When the Glitch Becomes the Game: Indie Devs Who Stopped Fighting Speedrunners and Started Building for Them
Photo: Joel McDonald (Polyculture), CC BY-SA 3.0, via Wikimedia Commons
There's a particular kind of dread that hits an indie developer when they see a speedrun of their game trending on Twitch. Not because the runner is cheating, not because the game looks bad — but because the runner has found a crack in the architecture that the dev never saw coming. A wall clip. A dialogue skip. A sequence break that collapses forty-five minutes of carefully crafted level design into ninety seconds of pure chaos.
For a long time, the instinct was to patch it. Fix the crack. Restore the intended experience. But a quieter, more interesting philosophy has been spreading through indie dev circles over the last few years: what if the crack is the experience?
The Patch That Never Came
Marcus Holt, the solo developer behind the 2021 puzzle-platformer Hollow Meridian, remembers the exact moment he decided not to fix a major sequence break that speedrunners had discovered in his game's third act. A wall-jump chain — technically possible due to a collision detection quirk — let runners bypass an entire dungeon segment and trigger the final boss early.
"My first reaction was frustration," Holt told us. "I spent three weeks designing that dungeon. It had story beats in it, environmental storytelling, the whole thing. Watching someone skip it in twelve seconds felt like getting punched."
But then he started watching the runs more closely. The runners weren't just exploiting the skip — they were celebrating it. They had names for the technique. They were teaching each other. A small community had formed entirely around the mechanics of his game, mechanics he hadn't even intentionally designed.
"I realized that dungeon wasn't gone," he said. "It was still there for every casual player. What the speedrunners found was basically a secret door I didn't know I'd built. Why would I brick it up?"
Designing With Cracks in Mind
Holt's story isn't unique. Across the indie scene, developers are starting to treat speedrunner-discovered exploits less like embarrassing bugs and more like bonus content — content the community authored themselves. Some devs have gone a step further, actively designing their games to have exploitable seams built into the structure from the start.
That's the approach taken by the two-person team at Dustmote Interactive, whose 2023 action-RPG Crestfall shipped with what they internally called "soft walls" — boundaries that appeared solid but could be bypassed through specific, non-obvious movement inputs.
"We didn't advertise them," said co-developer Priya Nair. "We just made sure they existed and were consistent enough that if someone found one, it would actually work reliably. We wanted the speedrun community to feel like they'd discovered something real, not just stumbled onto a random physics hiccup."
Within six weeks of launch, runners had found four of the seven soft walls Dustmote had hidden in the game. The other three remain undiscovered as of this writing — a fact Nair is quietly proud of.
"There's something really cool about knowing there are still secrets in the game that nobody's found," she said. "It keeps the community alive in a way that patching everything flat never could."
The Philosophy Shift: Bug, Feature, or Something Else?
The "bug vs. feature" debate is as old as game development itself, but indie games occupy a strange middle ground in that conversation. When a AAA studio ships a broken mechanic, the PR pressure to fix it is enormous. When a solo dev or small team does it, the community often has a direct line to the creator — and sometimes talks them out of patching it entirely.
That community pressure cuts both ways. Some players feel cheated when exploits go unfixed, arguing that skips undermine the experience for people who played the game "correctly." But in the indie space, that argument tends to lose steam fast, partly because the games are small enough that both playstyles coexist without much friction.
Jordan Vasquez, who runs a popular YouTube channel dedicated to indie speedrunning, put it plainly: "The games I keep coming back to are the ones where the dev clearly respects the run. They don't have to build the game around speedrunning. They just have to not treat me like I broke something sacred."
That respect — or lack of it — often shows up in the patch notes. A dev who fixes an exploit with the note "corrected unintended player movement" is sending one message. A dev who writes "we're aware of the sequence break in Act 3 and have decided to leave it in" is sending a completely different one.
When the Exploit Outlives the Patch
Sometimes, developers don't get to make the call at all. A handful of indie games have had exploits patched out by publishers or platform requirements, only to see the speedrun community preserve the older, buggier version like a rare artifact.
This is where things get philosophically interesting. The "intended" version of a game and the "loved" version of a game can diverge completely — and in the speedrunning world, the loved version almost always wins. Old builds get preserved. Version numbers get specified in run categories. The exploit survives the patch in the community's memory even if it doesn't survive in the code.
It's a reminder that games, especially small indie games, don't fully belong to their creators once they're out in the world. The players take ownership in ways that are sometimes uncomfortable and sometimes genuinely beautiful.
A New Kind of Legacy
What's emerging from all of this isn't a rulebook — indie dev culture is too chaotic for that. It's more of a sensibility. A growing number of developers are approaching their games with the quiet acknowledgment that players will find things they never intended, and that this isn't a failure of design. It's design working exactly as messily and wonderfully as human creativity tends to.
For Marcus Holt, the sequence break in Hollow Meridian has become one of his favorite things about the game. He's since added a hidden achievement that triggers if you reach the final boss using the exploit — a small wink to the community that discovered it.
"I wanted them to know I saw what they did," he said. "And that I thought it was cool."
In the world of tiny windows and minimalist design, sometimes the most meaningful feature is the one nobody planned.