VHOLUME hands you a bureaucratic errand and a city you can break
4 min read
A first-person parkour game about paperwork. The Ministry revoked Robert’s ration tickets, and the only way to get them back is to run, climb and slide through a brutalist city that was never built to be crossed this fast.
A bureaucratic errand at running speed
VHOLUME is a melancholic first-person parkour adventure set in the derelict capital of Afro-Eurasia, a brutalist city run by an all-controlling Ministry. Robert’s family has had its ration tickets revoked, and getting them back means a bureaucratic quest — the wrong form, the wrong office, a counter somewhere on the other side of town. The errand is the excuse. The verbs are jumping, running, climbing and sliding, and the city is built so that all four are always on the table.
That combination is the unusual part. Games set inside a bureaucracy almost always make you walk, because slowness is the joke and the queue is the punchline. VHOLUME makes you fast inside one instead, so every stairwell and service corridor in architecture designed to slow people down becomes something you can carry speed through. The friction of the setting and the freedom of the movement are pointed straight at each other.
The design also assumes you will get good. Momentum is there to be exploited, shortcuts are there to be found, and the labyrinth is meant to be broken — the developers say so in as many words — with target times waiting for anyone who takes the hint. That is a specific promise, and a rarer one than it sounds: the intended route is a floor, not a ceiling.
Multiplayer runs alongside you rather than against you. You can take the levels on with friends, watch other players’ ghosts move through the same space, and leave your own behind for someone else. Steam Workshop pushes the same idea further out — play levels the community made, or make your own.
A city is only fast if you can read it
What Mirror’s Edge Catalyst Should Have Learned From Burnout Paradise is the closest reference and the warning attached to it. The argument is that opening up a city only pays off when its events, routes, navigation and mastery all run through the same system, which is exactly the joint Catalyst failed to make. VHOLUME’s answer is to keep the levels bounded and hang target times, ghosts and Workshop routes off the one movement system, so the thing you are learning to navigate and the thing you are mastering stay the same thing.
The Secret of Mario’s Jump (and other Versatile Verbs) explains why four verbs can be plenty. A verb earns its place when the same input produces wildly different outcomes depending on timing, speed and what you were doing a moment earlier. Jump, run, climb and slide is a short list on paper; whether VHOLUME has any depth comes down to how differently a slide behaves at the bottom of a ramp than on a flat floor, and whether a climb can be entered out of a sprint instead of from a standstill.
Sequence Breaking with Toki Tori 2 is the essay that makes the ghosts matter rather than being a leaderboard ornament. Toki Tori 2 gates its world with knowledge instead of keys or items, which turns skipping ahead into a legitimate way to explore. A parkour level is gated the same way: the shortcut is physically available from the first attempt, and the only thing standing between you and it is not knowing it exists. A ghost is that knowledge arriving in the most direct form there is — somebody else’s body, taking the line you never considered.
What you actually get
VHOLUME is by Nathan Grange, Léonard Lemaitre and Niels Tiercelin, published by IronEqual, out now on Windows, filed under Casual and Indie. There is single-player and online multiplayer with PvP, Steam achievements, full controller support and Steam Workshop.
The Casual tag is doing that word no favours here — a game with target times and a route-sharing culture is casual only in the sense that nobody is grading you at the end. The accessibility entries are worth a look as well: camera comfort, custom volume controls, and playable without timed input all appear on the store page.
If what appeals is a game staking everything on how it feels to move, the untitled werewolf game is the sibling here — no name, no store page, one developer, and a movement system carrying the entire pitch. VHOLUME is roughly what that bet looks like once it has a city to cross and a stopwatch running.
Keep reading
- What Mirror’s Edge Catalyst Should Have Learned From Burnout Paradise
- The Secret of Mario’s Jump (and other Versatile Verbs)
- Sequence Breaking with Toki Tori 2
- A werewolf game with no name
One game at a time, with the mechanic that makes it interesting.
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