Use VHOLUME's buffered jump window, crosshair flash, speedometer, and a repeatable ghost to learn one clean route before chasing shortcuts or leaderboard times.
The fastest way to improve in VHOLUME is to make successful landings visible. Enable the crosshair and speedometer, then practise one short line until the crosshair flashes white on each bhop and your speed stops collapsing at landings. The developer confirms that both ground jumps and wall jumps have a short input buffer, so you can press jump just before contact instead of depending on a frame-perfect input or a scroll-wheel bind.
This is a beginner speedrun method, not a claimed optimal route. Shortcuts and records change as players discover new lines, while the movement feedback described here is part of the game itself.
Set up the feedback before practising
| Setting or tool | What it tells you | How to use it |
|---|---|---|
| Crosshair | A brief white flash confirms a successful bhop | Watch the flash at the landing, then look back to the route |
| Speedometer | Whether a jump gained, preserved, or lost velocity | Compare the number before and after the same obstacle |
| Ghost | The path and pace of another recorded run | Choose a reachable ghost, not the fastest visible time |
| Leaderboard | A stable run to compare against | Use it to select a ghost and measure improvement, not as a route explanation |
Do not change five inputs at once. First make the default movement repeatable. A faster shortcut is not useful if the approach speed or landing angle varies on every attempt.
A repeatable VHOLUME practice loop
- Pick one level or section you can already finish.
- Enable the crosshair and speedometer.
- Run the safe line without attempting a new shortcut.
- Press jump shortly before ground contact and look for the white crosshair flash.
- Note where the speedometer drops sharply.
- Repeat only that approach and landing until the speed loss becomes consistent.
- Load a slightly faster ghost from the leaderboard and compare one segment at a time.
- Add one shortcut only after the baseline route survives several clean runs.
The point is to separate three different failures: missing the jump input, arriving at the wrong angle, and choosing a slower line. The crosshair helps diagnose the first; the speedometer helps reveal the second; the ghost helps expose the third.
Buffered jumps versus scroll-wheel jumping
A player asked whether VHOLUME required scroll-wheel jumps to hit a frame-perfect bhop. Developer Enol Cook answered that ground and wall jumps already have a short buffer. If jump is pressed shortly before landing, the game can execute it on contact and maintain the bhop.
That means a scroll-wheel bind is a preference rather than an official requirement. Keyboard players can practise the timing window with their normal jump key. Controller players should focus on arriving at the surface with a stable direction and pressing jump slightly before contact; this page does not claim that one device has a universal speed advantage.
Bronze time and ordinary progression
The demo used a bronze target as a teaching gate. In a developer reply, the bronze time was described as accessible with a basic understanding of jumping and wall-running rather than a speedrunner-level performance. The same reply explains an important full-game difference: completing a level moves the campaign forward, even at a slower pace. You do not need to earn every medal or beat elite leaderboard ghosts to see the later maps.
This makes two valid ways to play:
- Complete each level and explore the city without treating every run as a record attempt.
- Revisit a level, follow ghosts, integrate shortcuts, and pursue target or leaderboard times.
If a door or target in the demo behaves differently from the released game, use the released build as the deciding evidence. The Demo versus full-game page keeps those boundaries separate.
What this guide deliberately does not claim
There is no fixed “best route” on this page. Workshop maps add new layouts, discovered shortcuts can change leaderboard lines, and a patch can alter movement or map geometry. A current world-record claim also needs a named category, version, timing method, submission, and verification date.
Use the multiplayer and ghost reference for the difference between live players and recorded ghosts. Use the Workshop map guide if you want community levels rather than campaign routes.
Sources
QUICK ANSWERS
Questions players ask next
Does VHOLUME require frame-perfect bhops?
No. The developer says ground and wall jumps use a short input buffer: press jump just before contact and the game can still trigger the jump while preserving the bhop.
How can I tell whether a bhop worked?
Enable the crosshair and speedometer. The crosshair briefly flashes white after a successful bhop, while the speedometer shows whether the landing preserved or increased velocity.
Do I need speedrunner times to finish VHOLUME?
No. The developer says the full game advances after completing a level; beating special times is not required to unlock every later map.
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Missing an answer—or found something outdated?
Send the exact game problem, platform, and version. Corrections are reviewed before expansion requests.
