JohnFister
Play ULTRAKILL as John Fister, Fister's bare-fists brawler: his body, third-person camera, full move set, effects and sounds. F7 toggles back to V1.
About this mod Author’s original text
John Fister for ULTRAKILL
Play ULTRAKILL as John Fister, the bare-fists brawler from Fister. This BepInEx plugin replaces V1 with
John's six-box body and outfit, a third-person camera, his movement and his full bare-fists move set, with the
original effects and sounds. It runs Fister's own player simulation at 60 Hz (translated line by line and pinned
to Fister's numbers by its acceptance tests), and maps its punches, launches and parries onto ULTRAKILL's enemies.
Requirements
- ULTRAKILL (Steam, current build).
- BepInEx 5 for Mono (BepInExPack 5.4.2305, the community standard). r2modman Mod
Manager installs it for you.
Install
- Mod manager (recommended): install "JohnFister" with r2modman or Mod Manager and start the game
through it.
- Manual: install BepInExPack into the ULTRAKILL folder (winhttp.dll, doorstop_config.ini and BepInEx\
next to ULTRAKILL.exe), run the game once, then copy this package's JohnFister.dll and assets folder into
BepInEx\plugins\JohnFister\.
Turn it on and off
John Fister mode is on when a level starts. (Not in the new-player intro and tutorial, the menus or the credits: those need V1, and John comes back in the first level.) Press F7 to switch back to V1 and F7 again to be John. Switching
back restores V1 completely: first-person camera, arms, weapons, weapon icons, dash/jump/slide, gravity and the
stamina bar.
While John Fister is on:
- the camera is behind and above John, looking exactly along your aim (the game's own crosshair is the aim);
- V1's weapons, arms, hook and weapon icons are put away, and jump, dash, slide and slam do nothing;
- the stamina bar shows John's punch charge (three bars = full charge);
- two thin arcs around the crosshair show the parry (left, blue) and grab (right, yellow) cooldowns: each fills from
the bottom as it recharges and flashes when the move is ready again; nothing is drawn while both are ready. (Fister
itself only flashes the ready moment in these colours; the arcs are this port's addition);
- the camera never goes through walls or ceilings: it is pulled in front of anything behind John (and lowered under
low ceilings), eases back out, and John turns see-through when it gets close to him. The screen centre is still
the aim at any camera distance;
- your health bar is John's health (Fister's 200 HP is ULTRAKILL's 100; enemies hit as hard as usual).
Controls
John uses your own ULTRAKILL bindings (rebinding and gamepads carry over):
| Action | Binding | |
|---|---|---|
| Move | Movement keys (WASD) | |
| Aim | Mouse / right stick | The screen centre is the aim |
| Fist | Fire 1 (left mouse) | Tap for a quick jab. Hold to charge, release to punch |
| Parry | Fire 2 (right mouse) | Blocks a hit; reflects projectiles; heals you |
| Grab / throw / air tech | Punch key (F), or Fire 1 + Fire 2 together | |
| Toggle John Fister | F7 | Configurable |
| Pick up / place / throw items | Punch key (F) near a skull, key, torch... | Same key as grab: items in reach come first |
There is no jump, sprint key, block or stamina. Everything comes from the fist and the parry:
- Charged sprint: hold the fist until the arm flashes (1 s) and keep holding while you run.
- Parry jump: look at the ground and parry. This is how you climb ledges.
- Ground-punch hop: release a full charge while looking at your feet.
- Rocket punch: release a full charge while looking up.
- Uppercut: a strong punch while looking up at an enemy in front of you; an airborne enemy dies instantly (not bosses or big enemies).
- Air kick: your strongest hit (more damage and launch than a full punch). Release a full charge in the air while looking level or down. Hold the crosshair on an enemy for
3 s first to lock on (the aim line turns red); the kick then homes in. Kicking through an enemy projectile is a
parry: it flies back at its shooter (heal, flash, style and the instant charge, as a parry) and John recoils off
it.
- Dive bomb: release a full
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: