User:Houkou

Music glitches
Certain music tracks will not stop playing properly if the player quits to the menu while they are playing.

Speed-up glitch
Sometimes when the player brings a creature through a shortcut, their speed will be increased in the next room. When this happens, their movement, falling, and animation speeds all increase until they enter another room. Objects this works for includes Grapple Worms, Squidcadas, and Vultures (and most likely others). As of version 1.5, this glitch can only be performed with Vultures.

Increased momentum in tunnels (with wolf spiders/spitter spiders)
If the player is carrying a Wolf Spider or Spitter Spider corpse, they will slide quickly through tunnels instead of moving with their usual speed and animation.

Fast falling
If the player grabs onto the corner of a ledge and then drops off while slugcat is attempting to pull itself up, they'll fall with higher speed than normal.

Turn storage
If the player makes a quick turn but immediately interrupts the turn with a crouch, slide, or by grabbing a pole, the properties of the turn can be retained and used during the player's next jump. This allows the player to initiate a backflip from states they normally wouldn't be able to initiate a backflip from.

This also stores the momentum boost the player receives from their turn, allowing them to receive the momentum boost after crawling.

Miros Birds spawning in walls
In some rooms in Subterranean, Miros Birds can sometimes spawn in the walls.

Broken spawns
Under unknown conditions, a region's spawns can become broken. When this happens, creatures will no longer be able to spawn from certain dens. This effect persists even if the player leaves the region and later returns.

Weak floors
Rain World happens to have rather weak walls and floors. As a result, a number of circumstances can sometimes cause the player or objects to push through. It is often impossible for the player to return in bounds after being pushed into a wall or floor.

By falling
Objects can sometimes fall out of the player's hands and through the floor if the player hits the floor when they are falling fast enough.

By entering a crowded pipe
The player can be pushed into the wall if they attempt to enter a shortcut when too many other creatures are also trying to enter it.

Too crowded in a shelter
The player can be pushed into the wall at the start of a cycle if the shelter they are in contain too many other creatures.

Crawling into a narrow corner
Crawling into a narrow corner where a slope and flat floor or wall meet can push the player into the wall.

Mass handling errors (with Squidcadas)
If a Squidcada grabs a leech attached to the player, it will be able to lift them while ignoring the player's mass.

Despawned by non-hostile creatures (Squidcadas/Small Centipedes)
If a non-hostile creature manages to pull Slugcat into a den, the player will still be despawned and the game will initiate the game over menu.

Failure to despawn off the bottom of the screen
Sometimes when the player falls into a bottomless pit, the game fails to despawn them and initiate the game over menu.

Worm grass failure to despawn prey
Worm grass mistakenly fails to despawn prey that it drags below the ground. This can sometimes result in corpses being placed in tunnels underneath the worm grass.

Taking creatures between regions
Taking creatures through a gate can result in strange behavior, such as the creature despawning or strange physics occurring. This is only an issue in versions 1.0 and 1.01.

Squidcadas
Squidcadas are consistently buggy after being brought through a gate. Until the game is reloaded (such as by hibernating), they can cause the player to be flung through walls or cause semi-freezes when the player reaches certain rooms.

Cloning Squidcadas
If the player takes a Squidcada through the Outskirts/Industrial Complex gate and brings it into the southwestern shelter with them when they sleep, it will be duplicated when they resume their game. This bug is only present in versions 1.0 and 1.01.

Squidcada softlock
If the player attempts to enter a pipe near an angled corner while they're carrying a Squidcada, they can become stuck while the Squidcada gets stuck on the opposite side of the corner. There is no way to exit the pipe or release the Squidcada in this state, resulting in a softlock. This bug is only present in versions 1.0 and 1.01.

Centipede softlock
Centipedes mistakenly do not become passive while in a shelter. As a result, it is possible to become softlocked if a large Centipede or Centiwing enters a shelter with the player.

Depths death bug
In the final room before the Void Sea, the player may be suddenly flung into the wall and die. This bug is only present in versions 1.0 and 1.01.

Long-distance game crash
Traveling through a large number of regions in a single cycle can leave the game prone to crashes. This is only an issue in versions 1.0 and 1.01.

Semi-frozen game
Under certain conditions, the game can sometimes lock up into a semi-frozen state. In this state, the player and all creatures will stop moving; however, some animations and visual effects will continue, such as clouds and water drops. The pause menu continues to function in this state, and sometimes pausing and unpausing will cause the rest of the game to advance a number of frames. It is sometimes possible for the game to return to normal operation after this glitch occurs.

Anchoring glitches
There is a wide variety of glitches that can occur when you interact with creatures that are attached to a spear, den, or other object.

Pulling anchored objects
Pulling an object that has been anchored to a wall or floor using a spear can cause that object to stretch. Objects this works for include small and medium Centipedes, Vulture Grubs, and Hazers. For Centipedes, this only works in versions 1.0 and 1.01; in later builds, they will dislodge from where they anchored if pulled too far. For Vulture Grubs, this work in versions 1.0, 1.01, and 1.5. For Hazers, this works in version 1.5.

Taking anchored objects through pipes
Grabbing an anchored object and taking it through a pipe results in further strange behavior. If the object being carried was anchored using a spear, the affect spear will normally reappear at the same coordinates in the new room, regardless of the room's size or collision. The spear's climbable collision only remains in the original room.

Centipedes, Vulture Grubs, and Hazers
Taking an anchored Centipede, Vulture Grub, or Hazer through a pipe will result in it being stretched within the new room. If the coordinates of the spear used to anchor them is not within the bounds of the new room, very extreme contorting of the object can occur that stretches it many times across the screen. This glitch can cause severe performance drops if water is present in the new room. Releasing the object will cause it to return to the coordinates of the spear used to anchor it, where it resumes an otherwise normal state.

Pole Mimics and Monster Kelp
If the player enters a pipe after being grabbed by a den-anchored creature, such as a Pole Mimic or Monster Kelp, the creature will be pulled through as well. In the new room, the Pole Mimic or Monster Kelp may become anchored to a new den in the new room for the remainder of the cycle.

Batflies anchored to multiple spears
If a Batfly is stuck to a spear and that spear is anchored to a wall or floor, throwing a second spear at the anchored Batfly can cause some unusual behavior. After doing this, carrying the second spear through a pipe will cause the first spear and Batfly to be transported into the new room.

Batfly chains through pipes
Grabbing a chain of Batflies and then entering a pipe can sometimes cause a strange behavior in the new room that results in a softlock. When this happens, the player can lose control and be stretched across the screen, slowly being transported to where they are being stretched from. From here, they will be unable to move or release the Batflies.

Caching glitches
Caching covers a selection of glitches that occur as a result of how the game handles save data from the 30-second leniency period at the start of a cycle, or when quitting out during the starvation mode sleep screen. These glitches are present in version 1.5.

Karma Caching
Quitting out within 30 seconds of the start of a cycle will cause the game to retain the player's current Karma level and Achievement progress if they continue right away, even if the player was in starvation mode when they quit to the menu. If the player was in starvation mode when they quit, they will wake up at the start of the previous cycle with the retained stats when they resume. Because Karma and Achievements are advanced even if the player starves, this allows the player to advance them without advancing the cycle count.

Restoring invalid saves
If the player quits to the menu from the starvation mode sleep screen and then clears their save data (either by restarting the Slugcat's slot or clearing the file from the options menu), when they start the new game, they will wake up in starvation mode in the shelter they last slept in, instead of where the Slugcat would normally start from. Most of the previous file's data, including cycle number and Achievement progress, is retained. However, if they fail to sleep properly in a shelter before dying or quit out again, the data will be permanently cleared.