pad: 0 Stairs: 24 | |
| Included with the game at Early Access launch Modified in patch 7a (Greed) to lower the walls so they can be walljumped onto
| |||
|
Grand Staircase Stairway 14
|
Melee: 58 Projectile: 47 Jump Pad: 4 Stairs: 88 | |
| Included with the game at Early Access launch
| |||
|
Funnel Towers15
|
Melee: 88 Projectile: 72 Jump Pad: 0 Stairs: 68 | |
| Added in patch 7a (Greed)
| |||
|
Balconies Trenches 16
|
Melee: 74 Projectile: 66 Jump Pad: 0 Stairs: 42 | |
| Added in patch 7a (Greed)
| |||
|
Coldplay Stage17
|
Melee: 64 Projectile: 60 Jump Pad: 0 Stairs: 72 | |
| Added in patch 7a (Greed)
| |||
|
Bridge18
|
Melee: 80 Projectile: 50 Jump Pad: 6 Stairs: 40 | |
| Added in patch 7a (Greed)
| |||
Community Patterns
| Pattern | Arena View | Name(s) Internal Name |
Prefabs |
|---|---|---|---|
| Creator Additional Notes | |||
|
The Stage Double Decker loafing_theStage
|
Melee: 67 Projectile: 43 Jump Pad: 3 Stairs: 65 | |
| By: NO LOAFING Added in patch 13a (Back to the Cyber Grind)
| |||
|
Don't Get Soaked!dood_dontGetSoaked
|
Melee: 73 Projectile: 30 Jump Pad: 14 Stairs: 76 | |
| By: Dood Added in patch 13a (Back to the Cyber Grind) Tweaked by Hakita prior to release to remove a 2x2 jump pad pit
| |||
|
The Entrancesplendid_theEntrance
|
Melee: 54 Projectile: 58 Jump Pad: 4 Stairs: 64 | |
| By: Splendid Ledraps Added in patch 13a (Back to the Cyber Grind)
| |||
|
Stepsjandy_steps
|
Melee: 48 Projectile: 56 Jump Pad: 0 Stairs: 74 | |
| By: Jandy Added in patch 13a (Back to the Cyber Grind)
| |||
|
A14stuon_a14
|
Melee: 90 Projectile: 87 Jump Pad: 1 Stairs: 77 | |
| By: Stuon Added in patch 13a (Back to the Cyber Grind) Tweaked by Hakita prior to release to replace an isolated melee prefab with a projectile prefab
| |||
|
A29stuon_a29
|
Melee: 54 Projectile: 58 Jump Pad: 32 Stairs: 112 | |
| By: Stuon Added in patch 13a (Back to the Cyber Grind) Tweaked by Hakita prior to release to replace four isolated melee prefabs with projectile prefabs
| |||
Halldryzalar_hall
|
Melee: 88 Projectile: 54 Jump Pad: 8 Stairs: 60 | ||
| By: Dryzalar Added in patch 13a (Back to the Cyber Grind) Tweaked by Hakita prior to release to slightly raise four jump pads recessed by nearby stairs
| |||
|
Triple Deckjandy_tripleDeck
|
Melee: 42 Projectile: 110 Jump Pad: 0 Stairs: 32 | |
| By: Jandy Added in patch 13a (Back to the Cyber Grind)
| |||
|
Broken Bridgedood_brokenBridge
|
Melee: 71 Projectile: 41 Jump Pad: 0 Stairs: 26 | |
| By: Dood Added in patch 13a (Back to the Cyber Grind)
| |||
|
Triple Threatloafing_tripleThreat
|
Melee: 55 Projectile: 47 Jump Pad: 4 Stairs: 62 | |
| By: NO LOAFING Added in patch 13a (Back to the Cyber Grind)
| |||
|
Overlooksplendid_overlook
|
Melee: 41 Projectile: 76 Jump Pad: 3 Stairs: 81 | |
| By: Splendid Ledraps Added in patch 13a (Back to the Cyber Grind)
| |||
|
Hopperwakan_hopper2
|
Melee: 140 Projectile: 64 Jump Pad: 18 Stairs: 34 | |
| By: Wakan Added in patch 13a (Back to the Cyber Grind) Tweaked by Hakita prior to release to remove a 2x2 stair pit
| |||
|
Feastslimer_feast
|
Melee: 94 Projectile: 26 Jump Pad: 18 Stairs: 86 | |
| By: Slimer Added in patch 13a (Back to the Cyber Grind)
| |||
|
Divisionwilliam_division
|
Melee: 68 Projectile: 38 Jump Pad: 4 Stairs: 64 | |
| By: William Added in patch 13a (Back to the Cyber Grind)
| |||
|
Catwalkjandy_catwalk
|
Melee: 44 Projectile: 56 Jump Pad: 0 Stairs: 82 | |
| By: Jandy Added in patch 13a (Back to the Cyber Grind)
| |||
|
Hightowerwilliam_hightowerMass
|
Melee: 64 Projectile: 53 Jump Pad: 6 Stairs: 70 | |
| By: William Added in patch 13a (Back to the Cyber Grind)
| |||
|
Sniper Towersnotabot_sniperTowers
|
Melee: 76 Projectile: 35 Jump Pad: 16 Stairs: 112 | |
| By: Bobot Added in patch 13a (Back to the Cyber Grind)
| |||
|
Alt Marksman Marksman splendid_altMarksman
|
Melee: 52 Projectile: 42 Jump Pad: 4 Stairs: 69 | |
| By: Splendid Ledraps Added in patch 13a (Back to the Cyber Grind)
| |||
|
Gravelspruce_gravel
|
Melee: 30 Projectile: 26 Jump Pad: 0 Stairs: 24 | |
| By: Spruce Added in patch 13a (Back to the Cyber Grind)
| |||
|
Royal Guardjacob_royalGuard
|
Melee: 167 Projectile: 34 Jump Pad: 6 Stairs: 28 | |
| By: Jacob Added in patch 13a (Back to the Cyber Grind)
| |||
Other Patterns
Click on a pattern's preview thumbnail to navigate to its entry in the tables below.
Default Custom Patterns
| Pattern | Arena View | Name(s) Internal Name |
Prefabs |
|---|---|---|---|
| Additional Notes | |||
| File:BigBridge.png | File:BigBridge Arena.png | Big BridgeBigBridge
|
Melee: 98 Projectile: 40 Jump Pad: 2 Stairs: 64 |
| Custom pattern bundled with the game Added in patch 4a (Early Access Patch 2020/11/05)
| |||
| File:Cliffs.png | File:Cliffs Arena.png | CliffsCliffs
|
Melee: 48 Projectile: 40 Jump Pad: 104 Stairs: 39 |
| Custom pattern bundled with the game Added in patch 4a (Early Access Patch 2020/11/05)
| |||
| File:LowCover.png | File:LowCover Arena.png | Low CoverLowCover
|
Melee: 76 Projectile: 108 Jump Pad: 0 Stairs: 18 |
| Custom pattern bundled with the game Added in patch 4a (Early Access Patch 2020/11/05)
| |||
| File:Pit.png | File:Pit Arena.png | PitPit
|
Melee: 52 Projectile: 64 Jump Pad: 16 Stairs: 124 |
| Custom pattern bundled with the game Added in patch 4a (Early Access Patch 2020/11/05)
| |||
Historical Patterns
| Pattern | Arena View | Name(s) Internal Name |
Prefabs |
|---|---|---|---|
| Creator Additional Notes | |||
| File:13 pre-7a.png | File:13 pre-7a Arena.png | Labyrinth13
|
Melee: 52 Projectile: 44 Jump Pad: 0 Stairs: 24 |
The version of 13.cgp included with the game from Early Access launch until patch 7a (Greed)
| |||
| File:Dood dontGetSoaked original.png | File:Dood dontGetSoaked original Arena.png | Don't Get Soaked!dood_dontGetSoaked_0
|
Melee: 69 Projectile: 30 Jump Pad: 18 Stairs: 78 |
| By: Dood Original submitted version of dood_dontGetSoaked.cgp
| |||
| File:Dood dontGetSoaked revised.png | File:Dood dontGetSoaked revised Arena.png | Don't Get Soaked!dood_dontGetSoaked_0_rev
|
Melee: 69 Projectile: 30 Jump Pad: 18 Stairs: 76 |
| By: Dood Revised submitted version of dood_dontGetSoaked.cgpReplaced original version prior to submission to Hakita to fix a stair placement issue
| |||
| File:Stuon a14 original.png |
|
A14stuon_a14_0
|
Melee: 91 Projectile: 86 Jump Pad: 1 Stairs: 77 |
| By: Stuon Original submitted version of stuon_a14.cgp
| |||
| File:Stuon a29 original.png |
|
A29stuon_a29_0
|
Melee: 58 Projectile: 54 Jump Pad: 32 Stairs: 112 |
| By: Stuon Original submitted version of stuon_a29.cgp
| |||
| File:Dryzalar hall original.png | File:Dryzalar hall original Arena.png | Halldryzalar_hall_0
|
Melee: 88 Projectile: 54 Jump Pad: 8 Stairs: 60 |
| By: Dryzalar Original submitted version of dryzalar_hall.cgp
| |||
| File:Wakan hopper2 original.png | File:Wakan hopper2 original Arena.png | Hopperwakan_hopper2_0
|
Melee: 136 Projectile: 64 Jump Pad: 18 Stairs: 38 |
| By: Wakan Original submitted version of wakan_hopper2.cgp
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| File:Stuon A41.png | File:Stuon A41 Arena.png | A41stuon_A41_0
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Melee: 82 Projectile: 108 Jump Pad: 13 Stairs: 53 |
| By: Stuon One of the 21 winners of the first Cyber Grind Pattern Democracy contest Cut by Hakita prior to release due to its high complexity causing it to play poorly at low waves
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