Uploaded September 2015 | Updated September 2026, 2 weeks ago
Here's an weird little oversight that lets you peer and shoot through the floor.
Once you have an Assault Rifle or SMG, you can press the middle mouse button to fire a rocket. Run forward, aim upward, and perform a Dolphine Dive. Before the animation finishes, press the middle mouse button to shoot off the rocket, temporarily locking Amber's upper torso in a different state than the dive. After you regain control, fire your gun once to keep Amber in this state, or she will snap back to the proper upper body position. Now until you change stances, you can shoot into objects below the floor.
I believe this is a miscommunication between the upper torso and lower torso, which are made independent for the purposes of animation. When Amber fires the rocket, the game tells her upper body to set to a specific state for a period of a few seconds, just like her upper body position changes when firing a gun. Without further input, Amber will move back into an idle state -- again, just like when you fire and then stand still momentarily. But by firing again, Amber is set into an "active" state, which I'm guessing tells the game that her upper torso is positioned correctly.
Of course, with levels being very flat at the moment, this glitch doesn't provide much opportunity. While shooting beneath you could be absolutely incredible in a multi-tiered level and a sniper rifle, it's just not applicable yet. You also have to be fairly careful when firing the rocket, because if the ceiling is too low, you'll end up killing yourself.
I still haven't managed to find the exact combination of movements to trigger the running glitch shown in the video (where Amber looks like she's running forward when she's moving in any other direction), but it has something to do with using your gun or fine aim mode.
Despite the video, I actually enjoy this game a lot even in this pretty glitchy state, and I'd 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: [ kickstarter.com/projects/1201252455/dark-storm-ascension ]
Steam: [ store.steampowered.com/app/395150 ]
Here's an weird little oversight that lets you peer and shoot through the floor.
Once you have an Assault Rifle or SMG, you can press the middle mouse button to fire a rocket. Run forward, aim upward, and perform a Dolphine Dive. Before the animation finishes, press the middle mouse button to shoot off the rocket, temporarily locking Amber's upper torso in a different state than the dive. After you regain control, fire your gun once to keep Amber in this state, or she will snap back to the proper upper body position. Now until you change stances, you can shoot into objects below the floor.
I believe this is a miscommunication between the upper torso and lower torso, which are made independent for the purposes of animation. When Amber fires the rocket, the game tells her upper body to set to a specific state for a period of a few seconds, just like her upper body position changes when firing a gun. Without further input, Amber will move back into an idle state -- again, just like when you fire and then stand still momentarily. But by firing again, Amber is set into an "active" state, which I'm guessing tells the game that her upper torso is positioned correctly.
Of course, with levels being very flat at the moment, this glitch doesn't provide much opportunity. While shooting beneath you could be absolutely incredible in a multi-tiered level and a sniper rifle, it's just not applicable yet. You also have to be fairly careful when firing the rocket, because if the ceiling is too low, you'll end up killing yourself.
I still haven't managed to find the exact combination of movements to trigger the running glitch shown in the video (where Amber looks like she's running forward when she's moving in any other direction), but it has something to do with using your gun or fine aim mode.
Despite the video, I actually enjoy this game a lot even in this pretty glitchy state, and I'd 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: [ kickstarter.com/projects/1201252455/dark-storm-ascension ]
Steam: [ store.steampowered.com/app/395150 ]
![Bridge Barrier Bypass [glitch] - RAGE
You can skip over the laser barrier that leads to the final section of the game with a careful ramp jump.
Once you reach the Eastern Wasteland, drive over to the Authority Bridge, which is guarded by a laser beam barrier and two guards. Using a well-known aspect of the engine where ramps and stairs add greater height to your jumps, you can leap off of a small mound of dirt to the left side of the barrier and maneuver your way over. Additionally, you can also park your car next to the beams and use it as a stepladder.
This is the unfortunate result of not making the beams high enough. If they were spaced out just a bit more or there was another beam, this wouldnt be possible. I imagine its much easier to tie deactivation to an object and just build the collision into the object than it is to implement an invisible barrier on top of it.
The frustrating part is that this is only useful in the quest to deactivate the bridge lasers you cant use it to then access Capital Prime early, because you need the quest for that to trigger the console in its tunnel. Nonetheless, this seems faster and easier than going through the elevator path, or by launching over the barrier by car. From my lack of experience at the moment, though, I cant say whether this holds any use in a speedrun.
Check out the game on Steam: [ http://store.steampowered.com/app/9200/ ] Bridge Barrier Bypass [glitch] - RAGE](https://i.ytimg.com/vi/brp64ItZGGI/mqdefault.jpg)
![Initialization Chamber OOB [glitch] - Dark Storm VR Missions
A short video to show off that you can break outside of this opening room where you enter the VR machine, with very little effort.
Right at the opening of this section, use the Crawlevator to dive onto or nudge your way to the top of the stack of boxes. Once youre there, you can just go prone and push against the wall to rise up into it, allowing you to drop down into the black void just outside of the circle-shaped room.
Crawlevator: [ https://www.youtube.com/watch?v=4RrmZtFXRKE ]
The only factor here allowing this break to happen is the wall being one of the few objects that pushes you upward with the Crawlevator. Without the wall, I think this section is wrapped up pretty tight to prevent the player sneaking out of the predefined areas.
Of course, its impossible to get out of the black void once you drop in, so its not like you can run off into some skybox or climb on top of the room.
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/ ] Initialization Chamber OOB [glitch] - Dark Storm VR Missions](https://i.ytimg.com/vi/bvD4Z02Rkn8/mqdefault.jpg)
![Tobes Vertical Adventure - 4-3 new route (descent)
This is currently the best route Ive come up with for getting to the goal treasure chest of the third map of the Great Pyramid in as little time as possible. A route like this is only really useful in a full game speedrun.
Of all the levels in Tobes Vertical Adventure, this one is probably the most important to get the timing right on. When playing as Tobe, you have to avoid popping your balloon too early or youll take damage from the fall and mess with the maps timing. With Nana, you have less leeway because she cant run as fast, and just getting to the first crusher always ends up close.
Once you get to the ground, you have to pull off a number of tricks, beginning with rolling over a set of spikes, then using a crusher to push you through the floor, and finally using a Floor Door to slip through another row of blocks. You can use a Slick Pick instead of a Floor Door, but while easier this is much slower than the latter and uses up most of your balloons.
Rolling over spikes: [ http://www.youtube.com/watch?v=AP2zmiwvvI8 ]
Crusher: [ http://www.youtube.com/watch?v=hQBj8OQLD6E ]
Floor Door: [ http://www.youtube.com/watch?v=p0Tadpo3S8M ]
Slick Pick: [ http://www.youtube.com/watch?v 240w0mNyms ]
Before grabbing the goal treasure with Nana, I recommend you throw a rope on the ledge directly above and use it as your escape route. Tobes Vertical Adventure - 4-3 new route (descent)](https://i.ytimg.com/vi/c1Ux2A-iwYw/mqdefault.jpg)
![Inverted FOV [glitch] - Dark Storm VR Missions
Get ready to get sick: this is a really odd bug that messes with the camera, flipping it upside-down and cranking up the field-of-view to some ludicrous levels.
To start, reload the checkpoint by either accessing the menu, hitting F9, or typing quickloadgame into the console. Now, whenever you are in first-person mode, firing your gun causes the camera to jerk backward and widen the FOV over the course of a few frames shortly before returning to normal. During the time where the view is backing up, you can press F to switch back to third-person, locking the camera to the position it was at when you pressed the button. This can result in some really sickening angles, so be sure to not play with this for too long.
Obviously, theres some sort of issue where the game doesnt set the camera back properly once you reload a checkpoint, and its possible that firing the gun causes a change in a few values that begin to freak the whole system out. Only once the gun has finished the firing animation does the camera return to normal, meaning that this is likely tied to the kickback (recoil) of the gun. It strikes me like this is purely a mathematical oversight, triggered by an unusual situation and set of variables.
It doesnt take much to do this glitch, and it of course benefits you in no way whatsoever. But hey, its... entertaining, right?
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/ ] Inverted FOV [glitch] - Dark Storm VR Missions](https://i.ytimg.com/vi/cea1LP-H1Pc/mqdefault.jpg)

![Tobes Vertical Adventure - Mine Sign trick
This trick was discovered by PewableShift. [ http://www.youtube.com/user/PewableShift/featured ]
This uses a similar method as the Sign Slide glitch [ http://www.youtube.com/watch?v=0GG87_tebQs ], but is far more tricky. When using a sign, Tobe is granted the temporary ability to pass through walls and floors, but only for a split second. Normally to slide into a wall, you need to read the sign quite a number of times, but if youre falling down onto it, this split second is all you need.
The timing is extremely tight. The very beginning of 1-1 is the area that most benefits from this glitch since youre allowed to drop directly onto a sign and pass underneath it. In the video PewableShift sent me, he had been able to pass straight down through the floor on 1-1 without much problem, but I havent been able to get the timing down, so I keep getting the worse version where Tobe is teleported to the right. I included the clip of performing this trick from another location and also from the ground in order to roughly emulate it. If done correctly, this glitch presumably saves 8-12 seconds.
Unfortunately, the one problem with this is that only the first two levels have signs, so this trick is extremely limited and not applicable to the rest of the game. Tobes Vertical Adventure - Mine Sign trick](https://i.ytimg.com/vi/ePao_bmG6ns/mqdefault.jpg)
![Hydrophobia - Fine-view ledge glitch
This is a weird little glitch with using ledges and fine-view that locks you to moving in only one direction.
Find a ledge where Kate can aim her pistol and pull herself up. In the first clip, I shift between sides of a ledge and press fine-view a split-second before the animation starts. Holding it down leaves the crosshair on-screen, and pulling yourself up while keeping it held down prevents Kate from moving in any direction but the way directly forward of where she pulled up.
In the second clip, I show that you can do this in a slightly simpler method by pulling Kate up and pressing fine-view right before the animation starts.
This is of course worthless, but its an interesting little bug. Otherwise, its a little similar to a glitch I found a while back, but that one kept Kate aiming her sonic pistol.
Fine view glitch: [ http://youtu.be/q7rPNW7kZaQ ] Hydrophobia - Fine-view ledge glitch](https://i.ytimg.com/vi/eYOWJi0NEac/mqdefault.jpg)
![Alter Echo - Power: Transmit shortcut
You can beat level 15 in about twenty seconds by using the Morph Pounce.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
From the very start of the map, go right to the barrier preventing you from accessing the Sync Node. Get near the top of the stealth track, pounce, and then switch to Sword form in rapid succession, followed by two well-timed jumps. Get over the top of the energy field: youll pass through the ceiling and fall into the opposite side. To finish the level, solve the extremely easy Time Dilation puzzle and the level is over.
This lets you avoid traveling across the entire level, deactivating a variety of switches, and fighting a lot of enemies that are typically required. Its useful and easy, but it does mean missing out on a lot of experience which hopefully by this point in a speedrun wont be necessary. Alter Echo - Power: Transmit shortcut](https://i.ytimg.com/vi/fCXD3ju28HY/mqdefault.jpg)


![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)