
VHOLUME is a melancholic first-person parkour adventure set in a dystopian brutalist city where bureaucracy turns a simple task into an odyssey.
Most likely between $273.5K and $775K. How we estimate →
Checked against 8 developer-reported games
Reviews
Themes across 1445 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Is this your game? Tell us your real sales — we'll mark the estimate as developer-verified and use it to calibrate everyone's. Share your numbers →
positive critical· bar length = how often the theme comes up
Reviews
Loved the demo! The full game is just MORE of that. One of the only games ive liked enough to 100%. Just such an enjoyable and beautiful piece of art.
i like that you can watch how other people did their runs and learn off of that
w game, go play it. either casual or speedrunning players can enjoy this masterpiece.
la peace
cruncing my boanrs
Un très bon jeu de parkour, avec une DA très intéressante et une mécanique accessible aussi bien aux casuals qu’aux tryharders du chrono. Je vous le conseille fortement si vous cherchez un jeu à try avec une esthétique hors du commun et c'est vraiment appréciable.
This is a lovely first-person parkour game for fans of Mirror's Edge. It clearly has a lot of depth that I will never be able to tap into, but even for novices like me the game is a lot fun and quite forgiving in terms of controls. Lots of beautiful and eerie vistas to drink up as well. A fusion a brutalism and abstract art that sparks the imagination like a box of matches.
[h1]Break knees Online[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=3787616208 [b]Léonard Lemaitre[/b], on of the creators of the free-to-play [url=https://store.steampowered.com/app/2240530/]BABBDI[/url], is now officially the new star of the niche indie scene, and the main thing is that these aren't the usual indie horrors (like Klubnika or Szymanski). Sure, two other developers are listed in the description, but his apocalyptic, desert-like mapmaking architecture is clearly visible here, and you may think... a neural network could generate tons of similar stuff, but no, there's a sense of manual "madness" in the architecture, some twists and turns, false corridors, as if the goal was to make the map engaging for the player, but not all of them.. the dev is overly focused on quantity. I'm even glad that the core maps here only last for two hours of gameplay, leaving the rest to the community and future updates. I'm not a fan of "vibe" games or minimalism, but there's still some kind of captivating magic to it: 🤸 Especially When it's backed by a fast movement from [url=https://store.steampowered.com/app/2386720/]Straftat[/url], it's nothing revolutionary, super dumb but enjoyable. There's a turbo slide, a low-gravity jump, and you can crawl along absolutely any wall for a couple of seconds like Spider-Man, plus automagnetization on rooftops. There's no super-diversity in the locations, and I hope you didn't expect such a budget for such a price. 🎲 But still, the game has a couple of mechanics in store for the middle, for example, flying up on huge fans, or, conversely, overcoming the inertia of the air with a strong jump. There are "accelerators" on the ground like in Sonic, there are wild heights from which you have to fall exactly on the dirty mattress, there are springs like in Quake 3, and, naturally, the real kicker is developing wild speed as long as you don't fall or trip. But the main thing is that here There are no signs, and the maps are so large, so twisted and awkward, that it often turns into a real [b]PUZZLE PLATFORMER![/b] 👥 This is especially cool with the full, perfectly functioning multiplayer for up to 8 players, where you either compete with a friend to see who's the fastest, or work together to figure out where to jump. This is especially true for maps with local citizens; they're just like regular racing maps, except you have to press all the buttons to open the exit; After completing a map, you can wait for a friend or start the next map manually. It's a shame it didn't develop into a full-fledged story with some lore. The ending simply says "thank you for playing," though you can find a couple of references to the developer's shared universe. You can also find an artifact on each of the 30 or so maps that unlocks more challenging maps, the main ones are quite casual and "vibe," as the Steam status description says when you playing it. And of course, there's a shared leaderboard where you can endlessly compete, and there's [b]asynchronous multiplayer[/b]; you can choose any "ghost" of another player, so you won't get bored even alone. But I still recommend you try the developer's other games more than this one, especially since they were free before. p.s. And now I'm waiting for the super mega indie game created in collaboration between Mile Klubnika + David Szymanski + Léonard Lemaitre + @WaterMuseum + MrDrNose. [code]Subscribe to my Curator`s page: https://store.steampowered.com/curator/41977550/[/code]
banalne, a genialne
Pristine gameplay, incredible atmosphere, this game is everything I hoped it would be, I'm begging for more!