VHOLUME Workshop & Custom Maps: Play and Build Levels

Playing Community Levels

Steam Workshop support is a launch feature, not a promise: the store page lists it alongside multiplayer, and the loop is the standard one —

  1. Open the game’s Steam Workshop page (Community → Workshop from the store page).
  2. Subscribe to levels; Steam downloads them automatically.
  3. They appear in-game alongside the 31 official levels.

Community levels inherit the full movement system and ghost support, so a good custom map plays like a missing B-Side. Early standouts tend to be speedrun-shaped — the medal/time-attack loop is what the community optimizes for.

Building Your Own

The developers back map-making with official tooling — searches for the “map designer” resolve to publisher IronEqual’s site (ironequal.com), which hosts the map-design resources. If you want to build:

  • Start by studying the official levels’ pacing: short levels (admin at 0:24, openoffice00 at 0:23) are dense single-idea sprints, while the long ones (foire at 1:20, mucuslife00 at 1:17) chain three or four movement ideas. The author-time table is effectively a level-design pacing chart.
  • Respect off-route space: the game’s identity lives in what’s beside the racing line — collectables, NPCs and secrets. Pure corridors feel un-VHOLUME.
  • Blender users: community discussion exists around Blender-based workflows for level geometry — check the Workshop’s pinned discussions and the official Discord (linked from the Steam community page) for the current recommended pipeline before you commit to a toolchain.

Why This Matters for the Game’s Future

Workshop support is VHOLUME’s longevity engine: the developers’ previous game BABBDI stayed alive for years on community love alone, and VHOLUME adds the infrastructure BABBDI never had. If the official campaign’s 62 levels run dry, the Workshop is where the game keeps going.

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