ULTRAKILL Wiki
"The Lord's Will be done."
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For information about missions, see Levels.

CHEATS can be enabled in other levels by inputting

Up up down down left right left right B A

Enabling cheats will disable ranks

- The Tip of the Day.

SANDBOX MODE is a custom mission in the game created for players to test weapons, practice combat and create primitive custom maps. It can be accessed by pressing the "SANDBOX" button in chapter selection or through the Terminal.

Landmarks[]

The map of Sandbox copies the main part of gm_construct map from Garry's Mod

Spawn Building[]

After falling onto the map, behind you will stand a small, dark, empty building with three doorways and 2 windows. The Sandbox's two Terminals- including its unique terminal- stand next to the right entrance.

Sandbox Terminal[]

A special gray terminal found right outside the spawn building, alongside the standard level Terminal. This terminal shows various steam stats, as well as being able to adjust the time of day and change world options, such as disabling the map's border.

Lake[]

A small lake with an island to the right from the spawn location and can be used for testing electric weapons like the rail cannon.

Utility Building[]

Left from spawn, in the corner, is a building with skewed holes in the ceiling. It contains a white room (which has bright white walls and a light source) a black room (which has all black walls and no light, similar to the white room) and a dark room (A big brick room with no light sources).

Cheats[]

Cheats are enabled by default in the Sandbox, and the mode has several exclusive cheats, all of which involve either the mode's save management system or general construction aid.

Saves[]

The Sandbox can be saved using the Sandbox-unique cheats. The save directory can be accessed from local files in the Saves folder or by selecting the "OPEN DIRECTORY" button in the save management menu. These .pitr files can be safely sent to other players or downloaded into your own saves folder to play another player's saves.

Expanded Spawner Arm Functions[]

Several new sections appear in the Spawner Arm menu, containing options exclusive to the Sandbox.

Sandbox Tools :^)[]

Move[]

Allows for the free movement of brushes, props, and enemies. Holding E lets you rotate by panning the mouse; right clicking will freeze the target in place.

Delete[]

Immediately deletes the selected entity with a black hole.

Alter[]

Freezes the game when a target is selected, opening a menu with configuration options for the entity.

Brushes[]

Uniquely to the Sandbox, the Spawner Arm can create scalable material volumes with various properties. Brushes are affected by the Physics cheat, which is enabled by default. Regardless of size, they can be Whiplashed when physics are enabled, but not when they are frozen.

Once created, the Spawner Arm's Alter mode can be used to manually adjust their scale.

All names listed were taken (and shortened) from the internal names displayed by the Alter menu.

  • Cube
  • Metal Cube
  • Wood Cube
  • Grass
    • Same texture as the Sandbox's grass. Useful for landscaping.
  • Glass
    • Transparent weak Destructible, destroyed by most weak damage sources. Can be made strong and/or indestructible.
  • Water
  • Hot Sand
    • Sand from the Greed layer. Will burn enemies and players who stand on it. Harm can be adjusted.
  • Lava
    • Like Acid, but noticeably more deadly. Deadliness can be adjusted.
  • Acid
    • Acid from the Gluttony layer. Slowly dissolves player and enemies who fall into it. Danger can be adjusted.
  • Armor
    • Deflects attacks like Idols and their blessed enemies.
  • Invisible
    • A material only visible while the Spawner Arm is equipped.

Special[]

The Sandbox section contains the Checkpoint and Spawn Point which, like the Brushes, can only be spawned in the Sandbox.

Image Name Description Properties
Checkpoint Checkpoint A translucent magenta bar with thin white lines going across the top and bottom. Centered white text reads in all caps: "CHECKPOINT"
  • Changes your respawn location when interacted with.
CheckpointSpawnpoint Spawn Point A translucent blue bar with thin white lines going across the top and bottom. Centered white text reads in all caps: "SPAWN POINT"
  • Determines where the player spawns when loading a Sandbox Save.
  • If multiple Spawn Points are present, you will be sent to the nearest one when the save is created.

Sandbox[]

The Sandbox section contains the various miscellaneous props which, like the Brushes, can only be spawned in the Sandbox.

Image Name Description Properties
Barrel Barrel Light brown metal barrel.
Explosive Barrel 0 Explosive Barrel Bright red barrel with a white label with word "BOOM" badly scribbled on it.
  • Strong Destructible. Can be made weak and/or unbreakable.
  • Changes to "triggered" barrel (Weak) when damaged, exploding when damaged again or after a few seconds.
  • Detonates immediately when exposed to an explosion or similar shockwave.
Crate Crate Small wooden box.
Barrier Barrier Gray stone barricade.
Procedural Ramp Ramp A wooden ramp.
Procedural Ramp Stone Stone Ramp Light gray stone ramp.
Maurice Icon 1 Maurice A small inactive version of Malicious Face.
Melon Melon A large watermelon.
  • Weak Destructible. Can be made strong and/or unbreakable.
  • Breaks in half when damaged; each half is Weak regardless of settings.
Tree Prop Tree A fake tree from Limbo.
JumpPadIcon JumpPad A Bounce Pad.
  • Bounces everything that touches its face in the direction it is aimed. Adjustable force.
GrapplePointIcon GrapplePoint A Hookpoint.
  • Cannot be unfrozen.
GrapplePointBlue Slingshot GrapplePoint The slingshot variant of the Hookpoint.
  • Cannot be unfrozen.
  • Slingshot force can be adjusted in the Alter menu.

Unlockables[]

Image Name Description How to unlock
FlorpIcon Florp Divine mistake in form of a rodent. Can be picked up and violently tossed aside. Can be found in one of the smokestacks of the Ferryman's ship in [ 5-2: WAVES OF THE STARLESS SEA ]. Spawn option will unlock once Florp is picked up.
KITR KITR A masterfully* modeled cat which follows the player around and kills enemies. Found in the Developer Museum under the staircase before the garden. Will follow V1 once approached, unlocking her in the Spawner Arm.

Trivia[]

  • All brushes apart from acid and lava begin with the word "Procedural" in their internal names. Water is the only one internally labeled as a brush.
    • Metal Cube, Wood Cube, Glass Cube and Grass Cube are all labelled with "Variant" - presumably variants of the first Cube brush.
  • Properties of liquid brushes stack. For an example, when V1 is inside multiple water brushes, the jump height is multiplied.
  • The Slingshot Hookpoint is internally labelled "Sandbox GrapplePoint Slingshot Variant Variant". I just thought you'd like to know that.
  • Making the "Triggered Barrel" indestructible, then quickly exiting the menu will prevent it from exploding.
  • The Sandbox map is a recreation of gm_construct, a map from the game Garry's Mod version 9.
    • In the Utility Building, between the entrances to the White Room and Black Room, is another barred doorway. Noclipping inside will reveal a gray terminal which displays an email from Garry Newman (the creator of Garry's Mod) giving Hakita permission to use his map in ULTRAKILL.
    • Internally, the level is named uk_construct. This is a reference to Source Engine map naming schemes, which are prefixed according to their intended purpose; for instance, de_dust denotes that the Counter-Strike map Dust is for use in the Bomb Defusal gamemode, while gm_construct is for the default sandbox gamemode in Garry's Mod.
  • The invisible walls surrounding the map can be disabled at the Sandbox terminal under "World Options", letting the player explore the skybox. Alternatively, a high enough jump (utilizing slam storage for example) can fling V1 over the walls—though another jump will be needed to return to the main map—and rocket surfing can surmount the wall easily.
  • While most available themes at the Sandbox terminal simulate the environments of campaign levels, the fog theme is instead an homage to Silent Hill.[1]
    • Enabling the fog theme will play an ambient drone throughout the level. It is the song Sourire d'Avril slowed down by about 800%.[2] The same drone is used in a number of campaign levels, and a full-speed version of Sourire d'Avril is the basis of The Spinal Staircase.
  • The Sandbox terminal plays The Fire is Gone (for Music Box) like the Secret Terminals, rather than instrumental excerpts of Russ Morgan Orchestra's Were You Foolin'.
  • Like several other breakables in the game, explosive barrels leave debris in the shape of a broken ventilation cover.
  • When activating noclip in the starting elevator and not hitting the ground, there is a checkpoint at the base where the player usually lands. Unlike checkpoints spawned by the Spawner Arm, this checkpoint has no sounds and particles when touched, it also does not respawn like other checkpoints spawned in by the player.
  • Using the Clear Map option will not get rid of landmines for whatever reason.

Gallery[]

References[]