
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 1315 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Petit jeu indé comme on les aime, avec un concept simple et efficace. J'ai bien aimé la DA : c'est froid, brut, avec quelques touches de poésie. On peut autant chercher à battre des records qu'à profiter du voyage. Je recommande. Continuez à nous régaler, les gars !
Brutalism goes wild while zooming like Titanfall
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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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game drew me in with its fantastic aesthetic and sealed the deal with the demo (give it a try). It's smart, generous, and diverse in its level design, using simple textures wonderfully lit by the lighting engine, which casts dramatic shadows across the brutalist, dystopian cityscape you pass through. The world feels deep, mysterious, and endless, much like the sublime soundtrack by 1000 Eyes and Konstantin Schimanowski. Think Burial, but without the beats and with a lot more open space. It evokes a sense of deep, ethereal calm, while also providing a romantic warmth and pulse to an otherwise hauntingly barren yet strangely gorgeous world. Everything seems very well thought out and tested. The devs also seem to have both feet firmly on the ground narratively, and don't indulge themselves too much in flexing their philosophy knowledge when writing the NPCs you encounter on your more walk-sim-like runs. It's very much an invitation to fantasize and freely associate about the world you're rushing through, and that kind of restraint deserves some serious credit. Hats off. The gameplay is what you make of it. In some levels, I enjoy a slow traversal, taking in the view. In others, I'll ride my cheeks through the sound barrier to get that gold medal. There's no progression system; you're just a guy who runs, jumps, and slides through this dystopian megastructure, and it feels absolutely amazing. Living out the power fantasy of being Neo in The Matrix, running along the wall in the lobby scene, has been an obsession of mine in gaming for decades. Just like in the 3D Prince of Persia games and GunZ: The Duel, the wall-running here is bloody excellent. This game is fantastic, and it's incredibly cheap for what it offers.
Parkoooooooooooooooour!!!!
If you used to love exploring "outside" the level of huge maps back in Source Engine games or Halo 1-3, trying to clip outside the level (without noclip), this game is so good to scratch that very specific itch. We spent 2 full hours just exploring the first 2 maps last night. For the main part of the game, the movement feels really, really good. The controls feel natural and tight. Being able to jump while wall running, and keep wall running is so good. Not every level was as fun as the next (a few didn't quite flow as well as I wanted) - but they're mostly really good. Some of the golds are really challenging to get. I love the art direction of this game so much. Huge, foggy, expansive liminal worlds. So good.
非常好的一款跑酷游戏,没有任何的限制,可供玩家自由地在地图中遨游,无论是想要休闲还是挑战记录的玩家都可以畅玩。玩一会整个人都平静下来了。跑起来非常流畅舒适, 除了有的地图可能找不到路基本没有毛病 nmd太好玩了操。!
A fantastic game to kill time. The music, oh my god the music. 1000 eyes did an AMAZING job. Each level is so unique and atmospheric. I hope that the levels are more polished over time with more backgrounds or water features. Thats my only suggestion
只会滑铲,滑铲跳好秀啊好秀啊
This game is heroin. The soundscapes and environment are so well crafted. There is so much charm in the levels, and it feels amazing to play.
The movement in this game is incredible. To me it feels like someone was a big fan of the way movement felt in Mirror's Edge Catalyst, which was fast and smooth once you knew once you were doing, and was easily exploitable even by casuals for getting out of bounds. There's also a bit of the feeling of Mirror's Edge speedrunning glitches like wall boosting and kick glitching with the way you gain speed from wall jumps and can also do straight horizontal wall jumps by doing a slide jump off the wall. The parkour is tied together with a deceptively simple slide jumping/bunnyhopping system that lets you gain speed basically any time you're on flat ground, which is a ton of fun to get good with and try to squeeze into as many jumps as you can. The level design overall is fantastic and is entirely sight-readable even if you're trying to go fast. It's great with light cues and putting the way forward in interesting directions that manage to flow naturally. There are so many paths through the level and it's a lot of fun to run levels over and over finding the optimal route. The movement feels so free and expressive. There's lots to explore as well, with B-side levels unlocked by finding a well-hidden collectible in each level of the normal campaign, and lots of NPCs hidden away that just say some nonsense and have an achievement tied to finding them all. One of my favorite things in the game is the character's breathing. If you stand still, they start breathing in a consistent sort of way. Maybe 2 seconds in, 1 second hold, 2 seconds out, 3 seconds hold, and repeat. While the game's overall focus is on going fast, some of my favorite moments in the game have been when I stopped, took in the architecture of some weird building or hallway, and followed my character's breathing. Overall highly recommend especially at the price. Even if you just ran through the levels and didn't try to improve your times or explore at all, the movement systems and level design are exceptional and worth experiencing if you like parkour games at all.
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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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