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VHOLUME Game Online

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Description

You misjudge the gap on a rooftop in VHOLUME, expecting to fall, and instead your slide catches the edge of a satellite dish and flings you straight into a wall run you never planned. That’s the first real lesson the game teaches: nothing here is a dead end if you keep your speed. VHOLUME drops you into the shoes of Robert, a man trying to do something almost comically small — get his family’s revoked ration tickets reinstated — inside a city built entirely to stop him.

Genre First-person parkour adventure
Levels 31 base levels plus B-Side unlocks
Core actions Jump, run, climb, slide
Modes Single-player, online multiplayer, Ghost replays
Achievements 14

Movement and Momentum in VHOLUME

Every action in the game feeds the same resource: momentum. Jumping, running, climbing, and sliding aren’t four separate systems — they’re four ways of spending or protecting your speed. Land a slide out of a fall and you carry velocity into the next jump. Stop to plant your feet and line up a platform, and you’ve already lost the run. Once you understand that, level design stops looking like obstacle courses and starts looking like sentences you’re trying to read at full speed.

Beginners almost always fight this. They treat wall runs as a separate button-press rather than an extension of whatever speed they already had, and they slow down before jumps instead of committing through them. The game rarely punishes hesitation directly with a death — it punishes it with a much longer, uglier route than the one that was actually available.

There’s a bunny-hop-style acceleration layer under all of this that experienced players lean on constantly, chaining slides into jumps into wall runs to keep a number climbing that the game never shows you directly. It’s not required to finish a level, but it’s the difference between clearing a section and owning it.

Robert’s Errand Through Afro-Eurasia

The plot is deliberately, almost stubbornly small. Robert isn’t chasing a villain or saving anyone — he’s navigating an all-controlling Ministry to get paperwork fixed, and the entire brutalist capital of Afro-Eurasia has apparently been designed to make that as inefficient as possible. It’s a strange, quietly funny frame for a movement game, and it works because the city itself becomes the antagonist instead of any single character.

Checkpoints throughout the levels take the form of stern administrative figures who track whether you’ve cleared a section, which fits the bureaucratic tone better than a generic marker ever could.

Racetrack00 and the B-Side Levels

Early in the game, Racetrack00 functions as both the first real level and the community’s unofficial practice track — it’s short, dense, and it’s where most players first learn to chain movement without stopping. By the time you reach the B-Side unlocks, the tone shifts hard. These are optional, harder remixes of ideas from the main campaign, and one of them, Kreedz, is openly one of the more argued-about levels in the entire game.

  • Main campaign levels teach a mechanic once and move on
  • B-Side levels assume you already know the mechanic and test it under pressure
  • Some B-Sides reuse geometry from earlier levels with tighter timing windows

Ghosts, Medals, and the VHOLUME Leaderboard

Once you clear a level, the game hands you an author time and a bronze/silver/gold medal target, and that’s where a lot of players actually start playing VHOLUME for real. The Ghost system lets you race a recording of another player’s run through the same level, and watching where their ghost slides instead of where it merely goes is the fastest way to steal routes you’d never have found solo.

Speedrunners have taken this further, with community boards tracking individual-level categories that explicitly rule things like carried starting speed or out-of-bounds routes in or out, which tells you exactly where the community suspects the exploits live.

Where VHOLUME Divides Players (Kreedz and Beyond)

Not everything about the movement is beloved. A recurring complaint across player discussions is inconsistency — wall-run activation that doesn’t always trigger the same way twice, sliding behavior after ducking under obstacles, and mantling that sometimes just doesn’t happen when it visually should. For a game this dependent on trusting your inputs, that inconsistency is a real point of friction, and it’s worth going in knowing it exists rather than assuming you’re just playing it wrong.

The ambient soundtrack is also more divisive than you’d expect from a parkour game — some players mute it entirely once they start grinding times, others say it’s the reason the city’s loneliness actually lands.

How many levels does VHOLUME have?

The base campaign runs 31 levels, with additional B-Side levels unlocked as optional harder variants once you’ve made progress through the main path.

Is VHOLUME multiplayer or single-player only?

Both. You can run the entire campaign solo, or play levels together with friends, and the asynchronous Ghost system lets you compete against other players’ runs even outside of live multiplayer sessions.

What is the B-Side level Kreedz in VHOLUME?

Kreedz is one of the unlockable B-Side levels, and it’s frequently singled out in player discussions as the harshest one in the game — dense, unforgiving, and built with far less room for error than the main campaign.

Robert never gets a dramatic send-off — he’s still just a man trying to get his ration tickets back — but by the time you’re chasing gold on Racetrack00 or arguing with yourself over whether to attempt Kreedz, VHOLUME has quietly turned a bureaucratic errand into one of the more physically satisfying movement games in recent memory.

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