Just Another ULTRAKILL Multiplayer Mod
Experimental multiplayer for ULTRAKILL, built around a small dedicated UDP server instead of Steam lobbies or Steam P2P.
This is the first playable slice:
- BepInEx plugin for ULTRAKILL.
- Standalone
OnlineKill.Serverexecutable. - Manual IP/port connection through the in-game
F7menu. - Basic local player position and rotation sync.
- Remote players shown as simple capsule stand-ins with name tags.
It does not sync weapons, enemies, damage, doors, checkpoints, Cyber Grind, or level state yet. Those systems should be ported in stages from the JAKET/COAT/Polarite-style references onto this transport layer.
dotnet build .\OnlineKill.sln -c Releasedotnet run --project .\OnlineKill.Server -- 27040For internet play, forward UDP 27040 to the machine running the server.
Copy OnlineKill.Mod\bin\Release\netstandard2.1\OnlineKill.dll into BepInEx\plugins.
In game:
- Press
F7. - Enter the server IP, port, and your player name.
- Press
Connect.
MultiplayerUtil is useful, but its documentation and XML comments show it is built around Steam lobbies and Steam P2P. OnlineKill uses direct UDP because the goal here is a dedicated server that can run without Steam networking.
This is a work in progress and is not yet ready for public use. It is not recommended to use this mod in its current state. (also uh, its vibecoded lol)