Weapons

Weapons in ULTRAKILL Prelude.
There are only 3 weapon types, with their own variants.

Pistol
The pistol is given to the player on level 0-1 on a pedestal at the beginning of the level

Primary-Fire.
The primary fire from this weapon is automatically bound to mouse0, this will fire a shot which does low damage and has near unlimited range, this is enough to kill the weakest enemy in one shot. The fire rate for the primary fire is roughly 88 shots per minute and 1.46 shots per second.

Alt-Fire.
The Alt-Fire from this weapon is automatically bound to mouse1. This shot does medium damage and can pierce the weakest and second weakest enemies. The fire rate for the Alt-Fire is roughly 15 shots per minute and 0.26 shots per second this is a result of the recharge time in between each charge up.

Alt-Fire.
The Primary fire is the same, The Alt-Fire is automatically bound to mouse1. This Alt-Fire is completely different from its predecessor. Instead of holding down mouse1 and charging, the player presses it. Upon fire, the player flips a coin in the air. If the player then shoots at the coin, the shot will ricochet towards the nearest target. this shot does medium to high damage, depending on the enemy, and will instantly cause a critical hit. There is only a maximum of 4 coins in the player's inventory at once, as displayed by the four circles on the back of the weapon. These coins are replenished at a rate of roughly 12 per minute or 1 every 5 seconds.

Shotgun.
The shotgun is obtained in level 0-2 after beating the first encounter with the Swordsmachine and has two alternate fire modes.

Primary-Fire.
The primary fire from this weapon is automatically bound to mouse0, this will fire 12 pellets each doing individually low damage, but combined they do large damage. The fire rate for the primary fire is roughly 37 shots per minute and 0.63 shots per second.

Alt-Fire.
The Alt-Fire from this weapon is automatically bound to mouse1. This shot is not a straight line projectile, it is an arcing projectile, acting as a grenade that instantly explodes on impact with the ground, walls, or enemies. When mouse2 is held, the bar on the right will fill up, the more of the bar that is filled up, the higher the speed the shot travels at. This shot does high damage regardless of its speed. It also has an area of effect. If the target is a specific distance from the epicenter, then the damage is decreased depending on the distance away from the epicenter. The projectile shot from the shotgun can also be shot mid-air using any of the pistols.

Alt-Fire.
The Alt-Fire from this weapon is automatically bound to mouse1. With this particular Alt-Fire, The player can load extra shells into the shotgun. If there are no extra shells the shotgun has a smaller spread, but the more shells you load the more they spread, and in turn, the more damage they do. Damage per shell that is loaded is based on how far the player is from the target. If the player loads too many shells the gun's bar will flash red and upon firing the gun will explode dealing 50 damage and launching the player in the opposite direction.

Nailgun
The nailgun currently one primary fire mode and one secondary fire mode in the Ultrakill prelude demo. Other alternate fire modes were not disclosed in the prelude version of the game.

Primary-Fire.
The nailgun's primary fire consists of a steady stream of projectiles exiting the weapon at high speeds. This can be used by pressing mouse1. The primary fire has the ability to overheat with no effect to the player, other than the ability to fire projectiles faster than burst-firing the weapon. The overheat ability allows the player to fire nails at the fastest rate possible allowed by the nailgun.

Alt-Fire
The nailgun's current existing Alt-Fire shoots a projectile that remains either on walls, floors, the ceiling, and enemies for 30 seconds and allows the nails being fired at that projectile to orbit the projectile, having the projectile acting as a magnet. This can be done by pressing mouse1 at the desired location where the player would want the magnet nail to land. The projectile itself does little to no damage on impact with an enemy. When the 30 seconds is up, the projectile explodes causing 30 damage to the player's HP. This magnet nail can have what seems to be an unlimited number of nails orbiting around it at any given time before the projectile combusts. The amount of magnet nails that are allowed to be fired also seems to be unlimited as well. Multiple magnet nails can be shot around the area where the player is, and can create an orbit of nails around a single target. The orbiting primary nails deal the same damage that regular nails and are not buffed in any way.