
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. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Reviews
Themes across 1445 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Most of the other reviews are all praising the game's incredibly fine tuned near perfected gameplay that caters to both casual and very competitive players perfectly which is all 100% true and the devs are more than deserving of all the praise for accomplishing that, but I wanted to talk a little about something that others aren't entirely mentioning. It's incredibly rare to come across something that truly resonates with what it's presenting, I've never seen someone who truly "gets" megastructures like level designers behind VHOLUME have. You could see fragments of their incredible level design from their previous game STRAFTAT but the map sizes were limited by it being an arena shooter, the sense of scale the devs are able to convey is much more clear in their first game BABBDI, but VHOLUME is where they truly showed just how much they are capable of. The sense of vastness they've accomplished in the levels is something I've very rarely seen done right, it gave me the same feeling I got from reading Tsutomu Nihei's works for the first time. The sheer unimaginable scale of the infra you're presented with to run around in is something that I really couldn't do justice properly putting it into words, but it's something that needs to be experienced to understand even a little bit. Every level is a masterfully made fragment that's part of a colossal world that very few can imagine, an unimaginably lonely civilization with a few bits and pieces left behind if you can find them. Beyond that the thing I appreciate the most about VHOLUME is the soundtrack, you'd think the obvious music choice for a game like this is high energy fast paced drum & bass/breakbeats like what the devs did for STRAFTAT, but they instead chose ambient tracks which is in huge part why the incredible level design hit me much harder than anything else I've ever played before. As someone who listens to ambient music nearly all the damn time this is probably the most unexpected surprise I've ever seen out of a game like this and I've already got many new favorite tracks out of it. I'm sure many people after the first or second playthrough will end up muting the music for this game to play their own tracks to really "lock in" when chasing the leaderboards which I find very unfortunate since I'm presuming every track in the game is tailor made for each level it accompanies. Alongside the ambient sound design in each level it all adds up to a sound presentation that is so incredibly rare to find in games that it'll always immediately stand out to someone like me. The last game I can recall that matched this kind of sound experience was Playdead's INSIDE, something special like this can only come from people who truly understand the medium they're trying to convey, and the devs and album artists for VHOLUME absolutely nailed it. If you like ambient music, please give the devs and 1000 Eyes extra support by buying the soundtrack, it's so very rare to see ambient tracks like these make it to most games. This game easily goes into my small list of games that I'll never forget for the rest of my life for what they've shown me, I might be too washed to be able to 100% the achievements for this game but I'm really grateful to have experienced it. If by any chance a dev sees this review, please add a walk button so I can experience some parts of the amazing level design without zooming around like crazy lol.
Beautiful game Parkouring through different vast brutalist environments, and damn, do they look good! The faster the better But, there is so much that distracts you, cause you want to explore everything, see everything, talk to everyone And you can Cause you can do anything on your on pace Beat the level to get gold or explore it and be there as long as you want - it's your choice The climbing, jumping, running is such fun and not difficult at all Recommend it wholeheartedly
The music and the gameplay make me feel like im lost in some nostalgic, somber, brutalistic and liberating dreamscape of those virtual worlds we used to get lost in as kids. I absolutely love it.
Как Mirror's Edge, но для души
Vholume shines far more as an atmospheric art piece than as a parkour game. This game initially came under my radar, as one of the creators of it, Léonard Lemaitre, worked on STRAFTAT, which is a superb arena shooter. Now that it's out, it looks cool, and my Twitter timeline won't stop talking about it, I decided to give it a try. Vholume is a first-person parkour game about traversing desolate, atmospheric landscapes. Or maybe ignoring all of that and going as fast as possible? I'm not sure... and I'm not exactly certain the devs know either. The first level of the game takes place in back alleys of a city that starts and ends in the same spot, sort of looping indefinitely. It reminds me a lot of the Titanfall 2 tutorial. It's a fantastic playground that teaches you the basics of the movement and allows you to immediately learn the intricacies of the slide-jump-wall tech, which is basically the main way to gain speed. Once a level is over, you are presented with a global leaderboard for it, your own time, and medals which you either already obtained or can obtain depending on the completion speed. This signals to me that this is a speedrun game. A game where you want to complete the level as quickly as possible, retaining as much momentum as you possibly can throughout it. I had a ton of fun replaying the first level, resulting in better and better times. But from the very next level, something changes. You go through it as you did in the previous one, until you reach.... stairs? Around 15 seconds into the level, you are met with a staircase going up, which completely kills your momentum. You can't really go over them either as it's a very narrow hallway with a low ceiling. I thought it was a weird decision, but I disregarded it and kept going. The following levels continue this tradition, with the level design getting weirder and more complex. Most of the levels will become an upwards journey; You will be required to constantly jump to higher vantage points and all the structural elements themselves will be titled upwards. Small patches of debris might block your wallrun and cause frustration instead of simply adding to the storytelling. While some levels will offer a pleasant respite, simply allowing you to play the fast parkour game, others become just borderline unplayable, like the miserable "vestiges". It's a collection of broken-down columns, that are not only extremely confusing to traverse, but also very ugly and uninspired visually. I don't think I should ever be asking myself "Where do I go now?" in a game like this. At this point, I have completely given up on the speedrun aspect of the game and decided to submerge myself in the atmosphere of the game, taking it in as a slightly faster walking simulator, and I have enjoyed that part way more. While the brutalist, raw concrete architecture is slowly getting stale by now, the game does offer variety in its presentation. Dream-like, edge-of-the-world views, monumental industrial fans, rusty scaffolding, and structures long forgotten by everyone aside from the flora and fauna are a lonely, but glad sight. They certainly nailed the eerie atmosphere, especially in terms of music. The ambience is pushed to its limit when you hear the reversed synths, sombre keys, and submerged bass, as a funereal guitar reverberates through your head, all while the fog smothers your thoughts. Vholume is not a bad game, it's actually really good in some aspects, but I feel like the developers were kind of split on what type of game they wanted to make. Or I simply don't understand their vision. While the movement system and post level screen incentivizes going fast, the level design and the atmospheric environments tell a different story. Regardless of everything I disliked, I still recommend Vholume on the basis of it being cheap and having regional pricing in my country, which is something I will always appreciate deeply.
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
Basically Blame! but Killy is urgently looking for a bathroom.
于混凝土奇观中飞奔。 很爽快,推荐。
when I first tried the demo I had a flashback of when I was a kid and experiencing Unreal Tournament for the first time, this is what it felt like, back to default where the game wants you to respond quickly, requires pure skill and is fast-paced.
Super fun, super fast, parkour, sliding, wall running and leaping as far as you can all inside a sort of brutalist weird and strange labyrinth world. I love it!