u/GhostHit_Fixer

Just clean up duty after another standard manual QA regression run on Nightmare mode. 💀🧹🧱 Vol 1

Sunday relaxation in the lab. While the average player is struggling to survive against two Volatile assets, my thousands of hours in the field usually end up looking like a mass-production factory line.

I stacked up these massive Volatile body piles across multiple locations just to see the limits of the game's physics grid.

Check the first comment for the technical breakdown and my full QA database! 👇

The fix is on the house. :)

- GhostHit_Fixer™

u/GhostHit_Fixer — 11 hours ago

Meet me at the pub in 5 mins, I just have one quick delivery to make.” 💀🚛

Stepped out of the barn for a weekend cruise, and it turns out someone literally ordered a Spitter express delivery straight into the back of my truck.

The best part? As long as I stay inside the driver's cabin, his AI brain completely stalls. No spitting, no attacks—he's just quietly vibe-checking my driving layout for Saturday night.

Check the first comment for how rare this glitch actually is! 👇

The fix is on the house. :)

- GhostHit_Fixer™

u/GhostHit_Fixer — 1 day ago

Techland, your math is broken. High-end SMGs make hidden Easter Eggs completely IMMUNE to damage! #7 💀⚔️

Part 7 of hunting down regressions in 1.6 This one is a solid Major Progression Blocker for all the legendary weapon collectors out there trying to unlock "The Breslau Blade" (Statue Sword).

To claim this hidden machete blueprint, you need to locate and destroy exactly 9 hidden crests around the Town Hall statue. Sounds simple, right? Well, if you use the highest-damage, endgame Iconic SMG on your NG+ run, Techland's damage calculator completely loses its mind.

I dumped an entire 40-round magazine into all 9 individual crests. As you can see in the stitched video, the physics engine successfully registers the bullet decals, the smoke, and the impact sounds... but the actual structural health array receives ZERO damage due to a high-frequency hit overflow.

The targets are completely invulnerable to high ROF weapons. I guess maintaining professional mathematical consistency during regression sweeps is an art Techland's QA department has yet to master.

Have fun debugging this over the weekend, devs!

#8 is coming monday, covering massive input optimization failures in the vendor menus!

u/GhostHit_Fixer — 2 days ago

The Hungry Beaver: When the cosmetic skin literally eats your own hand in version 1.6! #6 💀🦫

Part 6 of putting patch 1.6 under the manual QA microscope. Today we are looking at the interface layer and some cosmetic integration regressions in the Campaign Menu.

First, check out the "Beaver Costume" idle loops. Because the headwear asset is significantly larger than the baseline character transform, every single time the character lifts a seed, the hand mesh completely clips and vanishes inside the mask. No bounding volume checks were performed here.

Second, notice what happens when confirming the save selection. Instead of executing the standard stand-up sequence from version 1.5, the execution routine encounters a frame-skip, completely drops the audio layer, and forces the character to stay seated through the entire screen fade-out.

#7 is coming tomorrow, proving how high-end weaponry can literally break endgame progression mechanics and make structural assets completely immune to damage!

u/GhostHit_Fixer — 3 days ago

"Stand still, you are mine now!" - Dead Virals can literally capture your character in 1.6! #5 🧟‍♂️⛓️

Part 5 of testing the structural limits of version 1.6 Following the Hazmat loot traps, I ran into an entity-collision deadlock that literally anchors your character to a single coordinate point.

Dropped an aggressive Viral inside the Saint Paul Tunnel, and the body state machine immediately malfunctioned—zero loot UI, completely static mesh. However, the moment I stepped close, the corpse model locked my character's transform position.
As you can see in the video, I can spin 360 degrees, my legs perform the movement animations, but my central position is completely trapped. No jumps, no kicks.

The manual QA solution? Gunfire physics! A single SMG round into the corpse mesh delivered enough structural impulse to break the lock, and a quick follow-up kick finally forced the missing `[F - Search]` prompt to flash on.

Watch the full 1080p clip to see Techland's bounding boxes operating on a whole new level of restriction.

#6 is coming tomorrow, addressing cosmetic clipping regressions!

The fix is on the house. :)

- GhostHit_Fixer™

u/GhostHit_Fixer — 4 days ago

"Kick me to loot... BEFORE I EXPLODE!" - Techland's ultimate Hazmat trap in 1.6! #4 🛢️💀

Part 4 of testing the limits of version 1.6 on Nightmare. Found a brilliant interaction conflict that turns every clean Hazmat kill into a high-stakes bomb defusal.

If you drop a Hazmat zombie with clean headshots, the body ragdoll freezes out on the ground. The UI prompts for `[F - Search]` and `[G - Camouflage]` are completely missing. I even did a full 360-degree circle around the corpse to confirm—zero interaction from any angle.

The only workaround? Kick the body to reset the physics state. The moment your boot hits the mesh, the loot UI finally flashes on... but your kick also triggers the oxygen tank hitbox! The tank starts hissing, spinning the corpse around, forcing you to execute a pixel-perfect backward dodge to survive on Nightmare while the explosion vaporizes the loot into thin air.

Watch the full 1080p video to see this hilarious data loop in action.

#5 is dropping tomorrow, covering standard zombie clipping traps!

The fix is on the house. :)

- GhostHit_Fixer™

u/GhostHit_Fixer — 5 days ago

"Take just only one" they said. So why does my inventory now look like a cloning facility? #1 💀🌻

Techland's database criteria in 1.6.0 seem to have a serious oversight regarding inventory limits. "Mulder's sunflower seed" is a unique Easter Egg item that explicitly states you can only carry one. Yet here I am on my NG6+ run, casually climbing the highest chimney in the Industrial Sector (the one next to the Volatile Hive building), and the local asset-spawner just happily handed me a 4th individual copy.

Watch the full clip to see the inventory breakdown and the live pickup sequence. The database constraint validation is completely missing here.

Stay tuned for #2 tomorrow, because this infinite loop festival doesn't stop here.

GhostHit_Fixer™

u/GhostHit_Fixer — 10 days ago

Fixing the Nightmare: How I isolated and patched a core engine CPU crash anomaly in Dying Light after 900 hours of manual testing

u/GhostHit_Fixer — 20 days ago