Uploaded November 2011 | Updated September 2026, 2 weeks ago
This glitch allows you to deploy a charged Radial Flare wherever you move to by using a small error with the ledge dodge. There's a very brief period during a ledge dodge in which you can interrupt it with specific other actions (like Timeshift), because the ledge dodge allows you to fire any weapon or power during its animation. Radial Flare (along with Timeshift, charged Surge, or Aeon Beam) requires a forced animation for Gideon, which confuses the game during another forced animation.
When activated or released at certain points during the ledge dodge, Radial Flare can do a few different things. It can cancel the animation and then continue Gideon's short ascent right after the ledge dodge is activated. It can push Gideon into the ground after his ledge dodge has finished its animation completely. Or it can continue with the ledge dodge and allow the Radial Flare to charge in the background, skipping the animation entirely and allowing Gideon to run around and release it whenever preferred.
This glitch allows you to deploy a charged Radial Flare wherever you move to by using a small error with the ledge dodge. There's a very brief period during a ledge dodge in which you can interrupt it with specific other actions (like Timeshift), because the ledge dodge allows you to fire any weapon or power during its animation. Radial Flare (along with Timeshift, charged Surge, or Aeon Beam) requires a forced animation for Gideon, which confuses the game during another forced animation.
When activated or released at certain points during the ledge dodge, Radial Flare can do a few different things. It can cancel the animation and then continue Gideon's short ascent right after the ledge dodge is activated. It can push Gideon into the ground after his ledge dodge has finished its animation completely. Or it can continue with the ledge dodge and allow the Radial Flare to charge in the background, skipping the animation entirely and allowing Gideon to run around and release it whenever preferred.

![Darkened Skye - Infinite Staff Glitch
This trick was discovered by Sully JHF.
Sully JHFs channel: [ http://www.youtube.com/user/TheSullyJHF ]
You can make it so that Skyes staff is permanently active and dealing damage in front of her by utilizing a glitch with her fall, in a manner very similar to the Infinite Sword Glitch in Zelda: Ocarina of Time and Majoras Mask.
Get on a ledge high enough that Skye will play her injured animation upon landing, and jump off. A moment before connecting with the ground, swing the staff so that it connects with a wall and, after the landing, it should continue to shoot sparks from objects when she points at them. The very end of the staff is dealing a constant swinging damage without having to play the animation, which means that this can take down enemies in the blink of an eye if angled properly.
Spells dont interrupt the ISG, but swinging your staff at a wall will reset it apparently. Additionally, putting your staff away doesnt disable the effect, as the tip will shoot sparks if placed near a wall.
Ive had a lot of trouble getting the staff to do damage to enemies for some reason, but I imagine it could be a variety of causes, like standing so close that the head of the staff goes through the enemy. Overall, this is a really simple trick that could be used to take out some bosses really fast. Darkened Skye - Infinite Staff Glitch](https://i.ytimg.com/vi/gfm-sGIDCSE/mqdefault.jpg)
![Double Dive Lock [glitch] - Dark Storm VR Missions
Abusing another glitch with the Dolphine Dive, you can repeatedly leap forward and completely lock down your camera, making it impossible to regain mouse control.
Find a space to run and sprint, followed by a dive. In the middle of the dive, press sprint again to pseudo-cancel the dive, hold it, and then press Ctrl to dive again. If timed correctly, youll perform another dive before the first one has ended, allowing you to float along with a constant dive. Do it enough times and the camera will get confused, thinking youre still in a dive animation and preventing you from moving it at all.
Again, this is another issue with the dive not stopping extra player actions in the middle of it. In this case, though, it breaks and doesnt properly end the original dive. This is pretty serious only because camera movement is disabled when diving, thus if the dive never completes, you will never get camera control back. Ironically, you still have all of your movement capabilities unrestrained, so you can continue to perform this glitch.
Camera locking is a pretty serious problem and sometimes you have means of fixing it because camera systems are pretty robust but the only solution here is to reload the checkpoint.
I think Ill probably find a few minor things inside of this glitch that may be exploited in other ways, simply because the dive is the most vulnerable player state at the given time.
These clips were recorded in Prototype 0.6.7.
I actually enjoy this game a lot even though its in a pretty glitchy state right now, and Id love to see it finished. If it looks interesting to you, be sure to check out the Kickstarter or download the demo on Steam and try it yourself.
Kickstarter: [ https://www.kickstarter.com/projects/1201252455/dark-storm-ascension ]
Steam: [ http://store.steampowered.com/app/395150/ ] Double Dive Lock [glitch] - Dark Storm VR Missions](https://i.ytimg.com/vi/gslDgaV6RdY/mqdefault.jpg)
![Sprint Aiming [glitch] - Dark Storm VR Missions
This is an interesting animation glitch that allows you to sprint from inside fine aim mode.
You can trigger this glitch anytime you have a gun with leftover ammo. Fire off a few shots in fine aim mode and then reload. Shortly after Amber ejects the magazine, hit Shift to begin sprinting. If done correctly, your movement speed will double, allowing you to run and sorta aim simultaneously. If you begin sprinting too early into the reloading animation, Amber will exit fine aim and sprint as normal.
I feel like this happens because of some sort of hiccup in the animation system (like incorrect ordering), which seems to be a common problem. Since it only happens at a certain phase in the reloading animation, its possibly a result of the separation of Ambers upper body from her lower body. I believe theyre independent for better animation, and I would imagine the reload animation temporarily interrupts fine aim, only to return back to it. When you interrupt that reload animation, though, it continues holding the fine aim view.
This is pretty simple to perform, but it isnt extremely useful. Firing kicks you out of sprint mode, meaning it cant be used for both speed and offensive. Nonetheless, it could be used along with the infinite stamina trick to have permanent fine aim sprinting. In fact, the reload animation might actually help you to perform the infinite stamina trick, but I havent tested it.
Infinite Stamina: [ https://www.youtube.com/watch?v=4uY7A4_Up1w ]
These clips were recorded in Prototype 0.6.7.
Despite the video, I actually enjoy this game a lot even in this pretty glitchy state, and Id love to see it finished. If it looks interesting to you, be sure to check out the Kickstarter or download the demo on Steam and try it yourself.
Kickstarter: [ https://www.kickstarter.com/projects/1201252455/dark-storm-ascension ]
Steam: [ http://store.steampowered.com/app/395150/ ] Sprint Aiming [glitch] - Dark Storm VR Missions](https://i.ytimg.com/vi/iDaWSYGF3Uw/mqdefault.jpg)





![Alter Echo - Hunted: Reunion shortcut
A sizeable piece of this map isnt necessary thanks to the Dart Jump, which lets you break the typical sequence a few times.
Dart Jump: [ https://www.youtube.com/watch?v=5UuXH4 esQ ]
In level 11, approach the area where you meet back up with Arana, but instead of dropping down, use the Dart Jump to jump toward the cliff face on the right. This part explodes after meeting with Arana, but the very top of it is solid, allowing you to stand on it. From here, jump to the next discolored outcropping of the roof to find another foothold, because most of this geometry can be passed through. You can then jump down to the path to skip two fights and a cutscene.
Once you get onto the path, you can bypass another short cutscene mentioning the forcefield by using the Dart Jump to leap over to the Health Node.
Finally, once youve deactivated the last forcefield, you can again use the Dart Jump to leap over the wall preventing you from leaving the level. You normally have to go through another fight to reach a Sync Node, which allows you to move the wall, but if youre lucky with the jump, you dont need to deal with any of that.
These are fairly useful, but the first and the third tricks are difficult to pull off because they require good positioning and timing. These methods would likely save 1-2 minutes over the standard route, so theyre a must for a segmented run.
For some reason, the enemies dont attack you if you leap over to the path, likely because they have specialty scripting related to Arana which is interrupted by the change in sequence. Alter Echo - Hunted: Reunion shortcut](https://i.ytimg.com/vi/jxKxKn4AfP0/mqdefault.jpg)
