Glitch Arena Guide

Posted on March 18, 2019 by the_hack


An area to document the Glitch Unreal Engine Project.

Note: If you are not sure about Glitch and would like some testing keys for yourself and a friend, PM me (the_hack) via the discord linked above.


Glitch Arena (aka Glitch and previously Glitch AFPS) is a minimal arena first person shooter, taking cues from Quake and Unreal Tournament but reducing the gameplay variables to the essential.

This wiki documents how each feature works, to aid transparency and collaboration especially during early access.



Glitch Movement

Glitch Arena’s movement is setup to be easy to learn, fun, and still offering a high skill ceiling to climb to.

The basics are glitching, sliding and dodging.

Glitching is similar to air strafing in Quake combined with autojump, you can zoom around the map in curves. Flicking is similar to circle jumping and allows you to carry momewntum into a direction change, when you press jump (not autojumping). The dodge is activated by a combination of direction key/s and the dodge button, and will propell you shortly and sharpy in any lateral direction. You can’t chain dodge into momentum, you are prevented from for a split second after a dodge. It is included to be make combat more dynamic.

Dig into the subsections under Movement for more on each.


Glitching is this game’s take on strafe jumping, where you can add force to your movement by moving and using your mouse and keyboard in a certain way. Glitching is easier to achieve and more basic than the Quake engine’s strafe jumping.

In Glitch, if you lean into a curve, you’ll hear a slight engine like synth sound which represents how much extra energy you are building. The energy comes from the tension between where you want to go (movement input) and where your character is going (velocity), both on the lateral axis. These become different when turning but quickly match up, and creating the difference raises your glitch meter.

Your base speed is 1000, which you can raise to 3000 with some neat glitching. You should aim to get around between 1500-2000, closer to 2000 on maps you have practiced.

Glitching is only raised while in the air: there is no equivalent of a circle jump.



A combat oriented dodge has been included, that you cannot chain into further actions, as landing after a dodge will immediately drain your glitch meter.

Pressing dodge you will get a bounce, much shorter than a jump, and an immediate sideways impulse. you need to be pressing a movement key.

There is no wall dodge – dodging is strictly a combat mechanic to increase the fightiness of the game.

Step Jump (“Double Jump”)

If you jump on a slope, step, or otherwise within a shortened time since your last jump, you will get a large vertical boost. To activate the step jump you will have to press jump, rather than be holding jump for autojumping. This is so step jumps aren’t triggered accidentally.

Wall Sliding

You can glide along the surfaces of sloped walls. You don’t need to press any keys to activate this movement, when you hit a slide from the right angle you will start moving along it. You can jump while on a slide, which launches you upwards and laterally in the direction you want to go (but also laterally affected by your velocity). You can use this jump to climb ramp faces as you slide, and also jump out of a slide by angling off the ramp.

Crouch Sliding

If you hit the ‘slide’ button, you will activate the slide. If you are in the air when you hit this, you will enter a slide when you next land. You will enter a slide even if you are holding jump for autojump. If you are still holding jump when the slide is finished (one second), you will continue autojumping. If you exit the slide by pressing jump while in the slide, you will get a small boost to your jump allowing you to cover more distance or scale an extra block of height.


Ramp Jumps

If you hit an angled wall at speed, you will get a vertical kick relative to your speed and the slope.


Glitch Weapons

In Glitch Arena you start with “shotty,” our take on the shotgun and flak. There are three additional weapons around the levels to collect and use.

You have all the weapons during warmup (before the host starts).

Refire Time

In glitch you can switch weapons at any time, but when you can refire is governed by your last shot. Each weapon has a refire time, for example rails’ is 1.7s. This means you can switch off rails but will not be able to shoot the next weapon until the full refire time has expired.

The first-person weapon recoil matches it’s refire time. When the model comes back to it’s resting position, it’s ready to be fired.


Switching weapons will add a small refire delay if you are ready to refire, but won’t add to an existing delay.

When you switch weapons, your model will disappear until the refire/switch time has elapsed and you are ready to shoot again.


LG, otherwise known as Liam Garret’s gun, is Glitch Arena’s constant DPS hitscan weapon, a staple of AFPS and sacred member of the holy trinity. To use to full effect requires the unique ability to track a moving target.

The LG’s damage output gets stronger over time, which you can hear and see with the shaking model. At it’s peak, the damage is nearly double. But you need to keep firing, as soon as you release, it resets. This is only something to do if you have enough ammo.

The LG’s damage output decreases after a certain range.  It can only be used at max in close and mid range, or at roughly less than a third of an average map’s width. A static noise when you hit with LG decreases steadily with range to let you know if you’re in range.

The LG’s damage is (currently as of June 2019) reported a little differently on the HUD. The damage is applied at a consistent rate depending on your framerate. It is approximately 130dps before ramping up. At full ramp up, it is around 250dps.


The nailer shoots medium speed projectiles at a slow rate of fire. The nails do 50 damage direct. If they impact, they will stay in the ground for 5 seconds. When impacted, if a player runs over them, they will be boosted into the air. The boost is higher if the impact is on the floor rather than a wall. You can use nails to jump higher or run along walls. You can also explode nails with lg or rails, boosting nearby players even more.


Rails is your basic medium-high damage, slow rate of fire, hitscan weapon.

70 damage with each hit. There is no headshot in Glitch Arena.

Your refire time after shooting with rails is 1.7 seconds.


The rocket launcher is the timeless high damage, slower firing and moving projectile weapon, seen in probably every arena shooter through the ages.

Glitch Arena’s rockets are on the slower side, and do 90 damage for a direct hit, or close to a direct hit in the case of splash damage.

As seen above, the rocket explosion radius is about three player widths.

The rocket explosion gives you a small push away from the direction of the rocket. This is accompanied by a vertical impulse relative to the damage taken, making rockets fairly bouncy.

After experimenting with client-side rockets, it was decided to leave the rocket players see as the server-replicated rocket at least while players connect to a listen server host. This means there maybe some delay after shooting the rocket, but what you see will always be what you get.


After shooting a rocket/s and switching to rails you will see two circles around your rocket/s. The outer circle is a preview of the combo radius. The inner circle is the target you must hit with rails to detonate the rocket into a combo.

Combos are high damage (up to 175 currently, very subject  to change) and also cost 20 ammo in addition to the 5 ammo from the rocket and 5 ammo from rails (total 30). The minimum damage if your combo just touches a player is 50. They can be very rewarding if accurate, or a waste of ammo and big giveaway of position if not.

Why combos?

Combos, and the lack of them in the more fluid AFPS games, are another reason Glitch Arena had to be made. They are new in quake style games, and quake players who expect Glitch to inherit the gameplay from quake directly may be surprised or even SHOCKED at this new element.

Combos are inspired by the UT shock rifle, which includes both the target projectile and hitscan beam on the same weapon (primary and secondary fire). The combos in Glitch Arena differ in some key ways

Combos reward game sense. The high damage is countered by a high ammo cost, and is otherwise completely justified by the need to know exactly where a player is, is heading, and when they will be there, when you need to shoot a rocket in order to meet them there, being able to hit target at the right time.

For UT players there will be some advantage, countered by other advantages, such as ground based avoidance skills (combat without side-dodge) that quake players might have.


The shotty as a starting weapon is mean to keep people off newly spawned players and give them a chance to get a foothold in the game. You can continue using shorty when you are out of ammo.

Best at point blank, shotty deals a total of 90 damage. The randomness of the pellets is weighted slightly towards the center, but is still pretty random.

The spread is quite large, so at near-mid mid range it’s use is severely degraded, although it could be used for some light spam for area denial.

Depending on how many shotty pellets hit, the hit player will get knocked back.

On one bounce, each pellet loses damage potential. After two bounces the pellets will  disappear.


Glitch HUD

Game interactions


The HUD in Glitch contains relevant info to any AFPS game, with a few small differences.

A feed appears in top left, overlayed on the below. It records important gameplay happenings and chat messages. Access the history by holding ` .


Spectating in Glitch

You can switch between spectating and playing with F8.

When you join a game from the menu, you will always be spawned as a new player if there are spots available. If you attempt to join a game that is full, you will be spawned as a spectator and not able to join until there is a spot available.

When in spec, you can use your movement keys to get around, your jump key to raise your view, and down key to lower it.

By pressing your zoom key you will switch to behindview. Once in behindview you can select which player to follow using the number keys, usually 1-6. Press zoom again to enter free-fly spectating mode.

In free-fly, you will be able to move through walls. When inside a wall you will be able to see through it, so it’s a good way to get a quick overview.

Spectators can chat with players so it is good manners to keep chat to a minimum in spec. If you would like to discuss the game being played, please do so using a discord call or other means.


Checkpoint System

When you are in warmup, you can save your location and velocity for that map by holding shift (which is the default, but you can rebind) and a number key. Then, when pressing alt (can also rebind), you will be able to see all your location saves around the map as numbers. Pressing that number while holding alt will send you to that location, matching the velocity when saved.


Video Settings

It’s recommended, especially for players on high HZ monitors (120+), to run the game in borderless windowed. You can get to borderless from windowed easily by pressing ALT + Enter as you would in other games.


Glitch is not very demanding out of the box, and is setup out of the box to work on as much hardware as possible. The only graphics tweaks are the “screen %” slider and “potato” mode. Potato mode changes the way the game looks but it is significantly lighter. It includes every possible optimization that does not damage game-play or offer an unfair advantage.

All gpus from the last few years should be able to support framerates of 144. All gpus from the last decade should support 144fps with potato mode. If you can’t hit your your monitor refresh with stable FPS, try potato mode or reduce your screen % in settings. If you are still not satisfied, you are either limited by your CPU (it might not show 100% but may still be limiting), or your gpu.

It is especially important to achieve stable FPS if you are the host player of a game, as instability will introduce lag and jitter for connecting clients. Even if you use G-sync or v-sync, you will want to keep a stable FPS for clients’ sake. Choose a FPS cap in settings that your hardware can maintain consistently.

Your framerate is displayed in your hud near the top right (rounded down). If your frames are consistent at your desired FPS (as shown in the top right of HUD), but it still feels choppy you may have stuttering: a mismatch between the timing of frames from your gpu and display.


Some computers may give you some stutter. You can experiment with these options to reduce or eliminate it. Try them in the order suggested.

Secret keyboard shortcuts

These were put in the game for debugging purposes, but might come in handy.

shock and rockets discord