Uploaded June 2026 | Updated September 2026, 2 weeks ago
Much like Fragile can use the power of the beach, Sam can use the seam. Some more observations and sightseeing during the seam break-out glitch.
0:00 - Seam break-out doesn't end by simply going to a private room, so you can try out its various functions during the glitch. As a general rule, everything is looking kind of blurry since camera's depth of field is all wonky. Also, characters other than Sam often look untextured and gray.
0:31 - As an interesting detail, in at least some shower-related cutscenes Sam's wet hair in the shower turns gray. This kind of reminds me of Dante's hairdo in Devil May Cry... The hair regains its color once you exit shower.
1:23 - Checking out the gun rack and BB during seam break-out.
1:57 - Previewing some gear colors. The preview for customizing colors for Sam's uniform doesn't work well at the moment since even his "preview" model is looking untextured and gray. The only colors that show in the preview are the omnireflector ones.
2:22 - Fast traveling in seam break-out. Works fine, other than Fragile looking untextured and gray.
2:53 - Building structures during a seam break-out doesn't work like normal. I haven't verified if something gets built but it's simply hidden temporarily, or if nothing gets built at all. But the end result is, you can't rely on building ex tempore generators to keep your bike up and running while seamwalking.
3:20 - There's a large pit next the first incinerator of the game. You can jump into it while seamwalking, but the "death" cutscene does not trigger. Instead, Sam keeps endlessly looping a part of the fall and essentially becomes softlocked inside the pit.
Occasionally it looks like you might be slowly moving forward and can even double jump, but looking at your position sideways reveals that you're not moving at all.
You can just barely open the Pause-menu to reload the game, but I doubt there's a way to get out of this sticky situation otherwise.
4:38 - A curious detail about seamwalking: since stamina doesn't run normally, it's possible to hold breath infinitely. Sounds cool on paper, except with no BTs on the map, holding breath serves no purpose whatsoever.
4:54 - I'm not sure how exactly, but occasionally some state activates where you can hold breath and sprint simultaneously. Either action doesn't consume stamina, so you can sprint and hold breath infinitely. Being undead has its perks.
I'm not sure if this breath holding effect is exclusively tied to seamwalking. I've only seen it a few times, and every time has been inside a seam break-out. I suspect it might have something to do with one of the "sliding down" animations, since I recall the last time it happened I noticed it started working after sliding down a ridge.
5:12 - Vog-filled areas, likewise, never make Sam faint. Even though he reacts to being inside one with his usual more wary looking animations.
5:39 - A continuation to fighting enemies during a seam break-out. So, previously I mentioned that enemies can't hurt seamwalking Sam, and also that some of your weapons do nothing inside a seam (mainly: the grenades).
Upon closer inspection, it turns out that bullets do work. So you can shoot any enemy you want in a rather cruel fashion while they're powerless to do anything about it. Talk about a power asymmetry.
6:09 - It can get somewhat more ludicrous if you brought rockets with you, since you can employ a "kamikaze" playing style where you run right up to the enemies and shoot them with a point-black rocket launcher. Sam and his cargo remain unaffected by the explosion, while the enemies... well, they don't take it as well.
I think the idea of an undead porter who fights you by running right up to your face before detonating himself is quite scary and worth running away from, but the MULEs don't have fully developed self-preservation instincts and will keep on attacking Sam in vain.
6:51 - The enemy bodies vanish as you place them on body bags. The explanation is probably that this makes them turn into cargo, and (as established in earlier parts) cargo is hidden from game world during a seam break-out.
7:05 - The only way to pick up a corpse is via the Cargo-menu. It remains invisible even while on Sam's back.
7:53 - I ran up to the second incinerator to cremate one of the bodies. Unfortunately, trying to do so causes a softlock - Sam is stuck standing next to the terminal forever.
(Also, check out the cool darkened interior lighting.)
8:55 - A bonus clip. While delivering the body, Sam got ambushed by a deadly rolling boulder. But nothing happens even if you touch the boulder since we're seamwalking.
9:36 - A bonus clip. Just a small bit of sightseeing on the ceiling of the second incinerator.
Much like Fragile can use the power of the beach, Sam can use the seam. Some more observations and sightseeing during the seam break-out glitch.
0:00 - Seam break-out doesn't end by simply going to a private room, so you can try out its various functions during the glitch. As a general rule, everything is looking kind of blurry since camera's depth of field is all wonky. Also, characters other than Sam often look untextured and gray.
0:31 - As an interesting detail, in at least some shower-related cutscenes Sam's wet hair in the shower turns gray. This kind of reminds me of Dante's hairdo in Devil May Cry... The hair regains its color once you exit shower.
1:23 - Checking out the gun rack and BB during seam break-out.
1:57 - Previewing some gear colors. The preview for customizing colors for Sam's uniform doesn't work well at the moment since even his "preview" model is looking untextured and gray. The only colors that show in the preview are the omnireflector ones.
2:22 - Fast traveling in seam break-out. Works fine, other than Fragile looking untextured and gray.
2:53 - Building structures during a seam break-out doesn't work like normal. I haven't verified if something gets built but it's simply hidden temporarily, or if nothing gets built at all. But the end result is, you can't rely on building ex tempore generators to keep your bike up and running while seamwalking.
3:20 - There's a large pit next the first incinerator of the game. You can jump into it while seamwalking, but the "death" cutscene does not trigger. Instead, Sam keeps endlessly looping a part of the fall and essentially becomes softlocked inside the pit.
Occasionally it looks like you might be slowly moving forward and can even double jump, but looking at your position sideways reveals that you're not moving at all.
You can just barely open the Pause-menu to reload the game, but I doubt there's a way to get out of this sticky situation otherwise.
4:38 - A curious detail about seamwalking: since stamina doesn't run normally, it's possible to hold breath infinitely. Sounds cool on paper, except with no BTs on the map, holding breath serves no purpose whatsoever.
4:54 - I'm not sure how exactly, but occasionally some state activates where you can hold breath and sprint simultaneously. Either action doesn't consume stamina, so you can sprint and hold breath infinitely. Being undead has its perks.
I'm not sure if this breath holding effect is exclusively tied to seamwalking. I've only seen it a few times, and every time has been inside a seam break-out. I suspect it might have something to do with one of the "sliding down" animations, since I recall the last time it happened I noticed it started working after sliding down a ridge.
5:12 - Vog-filled areas, likewise, never make Sam faint. Even though he reacts to being inside one with his usual more wary looking animations.
5:39 - A continuation to fighting enemies during a seam break-out. So, previously I mentioned that enemies can't hurt seamwalking Sam, and also that some of your weapons do nothing inside a seam (mainly: the grenades).
Upon closer inspection, it turns out that bullets do work. So you can shoot any enemy you want in a rather cruel fashion while they're powerless to do anything about it. Talk about a power asymmetry.
6:09 - It can get somewhat more ludicrous if you brought rockets with you, since you can employ a "kamikaze" playing style where you run right up to the enemies and shoot them with a point-black rocket launcher. Sam and his cargo remain unaffected by the explosion, while the enemies... well, they don't take it as well.
I think the idea of an undead porter who fights you by running right up to your face before detonating himself is quite scary and worth running away from, but the MULEs don't have fully developed self-preservation instincts and will keep on attacking Sam in vain.
6:51 - The enemy bodies vanish as you place them on body bags. The explanation is probably that this makes them turn into cargo, and (as established in earlier parts) cargo is hidden from game world during a seam break-out.
7:05 - The only way to pick up a corpse is via the Cargo-menu. It remains invisible even while on Sam's back.
7:53 - I ran up to the second incinerator to cremate one of the bodies. Unfortunately, trying to do so causes a softlock - Sam is stuck standing next to the terminal forever.
(Also, check out the cool darkened interior lighting.)
8:55 - A bonus clip. While delivering the body, Sam got ambushed by a deadly rolling boulder. But nothing happens even if you touch the boulder since we're seamwalking.
9:36 - A bonus clip. Just a small bit of sightseeing on the ceiling of the second incinerator.










