Uploaded July 2025 | Updated September 2026, 2 weeks ago
Well, I casually finished Quantum Break and on a whim spent about two afternoons glitching it. Here are the results. I don't know the game or its glitch techniques that well, so some of this stuff might be known. Played on the latest Steam version.
0:00 - A minor long jump? If you fully charge Time Blast and then press 'shift', Jack will do the Time Blast throwing animation without any projectile flying out. This animation is either unusually wide or has slight anti-gravity properties because you can do it slightly over ledges, and Jack is able to jump practically off air afterwards.
0:25 - Endless fall "glitch tech".
If you repeatedly try doing turning running jumps as Jack is trying to holster his gun, eventually he will do a glitched jump which barely leaves off the ground and leaves him endlessly falling against the floor. It can be done somewhat reliably, but I don't know how or why exactly. Might just be frame precise timing?
0:47 - Just for fun, I did this trick and slid right into a train crash zone. As a subtle detail, you can see Jack slide down the steps with a surprisingly high speed. Perhaps it would be worth testing this tech at even steeper ground to see if you can build up some unusual speed with it?
1:04 - You're not actually stuck in this state: if you charge Time Blast and spam jump, you can slowly inch to Jack's current direction even as you are endlessly falling. Turning camera and waiting for a few seconds lets you re-align Jack to a new direction. And if you press 'shift' with a fully charged Time Blast, the endless fall ends as if nothing had happened.
1:43 - Time Rush jump buffer exploit.
It stands out as a particularly strange oddity in this game's cancel system that if you stand still during Time Rush recovery, you are able to buffer a jump which activates the next time you try running to a direction (at least until the end of the recovery animation, but it's pretty lengthy).
This kind of buffered jumps always come out as normal running jumps, even if Jack is standing right next to a wall. This could allow you to stress walls with jumps in a new way from Act 3 onwards, perhaps opening new shortcuts somewhere.
2:05 - If you buffer a jump and then buffer a Time Dodge but start running the instant before the Dodge activates, Jack will not only buffer a jump but also automatically does a Time Dodge afterwards. You can even keep the Time Dodge buffer over climbed ledges, or like in this clip, a climbed ladder. I'm not sure if this can be useful, but at least it's highly unusual. It might be interesting to take a buffered Time Dodge into some cinematic or restricted action zone to see what would happen.
(Not on the vid: the buffered Time Dodge seems to have unusual properties and it can be fully overlapped with gun aiming or Time Blast charge if you just hold the button, resulting in a slightly buggy looking animation.)
2:22 - As another curious detail, the buffered jump which is activated by regular movement overlaps with any auto-walk in the game, causing Jack to jump at a prompt instead of calmly walking to it. At ladders, this causes him to get on the ladder at a wrong position (too high up), although the exact amount of displacement varies depending on your positioning. Getting a large enough displacement and then immediately climbing downwards, Jack is suddenly launched high in air while still in ladder climbing state. Alas, he cannot survive the harsh conditions in outer space and quickly expires.
The glitch seems to directly propel you upwards with no other freedom of movement, so it's another thing with mostly theoretical and very specific utility at the moment.
(Not on the vid: holding 'aim' while landing from a jump leaves Jack slightly in air in some spots. Quickly jumping again makes the second jump begin above ground level, resulting in a minimal high jump.)
(Not on the vid: climbing ledges while charging a Time Blast can make Jack's climbing animation look all wobbly, but mechanically it works like normal.)
(Not on the vid: interrupting a charged Time Blast with 'shift' (held down for 1-2 seconds) and then quickly aiming and starting another Time Blast charge can allow you to overlap Time Dodge with a Time Blast charge. However, Jack cannot move at all while charging a Time Blast, so the Dodge, too, happens completely stationary.)
Well, I casually finished Quantum Break and on a whim spent about two afternoons glitching it. Here are the results. I don't know the game or its glitch techniques that well, so some of this stuff might be known. Played on the latest Steam version.
0:00 - A minor long jump? If you fully charge Time Blast and then press 'shift', Jack will do the Time Blast throwing animation without any projectile flying out. This animation is either unusually wide or has slight anti-gravity properties because you can do it slightly over ledges, and Jack is able to jump practically off air afterwards.
0:25 - Endless fall "glitch tech".
If you repeatedly try doing turning running jumps as Jack is trying to holster his gun, eventually he will do a glitched jump which barely leaves off the ground and leaves him endlessly falling against the floor. It can be done somewhat reliably, but I don't know how or why exactly. Might just be frame precise timing?
0:47 - Just for fun, I did this trick and slid right into a train crash zone. As a subtle detail, you can see Jack slide down the steps with a surprisingly high speed. Perhaps it would be worth testing this tech at even steeper ground to see if you can build up some unusual speed with it?
1:04 - You're not actually stuck in this state: if you charge Time Blast and spam jump, you can slowly inch to Jack's current direction even as you are endlessly falling. Turning camera and waiting for a few seconds lets you re-align Jack to a new direction. And if you press 'shift' with a fully charged Time Blast, the endless fall ends as if nothing had happened.
1:43 - Time Rush jump buffer exploit.
It stands out as a particularly strange oddity in this game's cancel system that if you stand still during Time Rush recovery, you are able to buffer a jump which activates the next time you try running to a direction (at least until the end of the recovery animation, but it's pretty lengthy).
This kind of buffered jumps always come out as normal running jumps, even if Jack is standing right next to a wall. This could allow you to stress walls with jumps in a new way from Act 3 onwards, perhaps opening new shortcuts somewhere.
2:05 - If you buffer a jump and then buffer a Time Dodge but start running the instant before the Dodge activates, Jack will not only buffer a jump but also automatically does a Time Dodge afterwards. You can even keep the Time Dodge buffer over climbed ledges, or like in this clip, a climbed ladder. I'm not sure if this can be useful, but at least it's highly unusual. It might be interesting to take a buffered Time Dodge into some cinematic or restricted action zone to see what would happen.
(Not on the vid: the buffered Time Dodge seems to have unusual properties and it can be fully overlapped with gun aiming or Time Blast charge if you just hold the button, resulting in a slightly buggy looking animation.)
2:22 - As another curious detail, the buffered jump which is activated by regular movement overlaps with any auto-walk in the game, causing Jack to jump at a prompt instead of calmly walking to it. At ladders, this causes him to get on the ladder at a wrong position (too high up), although the exact amount of displacement varies depending on your positioning. Getting a large enough displacement and then immediately climbing downwards, Jack is suddenly launched high in air while still in ladder climbing state. Alas, he cannot survive the harsh conditions in outer space and quickly expires.
The glitch seems to directly propel you upwards with no other freedom of movement, so it's another thing with mostly theoretical and very specific utility at the moment.
(Not on the vid: holding 'aim' while landing from a jump leaves Jack slightly in air in some spots. Quickly jumping again makes the second jump begin above ground level, resulting in a minimal high jump.)
(Not on the vid: climbing ledges while charging a Time Blast can make Jack's climbing animation look all wobbly, but mechanically it works like normal.)
(Not on the vid: interrupting a charged Time Blast with 'shift' (held down for 1-2 seconds) and then quickly aiming and starting another Time Blast charge can allow you to overlap Time Dodge with a Time Blast charge. However, Jack cannot move at all while charging a Time Blast, so the Dodge, too, happens completely stationary.)










