
VHOLUME is a melancholic first-person parkour adventure set in a dystopian brutalist city where bureaucracy turns a simple task into an odyssey.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best RU #64, worst UA #91 · 8 markets collected
US · last 30 days
About
In the derelict capital of Afro-Eurasia, ruled by an all-controlling Ministry, Robert embarks on a bureaucratic quest to restore his family’s revoked ration tickets.
Movement-centric gameplay where the player can jump, run, climb and slide with great freedom. Environments challenge both agility and creativity.
Mastery-driven players can exploit momentum, discover shortcuts, and break the labyrinthine design, making each run a test of skill and efficiency as they chase target times.
Play solo, or join friends in multiplayer and experience every level together.
See other players’ ghosts, share your own, and discover new ways through each level.
Steam workshop support: Play levels made by the community or create your own.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 1205 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Всем паркур, заселяюсь в общежитие, и сразу хочу уточнить вопрос: Смогу ли я выставить ваши кровати в коридор и начать по ним паркурить? Дело в том, что я паркурю с самого детства по сараям, и очень хочу продолжить моё хобби. Спасибо за внимание!
babbdi
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian, Turkish, Ukrainian*languages with full audio support
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
First of all, I want to make it clear that I liked the game's concept and won't be requesting a refund because I really want to support the game and the creator, and I hope future updates place more focus on movement. This game suffers from a serious identity crisis. I’ve always loved movement-based games, MomentumMod, CSS, CS 1.6, Titanfall, TF2, etc. So when I saw a game blending a moody, overcast atmosphere with mega-structures and parkour, I was instantly hooked. However, while playing it, I was captivated by the setting and atmosphere but incredibly frustrated by the movement mechanics. I understand the intent is to create a more atmospheric experience with slower movement, but that’s exactly where the identity crisis drives me crazy. There are leaderboards for competition and options for speedometers and timers, features typical of great movement games, yet the mechanics themselves lack synergy. I genuinely still can't tell if sliding to gain massive speed is a bug or a feature; sometimes you accelerate wildly, while other times you just stop dead, as if the character is tired. Sometimes you fly up incredibly steep ramps at light speed, yet other times you lose all momentum the moment you touch the slightest bump. Speaking of movement and speed, some maps don't seem designed for the game's mechanics; for instance, if you start a map with a slide to gain immediate speed, the timing makes it impossible to reach certain platforms. Furthermore, the maps seem designed to prevent you from going fast: some punish you for moving too quickly, others for moving too slowly. Some feature sharp turns that kill your momentum when you hit a wall, while others demand extreme speed to clear large gaps. I genuinely believe the only reason the leaderboards are competitive is due to this overall inconsistency. (+Some of the top scores on the timed maps are cheated.) Wall-running is supposed to help you gain speed, but if you're already moving fast thanks to that "mechanic?"... ...of crouching and jumping in sequence; that wall-run becomes a 50/50 toss-up between giving you a huge boost or just slowing you down. Not only that, but I bet even the game's creator doesn't know how the speed system works. Sliding guarantees you 1600u, yet you don't gain extra speed when sliding downhill; plus, the slide can get cancelled out of nowhere—which can literally kill your run if you're aiming for gold medals. The speed system makes no sense: sometimes you lose a TON of speed, while other times everything runs perfectly. On one specific map, you have to slide under about 10 different doors, but a good chunk of the time, your slide cancels right in the middle of them or just before them for no reason, you can go from 2400u to 800u out of nowhere. The lack of air strafing also RIDICULOUSLY hurts the gameplay; not being able to control the character well in mid-air makes readjusting and creating consistent routes really difficult. They wouldn't even need to add extra speed to the strafe, just improve the character's directional control. And to rub salt in the wound: why on earth do I have the option to jump using the mouse wheel when "bhopping" literally isn't a mechanic here? The closest thing to it is this "mechanic?" ...gaining speed with crouch-jumps. I swear I tried to look past all that, telling myself the focus was on atmosphere and vibes (which actually got me really excited), but a few levels in, NOTHING makes sense anymore. It stops being a mega-structure and turns into random, nonsensical platforms floating in limbo. I GENUINELY don't get the point, to the extent that I'm not even sure there's a story, since every NPC I found was weird or spouted total gibberish. And speaking of NPCs, good luck with that; there's one literally hidden OUTSIDE THE MAP. You have to wall-jump up the exterior of the map just to find him. Honestly, this identity crisis makes the game kind of sad. Is it a "vibes" game? But then it’s about movement? Yet the movement is inconsistent? Look, I don't want to put anyone reading this off buying the game, I did like it, it just isn't for me. Honestly, I can't even tell if it's meant to be casual or hardcore; it seems like a matter of personal taste. If I could ask the creator for anything, it would be a complete movement overhaul: maybe a more controllable character, better air-strafing, a bunny-hop mechanic to give the mouse-wheel jump option a purpose, a fix for the sliding mechanic, and, honestly, more focus on that claustrophobic mega-structure feel.
《VHOLUME》:?/ 10 (优秀) 单周目流程时长:1 - 3 小时 类型:3D跑酷,平台跳跃 ———— 一部玩法非常标准的第一人称3D跑酷,奔跑,跳跃,蹬墙,滑铲,基本就是最常见的那一套。 不过,本作的跳跃手感打磨的相当不错,动作衔接流畅,容错率也高。如果不追求竞速或收集,你完全可以把它当成一部在建筑之中闪转腾挪的旅游模拟器。 至于它那套融合了粗野主义、巨构建筑与砼核审美的美术风格,我实在是有些欣赏不来。所以虽然跳的很爽,但通关后你要问我对它有什么看法,我也只能给出一个“?”的评价。 但有一点还是挺神奇的,就是游戏玩久了,听着背景音乐、脚步声、风声以及角色不断传来的喘息,一股寒意莫名渗透了我的身体,让我感到有些心慌,可能这就是这套美术风格带给人的独特体验吧。 (顺便一提,本作的配乐师1000Eyes也是《信号》的主要配乐师之一,他的作曲风格确实很适合这种类型) ————
It's one of the best games I've played. If I were a developer, I would create exactly the same game. Thank you, Developer, I hope you will implement even more of your wonderful game development ideas.
优点: 1. 前几个室内关卡,有着出色的材质混搭(波纹玻璃+混凝土)和灯光氛围(室内光+霓虹灯) 2. 跑酷手感丝滑,运行流畅 3. 关卡种类丰富,关卡内有收集品和隐藏元素供探索 缺点: 1. 中后期部分关卡氛围缺失,材质搭配单调乏味,布光随意没有亮点 2. 中后期部分关卡间的差异化没有做好,单调乏味容易弃坑 3. 部分关卡构建简单空洞,为了跑酷而去跑酷,没有探索欲望 4. 部分关卡视觉引导差 5. 联机作为客机游玩时,加载新地图容易卡加载/卡进地形(单机游玩不存在该问题 建议: 1. 优化中后期部分关卡的材质搭配和灯光氛围问题,添加更多地图点缀 2. 三个点灯关卡和整体游戏质感相差较多,拉低游戏质感,可以考虑把实际文字用几何形体概括表现 3. 加强部分关卡的视觉引导、优化联机体验
Full Walkthrough: https://youtu.be/EaGh-6w_y4U Gameplay: Good Music: Chill Graphics: Good Here I will leave the cat, friends who pass by can pet it and give it a thumbs up /> フ | l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ_ヽ)__)
Как и ожидалось игра вышла хорошей,отлично передана атмосфера брутализма,мегаструктур,бетонный серых стен это то чего больше всего не хватает в играх и все таки не зря бывшие разработчки Babbdi взялись за Vholume,ставлю 10 Блеймов из 10
For a movement game the movement doesn't really feel satisfying.. It seems both fast yet painfully slow at the same time, sliding capping your speed to 1600 units feels like a sin and there also seems to be near no (if any) conversion of vertical speed to horizontal speed on tilted surfaces For some of the maps, it really feels like a press w+ctrl and space simulator more than anything it also uncrouches you for some reason after like 3 seconds Also, the optimisation doesn't seem to be all that good, I'm getting some stutters here and there, which is quite surprising for a game like this. Maybe I'm too spoiled by quake-like movement in games like Xonotic, i dunno Might give it a second shot later
Dostlarla zibzib yapmak için güzel bir oyun. Uzun süredir bir oyunun atmosferine kendimi bu kadar kaptırmamıştım. Aynı zamanda uzun süredir kendimi bir oyun için bu kadar hırs yaparken de bulmamıştım tüm başarımları açayım diye anlamsız bir hırs yaptım siz yapmayın. Brutalist mimari ile dolu bir dünyada chill chill gezin maplarde keşfedecek bir kaç easter egg de var. Developer ile ilgili baharatlı düşüncelere sahip olmamaya çalışın
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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