VHOLUME Full Game Walkthrough: The 23-Level Order and Route Checkpoints

A tall concrete route with suspended paths in VHOLUME

VHOLUME’s full route is much larger than the four-map Demo2 material still circulating in older guides. The released game moves through 23 consecutive result boards, beginning with conapt00 and ending with credits. If a demo-era map name, a concrete corridor, or a failed jump has left you unsure whether you are still progressing, use the title on the next result board—not the color of the environment—as the readback.

This walkthrough reflects the Windows release available on August 22, 2026. Steam lists the full game as released on August 21, while several supplied wiki pages were last updated ten days earlier and still tell readers to prepare for launch. The sequence below was checked against a 62-minute release-day run; it is a progression and recovery guide, not a claim to reveal every hidden object, optional conversation, Workshop level, or fastest line.

The campaign is a chain of boards, not four demo maps

Each successful level opens a board with its internal map title, your time, medal thresholds where applicable, leaderboard filters, and a Continue control. That screen separates one route problem from the next. The 23-board order observed in the release run is:

  1. conapt00
  2. conapt04
  3. admin
  4. conapt06
  5. conaptend
  6. sewers00
  7. sewers01
  8. roseau00
  9. dreamland
  10. laciudadbaja
  11. mechanisms01
  12. mechanisms02
  13. dam
  14. openoffice00
  15. showers00
  16. foire
  17. mucuslife00
  18. mucuslife01
  19. windfarm00
  20. openoffice01
  21. apogee00
  22. apogee01
  23. credits

The names are reproduced as the current boards display them. In particular, the release boards use conapt labels rather than treating “Conapts” as one standalone second map. Do not assume a missing demo label means you skipped a campaign chapter.

Conapt00 teaches the three actions the rest of the route assumes

The opening route displays movement prompts while you are already in motion. It starts with WASD movement, then demonstrates that you can run against walls, jump away from a wall, and slide through a low or narrowing line. The important test is not whether you saw each prompt; it is whether you can join those actions without stopping between them.

Use the first corridor as a diagnostic:

  • If you fall short after a wall run, delay the jump-off until the wall has carried you toward the exit instead of turning away early.
  • If your slide dies in the opening, enter it while you still have forward speed; do not treat it as a button that creates speed from a standstill.
  • If a landing forces a camera correction, look toward the next opening before takeoff. The route often asks for direction and height in the same jump.

Reaching the conapt00 board proves that the tutorial line is complete. It does not require a medal. Select Continue for conapt04; use Restart only when you intend to replay the same board.

The early approval loop runs conapt04 → admin → conapt06 → conaptend

conapt04 leaves the tight tutorial language and asks you to carry it across exposed concrete, angled landings, and short interior cuts. Use lit openings as confirmation points. A wide exterior surface is not automatically the route; if it does not lead to another readable opening, return to the last doorway rather than searching the void.

The admin section makes the bureaucratic objective explicit. The release run reaches Deremor, whose approval device still has red indicators and who asks for colleagues’ seals. Flubik supplies a stamp, while Ranesh points toward the sewers. Treat those conversations as state checks, not optional scenery: approach until the Speak prompt appears and finish the interaction before leaving. If a device remains red or the next route does not open, revisit the nearby clerk instead of repeating the last jump.

conapt06 returns to traversal. It mixes sloped concrete, narrow apertures, and changes in elevation. Keep one safe landing in reserve: an intermediate platform that costs a second is better than repeatedly missing a direct leap. conaptend then stretches the apartment language into a longer route. Expect more opportunity to lose orientation. When two grey passages look equivalent, use the next pool of warm light and the uninterrupted forward surface as the stronger signal.

Sewers00 through mechanisms02 changes the movement problem seven times

Board Verified route language Useful failure readback
sewers00 Green-lit tunnels, grates, short drops, and a circular outlet If you keep circling, locate the next lit round opening rather than following every pipe
sewers01 Longer pipe corridors, grated ramps, red-lit hazards, and vertical transitions If a jump loses all height, reset your approach on the preceding flat rather than jumping repeatedly from the lip
roseau00 Stilted huts, open water, exterior beams, and small roof landings If the next hut seems unreachable, look for a side beam or lower roof that preserves a two-step crossing
dreamland Bright concrete suspended in a dark void, with severe contrast at openings If the view washes out, aim from the geometry edge before accelerating; brightness is not a route arrow
laciudadbaja Tall pale blocks, window-sized exits, and vertical shafts If you land in a dead pocket, look above eye level for the exit before committing to another drop
mechanisms01 Metal scaffolds, mesh floors, cross-braces, and moving-looking industrial silhouettes If a brace blocks the camera, slow for one platform and realign; blind speed turns a navigational error into a fall
mechanisms02 Longer orange-lit framework with repeated vertical transfers If you fail the same transfer, separate the approach, wall contact, and jump-off into three checks

The sewer advice from the admin conversation is therefore a progression clue, not a suggestion to find one secret drain in an open hub. Once sewers00 appears, keep using Continue; the result boards carry the campaign through these environments in order.

Dam is the first long recovery test

dam combines mossy ruins, broken walls, water channels, turbine-like machinery, and high exterior gaps. A clean leaderboard time can be short even when learning the level takes much longer, because failed attempts and restarts do not describe the final successful line. Do not interpret a long real session as proof that you chose the wrong chapter.

Break the level into three visual checks:

  1. Ruined approach: stay on continuous stone until the route presents a deliberate gap. Randomly dropping through broken architecture creates a poor recovery angle.
  2. Machine section: use the large circular structures as orientation anchors. If the same machine returns to the center of view without a new landing, you have looped rather than advanced.
  3. Water-and-window exit: favor a lit rectangular opening over a scenic outer ledge. The goal is the next traversable interior, not the highest visible block.

When the dam board appears, the route has moved past the mechanism district. That board is a more reliable completion signal than the appearance of water alone.

Office, showers, and foire alternate precision with route reading

openoffice00 is a compact night-city line. Office signs, thin ledges, and window cuts matter more than the skyline. Because the level is short, a single stop can be a large share of the run, but the first objective is still to reach the board. Use the same door or lit window on each attempt so you are measuring execution rather than changing routes.

showers00 sharply changes scale. It is a green-tiled chute-and-corridor problem with long slides and quick wall transitions. Enter descents squarely; a diagonal slide can put the next wall outside your camera before the jump arrives. The shower board is also a useful proof that the tiled section is complete—do not keep looking for an unmarked side chamber.

foire opens back into a broad city of rooftops, towers, ramps, and long exterior commitments. The safe line uses intermediate roofs. A faster line may bypass them, but skipping a visible landing before you can finish the level turns every miss into a full route-recall problem. Finish once, then compare the exact medal targets in the VHOLUME medal-times guide.

The late route is two mucus boards, windfarm, openoffice01, and apogee

mucuslife00 and mucuslife01 are separate boards. The first mixes warm exterior concrete with darker enclosed routes; the second continues the night traversal with harsher wall transfers and longer recovery loops. Seeing “mucuslife” twice is not a replay bug. Confirm the suffix on the result screen before choosing Restart or Continue.

windfarm00 uses turbine silhouettes, open rooftops, and a dusk horizon. Large objects help orientation but can hide the landing surface. Set the camera before leaving the current platform; correcting in the air is especially dangerous when a turbine or wall fills the frame.

openoffice01 is not the earlier office board repeated. It is a later, much longer night-city route with ramps, signs, interior cuts, and several chances to choose a plausible but non-progressing ledge. If a route returns you to the same sign or open square, step back to the last height change and look for the next elevated entrance. The board suffix is the decisive readback.

apogee00 moves through bright apartment-like corridors, exposed blocks, and a long skyline crossing. apogee01 follows with webbed or crystalline tunnel textures, narrow bridges, and monumental concrete arches. These are distinct levels even though the names differ by only one digit. The final credits board follows the last traversal sequence; in the captured release run it displays a completion time but no gold, silver, or bronze target triplet.

Use result screens to diagnose progress before changing the route

What you see What it means Next action
A named board and a new best time The current level finished successfully Choose Continue for campaign progress; use Restart only for another attempt
The same board suffix after another run You replayed the same level or selected Restart Check the highlighted board control before leaving the screen
A clerk’s device still contains red lights The approval conversation chain is incomplete Approach nearby NPC windows and finish every Speak interaction
No obvious path after a fall You may be on a survivable but non-progressing surface Return to the last lit doorway, height change, or continuous route surface
A demo guide names only Hub, Racetrack, or Conapts The guide predates the full release sequence Use the current board title and the 23-board list above

Leaderboards also let you click another player to load a ghost, switch Friends or Top views, use Weekly or Daily filters, and Share or Import a run. Those are optimization tools. They are not required to continue the story, and loading a much faster ghost before you know the route can make the intended exits harder to read.

Watch the verified release-day run

The reference video was independently matched to YouTube ID EaGh-6w_y4U. YouTube’s oEmbed data identifies the title as “VHOLUME Gameplay FULL GAME Walkthrough No Commentary PC + Ending” and the author as Zhain Gaming; the watch-page metadata dates it August 21, 2026. The local 854×480 copy runs for 3,739.25 seconds and visually contains the same 23-board route described above.

This run is evidence for order, landmarks, prompts, board names, and displayed thresholds. It is not evidence that its line is the only route or that every optional secret was collected. If your current client changes a board name or route after a patch, prefer the in-game readback.

VHOLUME on Steam