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Bug: Sometimes after pulling the pin on a grenade, the player character will inexplicably still keep holding the grenade without throwing it even after the mouse button is released. The player must repeatedly press the button few times to finally trigger the animation and throwing of the grenade.

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Bug: Sometimes, but rarely, and usually after a lag spike upon death, a player will spawn with no weapons visible from the first person perspective after spawning. They are unable to shoot or change weapons and cam only run around and jump until killed again.

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21st Jul 2015

Killing Floor

Bug: A very annoying glitch occurs often with the Medic. Half the time the secondary fire medical dart, when fired at a team mate, won't make contact with the player and just phase right through them without healing. This is doubled when then players are moving around, especially jumping, which is almost always.

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21st Jul 2015

Killing Floor

Bug: Stronghold: A player can go to the far back right tower of the castle and go towards the top. There is a window that if you jump out of of and land on the railing of the walk way down below, you can walk across an empty gap to a broken section of wall. Literally walking across air in a glitch that lets the player stand on a broken wall out of reach of the zeds. You can even stand on the air between the broken wall and the zeds can't reach you by themselves, only ones able to hurt you is the Siren's scream and the Husk's fireball. This is an exploit that allows a player to just sit there and pick off the zeds with no danger except from Husks and Sirens. This does not work very well against The Patriarch as he has very lethal ranged weapons.

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20th Jul 2015

Killing Floor

Bug: Water Works: There is a railing next to one of the trader locations where sometimes the smaller Zeds, most commonly a Clot or Siren, will get stuck on top of it and move around in circles.

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26th Mar 2015

Killing Floor

Bug: It is unknown what causes the glitch, but sometimes when you select your perk, even if it's high like level 5 or 6, it will show you on the score board as level 0 and you even have level 0 effects.

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25th Feb 2015

Team Fortress 2

Bug: Spy: Strange Part Fires Survived will still count up a number when any attack triggers a spy's dead ringer fake death, even if the attack was not fire based.

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20th Nov 2014

Killing Floor

Bug: Evil Santa's Lair: At the top of the stairs next to the storage containers, there are some candy cane colored present boxes next to the door. If you open the door, you can see the corner of the box protrudes through the door.

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17th Nov 2014

Team Fortress 2

Bug: Scream Fortress 2014 - Carnival of Carnage: once the tickets are successfully taken to the top of the Strong Man game, Marasmus will send all players into a team decided bumperkart death match. But also on this map Marasmus will periodically cast one of three spells over all players, one of which is underwater mode. Well it's actually under Jarate, but it's technically still called underwater mode. The system for Marasmus' spells runs independently of the bumperkart system and they sometimes overlap. But the spells are not supposed to affect the bumperkarts. However, if Marasmus happens to be casting a random spell, and that random spell is underwater mode, and is cast at the exact moment everybody is sent to the bumperkart track, a glitch happens where the bumperkart track is underwater mode as well. This causes zero gravity which makes dying almost impossible, and if the bumperkart game happens to be Falling Platforms, then the match will carry on indefinitely until a full team either leaves the server or swims down to the teeth for suicide. It also makes Duck Collection and Bumpercar Soccer extremely difficult to play. In bumperkart games, any Marasmus spells that happen to be cast as the bumperkart match starts (Big Heads, Melee Only, or Underwater) will linger in bumperkart mode without a time limit. Big head does not really effect the bumperkart games, and melee only has no effect at all, but underwater is a total game breaking game changer.

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Bug: Zombies: sometimes after killing a zombie, its hat or helmet will stay hovering in the air.

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21st Sep 2014

Team Fortress 2

Bug: Spy: Occasionally, the Spy’s left hand animation will move faster than it is supposed to while the player is in motion. This can be fixed by recording a demo and quickly stopping it.

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21st Sep 2014

Team Fortress 2

Bug: Spy: If disguised as Sniper, sometimes the Spy will show to have the quiver and arrows on his back even if he is not currently holding the Huntsman or even if the player he is disguised as does not have the Huntsman equipped.

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21st Sep 2014

Team Fortress 2

Bug: Spy: A very rare glitch, but happens is that a disguised Spy will appear with a decapitated character model.

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21st Sep 2014

Team Fortress 2

Bug: Spy: If leaving the current disguise in third person view, the hat and or misc items of the player that Spy is disguised as will appear on the Spy for a brief moment.

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21st Sep 2014

Team Fortress 2

Bug: Spy: Sometimes, a Spy disguised as a Scout that is holding the Scattergun will show the Scattergun with the handle of the Spy’s revolver instead. A similar glitch happens with the Shortstop.

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21st Sep 2014

Team Fortress 2

Team Fortress 2 mistake picture

Bug: Spy: In a rare occasion, there is a glitch where when a spy is disguised as an Engineer, the enemy will see the disguised spy still holding a Spy weapon. Like seeing an Engineer holding the Ambassador pistol.

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21st Sep 2014

Team Fortress 2

Bug: Spy: Sometimes a disguised spy will appear to have invisible or transparent weapons when seen by the enemy team. This also includes worn weapons like the Boot Legger or Gunboats.

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28th Aug 2014

Surgeon Simulator 2013

Surgeon Simulator 2013 mistake picture

Bug: UberHeart Transplant: The Medic's saw can get stuck between the fingers of your hand. Tilting it side ways shows that it is just stuck, like a magnet to one finger and not touching the other.

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28th Aug 2014

Team Fortress 2

Bug: For the longest time, since they came out with taunting in the game, there has been a glitch where you can move while taunting. A player runs at a ledge and taunts right before they reach the edge. From the player's perspective, the view would switch to third person as it usually does while taunting, but only for a split second before snapping back to first person as the player goes over the edge and they can move unrestricted. And any dialog the character would say while taunting would be cut off. But to any other players watching, it would appear the player's model would continue the taunting animation, but drop off the ledge and be sliding around while taunting. This lead to an exploit as well involving the High Five Taunt that could be held indefinitely, and would throw off the player model's hit box and making it difficult to hit, especially troublesome for snipers. (This glitch has been fixed now as of the update of May 19th, 2014, preparing for the new taunts to be added to prevent exploiting).

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27th Aug 2014

Team Fortress 2

Bug: Sometimes when a player wearing an Unusual hat leaves the server, the effect of the Unusual will stay hovering in the air where they last were and will stay there until the server resets. It will only be visible to some players though. For example, a player has on an Unusual hat with the Orbiting Planets effect. They leave the server and another player goes to the spot where they last were and can see just random miniature planets circling around in a spot levitating above the ground at about eye level.

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