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Power & Control kriselle
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ULTRAKILL INDULGENCE Development Log (17/05/25)
Hello again, I've been making steady progress for the last month or so on revamping I-1 and continuing I-2. It's been slow at some points but I feel like progress is finally picking up again, especially now that we're approaching summer
Up to this point I've been taking the old rooms and giving them a lick of paint, but I've recently ran into problems with the pacing of I-1 making it feel like a drag to play through. I'm definitely not proud of how the level currently stands (as in the previous release) so beyond a certain point the level is basically entirely new.
I also basically entirely redid the facility doors, they're a lot more recognisable as doors now and don't have the really cheesy black hole symbol that has no actual reason to be on a door in a place like this.
FruitCircuit also got Neutralizers (the enemy introduced in I-2) functional on the new update, so I gave them a little makeover to their visual feel to better demonstrate their power visually.
For those who don't remember what they were like initially, they now leave particles whenever they stomp, shake the screen, and suck in particles around them when charging the explosion. They also have a blue flash to better indicate that they can't be parried, and to help with understanding the timing of the explosion. That's about it for now, I'm sure I can get at least the I-1 port out soon. I-2 will likely be out sometime in the summer (I hope I can finish it before it turns a year old)

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There, apparently, exists an eternal space mantis—and every year, an exorbitant amount of tax dollars fund the flight of the world’s Most Important Men into its orbit. This is a process seen as both aspirational and deeply necessary. As far as we know, there is probably no greater honor than being cannibalized by an eternal space mantis.
Throughout the last century or so, we have been repeatedly made aware of the increasing pile of corpse-parts floating in space. At some point it reached planetary proportions, and has recently met the qualifications needed to designate it as a planet. It has not yet been named, but it is colloquially referred to as “That One Planet Made Entirely Out of Human Corpses”. Located between Venus and Earth, it is one of the easiest planets to see through a telescope. It is a great science experiment for children, who often aspire to to study astronomy shortly after seeing it.
The mantis itself is a recent discovery. We knew these people were dying, but not necessarily due to an eternal space mantis. The chances of it being an eternal space mantis honestly seemed pretty low. Evidence of its existence first came in the form of an accidental audio transmission from Daniel M. Hubbard, the former CEO of Brisco Group Inc., undergoing the process of cannibalization. We know this to be the case due to the contents of the transmission: approximately five unremitted minutes of rapturous moaning.
But what does it mean to be cannibalized by an eternal space mantis? Cannibalism, famously, is defined as the act of consuming one’s own kind. Indeed, this is not a misnomer—to be consumed by an eternal space mantis is to become one and the same. It is unclear when exactly the distinction between man and mantis is made indiscernible, but it is theorized to be the moment the flesh makes its entrance into the mouth.
The mantis most likely eats because it is hungry.
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i don't think ENA has "lore", i think it has themes and motifs, i think you're meant to analyze it on a more emotional level than people seem to do. why is it that ENA is always acting wrong according to other characters? why is her more positive demeanor endlessly accommodating even if she never gets a return on that politeness? what kind of experience might this be portraying? how does it make you feel?
#even if i think that dream bbq is trying to lay down a slightly more concrete setting#i dislike the way a dichotomy is made between “story” and “lore” regardless of whether it actually applies well#at least in my limited purview when people say “lore” they're specifically referring to backstory told through less obvious means#supplemental works obscure details and in games optional content#but creating that category causes people to section it off and treat it as a vacuum distinct from and tangential to the “real” story#and thefore unimportant to the meaning of the work as a whole#i think this manifests in the way “lore” is discussed almost like cramming for a test; e.g. entire yt channels exist just to make summaries#i like logical extrapolative analysis of “lore” as much as the next dork but i rarely ever see anybody analyze it thematically as well#not only does the dichotomy leave a whole lot of perfectly good story unexamined - much of the time it's a poor fit for the stort anyway#back to the original subject; when people try to apply a lore lens to ENA what they come back with is usually just a plot summary#with little in the way of actual novel interpretation. ENA doesn't really have much backstory to “dig up” so it just restates the surface#forcing the lore/not lore dichotomy just means you miss everything that can't be made to fit in it neatly#afterthought: i think “lore” is so overemphasized because lore summary yt videos have made it the most visible way to think about a work#and they're so overrepresented because they're in that lucrative category of [long video essay to put on while you draw/play minecraft]#that also incentivises stuff like the “3x too long video essay with wikipedia as its only source”#at the end of the day it's not the end of the world and i'm the one typing 1 billion tags here; but i still dislike the blandness of it all
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ULTRAKILL INDULGENCE Development Log (16/04/25)
HELLO!! Sorry it's been a while, I took a break from this project before the update came out and when I came back to work on it I totally forgot I was supposed to be updating stuff here but I'm back now!!! I'll get to the point I've been continuing as I usually have been after I ported everything, steady progress spread across multiple levels but it's been going good. Instead of porting some stuff that broke I've opted to entirely remake a lot of stuff (which hasn't been much of an issue due to me already knowing what I want to do with it) so I-2's city section has been basically rebuilt from the ground up, I've also been giving I-1 another passover to make sure it's up to par with the new visuals in the update which means it got a load of changes since the old level was largely based on the quality of Prelude and Lust at the time.

I've also been continuing on revamping I-2's intro as mentioned in the previous post. I've made a lot of changes to it's style that better matches my original vision (mostly the switch from futuristic feeling to brutalism and I'm super proud of what I've made (my two biggest haters said it was the coolest thing I've ever made so I think I hit the mark somewhere)
Okay that's all I wanna talk about I think, just making sure it isn't radio silence for people outside of the discord (transparency is important!!) I also helped entirely remake the terminals for Purgatorio levels, you can watch the showcase here. They'll be used in Rubicon, Envy, Indulgence and any future released Purgatorio levels when they're ported to the new update.
No release estimate yet but I hope I can have I-1's update, I-2 and maybe I-S out sometime in the summer, still got a lot to do but we're getting there. Lots of plans for future stuff coming together, loads of concept art and stuff,,,,, Maybe you'll see something interesting regarding that next time :3 there are some things I wanna talk about SO badly but I need to wait until the time is right

Image by lilaclav_ on the Purgatorio Discord
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forgotten kirby facts 189 - the hut in the 1st stage of kirby 64 is king dededes, he uses it to store his water toys.
(official website)
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Arlecchino train, Gio Ponti, 1950s
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Drum and Bass (Kesteren), Mathieu Mercier, 2002-19
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its going to get so crazy when ballistic armor tech improves and develops materials lightweight enough to construct entire suits from. probably some kind of carbon bullshit. head to toe plate body armor, with little slits for visors and shit. stops practically all small arms fire. guns wouldnt even be shit anymore but it wouldnt be like dune where everybody has to go and stab each other and shit. overpressure would probably be the easiest way to kill each other at that point. like the gm94, that thermobaric pump action cqb grenade launcher. everybody gets some shit like that, or a bazooka of some kind. of course heavy weapons would still be useful, like anti-materiel rifles and HMGs and cannon and mortars and shit. but then the sheer destructive force would probably make fighting from structures an outright liability. you could just get crushed under the rubble. the increase in ordnance would render most cover into concealment. urban fighting would fucking suck. at that point itd probably just be like WWII style remote bulldozing via howitzer. just picture it. great big formations of guys in medieval lookin armor, probably puffier-lookin, weird semi-matte sheen to it. runnin at each other across a bunch of smoldering craters, fuckin blowin each other up with bazookas and grenade launchers. people honest to god getting turned into soup. everybody worth blowing up already has been so theyre all like dumb conscripts and try rocket jumping and dont know about backblast and shit so theyre all killing each other their bazookas. all their bosses are sitting in trucks with absurdly massive machine guns on em, just indiscriminately firing into the crowds, through both sides, trying to hit the trucks on the other side. their brains are all microtears from being around explosions all day so they see like ghosts and dragons and shit. they work for some obscure government offices run by guys who invented child gambling. theyre fighting over some three thousand acre splinter-nation that just came up with a new semiconductor production method. nobody even knows what the actual fighting looks like cuz everyone everyone who goes out just gets evaporated immediately so its just like a giant constantly exploding crater in europe we keep shoveling human soup into. birds love it. ghey get huge from all the anabolics and testosterone and shit in the tissue of the souped bazooka knights. so theres just like giant dickhead birds going around fucking everything up all over the world. that would be crazy huh
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ULTRAKILL INDULGENCE Development Log (31/01/25)
Hello again! It's been a bit, I had intended to do an update every couple of days but you can probably tell how well that went for me, a lot of things happened like the storm across my country and a lot of work on this, I almost lost the project file too funilly enough.
Over the last week I've went back to working on the main city portion of the level, mostly optimisations and bringing some old geometry up to par with the new stuff. I had to port a ton of prefabs such as streetlamps and benches from probuilder meshes into regular meshes which was absolutely not fun, probuilder prefabs cause lag and extend export times but luckily with this change I've shaved down export times from about 15 minutes to 6. There was a very weird issue with the transition process that caused every instance of the prefab in the level to generate its own probuilder mesh, and I still haven't fixed all of them yet, I actually did it to every single window on every single building so that'll be fun to replace, that's a problem for future me though.
Now that we finally got the heads up from Dave that the ultrakill update is releasing next month (probably) that means I-2 development will probably slow down before then and pick up once it's out, I've been holding off until then to start on the super cool technical shit. I've been concepting a rework to the Blood Siphon mechanic I teased a few months ago too (https://youtu.be/SUBHZg4Tqpo warning, its bad) due to the scope of the level, mainly the use of infighting, changing a lot and not really requiring these to be used as much as I had intended. If I end up doing it, it'll reinvent a super cool enemy concept I had for Indulgence at one point, It was initially going to be in I-2, got scrapped for the Neutralizers and I had briefly intended to introduce it in I-3 before realising that's a nightmare for pacing with all the other shit I have planned. It's a bit of a shame because the design was super cool, but I'll probably have the reworked blood siphon retain some of its elements.
Hopefully this is a sufficent way to work it into the campaign without having to write a bunch of lore and introduce it well (although it probably will have some still, just not an entry) So no new enemy in I-3 probably, which is good or bad depending on how you look at things, but I think it's better this way. I'll hopefully power through the remaining main city geometry before the rewrite update releases, then I can move onto the fun stuff I have planned (or maybe just keep working on I-S until then), but that's a topic for another devlog. See you next time!
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Okay, now that the hype has died down I just want to say that the general vibe of abject horror that Mr Foxington Tobias expressed about the simple fact that he had to make a song to act as a replacement for pepper steak is the realest thing I've ever seen. because like HOLY SHIT. how do you even BEGIN to approach that? i would have crashed out ngl. you want me to try to match up to pepper steak? pepper steak. pepper steak from OFF? you're insane. you might as well ask me to turn water into gold because you are asking me to do the impossible here. to capture pepper steak. pepper steak from off. the song pepper steak from OFF. what the fuck dude what the hell
i mean like, he fucking cooked regardless but you get what i mean
#white meat is very good and i looped it like 300 times but doesn't completely live up to pepper steak#however i don't think it's meant to#it's specified as the area 1 battle theme and the trailer theme which contains the pepper steak source samples is stated to be -#an excerpt from a full track#so i think that the later battles themes will incorporate more and more of pepper steak's signature sound and frantic groove
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