Quantum Break - glitches and observations pt. 2 @AKheon
Quantum Break - glitches and observations pt. 2  @AKheon
Uploaded February 2026 | Updated September 2026, 2 weeks ago
Some clips I still had from last year, which I decided to throw together into a video.

0:00 - Time Shift long jump.

Normally, it's not possible to jump after doing a Time Shift over a ledge. However, if you first face away from the jumping direction, then activate Time Shift, then turn around during the short charge-up period, your regular grounded turning animation will overlap with Time Shift and allow you a short grace period in air when you can jump. In practice, this extends your maximum jump length a little bit.

0:19 - Alternative "endless fall" bug.

While testing sheathe-related break-out in Chapter 4, I stumbled upon a variation of endless fall bug. It looks identical to the normal version but works differently. I'm not sure why or how it happens, but I got it about two times in all of my testing.

Unlike normal endless fall, alternative endless fall is steerable. Although it feels floaty, you can move around with Jack quite freely. Physics work differently in this state, making it much harder to push objects. You also can't move up ramps.

As a second difference, the input that would normally free you from the endless fall state (charged Time Blast followed by Time Rush input) does not work. This means that if this state begins, you'll be stuck in it for good.

1:30 - Situational minor high jump.

At certain places, starting to aim right as you're about to contact ground after a running jump and then immediately jumping again lets Jack start the new jump from slightly in air.

This doesn't work everywhere in the game. For example, it seems this doesn't work on top of objects like plank piles or boxes - you have to be on solid ground.

1:44 - Prop high jump.

You can also use tiny props for a high jump (probably easiest if they're pushed against a wall). Although Jack normally sinks into random buckets and tiny boxes scattered around the levels, you can still get a bit of height from them if you jump on them and then immediately jump again.

1:54 - As a bonus clip, while testing this stuff out, a box and a bucket decided to meld into one, causing erratic physics reactions.

2:21 - Climbing break-out (?).

I kind of wish I had more clips of this, but it's not easy to pull off, and usually not all that visually impressive either. Still, someone should take a closer look at this glitch some day.

Basically, the sheathing action is a catalyst for break-outs. The endless fall bug is directly caused by it, but it has other potential as well. I started thinking: what if you could interrupt a climbing animation while sheathing? And it seems this does work, but only specific versions of climbing which segue from a jump (making positioning important) and only at very specific times (timing is frame-precise?).

One example of this glitch can work: doing a full height climb on top of a soda machine can be interrupted, allowing you to suddenly jump away from the machine, looking like a Prince of Persia-style walljump.

The clip in this video is an even more obscure and subtle effect, where I manage to turn around at the beginning of the climb (?), causing Jack to get displaced and sink into the ground before climbing out of it. I got a similar result in two places total. Who knows, maybe you could fall through ground in some places with this tech? Or clip a wall, or something else? It might have potential, it's just unfortunate it's quite annoying and inconsistent to test.

2:34 - Some more clips I had of the classic endless fall. This first one shows entering an in-game cutscene while endlessly falling.

2:53 - This second one shows you being in a firefight while in endless fall. A pretty unfair fight, since you can't even fight back in this state.
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AKheon |

Quantum Break - glitches and observations pt. 2

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