Among the hundreds of runs preserved on the ULTRAKILL leaderboards, one performance by an American speedrunner known as Darknn carries a particularly personal message. After completing a Violence Full Game Any% run in 11 minutes, 5.827 seconds, Darknn described the achievement as a moment when he could finally take a short break, having accomplished his goal of holding a world record. The result earned first place in the game’s pre-revamp category and became one of the clearest examples of his competitive ability.
Yet Darknn’s place in the history of ULTRAKILL speedrunning extends beyond the times attached to his name. Competing under the identities Darknn and Darkn, and associated with the online handle NotDarkn, he developed a substantial collection of verified performances while also producing instructional material, advocating for more accessible strategies, and participating in the administration of the game’s competitive leaderboards.
His involvement eventually became connected with ULTRADOCS, a collaborative documentation project designed to preserve the techniques that speedrunners had spent months discovering. By 2026, Darknn was also publishing announcements about competition rules, new content, and leaderboard changes, helping the community adapt to a game that continued to evolve.
The surviving record offers an unusually detailed look at a modern speedrunner whose influence can be traced not only through personal accomplishments, but through the resources and competitive structures that other players use.
Finding a Place in ULTRAKILL Speedrunning
Developed by Arsi “Hakita” Patala and published by New Blood Interactive, ULTRAKILL emerged as a fast-paced first-person shooter combining retro-inspired visuals with complex movement, demanding combat, and a scoring system that rewarded aggressive play. Its early access development allowed new levels, mechanics, and technical changes to arrive over time, creating a competitive environment in which established strategies could become outdated whenever the game received a significant update.
For speedrunners, ULTRAKILL offered several different forms of competition. Some players concentrated on completing individual levels as quickly as possible, while others attempted entire acts, layers, or the available full-game routes. Additional categories introduced restrictions involving weapons, enemy encounters, and movement techniques, requiring players to understand far more than the intended progression through a level.
Darknn became particularly associated with this environment, developing competitive performances in both individual-level and longer categories. His Speedrun.com profile eventually accumulated hundreds of submissions, many with accompanying recordings, personal commentary, and verification records.
By November 2026, the profile displayed 144 full-game runs and 496 level runs, representing approximately 640 recorded performances across the platform’s classifications. These statistics reflect the account at that point in time rather than a permanent total, but they demonstrate the considerable volume of competitive activity documented under his name.
Unlike traditional sports, where a competitor’s accomplishments might be preserved through newspaper accounts or official tournament results, much of a speedrunner’s history survives in digital submissions. Darknn’s records provide a particularly useful example because many preserve not only the completed time but also his reactions, observations about the route, and thoughts on the competitive process.
The Violence Full Game World Record
One of Darknn’s most important documented achievements came in ULTRAKILL’s Violence Full Game Any% category, which recorded an 11:05.827 in-game time under the pre-revamp leaderboard classification. The submission was verified on Speedrun.com and listed in first place, establishing a major competitive milestone in his career.
The run belonged to the game’s earlier technical era, using a version associated with the April 15, 2024 patch. Its category required competitors to complete the relevant sequence of available game content as quickly as possible under the applicable Any% rules, with in-game timing distinguishing the competitive result from the longer elapsed recording time.
The importance of this performance becomes clearer through Darknn’s own submission notes. Rather than presenting it simply as another improvement, he characterized the result as the fulfillment of a personal ambition to achieve a world record, even suggesting that the accomplishment might finally allow him to rest from the demands of repeated attempts.
The original 11:05.827 submission preserves both the verified performance and the accompanying statement, providing direct evidence of how meaningful the achievement was to its runner.
Darknn also obtained first-place results in other portions of the game. His Heresy Layer Any% performance of 47.299 seconds and Violence Layer Any% performance of 2:03.456 were recorded in their respective pre-revamp classifications, while an Act 2 No Monsters run of 2:24.890 demonstrated his ability to compete across multiple levels under a different set of conditions.
These achievements mattered because success across different categories demanded more than the memorization of a single optimal route. A runner concentrating on one individual level might spend countless attempts refining a movement trick that saved a fraction of a second, while a longer category required consistency through multiple stages and the ability to recover from small mistakes without losing the entire attempt.
Darknn’s results showed proficiency in both forms of competition, helping establish his reputation within the game’s increasingly specialized speedrunning scene.
Records Measured in Seconds and Milliseconds
Although longer categories provided some of Darknn’s most visible accomplishments, his individual-level performances demonstrate the extreme precision involved in competitive ULTRAKILL.
Among his verified records was a 2.585-second completion of 0-1: Into the Fire in the pre-revamp Any% category. Another first-place result came in 0-4: A One-Machine Army, where he recorded 5.802 seconds in the post-revamp Any% classification, with an additional inbounds restriction. The distinction between these categories is important because each represents a specific combination of rules and game versions rather than an unrestricted comparison of every performance ever submitted.
The A One-Machine Army record is especially revealing because Darknn’s accompanying comments express considerable excitement about returning to the level and producing a result that exceeded his expectations. Such statements capture the personal side of a pursuit often reduced to numbers on a leaderboard.
Other submissions demonstrated similar specialization. Darknn recorded 24.584 seconds in 4-4: Clair de Soleil under a pre-revamp P Rank classification, while his 4.663-second completion of 2-3: Sheer Heart Attack used the post-revamp Secret Exit Any% route.
These runs involved categories in which seconds, and sometimes thousandths of a second, could determine a competitive position. The differences between routes, restrictions, and versions meant that an impressive time in one classification could not automatically be compared with a time achieved under another.
Darknn also participated in ULTRAKILL’s category extensions, which preserved competitions outside the main leaderboard structure. His recorded results included Jakito%, Sandcastle%, Beach%, Armboy%, and Rocket Race variations involving both rockets and rocketless movement.
One of the featured results on his profile was an 8:28.214 first-place performance in PS maX No Monsters under the post-revamp category extensions. Other first-place entries included 23.321 seconds in pre-revamp Jakito% and 48.524 seconds in pre-revamp Rocket Race Rocketless.
Together, these performances illustrate a competitor willing to explore both established categories and more unusual challenges. They also show how ULTRAKILL speedrunning developed into a collection of distinct disciplines, each requiring its own techniques, specialized knowledge, and competitive standards.
When ULTRAKILL Changed Its Own History
The constantly changing nature of ULTRAKILL became especially important on February 24, 2025, when New Blood Interactive released the ULTRA_REVAMP update. The developers described the update as a major visual and technical overhaul, rewriting substantial portions of the game’s code and revising levels throughout its earlier acts.
For ordinary players, these changes brought improved presentation, performance, and gameplay systems. For competitive speedrunners, however, they created a more complicated historical problem. A route that had once depended on a particular collision interaction, enemy behavior, or environmental feature might no longer function in the same way after the update.
The community’s answer was to preserve separate pre-revamp and post-revamp classifications, allowing performances from different versions to retain their competitive meaning.
Darknn’s records provide a useful illustration of this distinction. His original 11:05.827 Violence Full Game Any% result remained associated with the pre-revamp environment, while a later 10:32.200 performance appeared in the post-revamp category, where it held fourth place in the retrieved records.
Although the later time was numerically faster, the difference cannot be treated as a straightforward improvement on an identical course. The two performances were recorded under different technical conditions, making their separate classifications essential to an accurate account of the game’s competitive history.
A similar comparison appears in Darknn’s Act 2 No Monsters results. His pre-revamp first-place time of 2:24.890 was followed by a post-revamp performance of 2:18.481, listed in second place. These records demonstrate both his continued involvement after the changes and the importance of distinguishing game versions when discussing speedrunning achievements.
The situation also revealed why written documentation had become increasingly valuable. When the game changed, the community needed more than a collection of impressive videos. It needed reliable explanations of which techniques remained possible, which had been altered, and which depended on an older version of ULTRAKILL.
A Call for Better Speedrunning Guides
One of the most historically significant documents associated with Darknn is not a leaderboard submission, but a discussion he opened on the ULTRAKILL Speedrun.com forums.
In a thread titled “When Are We Getting Proper Guides?”, Darknn described the difficulty of learning the game through the resources then available to newcomers. He explained that he had been speedrunning ULTRAKILL for approximately six months and had encountered a community where much of the necessary knowledge was scattered among individual-level videos, existing strategy databases, and Discord discussions.
Although resources such as StratDB were available, Darknn argued that their explanations could be confusing to inexperienced players. He pointed to his own early difficulties and those of people he had tried to introduce to speedrunning, suggesting that discovering an effective strategy did not necessarily mean understanding how to reproduce it.
His central concern was whether the community could collaborate on a more accessible collection of techniques, providing clear explanations rather than expecting newcomers to interpret difficult routes from incomplete demonstrations.
The discussion received responses from other community members who recognized the problem. One participant, AurorasDawn, acknowledged that better guides had been needed for some time while noting that ULTRAKILL’s constantly evolving mechanics made comprehensive documentation particularly difficult.
This exchange captures an important stage in the development of modern speedrunning communities. Experienced competitors often discover improvements faster than they can formally record them, leaving essential knowledge dependent on informal conversations, private practice, and the willingness of established runners to explain their methods.
For Darknn, the issue was not simply whether the information existed somewhere on the internet. It was whether the information could be understood and used by the next generation of competitors.
The Development of ULTRADOCS
The discussion eventually became connected to ULTRADOCS, an open-source documentation project dedicated to ULTRAKILL speedrunning techniques.
According to the project’s original GitHub repository, the idea came from a community member known as Kano, who noticed Darknn’s forum discussion and approached him about developing a more comprehensive resource. Darknn’s own explanation credits Kano with proposing the project, making ULTRADOCS a collaborative effort rather than the creation of a single individual.
The resulting project was designed to organize speedrunning knowledge in a form that could be revised as new techniques emerged. Its documentation included movement mechanics, routes, specialized strategies, and information intended to help players understand the technical foundations of competitive ULTRAKILL.
The project’s open-source structure was especially important. Rather than restricting the resource to a small group of contributors, its GitHub repository provided a process through which community members could propose corrections, add missing strategies, and update material that had become outdated.
Contributors could submit changes for review, allowing the documentation to develop alongside the game and the discoveries of its players. The repository preserved a history of revisions, making it possible to examine how the written understanding of particular techniques evolved.
The ULTRADOCS website also organized general speedrunning information and movement techniques, including slide jumps, dash jumps, slam storage, wall bounces, and other mechanics important to competitive routing.
These explanations served a different purpose from a finished speedrun video. A recording demonstrates that a technique can be performed, but a guide attempts to explain how the player can reproduce it, why it works, and when it becomes useful.
Darknn’s involvement in ULTRADOCS therefore represented a contribution distinct from his records. While his competitive performances demonstrated what an experienced runner could accomplish, the documentation project addressed how that knowledge could be transmitted to others.
The collaboration also helped preserve the work of a wider group of community contributors, ensuring that techniques were not remembered only through the names of whichever players happened to hold records at a particular moment.
Teaching the Next Generation of Runners
Darknn’s interest in documentation extended beyond ULTRADOCS into shorter, practical instructional guides published through Speedrun.com.
Among these resources was a guide explaining how to submit an ULTRAKILL speedrun, presented through a concise instructional video intended to help newcomers understand the submission process. He also produced material addressing leaderboard resets and technical strategies for individual levels.
His guide for 1-2 Any% explained an out-of-bounds method used in competitive attempts, while another addressed P Rank and Any% approaches to level 3-2. These guides demonstrated different aspects of speedrunning education, from the administrative process of participating in a leaderboard to the execution of specialized gameplay techniques.
The distinction matters because competitive communities depend on both forms of knowledge. A player may understand how to complete a level quickly but still struggle with recording requirements, category classifications, or the process of submitting a valid performance.
Through these contributions, Darknn helped address obstacles that could prevent new competitors from becoming active participants.
His work also reflects a broader historical characteristic of speedrunning: the frequent overlap between competitor, teacher, researcher, and community organizer. Players often develop their expertise through collective discoveries, then return that knowledge to the community through tutorials, route explanations, and technical discussions.
Darknn’s documented activity provides an example of how those responsibilities can exist together within a single competitive career.
Managing the Leaderboards During the FRAUD Update
Darknn’s involvement in community organization became particularly visible in early 2026, when ULTRAKILL introduced its eighth layer, FRAUD.
New Blood Interactive released the content on February 24, 2026, adding new environments and gameplay changes that required speedrunners to reconsider established routes. The update also created administrative challenges for the people responsible for verifying submissions and maintaining consistent categories.
Darknn published a Speedrun Embargo Notice announcing that the community’s leaderboards would temporarily close to new submissions for approximately two weeks. The stated purpose was to provide runners with time to investigate strategies while allowing verifiers to prepare for the expected increase in activity.
The announcement demonstrated a different side of speedrunning from the competition itself. Maintaining a credible leaderboard required decisions about when performances could be accepted, how new levels should be categorized, and what technical conditions would be permitted.
In a subsequent March 2026 announcement titled “SRC Changes & Embargo Update,” Darknn explained additional adjustments to the rules and submission structure. Among the most consequential was the removal of the previous requirement to run the game at 240 frames per second, allowing competitors to use other frame rates under the revised regulations.
The announcement also addressed inbounds and weaponless runs, the handling of multiple subcategory classifications, and an extension of the submission embargo until March 17, 2026.
Another decision concerned level 8-3, where the presence of a secret exit created questions about how the level should be classified. Rather than presenting the matter solely as an administrative decision, Darknn announced a community poll concerning whether the level should have separate Main Exit and Secret Exit classifications.
The poll was scheduled to close on March 15, 2026, providing an example of direct community participation in the development of competitive rules.
When the embargo ended, Darknn published another announcement confirming that submissions could resume. The updated leaderboard structure incorporated FRAUD into appropriate categories, introduced additional classifications, and adjusted verification procedures to accommodate the newly released content.
These announcements preserve direct evidence of Darknn’s role in communicating competitive policy during a significant transition. They also show that the history of a speedrunning community is shaped not only by successful competitors, but by the people involved in establishing and maintaining the conditions under which records are recognized.
Recognition Beyond the ULTRAKILL Leaderboards
By late 2026, Darknn’s competitive record had also attracted attention through statistical comparisons extending beyond ULTRAKILL.
SpeedStats, an independent ranking project created by Maximum, compiled point-based rankings using speedrunning performance data across multiple games. In its November 1, 2026 update, the service placed Darknn fifth in its overall player rankings with 8,732.75 points.
The ranking positioned him below competitors including secureaccount, StarSpeedruns, Flo203, and Niftski within the service’s particular scoring system.
This distinction requires careful interpretation. SpeedStats does not represent an official universal world championship, and its results should not be treated as a definitive measurement of every speedrunner’s ability. The rankings instead reflect the service’s methodology for evaluating recorded performances, giving researchers another perspective on the breadth and competitive value of a player’s results.
Nevertheless, Darknn’s placement demonstrated that his collection of performances was significant under at least one independent statistical approach, extending the available evidence of his accomplishments beyond the rankings maintained for ULTRAKILL alone.
The result also illustrates the growing complexity of speedrunning recognition. Individual games preserve their own world records, category histories, and technical standards, while broader statistical projects attempt to compare players whose achievements may involve entirely different mechanics and forms of competition.
For Darknn, the original verified submissions remain the strongest evidence of particular achievements, while the SpeedStats ranking provides additional context for how his overall competitive record was evaluated in November 2026.
Darknn’s Place in Video Game History
The available evidence presents Darknn as a speedrunner whose contributions developed along three closely connected paths. His competitive performances established a substantial record across ULTRAKILL’s individual levels, longer categories, and specialized challenges, while his instructional guides and participation in ULTRADOCS helped make technical knowledge more accessible to other players.
His later involvement in leaderboard announcements and rule discussions also placed him within the administrative history of the community during a period of significant changes to the game.
Much of Darknn’s personal biography remains outside the publicly documented record, and the long-term significance of his career is still developing. His verified submissions, original forum posts, GitHub activity, and public announcements nevertheless provide unusually strong primary-source evidence for the contributions that can already be established.
In many ways, his story reflects a larger transformation in video game history. Competitive achievements are no longer preserved only through championship events or widely publicized performances, but through online archives containing thousands of individual attempts, technical discussions, and records of collaborative work.
The survival of those materials allows historians to examine how competitive knowledge develops, how communities establish their own standards, and how players contribute to games long after their initial release.
Darknn’s 11:05.827 Violence Full Game performance remains an important part of that history, particularly because of the personal meaning he attached to achieving a world record. Yet the project that followed his call for better speedrunning guides may ultimately provide an equally revealing measure of his influence.
A record demonstrates how quickly one player could complete a challenge under particular conditions. A carefully maintained guide can help countless others understand the methods that made such performances possible.
For Darknn, both forms of achievement belong to the same developing story, one in which the pursuit of faster times became connected with the preservation and sharing of the knowledge behind them.
Sources & Further Reading
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Darknn. “GENERAL / How to Submit a Run.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill/guides/l1sc7
Darknn. “IL / 1-2 Any% (OOB) Guide.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill/guides/hj81f
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Darknn. “Armboy%, Post-Revamp, 10.645 Seconds.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill_category_extensions/runs/y64j2v1m
Darknn. “Beach%, Post-Revamp, 11.902 Seconds.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill_category_extensions/runs/mrwoxx7y
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Darknn. “Rocket Race, Rocketless, Pre-Revamp, 48.524 Seconds.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill_category_extensions/runs/m7v7n35m
Darknn. “Rocket Race, Rockets, Pre-Revamp, 29.353 Seconds.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill_category_extensions/runs/z17x9kjz
Darknn. “Sandcastle%, Pre-Revamp, 3.676 Seconds.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill_category_extensions/runs/mep4o23y
Darknn. “HankJr%, Pre-Revamp, 13.746 Seconds.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill_category_extensions/runs/z56djwny
Darknn. “All Levels (D), Pre-Revamp, 19:27.680.” Speedrun.com. Accessed November 8, 2026. https://www.speedrun.com/ultrakill_category_extensions/runs/mr572p2y
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