The Cyber Grind

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If blown too far off the arena, PUMP CHARGE's overcharge is a good way to get back.
– Tip of the Day

The Cyber Grind is a wave-based endless survival mode in ULTRAKILL.
Non-boss enemies, as well as some mini-bosses, are able to spawn in The Cyber Grind.
Global leaderboards can be found on Steam for each available difficulty: Harmless, Lenient, Standard, Violent, and Brutal.

Enemies

Enemy Statistics
Enemy Wave Cost Prefabs
Common
Filth Filth 0 1 n
Stray Stray 0 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 9 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 15 55 + 35 n
Insurrectionist Insurrectionist 20 75 + 125 n
Ferryman Ferryman 22 55 + 55 n
Hideous Mass
Hideous Mass Hideous Mass 10 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 and health when the player is weak, while enemies like the Mindflayer provide challenges on later waves that can end runs if players aren't careful.

Prefabs

Prefabs determine the spawnpoints for enemies and other items on each pattern.
They are denoted by a single character.

Enemies Other
  • n (Melee)
  • p (Projectile)
  • H (Hideous)
  • 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.

Mechanics

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.

Hideous Masses

Hideous Mass Hideous Masses are the first enemies to spawn.

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.

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

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

Above wave 16, an additional enemy will spawn in an uncommon spawn.
Above wave 24, an additional uncommon spawn will occur 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 it will keep selecting previous enemies in the list until a valid one is selected or it reaches the start of the list.
For the second spawn (if one occurs), the above process will also be repeated if both enemies are the same. If the list is exhausted, the second spawn will 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 will have 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. It decreases by 1 every non-uncommon wave.
Uncommon spawns can occur if the buffer is at or below 0.

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 occured, 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 Mass Hideous Masses - Uncommon Spawns + 1 (exclusive).
If the special buffer (see last paragraph) is at or below -2, then this range will have 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 uncommons count as 3 enemies towards their respective uncommon cap.

Patterns


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 Prime Sanctums Miscellaneous
P-1: Soul Survivor P-1: Soul Survivor
P-2: Wait of the World P-2: Wait of the World
P-3: ???
Developer Museum Developer Museum
The Cyber Grind The Cyber Grind
Sandbox Sandbox