Styx speedrunner uses literal in-game flowcharts to cut through levels


Speedrunning involves a lot of trying to figure out the precise logic of a game. Discovering where it’s making checks, how it orders operations, figuring out the cracks in the code. The best speedrunners may as well have a flowchart for getting through any given stage—but rarely is that chart as literal as in Styx: Shards of Darkness.

Annual speedrun fest Summer Games Done Quick is currently underway, and Heat Signature developer Tom Francis spotted a truly bizarre skip in runner Tohelot’s Styx run last night (thanks, RPS). It turns out that the game logic for levels is embedded within its own geometry. Figure out how to reach it, and you can stomp your grubby goblin footprints all over it.

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