ULTRAKILL Wiki:Style Guide
These guidelines are not perfect. They will change and expand as ULTRAKILL's development continues and the community grows.
Exceptions will always be present, and different cases may merit different rules. If you have questions or suggestions about the Style Guide, you can discuss it with the other contributors helping with the ULTRAKILL Wiki.
When making or editing a page on the ULTRAKILL Wiki, please keep in mind the guidelines laid out in this Style Guide to help make this wiki easier to read and more consistent.
Don't stress out over this. If your style is off, other people will correct it. You can also ask for help if you feel a page does not match our guidelines, or if you are just not sure. This is a collaborative project, you do not have to know how to write research papers to contribute.
General Guidelines
When adding content to or editing the wiki, consider these questions:
- Is this addition speculative? (Does it go off of inferences or unconfirmed ideas?)
- Is this a unique interpretation? (Is this addition propagated by fan-made theories or content?)
- Is this addition unverified or untested?
- Does the information lack an official source, such as the game itself or official statements from the developers?
- Is the information related to a non-official modification?
If the answer is yes to any of these questions, then the content does not belong on the wiki. Speculation and non-canon interpretations can very easily be taken as fact when published on a wiki article, even with disclaimers. The ULTRAKILL Wiki should document only official content.
If there is something that is left ambiguous by the Style Guide, look around and ask around! We are always willing to clear up any confusion contributors may have.
This wiki is formatted using Wikitext, a guide to which can be found here. A cheat sheet can be found here.
Unreleased Content
Do not make any pages on or edit existing pages to include unreleased content. This includes enemies, weapons, levels or even tracks. The Development page is the sole exception to this rule, as edits regarding devlog videos or developer announcements will be appreciated.
Grammar, Syntax, & Punctuation
For all matters of grammar, unless specified otherwise, the ULTRAKILL Wiki defers to the English Wikipedia Manual of Style.
Additionally, while not strictly necessary, the ULTRAKILL Wiki supports and encourages the use of the serial comma (also known as the Oxford Comma), which is a comma placed immediately after the penultimate term and before the coordinating conjunction in a series of three or more listed terms in a sentence. In this example, the serial comma is used after "tethered chainsaws":
- "Conductive projectiles include magnets, coins, rockets, tethered chainsaws, and Screwdriver Railcannon drills."
Spelling
The ULTRAKILL Wiki uses American English orthography. This means that words such as "colour" and "defence" should be instead written as "color" and "defense."
The only exception to this rule is in the case of content quoted or cited directly from within the game. When in-game text or names use orthography outside of American English, it should be left as-is. In the case that in-game text contains misspellings, improper grammar, or punctuation, said errors should not be corrected, but rather suffixed with a "[sic]" marker to indicate such, which uses the sic template.
Tone
To maintain a formal tone, do not use instructional, presumptuous, or self-referential language. The ULTRAKILL Wiki is a database of information before it is an instruction or manual, and its language and appearance to the reader should reflect that. This wiki does not follow the "Wikipedia Is Not A Game Guide" policy strictly, as that is information people are likely to want when coming to this wiki. However, it is still important to be mindful of where you place guide-like information, and try to keep it separated from other content when possible, such as in "Usage" or "Strategy" sections.
Do not refer to the reader directly in the second person ("you," "yourself"), do not refer to yourself personally or as a contributor ("we," "I"), and do not refer to the ULTRAKILL Wiki or any of its contributors and editors.
Do not use emotionally charged terminology unless necessary. Do not use excessive or verbose terminology, as it makes text more difficult to understand. Keeping things concise and practical ensures that a reader will easily be able to comprehend the information provided. Similarly, avoid colloquialisms (e.g. "Slab Revolver" as opposed to "Alternate Revolver").
The use of past and/or future tense should be generally avoided, unless in situations where it is warranted or necessary. Future tense refers to phrases that include the words "will" and "would."
For instance, instead of:
- The Marksman Revolver's alternate fire will throw a coin, of which the weapon will have up to four of at a time.
Or:
- The Marksman Revolver's alternate fire threw a coin, of which the weapon had up to four of at a time.
Use this:
- The Marksman Revolver's alternate fire throws a coin, of which the weapon has up to four of at a time.
The use of passive voice is encouraged wherever possible, and it's preferred that you keep an encyclopedic tone.
Numbers should be formatted as numerals instead of words for readability.
Comedy
If you write a joke, it had better be funny, well-placed, or at least informative in some way. There are some circumstances where something humorous has practical merit, but frequent attempts at humor that do not actually improve the article make things much less readable and much more annoying. In addition, many, if not most, nicknames, jokes, etc. related to ULTRAKILL are not actually widespread within the broader community, and are irrelevant to most users looking to find informative content about the game.
In addition, as events elsewhere in the community have shown that people cannot agree on what is "funny," adding unnecessary attempts at humor to pages can result in edit-warring and other unacceptable behaviors.
Referring to the Player & Other Characters
The reader, or the player, acts in ULTRAKILL through the character V1. Despite V1's role as a character in the story, V1 should not be directly referred to in any form when describing the actions, choices, and gameplay one may take as a player. Instead, these instances should be referred to as "the player" (e.g. "While disarmed, the player can still interact with Terminals [...]"). The player should always be referred to with gender-neutral third person pronouns, such as "they," "them," "their," "theirs," and "themselves." For instance, instead of:
- If V1 leaves the indicated cable range, the Jumpstart will alert for 1 second to allow time for it to move back in-range before breaking.
Use:
- If the player leaves the indicated cable range, the Jumpstart will alert for 1 second to allow time for them to move back in-range before breaking.
All enemies in the game should always be referred to with gender-neutral language and third-person pronouns similarly to the player. Avoid using "it," "its," or "itself" when referring to enemies and the player. The only exceptions for this are direct quotes from the game or the developers, which we prefer to keep as accurate as possible. Characters in the game with specified genders should be referred to with the corresponding third-person pronouns.
When writing a sentence with two subjects, be sure to specify each subject by name to avoid ambiguity. For instance, instead of:
- V2 may enrage when fighting the player. This occurs when they keep their distance from them for too long.
Try:
- V2 may enrage when fighting the player. This occurs when the player keeps their distance from V2 for too long.
Capitalization/Formatting Rules
In any cases where the word ULTRAKILL is used, it is written out fully capitalized, as this is how the game's title is formatted officially. In addition, titles of creative works/media, including ULTRAKILL, should generally be italicized.
Italics and boldface can be used occasionally for putting emphasis on singular words or short phrases to draw a reader's attention to important information, but overuse of these tools can lead to visually cluttered articles and should be avoided.
If something is an enemy, object, level, weapon, or it is capitalized in in-game dialogue, then it is capitalized on the wiki in the same way it is capitalized in the game, with very few exceptions. This rule includes the "The" in names such as "The Cyber Grind" and fully-capitalized names such as individual level titles. This rule also includes commonly found items that share real-world terms, such as Books and Torches. This rule also applies to unique formatting/stylization, such as in the case of "Minotaur" as opposed to "Minotaur." In addition, page names follow "Title Case" and not "Sentence case," which differs from Wikipedia's guidelines.
Abbreviations, Contractions, & Ampersands
In general, abbreviations, contractions, and ampersands should be avoided. For example, "1000-THR 'Earthmover'" should always be written out in full instead of "Earthmover," "Knuckleblaster" instead of "KB," and so on. There are a few exceptions to this, namely:
- Section headers use ampersands to improve readability.
- Dialogue and quotes from the game or developers should use the original abbreviations whenever possible, to preserve accuracy.
- Level names such as "1-3: HALLS OF SACRED REMAINS" can be shortened to simply their numeric title ("1-3") after the first time they are mentioned in a section of an article.
Contraction words (such as "can't," "they're," "would've," and "we'll") should not be used, and can instead be expanded to their component words (such as "cannot," "they are," "would have," and "we will" respectively).
Hyphens & Dashes
Hyphens are to be used when writing compound words or when a sentence requires clarity, and should not be used to mark numerical ranges. An en dash (–) should be used when writing out numerical ranges. For practicality of wiki contributors, either a hyphen or an em dash can be used to signify a break in a sentence.
Units of Measurement
When dictating measurements and rates of change, the ULTRAKILL Wiki exclusively utilizes the Metric System where applicable. However, due to ULTRAKILL's lack of concrete scaling or size comparisons, exact real-world unit measurements are usually not necessary outside of rates of change. Distances and sizes are instead measured with Unity units, or simply just "units", the basic subdivisions which the Unity game engine, upon which ULTRAKILL is based, uses.
For the purpose of clarity, rates of change should be written out in full (e.g. "units per second" or "units/second") when first mentioned in any given section of an article. They may be shortened (e.g. "u/s" or "u/sec") in any subsequent mentions.
Media
Various types of media are used on the ULTRAKILL Wiki. GIFs and images break up body text and provide visuals when written text can not convey information. Video files and embeds are used when both visuals and audio are required to convey information. Audio files, devlog posts, promotional material, merchandising and more are all historical information and as such, have a place on the Wiki.
In general, in-game graphical assets, sprites, decals, etc. can be uploaded to the wiki. Additionally, in-game footage and screenshots are also allowed.
For small icons and simple shapes (usually prefixed by Icon in their url, for example: ) svg format should be used.
A guide to MediaWiki image use can be found here.
When capturing any sort of media directly from the game, please consider the following guidelines:
- In-game media must be captured while running ULTRAKILL in its native resolution, and as close to lossless as possible.
- Use the game's default Field of View, Gamma, and other visual settings (the exception is Dithering and Color Compression, which are preferred to be at 0% and None respectively).
- Do not use any visual modification mods.
- Do not use custom color palettes, custom enemy silhouettes, or custom HUD colors.
- Capturing media should be done within the Sandbox level whenever possible or applicable. In circumstances where a demonstration must be specifically performed in a certain level, this point in the guidelines is irrelevant.
- When HUD and/or weapon viewmodels are irrelevant to a piece of media’s content, one or both should be omitted via the Hide HUD and Hide Weapon cheats in the Cheats menu.
- When capturing images and GIFs, it is preferred that cause and effect is shown. Media showcasing a coin's targeting system, for instance, should include the enemy or object being targeted.
- Visual clarity is important. Avoid in-game locations where foreground or particle effects such as walls, blood splatters, or weapon viewmodels may obscure the subject.
Screenshots
In-game screenshots are mostly captured using a free applications such as Lightshot or Snipping Tool, but many other applications are fine as long as they allow for the capturing of images as WebPs. JPEG and PNG files are not disallowed, but WebPs are generally preferable. When taking a screenshot, capture only the information that is needed; make the frame as small as to only capture the subject(s) of the screenshot, and avoid having any extraneous information in the screenshot that does not contribute towards its main message, such as an enemy that has nothing to do with another enemy's interaction, or Dual Wield powerup effects in a demonstration that has nothing to do with Dual Wielding.
GIFs
In-game GIFs should be captured using a tool specifically designed for making GIFs, to ensure that the images are captured losslessly. Using tools such as OBS is not recommended since they are intended for capturing much longer video and use lossy compression.
Here are some tools that may be useful for editing GIFs:
- Ezgif: Can help edit and optimize GIFs.
- ScreenToGif: Can help record GIFs.
A few important things to note when capturing GIFs:
- GIFs should loop infinitely, rather than stopping after the first loop.
- The Wiki breaks when handling GIFs over 20 million pixels, and you should try to keep GIFs below this limit. (Pixels here means the product of the width, height, and the number of frames in the GIF.)
- When cropping and trimming a GIF, the same guidelines apply as to screenshots: minimize file size and extraneous information.
Avoid scaling GIFs down by rendering them as thumbnails on pages, as this often breaks them. The framing and content rules of screenshots generally apply for GIFs as well.
ScreenToGif
ScreenToGif is a popular tool for recording in-game GIFs, and you can use the below settings to ensure that game footage is captured correctly:
- In the "Options" menu, under "Recorder" and "Capture Frequency," the "Per second" option should be selected, and "Fixed frame rate" should be enabled.
- After recording a GIF, there are a few options that appear upon clicking on "Save as":
- Under "File type and preset," "Gif" and "Default (.gif)" should be selected.
- Under "Encoder and quantizer," "ScreenToGif" and "Neural network" should be selected.
- Under "Encoder options," sampling should be set to 1 and colors to 256.
- "Looped gif," "Repeat forever," "Detect unchanged pixels," and "Replace these pixels with a chroma key" should all be turned on, and everything else in encoder options should be turned off.
Videos
If gameplay footage is too long or large to be recorded as a GIF, videos can be used instead. Generally, this is reserved for demonstrating complicated game mechanics or footage.
Unlike GIFs, videos should always be recorded at 60 FPS and display the entire game window instead of being cropped. Since recording videos is generally more intensive than recording GIFs, you may not be able to record videos at the required 60 FPS; if this is the case, consider asking another wiki contributor to record video instead.
OBS Studio
OBS Studio is a popular tool for recording in-game video, and you can use the below settings to ensure that game footage is captured correctly:
- Under the "Profile" menu, click "Duplicate" to copy the default profile into a new profile you can use for ULTRAKILL. Use this when recording ULTRAKILL footage.
- Under the "File" menu, click "Settings" and then navigate to the "Video" tab. Change both the "Base (Canvas) Resolution" and "Output (Scaled) Resolution" to 1366x768. You have to manually type this into the field because they will not show up under the list.
- Under "Scenes," click the plus button to add a new scene for ULTRAKILL.
- Under "Sources," click the plus button to add a video source for the game. This will show up as either "Game Capture" or "Window Capture" depending on the version you're using.
- Additionally, add an audio source for the game. This should show up as "Audio Output Capture," which captures the audio from programs running on the computer. "Audio Input Capture" will instead capture audio from your microphone.
- Launch ULTRAKILL.
- Configure the video source to capture from the ULTRAKILL window. You can right click the source and select "Properties" to do this.
- Make sure that the video source is centered on the canvas and no filters are being applied. You may need to right click on the source in the canvas and change "Scale Filtering" from "Disable" to "Point" if filtering is done incorrectly.
- Ensure that the audio source is configured to capture from the correct audio device. Again, you can right click the source and select "Properties" to do this.
- Click "Start Recording" and record a short video to ensure that everything is working. After clicking "Stop Recording," ensure that the saved video file works as expected.
Audio
When uploading an audio file, consider the following guidelines:
- Audio must come from official sources or the game itself. Do not rip or convert audio files from non-official sources.
- Music files should only be uploaded with express permission from the original artists.
- If possible, use audio directly from the game or official sources instead of recording them yourself.
- Self-recorded audio files should be clear and concise, only including what's necessary.
- Self-recorded files should only include game audio and not any other sounds or commentary.
Official Files
Any media taken from an official source such as a developer log, developer or publisher social media, the game's internal files, etc. must be the highest resolution and least lossy compressed version of the file available. As better formats become available modernizing files using lossless conversion is allowed, but the formats converted to must be widely used and more efficient than current format.
This may mean that any given collection of files (for example, achievement icons) may contain images of different resolutions. This is unfortunate, but the cost we pay for using the highest quality when not all files are available in this quality.
Fan-made Media
Ask a Wiki Administrator about the use of non-official media. Custom icons and graphics are often used on the wiki for accessibility and visual clarity, however, most non-official media is not allowed.
Captions and Alt Text
Captions are information that add helpful context to an image. Alt text is text that can be used in place of an image (an alternative as text) for those who use screen readers or have slow internet. In most cases, a caption for an image will suffice, but if an image is intended to be displayed without a caption, you should add alt text instead. Sometimes, you may want to provide both a caption and alt text to remain brief for those who can see the image, but still provide adequate information for those who can't. You can check here for more information on how to add captions and alt text to images on wikis.
When writing captions and alt text, it's important to be concise. Writing too vaguely can leave it unclear as to what's happening in the image, while writing overly-detailed can be confusing and disorienting. Both should, ideally, be below 100 characters. If you find yourself writing a caption that's larger than this, consider incorporating this text into the body of the article instead of as a caption to an image.
It's important to consider the context in which the image is used when deciding on captions and alt text. If the image is in an "Appearance" section, then higher detail to explain the appearance of the image is preferred. If the image is attempting to show a situation or specific mechanic, avoid small details and focus on the mechanic being displayed.
Captions
Here are some examples of captions for the below image:
- “A Malicious Face performing their attack.”
-
- This isn't great because the details of what attack is being used are completely missing. These details are key to understanding the purpose of the image, and when absent, leave the reader confused.
- “A single Malicious Face floats in a pitch black room, shooting a set of five to six red Hell Orb projectiles in a leftward direction, presumably at the player or a targeted enemy.”
-
- This does describe the image, but it is too wordy and provides many unnecessary details. The characteristics of the room, exactly how many Hell Orbs are being fired, where they are being fired and at whom are all irrelevant to what is being demonstrated. Additionally, a lot of this information is present in the image itself and would be better suited to alt text instead of a caption.
- “A Malicious Face shooting a barrage of Hell Orb projectiles.”
-
- This is good because it's concise and gets the point across without fully describing the image. The main idea of the image- the Malicious Face shooting Hell Orbs- is completely conveyed.
Alt Text
Here are some examples of alt text for the below image:
- “A Sentry being punched while they try to fire a shot.”
-
- This description is too vague, and inaccurate. The image is has several other important visual details which are completely omitted, such as how it is punched and what happens as a result of the punch.
- “A Sentry enemy emitting a significant amount of light is burrowed into the ground directly in front of the player, inside a large square room with white-and-grey grid patterns on the walls. Their antenna flashes to indicate that they are charging up a shot. The player then swiftly punches them with the Knuckleblaster in an attempt to stop them, knocking them out of the ground and forward slightly. They recuperate and burrow into the ground, unearthing various rubble pieces, to prepare for another shot. The player then punches them again, this time towards the wall, once again interrupting their attempted shot.”
-
- This description, while detailed, includes too much information and is difficult to parse, bloating the alt text. Mentioning attributes such as the Sentry's light or the scenery of the room is unnecessary, as is the motive of the player when punching the Sentry. Keep in mind that screen readers have to read out the entire description, so keeping information concise is ideal.
- “A Sentry prepares a shot by burrowing into the ground, and is then interrupted by the player using a Knuckleblaster punch. They attempt to burrow once again, but another punch launches them away.”
-
- This description gives the reader context on what the image is about, what happens in it, and why, all without being too vague or too descriptive.
Page Formatting
Terminal Theme
The ULTRAKILL Wiki possesses a secondary, optional site theme called the Terminal Theme, designed to resemble the interface of in-game Terminal menus. This theme can be accessed on the wiki.gg bar heading of any page. Though this theme is easily accessible and many people prefer to use it, it is important to keep in mind that edits to the wiki should first and foremost be made with the classic/default theme in mind. This is the theme that the majority of readers use, and thus it should be used over the Terminal Theme when editing or making changes to pages to ensure that formatting, visuals and templates appear correctly and accurately.
Page Titles
Page titles are written in title case, and are, in most cases, the most commonly accepted name for the topic the page is about. Unless a widespread community name, devlog name, or in-game name has been provided, internal/code names are used for page titles.
Sections and Headings
Section headings follow the same capitalization rules as titles, and are concise descriptions of the section's contents. They typically come from a pool of headings, commonly shared by all the pages in a given category, but exceptions are often made for unique pages and other special cases.
Every Enemy, Weapon and Level article should end with their respective Navbox template at the very bottom of the page. For info on the wiki's templates, see here.
Subsections
Subsections are used to further divide content within sections, when there is too much content related to one subject to create a list, but when there is not enough information, or the subject is not too far removed from the section to warrant the creation of another section. Subsections of higher degrees can be created within subsections for further such division. Subheadings follow the same capitalization rules as headings and titles.
Below are some common pages, and their most widely used layouts.
Enemy Pages
Page Title
==Behavior & Attacks== ==Difficulty Changes== ==Strategy== ==Terminal Entry== ==Media== ==Trivia==
There can be any number of subsections under Behavior & Attacks, and Strategy, as every enemy is wildly different, and may necessitate greater detail for things like complex attacks and individual boss phases. Difficulty Changes should contain a subsection for each difficulty that contains any changes to the enemy's behavior, and no section for difficulties that do not. Terminal Entry sections should contain only the directly quoted in-game Terminal description of the enemy. Media sections should contain separate sections for gameplay demonstrations/footage, concept art/renders, and audio. Trivia, comprising solely of a bulleted list, never has a use for subsections.
Level Pages
Page Title
==Overview== ==Level== ==Challenge== ==Secrets== ==Gallery== ==Trivia== Overview sections briefly describe the setting, style, and introduced mechanics of the level in detail. Level sections consist of a subsection for each room in the main, intended path and order of the level. Challenge sections dictate the respective challenge of the level, if there is one. Secrets sections will usually have a subsection for secret orbs, and may have additional subsections for easter eggs, secret level entrances and other similar instances. Gallery sections, unlike Media sections, are for the purpose of supplementing the level description with images, GIFs, and/or videos of rooms and setpieces. Trivia, comprising solely of a bulleted list, never has a use for subsections.
Secret levels and Prime Sanctums may include an additional section prior to Overview detailing where the level's entrance is found. Depending on the secret level, they also may necessitate a different layout for the Level section, such as 2-S: All-Imperfect Love Song, which contains a tree of dialogue choices rather than rooms.
Weapon Pages
Page Title
==Obtaining== ==Mechanics== ==Usage== ==Variants== ==Advanced Techniques== ==Style Bonuses== ==Media== ==Terminal Entry== ==Color Customization== ==Trivia==
Weapon pages have many sections due to the intricate techniques, mechanics, and individual variants of each weapon. Some sections are only present for specific kinds of weapon pages. Obtaining sections only apply to secret weapons, such as the Alternate Revolver, which are not obtained along the main intended path of a normal level. Mechanics sections dictate the exact mechanics of a weapon which are shared between all variants, and may not be included if variants have no shared mechanics at all. Usage sections dictate possible strategies and utilizations of a weapon, and similarly may not be described if there are no shared mechanics to derive strategies from. A Variants section contains a tabber with one tab for each variant. In each variant's tab, there is a blurb, followed by an individual Mechanics and Usage subsection. Advanced Techniques sections include a subsection for each listed technique, and are only included if said techniques are relevant and applicable. Style Bonuses sections list specific style bonuses relevant to the weapon. Media sections should contain separate sections for gameplay demonstrations/footage, concept art/renders, and audio. Terminal Entry sections should contain only the directly quoted in-game Terminal description of the weapon, if said weapon has one. Color Customization sections should only be included for weapons with color customizability, and Trivia, comprising solely of a bulleted list, never has a use for subsections.
Blurbs
Blurbs are included at the very beginning of a page, prior to corresponding sections, serving as a concise synopsis of the page's main subject.
The name of the page is always the main subject of the first sentence of the blurb, and is in bold text. If something has multiple names/colloquialisms, different from the name of its page, these names may also listed in boldface in the blurb. Joke names or names that are not wide-spread among the community should not be listed. For instance, "Maurice" is not listed on the Malicious Face page blurb. In Enemy pages, blurbs concisely describe appearance, general behavior, and identifiable characteristics. In Weapon pages, blurbs describe place of obtainment, general mechanics, variants, and appearance. In Level pages, blurbs describe the level's relation to its layer and act, general characteristics, and music used.
Proper Listing Orders
When listing information in-game, there are a few established orders. Enemies should be listed firstly by which category they belong to (Husks, Machines, Demons, Angels, ???, and Prime Souls in order) and secondly by their order of appearance following the main levels. For instance:
This list contains one enemy of each category type.
This list contains enemies in order of appearance from a single category.
Swordsmachine,
Drone,
Streetcleaner,
V2,
Mindflayer,
V2 (2nd),
Sentry,
Gutterman,
Guttertank,
1000-THR "Earthmover"
This list contains both.
When listing weapons, they should firstly listed by their order of obtainment, and secondly by their variant (Blue, Green then Red). An exception is Arms, of which each variant is unlocked in a separate level, and thus are also listed only in order of obtainment. For instance:
This list contains one weapon of each variant color.
This list contains weapons in order of obtainment.
Feedbacker,
Revolver,
Shotgun,
Nailgun,
Alternate Revolver,
Railcannon,
Sawblade Launcher,
Rocket Launcher,
Impact Hammer
This list contains both.
Feedbacker,
Marksman Revolver,
Shotgun,
Nailgun,
Knuckleblaster,
Alternate Sharpshooter Revolver,
Electric Railcannon,
Screwdriver Railcannon,
Whiplash,
Sawblade Launcher,
Freezeframe Rocket Launcher,
Core Eject Impact Hammer
When listing levels, all normal levels should be listed in their usual layer-by-layer sequential order. Secret levels should be listed after any other levels in their respective layer, and Encore levels should be listed after all normal and secret levels. Prime Sanctums should be listed after all normal, secret, and Encore levels. Miscellaneous levels should be listed after all normal, secret, Encore, and Prime Sanctum levels (in the order The Cyber Grind, Sandbox and then Developer Museum). For instance:
This list contains all the levels of a layer.
- 1-1: HEART OF THE SUNRISE, 1-2: THE BURNING WORLD, 1-3: HALLS OF SACRED REMAINS, 1-4: CLAIR DE LUNE, 1-S: THE WITLESS
This list contains one of each category of level.
- 2-4: COURT OF THE CORPSE KING, 4-S: CLASH OF THE BRANDICOOT, 1-E: ...THEN FELL THE ASHES, P-2: WAIT OF THE WORLD, The Cyber Grind
This list contains both.
- 0-3: DOUBLE DOWN, 1-2: THE BURNING WORLD, 1-3: HALLS OF SACRED REMAINS, 1-S: THE WITLESS, 2-2: DEATH AT 20,000 VOLTS, 3-1: BELLY OF THE BEAST, 4-4: CLAIR DE SOLEIL, 5-3: SHIP OF FOOLS, 5-S: I ONLY SAY MORNING, 6-2: AESTHETICS OF HATE, 7-4: ...LIKE ANTENNAS TO HEAVEN, 0-E: THIS HEAT, AN EVIL HEAT, P-1: SOUL SURVIVOR, The Cyber Grind, Sandbox, Developer Museum
Links
When linking to another page within the ULTRAKILL Wiki, there are two ways of doing so, each reserved for a particular situation. If the page being linked belongs in the Enemies or Weapons category, use a Hyperlink template to link to that page with a corresponding icon next to the link. The Hyperlink template follows this format:
{{hl|Enemy or weapon name}}
Optional parameters exist for this template to be used for specific cases and combined as necessary:
{{hl|Enemy or weapon name|3=Icon image, preferably in .webp format}}
This parameter will override the icon image for the link or provide a new one if an icon image cannot be found. This may be utilized in cases where the default icon image does not correspond to the linked page. In the case of enemies, the icon should be their normal Icon image, while in the case of weapons, it should be their corresponding HUD Icon, both of which can be found in their respective page.
{{hl|Enemy or weapon name|4=Overridden link}}
This parameter will override the page the link leads to, while keeping the link's name the same. This should be used when linking to certain page sections, such as Alternate Marksman leading to Alternate Revolver#Marksman-0.
{{hl|Enemy or weapon name|a=Number between the icon and link name}}
This parameter places a number between the icon and the link name. This should only be used when referring to enemy pages, as weapons are never plural. It can be used when describing groups of enemies, like in the case of " 3 Filth."
{{hl|Enemy or weapon name|s=Suffix}}
This parameter includes a suffixes at the end of the link's name as part of the link itself. This can be used to attach a suffix indicating plurality, such as " Strays" or "
Hideous Masses."
The Hyperlink template may be used in some other instances, but this is on a case-by-case basis and it is generally advised to link to non-enemy or weapon pages with a wikilink, formatted as such:
[[Page being linked to]]
When linking to external webpages, please keep in mind the safety and security of said webpages. Generally, if a topic has a Wikipedia article, it is preferable to link to that over other sites. External links are formatted as such:
[https://thepagethatisbeinglinked.to Name of the page's subject]
Hatnotes
In the ULTRAKILL Wiki, hatnotes are italicized pieces of text which serve to disambiguate or elaborate by means of linking to other pages. They are typically placed at the very tops of pages to disambiguate two similar page titles/link related pages, or immediately below headers, to show that there is more information on a particular subject than is covered in the section on another page.
Hatnotes either use the standard blockquote format with italicized text:
<blockquote>''Blockquote Text''</blockquote>
Or, in the case of "see also" hatnotes, they use the designated template:
{{See also|1=Page link|2=Display name for the link|3=Page link|4=Display name for link}}
Citations and Footnotes
Citations are used when referencing an external source, such as an interview, a devlog post, a social media post, etc. Citations are to appear in a References section at the bottom of the page, below the last section and above the navbox, if one exists. Footnotes are used to clarify or further elaborate on something, when putting that information in parentheses does not work with the page's format, and when a hatnote cannot be used to link to another page that fulfills that role. The Footnotes section is below the last section but above the References section, if it exists. A footnote is represented in the main text as a symbol within brackets in superscript (like so: [*]; it can also be written as <sup>[*]</sup>
in the source editor). If there are footnotes solely related to a table, a Footnotes section is not required and the footnotes can be instead placed below the table. The order for footnote symbols goes: *, †, ‡, §, **, ††, and so on.
Templates & Extensions
- Main page: Category:Templates
The usage rules for our Templates can be found on their pages. If you are unsure of a Template's proper use, be sure to ask in a Discussion page.
The most commonly used templates are Hyperlinks, Navboxes and Infoboxes.
Hyperlinks, as mentioned in the Links section of this Style Guide, can be used to link to other pages, most notably Enemy or Weapon pages, with a corresponding icon. Navboxes are a navigational tool placed at the bottom of certain pages which belong to specific, common categories, such as Enemies, Levels, or Weapons, and link to every other page in that category with a table. Infoboxes are unique tables which can be placed at the very start of a page to condense useful and basic information such as damage numbers, appearances in levels, or P-Rank requirements. Some useful navbox and infobox templates are as follows:
- Weapons Navbox
- Enemies Navbox
- Levels Navbox
- Game Mechanics Navbox
- Weapons Infobox
- Enemies Infobox
- Levels Infobox
Some other useful templates include:
- The Style Bonus template, Difficulty name template, and the Style Rank template. These templates are concise and fit into larger bodies of text to make their respective terms more easily identifiable.
- Templates meant to resemble or reference in-game dialogue or text. For things such as Terminal entries, the In-Game Text template is used. For instructional prompts, the Prompt template is most often used. For real-time dialogue, the Subtitle template is most often used.
- The Stub template, used to mark pages which are lacking information, resources, citation, or accuracy, and need improvement from other contributors and editors. Stub pages are marked as Low Progress (The page severely lacks information and accuracy), Medium Progress (The page needs significant checks/improvements), or High Progress (The page only needs a few tweaks to make it suitable). Pages marked with a Stub template are automatically added to the Stub category, and their respective subcategory for low, medium, or high progress stubs.
In addition, the extension TabberNeue is frequently used to divide version-specific information. A list of other installed extensions can be found here.
Tabber can be used like so;
<tabber> |-|Tab Title 1= Tab 1 text |-|Tab Title 2= Tab 2 text |-|Tab Title 3= Tab 3 text </tabber>
Useful Links
Categories
Categories are used to index pages together for easy navigation and reference.
Frequently used categoriesː
- Category:Enemies - For all enemies and bosses.
- Category:Weapons - For all weapons and weapon-adjacent pages.
- Category:Levels - For all levels.
- Category:Game Mechanics - For all gameplay mechanics, such as style, difficulty, and movement.
Categories can be inserted at the end of a page, in source edit mode, like soː
[[Category:Enemies]]
Every gameplay page should belong to its relevant category.