Run It Back: Inside the Communities That Turned Indie Game Bugs Into a Competitive Sport
Photo: Stepbackwithalb, CC BY-SA 4.0, via Wikimedia Commons
There's a category in the Celeste speedrunning community called "any%" — meaning you can do anything, use anything, break anything, as long as you reach the credits. Watching a top runner tear through Madeline's mountain in under thirty minutes involves witnessing things the game was absolutely not built to do. Physics behaving like they've filed for divorce from reality. Madeline clipping through walls that were supposed to be impassable. The whole thing looks less like playing a game and more like arguing with one — and winning.
The developers at Extremely OK Games? They love it. They've said so publicly, multiple times. And they're not alone.
When "Breaking" Is Actually a Compliment
There's a particular flavor of respect embedded in what speedrunners do to games. To find a meaningful exploit, you have to understand a game more deeply than almost any casual player ever will. You have to know its rules well enough to identify where they're inconsistently applied. You have to test, fail, document, and retry — obsessively, systematically. It's basically QA work, except the goal is to preserve the bugs rather than patch them.
For indie developers, that level of engagement is genuinely flattering. Most small studios release a game and spend the following weeks anxiously watching player counts tick down, wondering if anyone is still playing. When a speedrunning community forms around your title, that anxiety flips. People aren't just playing — they're studying. They've built spreadsheets. They've named specific frame-perfect inputs after the runners who discovered them. Your game has mythology now.
Hollow Knight is the obvious example here. Team Cherry built a Metroidvania with enough mechanical depth that the speedrunning community has been pulling it apart for years, finding new skips, debating category rules, and producing content that keeps the game in front of new audiences long after its initial release window. The developers didn't plan for this. But they didn't fight it either. They watched, they engaged with the community, and they incorporated what they learned.
The Exploit as Art Form
Here's where things get genuinely weird and genuinely interesting: some of the techniques speedrunners develop stop being about efficiency and start being about style.
Take Getting Over It with Bennett Foddy. Technically, it's a game about climbing a mountain with a hammer. Practically, it's a meditation on failure and persistence. The speedrunning community around it developed techniques that look physically impossible — precise momentum transfers, angle manipulations that send the character sailing through sections in ways that seem to violate the game's own logic. But there's an aesthetic to the best runs. They have rhythm. Watching a world-record attempt isn't just watching optimization; it's watching someone perform a piece that took months to choreograph.
Some indie developers have started acknowledging this explicitly. Baba Is You, Arvi Hämäläinen's rule-bending puzzle game, is practically built on the idea that the player breaking the game is the game. The speedrunning community took that invitation and ran with it — literally — finding sequence breaks that turn the game's own logic against itself in ways that feel like they belong in the game's design philosophy. The line between intended and unintended starts to blur. Maybe that's the point.
Studios That Leaned In
Not every developer reacts to their game being broken with enthusiasm. Some patch aggressively. Some quietly resent the framing that their unfinished edge cases are now celebrated features. That's a reasonable response, honestly — there's something uncomfortable about your bugs becoming someone else's content.
But the indie studios that have leaned into the speedrunning relationship tend to talk about it in terms of extended lifespan. Spelunky, Derek Yu's roguelike, developed a speedrunning scene that lasted well into the release of its sequel. Yu participated in community events, watched runs, and acknowledged specific discoveries publicly. That engagement created a feedback loop — runners felt seen, which kept them invested, which kept the community active, which kept new players discovering the game.
VVVVVV, Terry Cavanagh's precision platformer, is another case study. The game's simple-looking movement system turned out to have enough depth to support a dedicated speedrunning community that's still active. Cavanagh has been open about how much he enjoys watching runners find things in his game that he didn't put there — or didn't know he put there. That framing matters. It turns a bug into a collaboration.
The Underground That Isn't Underground Anymore
Speedrunning used to be genuinely niche. Forum threads on Speed Demos Archive. VHS recordings traded at conventions. A community that existed almost entirely below the mainstream radar.
Now it's a Twitch category with millions of viewers. Games Done Quick raises millions of dollars for charity twice a year. Speedrunning has YouTube celebrities, drama, and its own internal culture wars about what counts as a legitimate category. It's grown up, for better and worse.
But the relationship between speedrunners and indie games still has that underground energy that the mainstream scene sometimes loses. When a small community forms around a game that sold fifty thousand copies, there's a scrappiness to it. People are discovering things in real time. Categories are being debated in Discord servers with a hundred members. The world record might change three times in a month. It feels like something being built, not something being consumed.
That's the part that resonates with what we care about at Zero Radius Games — the experimental, the handmade, the experience that exists at the edge of what games are supposed to be. Speedrunning indie games lives right there. It's players pushing against the limits of a developer's vision and finding that the limits aren't where anyone thought they were.
The Glitch Is the Feature
There's an argument to be made — and plenty of indie developers are quietly making it — that a game capable of being meaningfully broken is a game with genuine depth. You can't speedrun a shallow game in interesting ways. You can only rush through it. The exploits that become community legends are the ones that reveal something true about the game's underlying systems, even if that truth was unintentional.
When a runner clips through a wall in Hollow Knight using a technique that requires frame-perfect timing and a specific understanding of the game's hitbox system, they're not disrespecting the game. They're proving it was worth understanding that deeply.
For indie developers working without the safety nets of AAA polish budgets, that's a genuinely meaningful thing to hear. Your game is weird enough, deep enough, interesting enough that people wanted to break it — and kept coming back to break it better. In this corner of gaming culture, that's not a bug report. That's a standing ovation.