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This is a list of bugs in Spelunky, submitted and maintained by Spelunky fans.

If you've discovered a new bug (or verified an old one was squashed), edit this page with your findings. For convenience, use the following format:

Description: The conditions/ result of the bug. Be as succinct or verbose as you like.

Discovered by: Your name goes here

Resolved?: Yes / No and the version of Spelunky you're running.



Known Bugs

Exiting by pressing Alt F4 usually crashes Spelunky 1.1 on Windows 7. "This program has stopped working." Edit: This is the fault of Windows 7 itself. Being a new OS it's compatiblity is low, and problems many.


Spear traps kill you even as they are destroyed

Description: If you stand on the edge of the spear trap while spear is out and it is destroyed, you will fall onto the spear and die.

Discovered by: Drew

Resolved?: No in 1.1


Fish stuck between air and water

Description: In area 2 if you throw a bomb into a pool of water that contains a fish, and the bomb explodes lowering the level of the water and the fish is exactly at the "new" water level (between air and water) at the time of the explosion, the fish will stay alive but will be unable to move.

Resolved?: Not in 1.1


Damsel can be saved and crushed simultaneously

Find a damsel. Push a square block in front of the exit door. Now run to the exit while holding the damsel *and holding the Up key*, so you exit as soon as possible. The damsel is crushed with some blood, but in the inter-level sequence she appears twice: once in Loot and once in Kills.


Tunnel man can get gems in tutorial

If you are playing as tunnel man, you can sometimes get gems by breaking the walls in the tutorial. Even if you do, the "loot" figure says $0 after you complete the tutorial. Not a bug. It's a tutorial for new players. You are not intended to keep anything you collect there. The 'real' game begins when you leave the tutorial and start level 1.

Prayers to Kali will not save you!

Description: Sometimes when getting the "I can hear prayers to Kali" level feeling In Area 4 the level will be generated with a lava pit, damsel and idol (as normal) inaccessible by normal means (for example the whole section is blocked by walls with no space for the Spelunker to pass). In some cases entry even with the usage of bombs or ropes is difficult (involving thrown bombs), as no suitable ground will be provided for a bomb to be planted.

Discovered by: Some guy I don't know

Resolved?: Not as of V1.1

Startup sequence stop

Description: when the opening sequence says: with fate guiding my every move, i squeezed the whip at my side, the third line does not appear and the cutscene does not play. i have only encountered this once, and i may just be impatient, but i still note it.

Discovered by: Anomynous

Resolved?: Not as of V1.1

Stuck between a rock and a hard place

Description: When a boulder stops a small distance from a wall, you are able to jump between them. Trying to jump out, the adventurer automatically grabs and clings to the side of the boulder, but you are unable to jump out. Pressing jump while clinging results in the adventurer "flailing" as if he was about to fall of the side, and releasing it returns to you clinging to the boulder again.

Discovered by: anomynous

Resolved?: Not in 1.1


Win7 high resolution

Description:Game won't start in 1920x1080 under Windows 7 (~100%CPU time consuming). Setting up compatibility in properties didn't help. I need to change resolution to 1280x768 every time I want to play. Graphic card: Mobile Intel 915GM/GMS,910GML Express (driver: Intel 6.14.10.4764)

Discovered by: yafine

Resolved?: Not in v1.1.

EXTRA: Man-Eating Plant turns Average Shopkeeper into Superman!

Description: Killed a Man-Eater, Shoppy popped out and proceeded to be bounced around by my sceptre shot. He landed, seemingly unscathed, threw me, but luckily I got off another sceptre blast. This one took. It shouldn't have taken two, and the first hit him multiple times (Sceptre is insta-kill on Shoppies AFAIK)

Discovered by: Fualkner

Resolved?: Not in v1.1

Note: I realize this situation will never come up in legitimate play, but it should be fixed regardless. I'd imagine the same effect would happen with a bomb, producing even more WTF's.

"He started it" is a valid legal defense

Description: Stealing from an aggro'd shopkeeper does not count as theft. This can be exploited by angering a shopkeeper by pushing him into the corner of his shop with a movable block, as this does not increase your "wanted level".

Discovered by: billybobfred

Resolved?: Not in v1.1


Teleporting feet stuck

Description: When teleporting upwards the spelunkers feet can get stuck in the floor. Jumping results in dropping the teleport and it not being able to be picked up as it is below his feet.

Discovered by: Tumbo

Resolved?: Not in v1.1



Gems from walls

Description: if a wall containing a gem is isolated, the spelunker can use the jetpack to fly up to the wall and collect the gem (the gem was blue, I was holding a pickaxe, I approached from the lower left. I had the spectacles, allowing me to see the gem, but not the udjat eye.)

Discovered by: Nathan :)

Resolved?: Not in v1.1



Stolen = Bought

Description: Taking a shop damsel and running increments "Damsels Bought" in Stats.txt. Also, it does *not* update "Items Stolen".

Discovered by: Nathan :)

Resolved?: Not in v1.1

Wall Smash

Description: If the player is thrown by an enemy onto a wall tile that's 1 tile or less away, there's a chance he will get crushed in the wall.

Discovered by: Captain Failmore

Resolved?: Not in v1.1

Silent Tutorial signs

Description: For a small percentage of players, the signs in the tutorial level don't show any text. Passing by them or pressing keys near them has no effect whether in full screen or windowed.

Discovered by: Donald, Anonymous

Resolved?: Still broken.

Game won't open without audio device

Description: If you don't have an audio device and attempt to run the game, it says "failed to initialize direct music audio" and then displays the following error message: ERROR in action number 1 of Create Event for object oMusic:

Initialization of the sound system failed!

The game then reports that an unexpected error occurred while running the game.

Discovered by: Neopergoss

Resolved?: Not in v1.0b

Workaround: Remove the sound folder and the game will launch after showing some errors. Or open Spelunky by going into your archiver and selecting Spelunky.exe

Game crash when pushing a block in lava

Description: When 3 or more push blocks are sinking in lava, if the player drops a push block on them, the game exits directly to the desktop.

Also, when two push blocks are stacked and sinking in lava, if the player pushes the top block just after the bottom one has sunk under the lava's tip, the game exits directly to the desktop.

Discovered by: Mel, Anonymous

Resolved?: Not in v1.1


Tunnel Man's sore exit

Description: While using the Tunnel Man costume, the player isn't invincible while exiting the level.

Discovered by: Astrospoon, ShadowthePast

Resolved?: The changelog indicates this was fixed in 1.1: "- Fixed bug: he [the tunnel man] could get hurt while exiting through doors."

Wall of lava pit made of special blocks

Description: The procedural level generator in Area 4 can spawn an arrow trap or an immovable push block as the wall of a lava pit. The lava pit doesn't drain when these blocks are destroyed.

Movable push blocks are generated as lava pit walls. FIXED IN v1.0

Discovered by: brvbtAstrospoon

Resolved?: Partially, in v1.0


Teleporting instakills enemies

Description: If the player teleports onto an enemy's position, the enemy is destroyed, without leaving any body/ loot/ weapons. This isn't considered a kill in the score screen.

Design consideration: If the player teleports onto a shopkeeper's position, the shopkeeper will be destroyed, but won't be considered killed, allowing the player to steal from the shop with impunity. This applies to the Black Market too.

The instakilling and lack of corpse may be intended. The other parts are probably not.

Discovered by: DelGato232, eguee, Anonymous

Resolved?: Not in v1.1

Is that an arrow in your pocket?

Description: Under certain conditions, the bow can get stuck in the primed state, and simultaneously an arrow will be stuck on the player. If the player presses the BOMB shortcut in this state, an arrow-bomb gets stuck on the player.

If the player primes the bow, holds the bow and presses the BOMB shortcut only once, no bomb is created. Pressing the BOMB shortcut a second time works as expected. FIXED IN v1.1

If the player creates an arrow-bomb, the bomb counter doesn't decrease.

                 Player Condition:  Prime the bow       Prime the bow,
                                                        SWITCH to bombs or ropes
    Event List:      Event Result:  Arrow gets stuck?   Arrow gets stuck 
                                    & bow primed?       & bow primed?
Drop the bow                        Not applicable      Yes
Thrown by cultist                   Yes                 No
Thrown by Yeti                      Yes                 No
Flip-hang                           Yes                 Yes
Thrown by shopkeeper                Yes                 Yes (bow disappears)
Shot by shopkeeper                  No                  Yes (bow disappears)
Thrown by monkey                    No                  Yes (bow disappears)
Stunned from a fall                 No                  Yes (bow disappears)
Hurt by Magma Man                   No                  Yes (bow disappears)
Hurt by Mummy's fly                 No                  Yes (bow disappears)
Dying by spear trap                 No                  Yes (bow disappears)
Dying by spike trap                 No                  Yes (bow disappears)
Hurt by a UFO beam                  No                  No
Hurt by arrow trap                  No                  No
Hurt by bomb (frog)                 No                  No
Hurt by bomb (item)                 No                  No

Discovered by: Delmion, Blazier, Anonymous

Resolved?: Pending further evaluation of v1.1


Headstomping causes no damage

Description: When the player jumps on a shopkeeper in a two-tile high corridor, the shopkeeper takes no damage. When the player jumps on a Yeti King in a three-tile high corridor, it takes no damage.

Discovered by: uNkNowN5642

Resolved?: Not in v1.0b


Ankh breaks while exiting level

Description: While exiting a level with the ankh, when a spear trap next to the door extends its spikes, the teleport sound plays and you enter the next level without the ankh.

Resolved?: Not in v1.0


Rope levitation from enemy attack

Description: While the player is climbing a rope, if he is hit by an enemy (eg bat or frog), he's pushed to the side, and levitates. If he's hit again and aligns with the rope, he can continue climbing.

Getting hit while climbing on vines and ladders works leads to levitation. FIXED IN v1.0

Resolved?: Not in v1.1


Lethargic humanoids (in web)

Description: When either a cultist, a Yeti, a man-eating plant, a vampire, or a cave man are stunned, caught on a web and not touching the floor, they don't wake up until they end up on the floor (by destroying the web, picking them up or throwing an item on them).

If the player throws a living damsel, she bounces on a wall and then gets caught on a web, she won't wake up until she ends up on the floor.

Discovered by: Arucard in the forum, Anonymous

Resolved: Not in v1.0b


Collision through diagonal walls

Description: When two wall-blocks are placed so as to touch diagonally, collisions can register through this diagonal wall (even though it's considered water-tight). UFOs and fire frogs can be stomped on through the walls' meeting point to cause an explosion. Also, damsels can be picked up through this diagonal wall.

Discovered by: DelGato232

Resolved?: Not in v1.0b


Free items in Black Market

Description: When the player damages a shopkeeper in the Black Market without killing him, some of the bombs/ ropes/ items in other shops become free (no money symbol above them, collectible through touch/ pick-up, shopkeepers aren't aggravated by pickups).

The Ankh is not made free. FIXED IN v1.1

Discovered by: Arucard, Anonymous

Resolved: Not in v1.1


Carrying arrows fiddles with arrow traps

Description: If the player is carrying an arrow and the arrow from an arrow trap causes a collision with the player's arrow, the player receives no damage. If the player is carrying an arrow and the arrow from an arrow trap causes a collision with the player, the player receives 4 points of damage (2 from each arrow).

Discovered by: Wurzelmann, Pyabo respectively for each case

Resolved?: Not in v1.0b


Fatal first tutorial

Description: If a player is running Spelunky for the first time, the Start room leads to the Tutorial room. If he enters the Start room, but exits through the door he came in, he is crushed within the wall, as the Tutorial door hasn't spawned yet. The Tutorial door is shown only for people who have the appropriate Windows Registry key, which in turn is created after quitting the game at least once.

Discovered by: LURYI

Resolved?: Yes, in v1.1

Parachute misfires

Description: The parachute sometimes doesn't activate, even if the fall is adequate for this.

The parachute sometimes activates, even if the fall isn't adequate for this. It may also activate shortly after the player lands.

Discovered by: Max

Resolved?: Not in v1.0b


Area 2 doomed damsel

Description: The procedural level generator for Area 2 can spawn the damsel next to a Spike Totem or a man-eating plant, where the player can't save her. See image

Discovered by: Solarblade on the forum, Anonymous

Resolved?: Not in v1.0b


Falling damage from 4-tile drops

Description: When the player jumps so that his head knocks onto a 1- tile high ceiling and then drops down, he receives damage from 5-tile high drops (also possible but harder for 4-tile drops).

Resolved?: Not in v1.0b


Keys always pressed when on code 0

Description: Under unknown and rare conditions, the key config menu doesn't relate the queried action to the key that was pressed. When this happens, the key config menu assigns the action to key code 0 in the keys.cfg file. When the game starts, the key with code 0 is falsely considered to be pressed once on every frame, and so the corresponding action is processed once per frame. (User reported cases: UP, PURCHASE always pressed)

Resolved?: Not in v1.0b


Arrows pass through Moon room target

Description: Sometimes arrows will pass straight through the middle of the Moon Room target without hitting it.

Discovered by: ExplodingCabbage

Resolved?: Not in v.99.8, resolved in v1.1

Gamepad not detected

Description: Using USB Logitech Wireless RumblePad on Windows XP x64, the gamepad couldn't be detected, no matter which USB port was used.

Discovered by: BootGod

Resolved?: Not in v.99.8


Posts like this brighten up my day. Tahkns for taking the time. Posts like this brighten up my day. Tahkns for taking the time.

Perilous/ missing Black Market entrance

Description: The procedural level generator can spawn the Black Market entrance in the floor/ wall of a shop.

The procedural level generator can spawn the Black Market entrance in a location requiring sticky bombs (or carefully timed thrown bombs).

Discovered by: Several people on the forums, Artemis251

Resolved?: Not in v1.1

Udjat Eye missing

Description: Sometimes it's impossible to get the Udjat Eye, because the key and/ or the chest fail to spawn. Here's the relevant forum post.

Discovered by: Several people on the forums.

Resolved?: Not in v 1.1, although it happens very seldomly.

City Of Gold entrance missing

Description: The entrance to the City of Gold can fail to spawn, in the same way the Udjat Eye does.

Resolved?: Not in v.99.5

The city of gold can also spawn behind the entrance to the level. The locked entrance will be visible, but the Sceptre text will come up if you walk onto it.

Hedjet missing

Description: There is a chance the Hedjet will fail to spawn, even though the Moai head is generated properly.

Resolved?: Not in v.99.5


Ankh revival misplaced

Description: The Ankh can fail to revive you inside the Hedjet's alcove, instead bringing you back to the start of the level.

Resolved?: Not in v.1.0


Final boss + climbing gloves

Description: Sometimes when you try to cling onto the side of the final boss while you have the climbing gloves equipped, you'll sort of phase through the boss and suddenly die. It seemed to happen when I tried to cling to the boss while he was moving horizontally (in his 'rising' state).

Discovered by: brvbt

Resolved?: Not in v.99.8 Not a bug: touching final boss while it's moving == instadeath.

Game-freeze in Black Market

Description: If the shopkeepers are in aggressive state, entering the Black Market has a 50 to 75% chance of crashing the game.

Discovered by: MechanisMs, Zen, Anonymous

Resolved?: Not in v.99.9, was presumed fixed for v.99.9


Game-freeze in Black Market II

Description: When the message for being revived by the Ankh and the Ghost warning overlap, the game crashes.

Screenshot of the freeze showing the double message.

Resolved?: Not in v.99.8


Ankh Wall/ladder crush (during debug mode)

Description: When crushed by a falling movable block while either on a ladder or clinging to the side of the wall next to one, the ankh respawned me at the entrance to the level, clinging to the air on one side, and unable to do anything other than pause the game. I was using debug mode, so that may factor into it.

Discovered by: E-mouse

Resolved?: Not in v.99.5


Trapless Idols

Description: Golden Idol traps will sometimes either not have or not trigger the traps that would guard them. This has been seen in Areas 3 and 4: Please report instances in other Areas!

Hypothesis: This seems to coincide with gaining large amounts of Favor from Altar sacrifices: this may have been a high-Favor bonus that was designed but intended to be removed, as Derek has stated that this is not intentional behavior.

Resolved?: Not in v.99.8


Unexplained deaths

Description: I've had this happen on four separate occasions now. Just standing around and mysteriously die, with no attacks, enemies, bombs, etc. in sight. One time it happened is what made me question it as a bug, as I had 13 health from sacrificial altars and the Hedjet, precluding many forms of death. There doesn't seem to be any common cause, although the latest time it happened was when I tried to climb up a rope from the bottom of it.

Discovered by: brvbt

Resolved?: Not in v.1.1


Crushed by stationary blocks

Description: A guest of the wiki reports that he is often crushed when he touches a stationary push block while performing a running jump. See picture here

Resolved?: Not in v.1.1

Lava pits/ water pools drain partially

Description: If a bomb destroys a pool that is partially in the frozen region, only the pool tiles that are active will be drained.

Discovered by: L, the_darklorde

Resolved?: Not in v1.0b


Rocks/pots/skulls rescued from lava not affected by gravity

Description: If a rock, pot, or skull falls into lava and is retrieved by the player before it vanishes, it will temporarily be unaffected by gravity; if thrown, it will continue to rise through the air until it strikes a wall, whereupon it behaves normally.

Discovered by: MagFlare

Resolved?: Not in v1.0b



Bat Hi-jinks

Description: I was in Area 2 today, with a "You hear rushing water" level feeling, and I was hanging out near the large water area at the bottom of the level. A bat was hanging on the ceiling nearby, waiting for me to come out of the water. I was trying to exit the water but instead kept rapidly entering and exiting, which caused the bat to spaz out completely. First it stayed in it's 'ready' or hanging position, and started sliding down and to the right. Then it started flying toward me while still underwater. Needless to say this was unusual behavior.

Discovered by: brvbt

Resolved?: Not in v1.1



Lava pool bug

Description: While dropping the bomb in the lava pool near the edge, wall gets blown up, but lava level doesn't drop-seen in the picture

Whatthehelllava

Discovered by: Crovirus

Resolved?: Not in v.99. 9



Severe Crash When Moving Window

Description: When I tried to move the window while the game was running (and not paused), while I was in the Ice area, it crashed my entire computer. Spelunky froze (although the music continued playing), everything else about my computer slowed down enourmously, and after a bit I got a blue screen and a forced restart!

Discovered by: Zen

Resolved?: Not in v1.0b

Questionable behavior / Cosmetic bugs

Shopkeeper in a man-eating plant

Description: If you feed a shopkeeper to a man-eating plant, pick up the shotgun he dropped, and kill the man-eating plant, he will reappear with ANOTHER shotgun Resolved: Not in v1.1 Unconfirmed. Works as expected, like in previous versions.

Rope auto-deployment

Description: The player's rope auto-deploys when, and only when, he's hurt by a UFO beam, an arrow or a bomb (item or frog).

Resolved: Not in v1.1


Spelunker squash ball

Description: If the player is thrown by an enemy, he may bounce off the wall and back onto the enemy, who will continue on throwing him. This can lead to the player dying with no control after the first throw. Suggested resolution: Cap the amount of times enemies can throw the player within a certain period.

Discovered by: Captain Failmore

Resolved?: Not in v1.0b


Bow priming and sprinting overlap

Description: The player sprints by keeping ACTION pressed. He also primes the bow by keeping ACTION pressed.

So, if the player wants to keep the bow primed, he's forced to also be running.

Discovered by: Bigun, Anonymous

Resolved?: Not in v1.1

This is not a bug.

Can't chain these hands

Description: If the player has acquired the ball and chain, and he picks up the ball, no graphic representation of the ball is shown in the held item slot.

Discovered by: Delmion

Resolved?: Not in v1.0b


Carrying items in ending cutscene

Description: Hold an item when entering the final boss room. Drop that item, defeat the boss and exit the room without holding anything. In the final cut-scenes (inside the volcano and on the sand) you'll be depicted as holding the original item.

If you pick up another item while in the final boss room and exit with it, you'll be correctly depicted as holding that item in the final cut-scenes.

Discovered by: brvbt, Anonymous

Resolved?: Not in v1.0b

Alternate costume issues

Description: Change to the damsel costume. Feed a spelunker to a man-eating plant. The animation shows a damsel being eaten.

Change to the Tunnel Man costume. Get eaten by a man-eating plant. No body is shown during the animation.

Change to the Tunnel Man costume. Press ACTION, then JUMP and you can attack mid-air. You can't attack mid-air if you press JUMP, then ACTION, or if you're holding a mattock item.

Enable "Press DOWN to run" in the config menu. Change to the damsel or the Tunnel Man costume. Press RIGHT, then DOWN, and you crawl to the right at the speed of running.

Have the Tunnel Man dig a shortcut, but not all of them. Gain the 4 trophies. Change to the Tunnel Man costume. Talk to the Tunnel Man about opening one of the remaining shortcuts. In the distance between the Tunnel Man and the exit, you'll be walking in the spelunker costume.

Change to the damsel costume. Talk to the Tunnel Man. In the distance between the Tunnel Man and the exit, you'll be walking in the spelunker costume. FIXED IN v1.0

Change to the damsel costume. Climb up the "Quit" rope. After passing the sign, the player will change back to the Spelunker until exiting the screen. The cutscene afterwards shows the damsel again.

Discovered by: Solarblade, Kegluneq, fall_ark, eguee, Anonymous

Resolved?: Partially, in v1.0b


Her voice echoes in the cave

Description: The damsel's "help" sound effect is reversed in stereo speakers. It sounds from the left speaker if she's to the right, and from the right speaker if she's to the left.

Discovered by: Karmagasm

Resolved?: Not in v1.0b


Undocumented buttons in Pause screen

Description: If the player has turned off the use of a Gamepad in the config menu, the Pause screen shortcuts for Death and Quit are displayed as F1 and F10, respectively, but the BOMB and ROPE shortcut keys work as well. These should be added to the Pause Screen info.

Discovered by: Simon Heath

Resolved?: Not in v1.0b


Shotgun/ pistol collision

Description: Shotguns and pistols can shoot through 1-tile walls when wielded by the player, both when facing left and right. Replicate the level from this [image], then hold down and right to hang.

Discovered by: Gorvin on the forums, Def_Gie, details added by Eirian

Resolved?: Not in v1.0b


Death by hanging (onto objects)

Description: If the player is hanging onto a falling object (boulder, collapsible tile, and the player lands on a ledge next to the object, he is embedded into the wall and insta-crushed. (Analogous to self-telefrag from the teleporter?)

Discovered by: KGVT

Resolved?: Not in v.99.9


Explosion cremation

Description: If the player is standing at the utmost bottom of the map in any area (except area 3), has less than 31 health points and is killed by an explosion, his body vanishes.

Resolved: Not in v1.0b

'This is not a bug. 'As written in code, if the player's health falls below -99, his body vanishes.

Spike seizure

Description: If the player dies by landing on spikes, he budges up and down repeatedly.

Discovered by: GreenWisp

Resolved?: Not in v1.0b


Arrows prefer certain directions

Description: If the players is running towards the left, and throws an arrow while only a few pixels away from a wall to the left, the arrow will get stuck in the wall, but will be facing right. This behavior only happens with hand-thrown arrows, not bow-thrown arrows. Also, arrows that end up on the floor always face right.

Discovered by: Hiking Viking

Resolved?: Not in v1.0b


Dead AND stunned damsel

Description: If a damsel is stunned and caught on a spider web, killing her removes the stunned-stars animation correctly. However, if a dead damsel is placed on a web, the stunned-stars animation appears. The stars disappear if you grab her off the web, or you destroy it.

If a dead damsel is placed in lava, the stunned-stars animation appears. Download the custom level

Discovered by: M + D

Resolved?: Not in v.99.9B


Bat slides after Spelunky dies

Description: Get killed by a bat in a 1-tile high corridor. The bat will try to land and keep sliding. This can also happen when a bat is chasing you and you enter a pool of water.

Resolved?: Not in v1.0b


There won't be blood

Description: When the player headstomps a shopkeeper, no blood is generated. When a player headstomps a cultist, blood is generated only the first time.

Resolved: Not in v1.0b


Dangerous Locked Chest

Description: The locked chest can spawn right in front of spikes. In this case, only a few white pixels denote the spikes' presence, possibly leading to a surprise death.

Discovered by: Tril

Resolved: Not in v.99.9B

One-way teleport

Description: While hanging from a ledge and equipped with the teleporter, the player can only teleport upwards or towards the direction he's facing, not away from it.

Resolved?: Not in v.99.9B


Floating spikes

Description: In some cases, spikes are not destroyed when the tile below them is.

Discovered by: Several people on the forums, screen captured by Magikaru.

Resolved?: Not in v.99.5


Moon room description unlocked prematurely

Description: When the Sun or Stars room (or possibly both of them) are unlocked, the description for the Moon room is also unlocked. The description for the Changing room stays hidden.

Resolved?: Not in v.1.1

Edge of screen -> easy kills

Description: Enemies exiting the screen end up in the frozen region. Throwing an item towards them while they're frozen will kill them easily.

Discovered by: brvbt

Resolved?: Not in v.99.9B

No falling damage

Description: If the player presses the JUMP button twice in the single frame it takes to land, he can avoid fall damage. Reproducible by changing the room speed to 10fps in debug mode.

Reported by: Several people on the forums.

Resolved: Not in v0.99.8, was presumed fixed in v.99.5


Steal auto-pickup items from shops

Description: The player can teleport into a shop he hasn't been in and auto-pickup items for a short moment without angering the shopkeeper.

Discovered by: Tozar

Resolved?: Not in v.99.5


Thrown by a jumping Yeti

Description: If a Yeti is jumping and the player is in its path, the Yeti can throw the player.

Resolved?: Not in v.99.8


Stunned edge catch

Description: If the player is stunned and falling, landing at the edge of a ledge means that he may continue falling after he wakes up. This happens because the 'stunned' collision mask is wider than the standing mask.

Resolved?: Not in v.99.8


Timing of totem spikes

Description: There is an inaccuracy in the spike animation and actual damage. You can wait until the spikes deploy fully and run into them (after they are deployed) and receive no damage, yet, you will often receive damage from spikes just beginning to deploy but still in the 1st stage (when they can be seen, but only the tips are shown).

Resolved?: Not in v.99.8


Alternate-costume attracts arrows

Description: If you're playing as the spelunker and you're moving up a ladder, an arrow shot by a dart trap will be absorbed by a held damsel. But if you're playing as the damsel and you're moving up a ladder, an arrow shot by a dart trap will not be absorbed by a held spelunker.

Discovered by: Super-Dot

Resolved?: Not in v.99.8


Bow/pistol suicide

Description: If you get a good running start and jump, then fire a bow, you can hit yourself with an arrow. Similarly, if you fire immediately before drop-hanging over a ledge, you can shoot yourself. I don't know if these count as bugs, but just from a physics standpoint they shouldn't be possible.

Discovered by: brvbt

Resolved?: Not in v.99.8

Grabbing gems inside solid wall

Description: The player can grab gems stuck within solid walls with enough speed and/ or carrying a damsel and/or flip-hanging.

Discovered by: ExplodingCabbage

Resolved?: Not in v.99.8


Bats immune to spikes/ spears

Description: Bats don't die when they approach spikes/ spears (even though they set off the Spear Totems).

Resolved?: Not in v1.0b


Fire frog in water

Description: Fire frogs turn into normal frogs when they enter water. This doesn't happen if a fire frog has been "bomb-armed" (it starts shaking), and then thrown in water. In this state it just sinks down and explodes. Maybe it should revert to a normal frog.

Resolved?: Not in v.99.9B


Shopkeeper stuck in web

Description: If the player shoots the shopkeeper with the web gun, he can immobilize him, turning him into an easier target.

Discovered by: Interiot

Resolved?: Not in v.99.5a
Not a bug.

Falling through Giant Spider

Description: Sometimes when I jump onto the Giant Spider, I fall through it and end up getting hurt instead. It seems to mostly happen when landing around the middle of the spider.

Resolved?: Not in v1.0b


UFOs keep shooting at dead Spelunker

Description: UFOs shoot at the player even after he's dead.

Resolved?: Not in v.99.9


No drop from level editor mummy, single scepter per game

Description: If the player kills a Mummy in a custom level, it doesn't drop a Scepter. If the player kills a Mummy in any level other than 13, it doesn't drop a Scepter.

Discovered by: NMcCoy on the forums.

Resolved?: Not in v.99.8

Not a bug. Mummies are meant to drop Scepters only on level 13.

Spikes only kill after 2-tile drop

Description: If the drop toward spikes is less than two tiles, the player isn't killed.

Discovered by: Many people on the forums.

Resolved?: Not in v.99.8

I do believe that makes the game slightly more realistic. Is supposed to work like this.

Pushable block self-crush

Description: If the player pushes a block within a few pixels of another block and tries to flip-hang from either of them, he'll be crushed.

Discovered by: NMcCoy on the forums.

Resolved?: Not in v.99.8


0-tile high spring splat

Description: In the level editor, if a spring trap is directly below a solid block, the player will be crushed into the wall if he steps on the trap.

Discovered by: NMcCoy on the forums.

Resolved?: Not in v.99.8


Fish out of water

Description: In a custom level, if a body of water with a giant piranha in it is drained, the giant piranha will be immobilized but alive.

Discovered by: NMcCoy on the forums.

Resolved?: Not in v.99.8


Tiny Statute of Limitations for shopkeeper murder

Description: If a player kills a shopkeeper but doesn't cause an aggressive state to other shopkeepers, there won't be shopkeeper guards at consequent level exits.

Resolved?: Not in v.99.5


Aqua Man speed by jumping

Bug Description: When the player jumps repeatedly while in water, vertical momentum stacks, resulting in unnatural speed.

Resolved?: Not in v.99.8


Falling instead of hanging from ledge

Description: If the player flails on a ledge, trying to flip-hang from that ledge, the player will fall. Also, if the player edges towards a ledge by tapping the direction instead of holding it, trying to flip-hang, the player will fall.

Resolved?: Not in v.99.9


Flying saucer explosion

Description: If the player jumps on a Flying Saucer that's next to a wall, it will explode instead of plummeting.

Discovered by: Adam Butcher

Resolved?: Not in v.99.8


Gluttonous plants

Description: After a man-eating plan eats a target, it can eat more targets if they're fed to it before the stunned animation initiates.

Resolved?: Not in v.99.8


Invisible Market entrance

Description: If the Black Market entrance spawns in the unremovable water of a Rushing Water level, only the water is displayed, and not the door. The Udjat Eye still functions properly, and the door can be entered.

Discovered by: E-mouse

Resolved?: Not in v.99.8


Arrows stuck in walls are slippery

Description: When the player has enough speed, catching onto arrows that are stuck on walls becomes impossible. It's also impossible to grab an arrow that's stuck in a wall if another arrow is within a few pixels of it.

Resolved?: Not in v.99.8


Double drops from pots

Description: When the player destroys a pot by whipping it, twice the rubble and spawns (gold/ gems/ enemies) are spawned. Shooting or dropping the pot doesn't produce this.

Resolved?: Not in v.99.9


Bomb pressure prejudice

Description: Objects that are directly above an explosion are propelled only to the right. (observed for bombs propelling other bombs to the right)

Discovered by: ExplodingCabbage

Resolved?: Not in v.99.8


Sun room score capped

Description: It's impossible to score above 99 in the Sun Room because the timer stops.

Discovered by: ExplodingCabbage

Resolved?: Not in v.99.8


Various Moon room issues

Description: Four things here: 1) The target will register a hit when it bumps into arrows embedded in the back wall. Don't know if this was intended but it's a bit ugly. 2) The target can also be hit from behind by arrows bouncing off the back wall. Again, don't know if this was intended but I would keep it personally because I think it's really cool, especially when getting a bullseye :P 3) If you score above 99 in the Moon Room, the score will just show as 99 on the scores screen. 4) If you score above 99 in the Moon Room, the final digit of the score (as shown in the Moon Room) overlaps with the clock icon after the score which looks ugly. Could be easily resolved by moving the time slightly further to the right.

Discovered by: ExplodingCabbage

Resolved?: Not in v.99.8


Idol-throwing monkeys

Description: Monkeys can throw items at you. When a monkey throws the Area 2 idol, the trap doesn't engage.

Discovered by: Zerotime

Resolved?: Not in v.99.8


Collapsing floor instacrush

Description: Letting a section of area 3's collapsing floor fall on an enemy will instantly kill them, exactly the same as if they were crushed by a falling/pushed block.

Discovered by: Zerotime

Resolved?: Not in v.99.8


Level exit negates falling damage

Description: The user can avoid fall damage by pressing up, if he is over the level exit.

Discovered by: Zerotime

Resolved?: Not in v.99.9B


Ball and chain parachute

Description: The player can repeatedly throw the Ball and chain upwards to stop himself from falling.

Discovered by: Def_Gie

Resolved?: Not in v.99.8


Craps dice exploit

Description: If a craps die is caught in midair, while spinning, it will continue spinning in the player's hands. If the die is held against a wall, it stops, and continues spinning if moved away from the wall. This can be repeated until a desirable number shows, then the dice can be dropped. Very handy to make up the $50,000 needed in the Black Market.

Discovered by: Johothehobo

Resolved?: Not in v.99.8, Dice don't stop on walls in v1.1

Repeat give-aways from Dice shop

Description: The same item can be won more than once when playing craps. This is legitimate behavior for bombs, but less so for other items.

Resolved?: Not in v.1.1

Hanging on short ledges

Description: When jumping, it's possible to hang from a ledge that is only one block high. In other words your feet are touching the ground, but you count as hanging.

Resolved?: Not in v.99.9


Bleeding skeletons

Description: Skeletons bleed if hit with a skull.

Discovered by: MagFlare

Resolved?: Not in v1.0b


Spring bomb UFOs

Description: UFOs may not be destroyed by bombs bounced off a spring.

Discovered by: gliperal

Resolved?:Not in v1.0b

Chest spawns inside blocks

Description: I had the chest that contains the Udjat Eye spawn inside of a solid, non-movable block. I carried the key next to the block and the chest opened, revealing the Udjat Eye and consuming both the key and the chest (as per normal) but then the Udjat Eye was stuck in the block. I bombed the block, destroying it, which sent the Udjat Eye flying. I picked it up normally and everything after that point but it seemed pretty questionable.

Discovered by: brvbt

Resolved? Not in v1.1

Arrow Trap misfires + Damsel spawn location

Description: In Area 1, I've had a damsel spawn directly in front of an arrow trap on multiple occasions. The arrow trap doesn't fire until you move into its line of fire, automatically hitting the damsel. It seems like her presence should set it off before the player triggers it, since snakes and other stuff does.

Discovered by: brvbt

Resolved? Not in v1.1

Kissing Booth Damsel makes a break for it

Description: When you pick up a damsel at a kissing booth and throw her down again, she becomes stunned like normal damsels do. However, when she becomes unstunned, she resumes a normative damsel behavior, i.e. running around like crazy. When this running behavior makes her exit the shop, the shopkeeper of the kissing booth will aggro and display his "Die, Vandal!" message.

Discovered by: brvbt

Resolved? Not in v1.1

Leafy trees in restless dead levels

Description: If two trees have two tiles between them and they're at the same height, the treetops that are touching each other are the normal leafy green treetop tiles, whether or not it is a restless dead level.

Discovered by: DoomeyeSPB

Resolved?: Not in v1.1

Possibly Resolved as of 0.99.8 (Needs Player Confirmation)

Derek believes these bugs were fixed in v.99.8. If you can verify this, move them to the resolved section


Spring exit animation (cosmetic)

Description: If you go through a level exit over in Area 3 and it has a spring underneath it, player will appear one square above the exit as he does his exiting animation. Weird-looking.

Discovered by: Adam

Resolved?: Not in v.99.5


Damsel repeat rescue

Description: If there's a spring below the exit, a damsel's exiting will be interrupted, allowing her to be rescued repeatedly and inflating the rescue count.

Discovered by: Several people on the forums.

Resolved?: Not in v.99.5


Inflated victory score

Description: After a won game, the final score on the high-score screen will sometimes be several times higher than the actual score.

Discovered by: Several people on the forums.

Resolved?: Not in v.99.5


End cutscene accidental skip

Description: The player can press the action button to skip the ending cutscene (after defeating the final boss), even if it's the first time the cutscene is shown.

Discovered by: Adam Butcher

Resolved?: Not in v.99.5


Dropping items near shopkeeper

Description: When the player drops, next to the shopkeeper, any item that isn't for sale, the shopkeeper gets aggressive.

Resolved?: Not in v.99.9


Thrown objects stick in ceiling

Description: Objects thrown by the player or an explosion get stuck in ceiling. See image

Resolved?: Not in v.99.9


Possibly Resolved as of 0.99.9B (Needs Player Confirmation)

Throwing blocks on final boss

Description: Dropping a movable block onto the Final Boss makes him immobile. The block can't be pushed off due to bouncing while standing on top of the head. The player can also die from standing on top of the non-moving boss.

Discovered by: Several people on the forums, clarification by Gamer2600

Resolved?: Presumably, in v.99.9


Rope Snag

Description: A rope thrown upward may "catch" on a ceiling even if it winds up below open air once it deploys.

Discovered by: Several people on the forums.

Resolved?: Presumably, in v.99.9B


Held damsels dropped when near totem poles

Description: If a damsel is held horizontally within one tile of a totem pole, the Spelunker tends to let go of her, but may not do so 100% of the time.

Resolved?: Presumably, in v.99.9


Supply crates don't fall

Description: I tried to drop a crate into a hole to trigger an arrow trap, but instead the crate warped over to the other ledge. I jumped to the other side and tried again, and saw the crate warp to the opposite edge again.

Resolved?: Presumably, in v.99.8


Stunned spring bounce

Description: In Area 3, if you land on a springboard while stunned you will shoot up much higher than usual.

Discovered by: NMcCoy on the forums.

Resolved?: Presumably, in v.99.9B, not in v.99.8


Dead enemies still do damage

Description: If you run into a dead enemy while it is still bouncing on the ground in its death animation, sometimes it still causes damage to you or even tosses you (in the case of Cultists and Yetis). This also works with already dead corpses if you "lift them up" with the scepter.

Resolved?: Not in v.99.5


Inconsistent controls after hanging

Description: Occasionally, the game will get into a state where hanging controls change. If you are hanging and press toward the ledge and jump, you will drop instead of jumping up. In order to jump up you have to either press up and jump or release the left/right and press jump. In normal situations you should jump up on the ledge every time. This is a serious problem on any level with spike totems because if it happens you will be instantly killed and there's really nothing you can do about it.

Opened By: Pyabo

Resolved?: Not in v.99.5


Boulders do not set off arrow traps

Description: If a rolling boulder falls into a pit or hole, and falls past an arrow trap, the arrow trap is not set off. This is highly counter-intuitive because every other moving object will set off an arrow trap.

Resolved?: Not in v.99.8


Arrow trap misfire from obstructions

Description: When a pot (or the chest) is in front of an arrow trap, the trap isn't set off by enemies or items thrown to set it off. But the player does set it off.

Discovered by: Several people on the forums.

Resolved?: Not in v.99.8


Possibly Resolved as of 1.0 (Needs Player Confirmation)

Derek believes these bugs were fixed in v1.0


Game freeze due to multiple stunned enemies

Description: If enough enemies are being stunned by arrow hits at the same time, the game can freeze. Among other possible causes is the entity generation code (blood). E-mouse: I'm pretty sure this is from blood generation - I had a freeze when I shot far too many bullets at a few Shopkeepers offscreen.

Resolved?: Presumably, in v1.0


Spelunker and enemies get stuck in wall

Description: If a snake or man-eating plant is stuck within a wall, it will move up the wall in a straight line. If the man-eating plant is stunned while within the wall, it will move up in zig-zags. (Snakes can spawn in walls through pots, man-eating plants get stuck in wall after they wake up while being carried and ledge-hanging).

If the spelunker, a Yeti, or a cultist are stuck within the wall, they will not move. Download the custom level .

Discovered by: Hiking Viking, Rapidwhirl, Anonymous

Resolved?: Presumably, in v1.0


Black blocks in Score and Bonus rooms

Description: A small fraction of graphics cards/ graphics drivers combination results in several black blocks in the Score and Bonus rooms. For one user, running the Zune application triggers this effect.

Discovered by: Dintent, Anonymous

Resolved?: Presumably, in v1.0


Resolved Bugs

Whipped Yeti displacement

Description: If the player whips a Yeti that's to the right of him, with anything than the edge of the whip, the Yeti moves left (toward the player). Easier to test with stunned Yetis.

Resolved?: Yes, in v1.1


Rope deployment

Description: The player's held item vanishes under certain conditions.

                 Player Condition: Holding an item,
                                   SWITCH to bombs or ropes
    Event List:      Event Result: Held item vanishes?
Thrown by cultist                  No  (v1.0)
Thrown by Yeti                     No  (v1.0)
Thrown by shopkeeper               No  (v1.1)
Shot by shopkeeper                 No  (v1.1)
Tripped by monkey                  No  (v1.1)
Hurt by Magma Man                  No  (v1.1)
Hurt by Mummy's fly                No  (v1.1)
Dying by spear trap                No  (v1.1)
Dying by spike trap                No  (v1.1)
Stunned from a fall                No  (v1.1)
Hurt by a UFO beam                 No  (v1.0)
Hurt by arrow                      No  (v1.0)
Hurt by bomb (frog)                No  (v1.0)
Hurt by bomb (item)                No  (v1.0)
Flip-hang                          No  (v1.0)
Teetering on ledge                 No  (v1.0)

Discovered by: Joel, Anonymous

Resolved: Yes


Permastun while flip-hanging

Description: The player gets stunned by some events if they occur while he's trying to flip-hang, but not otherwise.

The player never wakes up under certain conditions.

                 Player Condition: Not trying to flip-hang    Trying to flip-hang
    Event List:      Event Result: Stun?                      Permastun?
Thrown by cultist                  No                         No  (v1.1)
Thrown by Yeti                     No                         No  (v1.1)
Thrown by shopkeeper               No                         No  (v1.1)
Shot by shopkeeper                 Yes                        No  (v1.1)
Tripped by monkey                  Yes                        No  (v1.0)
Hurt by Magma Man                  Yes                        No  (v1.1)
Hurt by Mummy's fly                Yes                        No  (v1.1)
Hurt by a UFO beam                 Yes                        No  (v1.1)
Hurt by arrow                      Yes                        No  (v1.1)
Hurt by bomb (frog)                Yes                        No  (v1.1)
Hurt by bomb (item)                Yes                        No  (v1.1)

Discovered by: DelGato232, Sideburns, Anonymous

Resolved?: Yes


No fall damage after knock-down

Description: The player doesn't receive fall damage under certain conditions.

The player doesn't get stunned after a fall under certain conditions.

                 Player Condition: Fell because of the event,
                                   fall was enough to normally cause fall damage
    Event List:      Event Result: Fall damage?  Stun?
Thrown by cultist                  Yes (v1.1)    Yes (v1.1)
Thrown by Yeti                     Yes (v1.1)    Yes (v1.1)
Thrown by shopkeeper               Yes (v1.1)    Yes (v1.1)
Shot by shopkeeper                 Yes (v1.1)    Yes
Tripped by monkey                  Yes (v1.1)    Yes
Hurt by Magma Man                  Yes (v1.1)    Yes
Hurt by Mummy's fly                Yes (v1.1)    Yes
Hurt by a UFO beam                 Yes (v1.1)    Yes
Hurt by arrow                      Yes (v1.1)    Yes
Hurt by bomb (frog)                Yes (v1.1)    Yes
Hurt by bomb (item)                Yes (v1.1)    Yes

Resolved?: Yes


Shopkeeper corpses and spider webs

Description: If the player is carrying a shopkeeper corpse (no other corpse applies) and it touches a spider web, it sticks to the web. The player is still considered to be holding corpse after this, so pressing ACTION will throw the corpse.

Unlike other corpses, shopkeeper corpses can't be picked up when they're stuck on a web and near the ground.

Discovered by: Bigun

Resolved?: Yes, in v1.1


Rejuvenated shopkeepers

Description: Kill a shopkeeper and feed his dead body to a man-eating plant. If you destroy the plant, or allow it to reach the end of its stun animation, the shopkeeper will jump out, alive.

Have a man-eating plant eat a shopkeeper in a shop. If you steal an item from the shop, the shopkeeper will burst out of the plant.

Discovered by: Anonymous, mjc334

Resolved?: Yes


Multiple damsel kills

Description: Each time the player throws a dead damsel on spikes or ignites a bomb near her, he is credited with a damsel kill. FIXED IN v.99.8

Each time the player throws a dead damsel onto lava, and then back on the ground, he is credited with a damsel kill. FIXED IN V1.1

Discovered by: nemryn, Imatree

Resolved?: Yes


Level loading woes

Description: In the custom level selection screen, if the file name string doesn't correspond to an existing .lvl file and the player presses ACTION or Enter, the game shows the custom level win screen.

If a character in a level's name overlaps with the player's selection for the ACTION key, the player can't type in the level's name. (As a temporary by-pass, he can rename the level file)

Resolved?: Yes, in v.1.1


Reset doesn't hide Bonus room descriptions

Description: Resetting the game data doesn't reset the Bonus Room Descriptions to "Locked".

Discovered by: E-mouse

Resolved?: Yes, in v1.0


Fatal area 4 Idol Trap ceiling

Description: In Area 4, the common idol trap is a small chamber where, if you take the idol, the walls seal shut and the ceiling lowers, crushing Spelunky if he does not bomb/mattock out in time. However, I was just playing and I had a jetpack, and in order to avoid a passing smash trap I jetted up to the ceiling. Much to my chagrin, I died instantly. I believe what happened was, the ceiling blocks are always in the state of 'kill Spelunky if he touches me', regardless of whether or not the trap is active.

Same thing can happen if you mine into the trap from a top corner and walk into the space with the row of killer blocks directly above you. May not kill you if you crawl in though.

Discovered by: Joel

Resolved?: Yes, in v1.0


UFO Parachutes don't exit Area 3

Description: If a parachuting Flying Saucer pilot falls into Area 3's bottomless pit, their parachute remains visible indefinitely at the point at which they left the visible screen.

Discovered by: L

Resolved?: Yes, in v1.0


Alien boss corpse

Description: If you attempt to pick up the Alien Boss' corpse, it'll remain where it is; however, pressing the Use key will cause it to slide along the ground in the direction you're facing. In addition, if you attempt to pick up the corpse and do not use the Use key before the alien is off-screen, then the game will crash.

Discovered by: MagFlare

Resolved?: Yes, in v1.0b


Climbing glove overshoot

Description: When the player has climbing gloves, two-block high ledges can be jumped over without catching the edge. This unexpected behavior can result in death if there are spikes or a long fall on the other side.

Discovered by: Several people on the forums.

Resolved?: Yes, in v.99.9


Permastun from monkey jump

Description: If the player is stunned and a monkey jumps onto him, the player doesn't wake up from the stun. The internal timers are running properly (the ghost warning appears etc).

Resolved?: Yes, in v1.0b


Weaker explosions to the left

Description: When using bombs to blow through walls, it is easier to eliminate two tiles to the left than to the right. A small number of tests indicate that a bomb with a pixel between its graphical edge and a wall to the right can only blow up one tile to the right, but a bomb with two pixels between its edge and a wall to the left can blow up two tiles to the left. It seems likely that this is the result of non-integer values being truncated such that that explosion's bounds are considered to be slightly left of where they appear.

Discovered by: Def_Gie

Resolved?: Yes, in v.99.9


Shopkeepers shoot through 1-tile walls

Description: Shotguns wielded by shopkeepers shoot though 1-tile walls when they're facing right.

Resolved: Yes, in v1.0


Levitation from burned rope

Description: Any rope that touches lava is set on fire. If the player is hanging onto the rope when it burns away, he doesn't fall, he just stays in the air as if hanging onto an invisible ladder.

Resolved: Yes, in v1.0


Levitation from teleporting

Description: Using the teleport while hanging onto a rope/ vine/ ladder, means that when you reappear (to the side or up) you'll be suspended as if on a rope. Further teleportations don't make you drop either. Teleporting while hanging from ledges works as expected.

Discovered by: Josh

Resolved?: Yes, in v1.0


Levitation from enemy attack

Description: When the player is hit by an enemy (try it with a bat or frog) while climbing a vine or ladder, he's pushed to the side, and levitates. If he's hit again and aligns with the rope, he can continue climbing.

Discovered by: GreenWisp

Resolved?: Yes, in v1.0


Error message when damsel hits mummy flies

Description: When a damsel is hit by a mummy's flies, an error dialog pops up. See the error message here.

Discovered by: Dacke, Anonymous, Syhrus

Resolved?: Yes, in v1.0


Damsel shot while exiting

Description: A damsel can be shot by the player or a shopkeeper while she's exiting the level. The player won't be able to pick up her body. The damsel will be alive on the exit screen, and she'll be displayed as loot (and kills if the player shot her). If the damsel is shot by the UFO's beam while exiting the level, she absorbs the shot and shields the player.

Resolved?: Yes, in v1.0


Permastun from monkey jumping off

Description: If a monkey is on the spelunker's back and it jumps off while he's exiting the level, he doesn't wake from the stun.

If a monkey is on the spelunker's back and it jumps off while the spelunker is trying to flip-hang, he doesn't wake from the stun.

Discovered by: shMerker

Resolved?: Yes, in v1.0


Monkeys kill damsel

Description: If a monkey throws a damsel on the ceiling, she dies, without even leaving a body.

Discovered by: Max

Resolved?: Yes, in v1.0


Lava deaths don't count

Description: Drowning in lava doesn't increase the number of deaths and games recorded in the scores.

Discovered by: Cesque

Resolved?: Yes, in v1.0


Pools don't fill in the blanks

Description: If the player destroys any part of a Spike Totem that is underwater, water doesn't rush in to take its place. If the player destroys any part of a Spike Totem that acts as a wall to a pool, the pool isn't drained until the next explosion in the same active region. Download the custom level .

Discovered by: MagFlare

Resolved?: Yes, in v1.0


Game crash with traps

Description: A wall block is adjacent to and facing an arrow trap (this is prevented by the procedural level generator during regular levels). Destroying that block (e.g. with a bomb) will produce rubble, that won't set off the arrow trap. However, trying to step on the position of the destroyed block will crash the game.

Discovered by: BigBossSNK

Resolved?: Yes, in v1.0


Feelings about the tutorial

Description: The tutorial is randomly assigned the "I hear snakes" feeling. No snake pit will appear, but the message will be shown.

Resolved?: Yes, in v1.0


Typos

Description: The Sun room description reads : keep THE yourself and the damsel alive for as long as possible.

The Stars room description refers to shopkeepers as merchants.

Area 2 parlor keeper: She's yours for $100000. Same parlor keeper when player doesn't have enough money: You need $35000

Resolved?: Yes, in v1.0


Machete has one-way backattack

Description: Face left and swing with the machete, and then face right and swing with the machete. Note the lack of a backattack when facing right.

Resolved?: Yes, in v1.0


Score screen treasure overflow (cosmetic)

Description: If you gather too many different pieces of treasure in a single level (usually happens with the smallest chunks of gold found after a boulder rampage) the treasure on the end-of-level score screen will go off the screen.

Discovered by: Several people on the forums.

Resolved?: Yes, in v1.0


Wrong music playing after mute/unmute

Description: In the third area, turn the music off (press M). When you turn it back on, the music for Area 1 will play instead.

Resolved?: Yes, in v.99.9B


Teleporter fake landing

Description: If the player teleports, he is considered as landing when he reappears, even if is in mid-air. He can then receive fall damage even in mid-air.

Resolved?: Yes, in v.99.9B


Tomb Lord can't stop running

Description: The tomb lord doesn't stop running after coming in contact with magma man. This makes him an easy target for the player. Build custom map based on image [/wiki/image:MagmaManRing.png Image:MagmaManRing.png]

Discovered by: MagFlare on [/wiki/talk:Mummy Talk:Mummy].

Resolved?: Yes, in v0.99.9B


Sun room score not recorded

Description: After the score in the Sun Room reaches 100, it isn't recorded.

Discovered by: Several people on the forums.

Resolved?:Yes, in 0.99.8, initial report in v.99.5


Missing whip animation

Description: If the player drop-hangs onto a ledge while the whip animation is playing, the player is stuck in the whip animation.

Discovered by: Fifth on the forums.

Resolved?: Yes, in v.99.9B


Held item lost in level transition

Description: If the player is carrying an item, inventory switches to bombs or ropes, and exits the level, the held item will be lost. The same happens if the player is carrying an item, inventory switches to bombs (or ropes) and flails at the edge of a ledge till the bomb drops.

Resolved?: Yes, in v.99.9B


Damsel pickup at level exit

Description: While a Damsel is walking through the exit, you can still pick her up: usually this shifts her location (cosmetic bug) but if you drop her again quickly (needs testing) and/or picking her up would put her over an empty space, she will be returned to her normal state, except that she will no longer go through the exit when brought there. However, she WILL go through the exit when you do, meaning that you can get two saves out of this one damsel. She can still be stunned, recover, and run as normal, so it's not a corpse problem.

Discovered by: E-mouse

Resolved?: Yes, in v.99.9B


Mattock head next to spider web

Description: The Mattock Head sticks to spider webs when the player enters one while carrying it, but is still displayed and considered the held item (the player can throw / drop it). The Mattock head also teleports to the player's hands when he cycles trough the inventory to the held item, or, all three of these statements are true: It is your held item, you are not in a spider web and the mattock head is in the active area.

Also, when the player throws a Mattock Head onto a spider web from either side or below, they drop down instead of getting stuck.

Discovered by: Vom on the forums and Hiking Viking

Resolved?: Yes, in v.99.9B


Ropes on 1-Tile corridors

Description: The player can throw a rope on a one-tile high corridor (useless behavior). The rope will be shown but won't be deployed.

Resolved?: Yes, in v.99.9B


Haunted by the shopkeeper

Description: When the player kills a shopkeeper and then loots his shop, he still sees the shopkeeper's curse messages.

Resolved?: Yes, in v.99.9B


Bow misfire

Description: When the player fires an arrow with full draw while crouched, the arrow count is decreased, but no arrow is fired.

Discovered by: NMcCoy on the forums.

Resolved?: Yes, in v.99.8


Wrong costume in Score screen (cosmetic)

Description: When playing in the alternate costume, the original costume is change is shown in the loot tally screen.

Discovered by: Several people on the forums.

Resolved?: Yes, in v.99.8


Vanishing spring boards

Description: Spring traps will tend to vanish when scrolled off the bottom of the screen. Download the custom level.

Discovered by: NMcCoy on the forums.

Resolved?: Yes, in v.99.8


Shotgun lets you fly (slowly)

Description: If you fire a shotgun repeatedly from the top of a ladder while holding the up key, eventually the kickback will lift you off the ladder. As long as you don't jump, you can now use the shotgun to push yourself around while being stuck in the climbing animation. Download the custom level .

Resolved?: Yes, in v.99.8


Unreachable final exit

Description: The tile below the exit of the final boss room is not indestructible (bombs and fire frogs can destroy it).

Discovered by: Several people on the forums.

Resolved?: Yes, in v.99.8


Dropped objects stick in the wall

Description: Walk up to a wall and crouch against it, then drop an object. The object will get partially stuck in the wall (you can still pick it up). If you do this with the Damsel, she can't move until you fetch her.

Discovered by: DogBoy.

Resolved?: Yes, in v.99.8


Frozen bat

Description: If you enter water while being pursued by a bat, the bat will continue to animate but stop moving.

Discovered by: Sergio

Resolved?: Yes, in v.99.8


Ladder top endless fall

Description: If a ground tile lies directly below a solid-topped ladder, trying to land on said ground tile will not register a landing, causing the Spelunker to fall in place. Just as if he were actually falling, he can still move left and right but cannot jump. Falling time is calculated normally, meaning that going from this tile to a normal ground tile will almost certainly result in falling damage.

Resolved?: Yes, in v.99.9


Damsel web knockout (cosmetic)

Description: Damsels thrown into a spider web will be permanently stunned until the player destroys the web.

Discovered by: Several people on the forums.

Resolved?: Yes, in 0.99.9


Damsel left behind on exit

Description: While the player is running and carrying a damsel, if he presses UP to exit the level, the damsel will be left behind.

Discovered by: Pyabo

Resolved?: Yes, in v.99.5


Money counting (cosmetic)

Description: Exiting the level while the score is still being counted (e.g. from looting a Golden Idol) results in a false depiction of the score in the Level Tally screen. The full score is depicted and on the next level/ end screen.

Discovered by: Several people on the forums.

Resolved?: Yes, in v.99.8


Sliding shopkeeper

Description: When you lift up an item in a shop, the shopkeeper dashes over and comes to a halt next to you. If you drop or purchase the item while the shopkeeper is moving quickly (initially distant from player), they won't slow down nearly as fast and slide out of the shop. Since shopkeepers will not react to bombs laid outside of their shop, this allows for an easy kill. Example video.

Discovered by: E-mouse

Resolved?: Yes, in v.99.8


No penalty shopkeeper kill

Description: If you manage to push a moveable block into a shop, you can crush the shopkeeper with it without incurring any kind of penalty.

Discovered by: TimrodDX

Resolved?: Yes, in v.99.8 (the shopkeeper shoots you through the block.)


Boulder accelerates when going left

Decsription: In oBoulder's "Collision Event with object oSolid", there are the following two lines:

Steps to confirm this in-game:

  1. Start the game in debug mode
  2. Add "oBoulder.xVel" to the watch
  3. Load the attached map
  4. Tools > Execute Code "instance_create(624, 32, oBoulder);"
  5. If using [/wiki/user:Interiot/WholeLevel my 'wholelevel' modified .exe], you can see the boulder traverse the entire width of the level many times. If using the normal .exe, you can still see 'xVel' increase to 6.0 or more, well higher than the initial 4.5.

Discovered by: Interiot

Resolved?: Yes, in v.99.8, initially in v.99.5

Arrow traps only face left

Description: The procedural level generator doesn't create right-facing arrow traps.

Discovered by: Several people on the forums.

Analysis: The conflicting "x-16" checks prevented the oArrowTrapRight branch from ever running.

Resolved?: Yes, in v.0.99.8: v.99.5. Patch by interiot on the forums.


Alternate costume doesn't grab onto ropes

Description: When playing in the alternate costume, crawling to flip-hang off of a ledge will not make you climb onto a rope deployed next to that edge.

Discovered by: E-mouse

Resolved?: Yes, in v.99.8


Web gun grapple

Description: Hanging on to a cliff or gripping a wall with the climbing gloves and then firing the web gun causes the spelunker to rapidly slide up the wall. Firing the gun additional times increases the speed.

Reported by: psicopoo

Resolved?: Yes, in v.99.8, originally in v.99.5


Rope through wall

Description: It is possible to throw a downward rope through a 1-tile wall.

Discovered by: Several people on the forums.

Resolved?: Yes, in v.99.8


Only original costume when eaten by plants

Description: When playing in the alternate costume and eaten by a plant, you get the same animation as in the normal costume.

Discovered by: Z

Resolved?: Yes, in v.99.8


Level editor not working!

Description: Says ERROR in action number 1 of Create Event for object oMusic: Error defining an external function.


Discovered by:qwerty

Vampires not weak to 'stakes'

Description: According to the source code, Arrows were intended to do more damage to Vampires than normal. However, the check for this is only when an item collides with a Damsel (who can never be a Vampire), not when it collides with an enemy. This check is useless for Damsels, and its absence in the enemy collision code means that Vampires do not take extra damage from arrows.

Furthermore, shooting a Vampire with an arrow still produces blood, which the Vampire immediately absorbs to heal the damage, meaning it's almost impossible to kill a Vampire with an arrow.

Resolved?: Yes, in v.99.9


Firing arrows without a bow

Description: If you fully draw a bow and then, while still holding 'x', drop the bow by teetering over an edge, then when you release x an arrow will be fired at full speed even though you're no longer holding a bow.

Discovered by: ExplodingCabbage

Resolved?: Yes, in v.99.9


Dice rolling kills

Description: I've played several times, but I always won and never had a problem. But when I rolled < 7 (i think! or maybe it was 7) for the first time, nothing happened! So i rolled one die a second time. The shopkeeper immediately jumped at me, saying I was a thief and shot me. I don't know what I rolled though :/

Discovered by: neverknown

Resolved?: Yes, in v.99.9


Jaws Returns

Description: When making a stage in stage builder, if you create a Jaws (I did it on top of spikes) he won't go away. Whenever you delete him, he'll come back when you test the level.

In v1.1, the above glitch randomly happens, but not always.

Discovered by: Krynxe, Leafbarrett

Resolved?: Partially not in v1.1

Yeti Smash

Description: If you are thrown into a wall by a yeti who is also right next to the wall, the game will treat the collision as if you are being crushed, and instantly kill you.

Resolved?: Not in v1.1


Blood Stained

Description: If you teleport into the edge of a level, you will go into the wall and die.

Resolved?: Not in v1.1

Not a bug. The same thing happens if you teleport into too much solid area.

Mixed Breed

Description: If you complete the game in level editor, you will be sent to a mixture of a girl and a walrus.

  • this isnt a bug youre supposed to get a walrus in a dress as your boobie prize (pun intended) for beating a fan-made level. -Baekara

Discovered By: Samkid882

Resolved?: Not in v1.1

Goodbye, HUB

Description: If you are revived by the ankh after being killed by a ghost, you won't have a HUB the rest of the level.

Discovered By: Samkid882

Resolved?: Not in v1.1

Floating Cape

Description: If you duck/crawl with a cape on, your cape will stay in it's position.

Discovered By: Samkid882

Resolved?: Not in v1.1

Walking off the edge of the screen

Description On the final level, hanging on the bottom of a rope directly above another rope, I jumped as the big head was below me and the wall beside me disappeared. Later I decided to see where it went. Screen scrolled as if falling before it crashed. Screenshot of error message. Another occasion with two missing wall blocks.

Discovered by: Secret squirrel.

Resolved? Not in v1.1

Missing the Hedjet

It may sound stupid but I've missed the Hedjet twice now because of how it's placed. Switching between my shotgun or other held item and picking up the Hedjet while being directly above the exit door makes it extremely easy to leave by mistake without my items. Could you maybe make the inside of the Moai head an inverted T shape instead, with the Hedjet off to the side?

not a glitch, this happens in several other cases. roguelikes arent meant for "convinience" and to make your life easy. there meant to torture you.

Discovered by: Rusty Shackleford

Resolved? Not in v1.1

Blind Arrow Traps

When playing the Tunnel Man, I encountered an arrow trap on the other side of the wall. I suicidally dug through the wall, expecting to be skewered by an arrow the moment the trap registers the movement. Nothing happened. The trap only fired when I approached. In short, the traps don't seem to detect destroying the environment as movement.

Discovered by: Kuba Neyman

Resolved? Not in v1.1.

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