Recorded run · Ultra triage and seed replaysLive model call · Triage this on Repro
Bugs the crowd found
4 clusters of game-breaking states. Nemotron Ultra read the source and a replayed timeline for each, proposed a patch, and the engine re-ran the game with it applied. All 4 clusters replay clean in the shipped game. Replay-verified fixes: 2 from Ultra's patch (bug4's patch is not shipped; a narrower hand fix is), 2 by hand after Ultra's patch failed. Patches are suggestions, not commits.
highfixed by hand (Ultra failed) · 21 of 21 seedsairborne21 rounds hit itUltra states 92% (uncalibrated)
Player floats upward while blocking after mount release
Root cause
In ground.js:82, releaseMount teleports the top fighter to y=0.82 but does not clear vertical velocity. The fighter's rigid body retains upward momentum from the mount pose, and player.js:157 applies jump velocity (6.0) because grounded check at line 153 passes (y<0.88 and low vertical velocity). The BLOCK state (player.js:135) prevents horizontal movement but not vertical, so the fighter rises to y>3 while stuck in BLOCK.
Player impact
After escaping a mount, the player character shoots upward into the air while blocking, unable to attack or move horizontally until landing 3+ seconds later.
Regression run · 200 personas · hand fix fixed 21 of 21 replayed rounds · regression block measured with the bug2 hand fix only (before grabReleaseFix and getupCrateFix)
highfixed by hand (Ultra failed) · 4 of 4 seedsoob+airborne+softlock4 rounds hit itUltra states 90% (uncalibrated)
Mounted fighter launches into orbit
Root cause
ground.js:82 releases the top fighter with a teleport that adds aim offset to the bottom's position, but the bottom is already moving away during GETUP. The aim vector is stale and the teleport can place the top far outside the arena, after which gravity is re-enabled and the fighter falls forever.
Player impact
The player's character flies out of bounds and keeps rising, soft-locking the round.
highfix verified · 3 of 3 seedscrash:RuntimeError: unreachable in throwProp (props.js:303)3 rounds hit itUltra states 90% (uncalibrated)
Crash in throwProp when prop has no rigidBody
Root cause
props.js:303 calls prop.rigidBody.setTranslation without checking if rigidBody exists. The prop was already broken (debris cleanup removed its rigidBody at line 328) but the CPU still tried to throw it at 10.85s.
Player impact
Game crashes with 'unreachable in throwProp' during a prop throw after the prop was shattered.
highfix verified · 1 of 1 seedsstuck:KNOCKDOWN+airborne+softlock1 rounds hit itUltra states 95% (uncalibrated)
Knockdown FALL phase never transitions to DOWNED
Root cause
In ground.js line 40, the FALL→DOWNED transition requires `pos(f).y < 1.08`, but the knockdown was created with `landed=false` (line 27) so `g.elapsed` starts at 0 instead of `GROUND_RULES.fallTime`. The fighter's y stays at ~1.39 (above 1.08) because pronePose is never called with t=1, so the condition never passes and the state remains KNOCKDOWN/ground:FALL indefinitely.
Player impact
The knocked-down fighter floats at chest height forever in the FALL animation, unable to get up or be mounted, soft-locking the round.
Ultra's patch fixed this seed but is not shipped (it removes a height guard entirely). The shipped game uses a narrower hand fix, rules.knockdownOnPropFix, which also replays clean.
Regression run · 200 personas · patch fixed 1 of 1 replayed rounds