- VHOLUME guide: Build speed through slides, jumps, wall transfers, and controlled landings.
- Core target: Preserve roughly 26–27 units of forward speed during standard movement.
- Beginner route: Use repeated slide-jumps and simple wall runs before attempting advanced shortcuts.
- Advanced route: Learn pre-speed after consistently finishing the medium racetrack route under 30 seconds.
- Practice rule: Reduce unnecessary jumps because excess height can cost distance and control.
VHOLUME guide: Learn the Movement Model
VHOLUME is a first-person parkour adventure built around momentum, route planning, and precise movement inputs. The fastest players do not simply jump as often as possible. They manage speed, height, wall contact, and landing timing so every action supports the next transfer.
The basic movement model has several useful reference points. Walking speed is approximately 13 units, while sliding raises movement to about 16 units. Jumping adds momentum, and repeated jump transfers can build standard travel speed toward the 26–27 unit range. Falling sections can produce higher temporary speeds, but that extra momentum is difficult to preserve after landing.
Video Highlights:
- Wall-climb timing for faster vertical movement
- Crouch timing that can cancel fall damage
- Speed retention through slides, jumps, and wall transfers
- Easy, medium, and advanced racetrack route examples
The most important distinction is between gaining speed and retaining speed. A slide or wall transfer may increase momentum, but poor jump timing can bleed that advantage away. When your speed is already near the normal movement cap, repeated jumping may create unnecessary height and send you farther sideways than a direct run would.
| Movement action | Approximate result | Main use |
|---|---|---|
| Walk | 13 units | Setup and controlled positioning |
| Slide | 16 units | Ground acceleration and low-profile transfers |
| Basic jump | About 14 units from walking | Starting a momentum chain |
| Slide-jump | About 17 units from sliding | Building and preserving speed |
| Standard chained movement | About 26–27 units | Efficient forward travel |
| Downhill or falling section | Up to about 34–43 units temporarily | High-speed approach before a landing |
Use speed as a resource rather than a score that must increase every second. If you are already moving efficiently, a short run or wall transfer can be better than another jump. The goal is to arrive at the next surface with enough momentum and the correct angle.
Speed Gain
- Start with a slide or wall transfer.
- Use jump timing to add momentum.
- Avoid turning sharply during acceleration.
Speed Retention
- Keep standard travel near 26–27 units.
- Jump only when the route requires it.
- Favor clean wall-to-wall connections.
Speed Recovery
- Slide when ground speed is low.
- Rebuild momentum before a difficult gap.
- Choose a safe line instead of forcing height.
When your speed is already near the normal cap, fewer jumps are usually better. Extra height can reduce forward distance and make the next landing harder to control.
Racetrack Routes from Safe to Fast
The racetrack is an effective training area because it teaches the same skills needed for faster runs: slide-jumps, wall runs, controlled turns, and route-specific jump counts. Begin with the safest line, then add complexity only after your movement feels consistent.
For a beginner route, slide whenever you reach the ground if your speed is low. Move into the wall, slide, jump, and continue the slide-jump rhythm. Wall runs can then connect one section to the next without demanding advanced pre-speed.
The medium route introduces two useful choices. One line uses the pile of dirt, while another uses the chair. If you choose the dirt pile, jump onto it rather than running directly into it. A direct approach can leave you without enough height to clear the section. The chair route requires a slide-jump onto the chair, followed by an immediate jump from the wall.
| Route level | Key landmark | Recommended action | Risk |
|---|---|---|---|
| Easy | Ground-to-wall opening | Slide, jump, then repeat | Low |
| Easy | First wall section | Use connected wall runs | Low |
| Medium | Pile of dirt | Jump onto the pile and continue forward | Moderate |
| Medium | Chair transfer | Slide-jump onto the chair, then jump from the wall | Moderate |
| Advanced | Pre-speed opening | Build a fast setup before the timer section | High |
Route Selection
Choose your line based on consistency, not only theoretical speed. The easy route is valuable for learning the map’s rhythm. The medium route is a strong benchmark because it teaches landmark recognition without requiring the most demanding opening technique. The advanced route becomes worthwhile once you can complete the medium line reliably and maintain speed through its transfers.
| Landmark | Focus | Common mistake | Correction |
|---|---|---|---|
| Opening wall | Build momentum | Jumping repeatedly without direction | Use a slide-jump rhythm |
| Dirt pile | Preserve forward height | Running directly into the obstacle | Jump onto it |
| Chair | Link two surfaces | Landing without a slide-jump | Slide-jump onto the chair |
| Pillar gap | Maintain alignment | Turning too late | Commit to the wall line early |
| Timer trigger | Start with momentum | Entering slowly | Practice the approach separately |
The route is easier to learn when divided into short segments. Practice the opening until you can reproduce the same speed and height. Then isolate the dirt pile or chair transfer. Finally, connect the segments and focus on keeping your camera angle stable.
Do not force the advanced route before you understand the medium line. A faster opening is useful for leaderboard attempts, but it can hide basic problems with speed control and landing alignment.
Step-by-Step Speed and Wall Technique
Advanced VHOLUME movement depends on small input decisions. The most important techniques are the faster wall climb, fall-damage cancellation, pre-speed, and clean wall connections. Practice each mechanic separately before combining them in a timed run.
Build a Stable Approach
Begin with a slide or a controlled run toward the wall. Keep your view mostly forward instead of looking sharply into the surface. Excessive wall-facing can cause a climb, reduce momentum, or disrupt the intended bounce.
Use the Faster Wall Climb
As your speed begins to fall toward roughly 350 in the wall-climb context, release W, press jump, and immediately hold W again. This timing produces a faster climb than simply jumping as soon as momentum begins to disappear.
Cancel a Dangerous Fall
During a jump or drop, crouch in the air and release crouch just before landing. This technique can remove fall damage from drops that would otherwise be lethal, giving you another option when a route requires a risky descent.
Practice the Pre-Speed Setup
Bounce from the opening wall, use a quick mouse-wheel flick during the transfer, then move toward the opposite wall. Jump off and flick again to stay connected to the next wall. Add this technique after the medium route becomes consistent.
Connect the Final Surfaces
Keep the camera forward without staring into the wall. Use coyote time to delay a jump slightly when needed, then connect the next wall and slide immediately after landing to preserve the run’s rhythm.
Wall Connection Reference
A wall connection is not just a jump toward a surface. Your camera direction determines whether you gain speed, climb, bounce, or lose momentum. Aim forward with a slight adjustment toward the wall, then use the jump or crouch input at the correct point in the transfer.
| Technique | Input concept | Intended outcome |
|---|---|---|
| Faster wall climb | Release W, jump, hold W again | Gain height with less lost momentum |
| Fall-damage cancel | Crouch in air, uncrouch before landing | Reduce or remove landing damage |
| Wall connection | Look forward with a slight wall angle | Stay close while preserving speed |
| Coyote-time jump | Delay the jump after leaving a surface | Extend the usable jump window |
| Landing slide | Slide immediately after touching ground | Retain speed through the next section |
Coyote time is particularly useful when a jump feels late. Rather than pressing jump too early, let the character move just beyond the wall and trigger the jump during the remaining timing window. This can make difficult connections more forgiving, but it still requires a consistent approach angle.
The strongest improvement usually comes from cleaner connections, not constant input speed. If a route feels unstable, slow down and identify the exact wall, landing, or camera angle causing the failure.
Practice Plan and Run Preparation
Speedrunning movement becomes easier when practice has a clear purpose. A good session separates mechanical training from full attempts. Start by repeating one movement until the timing is familiar, then use short route segments to test whether you can preserve momentum under pressure.
The following training order works well for most players:
Foundation
Practice sliding, jumping, and basic wall runs without a timer.
Control
Learn when to stop jumping and how to hold the 26–27 speed range.
Routing
Rehearse the easy and medium racetrack lines by landmark.
Optimization
Add pre-speed and advanced wall connections after consistency improves.
Use the timer as feedback rather than the only measure of progress. A slower run with clean landings teaches more than a fast attempt that succeeds through luck. Review where speed drops, where excess height appears, and which transfer causes the most resets.
Movement Practice Checklist:
- Maintain approximately 26–27 units during standard travel
- Complete the easy racetrack route without unnecessary jumps
- Clear the dirt pile and chair transfers consistently
- Practice the faster wall climb and fall-damage cancel separately
- Add pre-speed only after the medium route feels reliable
| Practice goal | Drill | Success signal |
|---|---|---|
| Speed control | Repeat a short wall-to-wall section | Momentum stays stable |
| Jump discipline | Cross a flat section with minimal jumps | Forward distance improves |
| Landing control | Slide after each ground contact | The next transfer starts smoothly |
| Route memory | Call out landmarks before reaching them | Fewer reaction-based mistakes |
| Advanced timing | Repeat the pre-speed opening | The timer begins with strong momentum |
For technical consistency, keep your inputs deliberate. Rapidly changing direction can make it difficult to tell whether a failure came from timing, camera placement, or route choice. When testing a new technique, change one variable at a time.
The official VHOLUME Steam page is also useful for checking community guides, mapping resources, and current discussions. The game’s Steam community has featured guides for B-Side locations, motion-blur settings, and hidden secrets in the racetrack, while the developers have directed aspiring level makers toward the community mapping channel.
Separate route learning from time chasing. First make the movement repeatable, then optimize jump counts, wall angles, and pre-speed for a faster result.
Common Mistakes and FAQ
Most failed runs come from a small number of repeatable errors. Correcting them is more valuable than adding advanced techniques too early.
| Mistake | Why it hurts | Better response |
|---|---|---|
| Spam-jumping | Adds height and reduces direct distance | Jump only when the route needs it |
| Looking into the wall | Can trigger a climb or kill momentum | Keep the view mostly forward |
| Skipping the slide | Loses ground acceleration | Slide when speed is low |
| Forcing pre-speed early | Adds complexity before fundamentals are ready | Learn the medium route first |
| Ignoring landing timing | Breaks the next movement chain | Prepare the slide or jump before contact |
A strong run balances speed with control. Falling sections may provide much higher temporary velocity than ordinary travel, but that momentum is not automatically useful. Plan the landing before committing to the drop, and use the fall-damage cancel when the route makes a safe landing difficult.
Q: What speed should I target during normal VHOLUME movement?
Aim to preserve approximately 26–27 units during standard forward travel. Falling sections can reach higher temporary speeds, but those values are harder to retain after landing.
Q: Should I jump continuously to move faster?
No. Repeated jumps can create excess height and reduce forward distance. Use the fewest jumps needed to maintain momentum and clear the next section.
Q: Which racetrack route should beginners learn first?
Start with the easy slide-jump and wall-run route. Move to the dirt-pile or chair route after the basic line feels consistent, then add pre-speed later.
Q: How does the fall-damage cancel work?
Crouch during the fall and release crouch just before touching the ground. Practice on a manageable drop first so the timing becomes familiar.
Treat every failed attempt as route data. Identify whether the issue was speed, height, camera angle, or landing timing, then practice that single variable before restarting the full run.