VHOLUME Guide: Movement Tech, B-Sides, and Secrets

VHOLUME hands you a jump button and a slide button and then quietly expects you to figure out that neither one works the way you think. I finished my first few levels clearing every gap on the route and still lost seconds to people who looked like they were taking worse lines. They were not. They knew things the game never explains.
This VHOLUME guide covers the movement techniques, and how the B-Side system unlocks. Also you can find where every secret sits.
What you’ll read:
VHOLUME Movement Basics
You might get wrong the sliding part first. It is not a crouch with momentum attached, and it is not something you save for low ceilings. A slide gives you a burst of speed on flat ground, then decays. Hold it too long and you end up crawling, which is why one slide feels incredible and the next feels like Robert sat down.
There is a hard floor to watch for. Stay in a slide long enough and your velocity settles at 500 and refuses to climb. That number is the whole reason the next section matters.
Landings matter more than the jumps themselves. A huge leap that dumps you facing the wrong way costs more than a short one that points you straight into the next wall. When a section keeps breaking your flow, change where the jump starts rather than trying to fix it in midair.
Every Movement Tech in VHOLUME
These are the named techniques the community actually uses. A few are easy enough to pick up in ten minutes, and a couple are hard enough that top runners still miss them.
These are the named techniques the community uses. A few are easy enough to pick up in ten minutes, and a couple are hard enough that top runners still miss them. Thanks to Hydra on YouTube, whose breakdown is where most of this list comes from.
Bunny Hop
The foundation, and the one to learn first. Jump the instant you touch the ground and you keep your momentum instead of bleeding it. Your crosshair flashes white when you time it correctly, so you have a built-in feedback loop.

Two variants exist. The sliding bhop builds speed faster and is better for keeping momentum when you land from height. The plain one matters less than you would think, because if you are about to hit a wall right after landing, the speed loss happens after the first jump anyway and the wall interrupts it.
Slopes are the exception. Crouch-sliding down a slope will stall you out, so spam the jump button there instead of holding crouch.
Slide Reset
This is knowledge more than a trick. Since a long slide caps you at 500 velocity, bunny hopping through the slide stops that cap from ever applying.
There is a second method that feels like flying. Slide jump, release crouch while you are in the air, then crouch again right as you land. Chain that and you can keep going almost indefinitely. Skip the midair release and you stall out within a couple of jumps.
The Jungle section is where this bites people hardest. Most players slide straight through and lose everything. Jump into the low obstacle so your head clips it instead, and you keep every bit of your speed.
Coyote Jump
You get a window of roughly a tenth of a second after leaving a ledge or wall where the jump input still works. That is enough to jump from thin air after you have already left the surface.
It only works if you leave the wall by sliding off it. Jump off the wall and the window is gone. There is also a variant off the edges of cube-shaped objects, and with the right angle you lose no speed doing it.
Applications are everywhere. Racetrack, Conapt, Jungle, and Dam all have spots where this saves a full second.

Infinite Wall Climb
Watch your velocity readout. When it drops below 360, release W and immediately press it again while also pressing space. Repeat that and you climb walls forever.
The developers left this in on purpose. It is not meant to replace a good racing line, but it turns a missed platform into a recoverable mistake instead of a restart. I stopped resetting runs after bad jumps once I learned it.
Fall Damage Cancel
Hold crouch as you fall, then release it at the exact moment you hit the ground. Spam jump on the way down to improve your odds. The timing window is tight, so expect to fail it often.
You can also skip the holding and tap C right as you land. Same timing, same result.
This is not optional flair. The real ending of Joan uses this technique to survive a drop into a tunnel, so you will need it eventually whether you want it or not.

Mouse Wheel Jump
Open your settings and find the option that binds jump to the scroll wheel. You don’t need to rebind anything else, it is a checkbox and your space bar keeps working.
One scroll fires five or six jump inputs in a single instant, which makes it far stronger than a normal press. Use it to propel yourself into tight spaces where a single jump falls short.
Ledge Jump and Ledge Recover
Jump at the very start of a ledge and ride its curve, and you come out noticeably faster. Hitting it properly gets you to 26 where a miss leaves you around 20.
When you are about to fall, VHOLUME lifts you onto the ledge automatically, and that lift can be converted into speed. It is hard to replicate consistently and it has barely been implemented into most routes yet, which makes it the most interesting unsolved tech in the game right now.
Wall Grip
Approach a wall from behind it and you can stick to the facade instead of sliding past. On Racetrack this is the fastest way through the carpet section, and it is part of what a sub-500 run requires. Consistency is the problem, even runners who know it fail it regularly.

| Tech | Difficulty | Main use |
|---|---|---|
| Bunny hop | Easy | Keeping speed everywhere |
| Slide reset | Easy | Beating the 500 cap |
| Mouse wheel jump | Easy | Tight vertical spaces |
| Coyote jump | Medium | Extending jumps off walls and ledges |
| Infinite wall climb | Medium | Recovery and exploration |
| Fall damage cancel | Hard | Surviving intentional drops |
| Ledge jump | Hard | Free speed on curved edges |
| Ledge recover | Very hard | Unexplored route potential |
| Wall grip | Very hard | Racetrack carpet section |
How to Unlock B-Sides in VHOLUME
Each level hides one secret pickup, and collecting it unlocks that level’s B-Side. There is no counter in the menu. The level selection screen tells you directly. Check the bottom-right corner of each level’s entry for a secret icon. Missing icon means you have not found that stage’s pickup yet.
That makes cleanup straightforward. Open the level select, scan for gaps, and go back to only those stages.

All B-Side Secret Locations in VHOLUME
Thirty-one levels, thirty-one secrets. Some sit directly on the route and a few require you to ignore the obvious path.
| Level | Where the secret is |
|---|---|
| racetrack00 | Near the end, jump onto the left ledge instead of finishing |
| conapt00 | Sits on the main path, no detour needed |
| conapt04 | Shortly before the final section |
| conapt05 | At the platform run, take the last one then the opening on the right |
| admin | At the final NPC, climb the roof just right of them |
| conapt06 | Climb the building on the right, it is on the roof |
| conapt08 | Up the left stairs to the two NPCs, then look above where you entered |
| conapt09 | At the lamp-marked passage, skip it and climb the wall ahead |
| conaptend | Follow the metal fence to its end, then the ledge on the left |
| sewers00 | On the third platform, look left |
| sewers01 | Turn around at spawn, use the spring, look right mid-flight |
| roseau00 | After the third wall run, look left |
| dreamland | Check the level-select icon, then re-explore |
| laciudadbaja | From the last column before the finish, turn back |
| mechanisms01 | Cross to the opposite side, drop into the left opening |
| mechanisms02 | At the fan, ride the airflow up to the beams on the left |
| vestiges | Where the route follows the wall, climb the right column instead |
| jungle01 | Near the start, follow the rails on the right to their end |
| jungle02 | Directly above the pipe entrance that ends the level |
| dam | Past the last fan, in the corridor, right of the lamp |
| openoffice00 | Drop into the hole, turn around, walk the beam |
| showers00 | Wall-run along the right side and keep going |
| foire | During the beam descent, near the bottom |
| joan00 | At the balconies, turn right before dropping down |
| mucuslife00 | Optional parkour route on the right near the start |
| mucuslife01 | After the spring, down the spiral stairs to the wall, then right |
| windfarm00 | Between the two vertical fans, during the parkour section |
| openoffice01 | Climb right to the NPC, face them, then turn around |
| apogee00 | In the open area near the end, in plain sight |
| apogee01 | After the pipe descent, go right instead of taking the boost |
| apogee02 | Turn around at the starting point |

VHOLUME Hidden Areas and Other Secrets
The second pickup on Racetrack does something the game never mentions. Grab it and a brown wire door opens at the base of the largest tower, leading into a hidden area.
It comes with a catch that caught me out. The door does not stay open between sessions, and pausing while inside ejects you. Once that happens you cannot get back in until you collect the pickup again, which means restarting the level to respawn it.
Springs have a quirk worth knowing too. Chain from one spring into another without touching the ground in between and you can end up moving at speeds that make no sense midair. Nobody seems sure how it triggers, and it reads like a bug that was supposed to be patched. Enjoy it while it lasts.
Vents are simpler than they look. Your exit speed depends on the speed you carried in, so approach them fast if you want anything out of them.
How to Use Ghost Runs to Get Faster
Ghosts are the most underused tool in the game. A leaderboard tells you somebody beat you, their ghost tells you exactly where.
Do not chase the world record run. Too much happens in it before you understand why any of it works. Follow a ghost faster than you and watch for the first place they pull away like one earlier slide, one jump from a different edge, one platform they never touch at all. Fix that single thing, then run it again.
You can also share your own, which means the route knowledge in this game moves fast. A line that was unknown last week ends up standard by the end of the month.
Learn the bunny hop first, get comfortable enough with the wall climb that a bad jump stops meaning a restart, and only then start hunting secrets. The techs stack on each other, and the levels get a lot friendlier once the movement stops fighting you.
FAQs
How long is VHOLUME?
The main route takes around an hour. Chasing every secret and pushing for competitive times extends that.
Is the demo enough, or should I buy the full game?
The demo gives you four levels and the same core movement, so it is a fair test of whether the parkour clicks for you. The full release adds the complete level set along with multiplayer, ghost replays, and Workshop support.
Does VHOLUME have multiplayer?
Yes. There is online PvP and local co-op, plus asynchronous ghost replays that let you race other players’ recorded runs without either of you being online at the same time.
Are there community-made levels?
VHOLUME supports Steam Workshop, so you can subscribe to player-made maps and run them alongside the official ones.