
Stride
Hold jump to turn repeated jumps into a bounding stride. Each clean landing carries into the next and builds more speed.

Single-player Movement FPS
Build impossible speed. Turn your arsenal into movement. Find the line through a vast fantasy world shaped by arcane engineering.
Move faster Aim ahead Find your line
Play as Vaessa, an elven runner who builds momentum through movement and uses arcane-engineered weapons to fight, redirect herself, and find faster paths through a vast fantasy world.
Continuous flow
Movement is the heart of Project Velyx. Keep moving, keep bounding, and let every clean landing build more speed. Accessible routes keep new players moving; advanced shortcuts reward precision and mastery.

Hold jump to turn repeated jumps into a bounding stride. Each clean landing carries into the next and builds more speed.

Burst from low speed, preserve momentum at full velocity, or redirect it instantly, even through a complete reversal.

Read the world differently. Walls, ramps, ledges, blasts, and impossible gaps become pieces of one continuous line.
Projectile combat throughout
Prediction over hitscan. Position over cover. Every weapon is both a way to break the enemy and a new piece of movement tech.

Instantly kills weaker enemies without breaking your movement. Drag it against walls while falling to slow your descent and recover from a missed jump.

A fast one-handed precision weapon. Fire while airborne to descend faster, land sooner, and tighten your route.

Fires eight fast shards in a fixed pattern. Devastating up close, with a rear impulse that becomes forward momentum when fired behind you.

Fires a rapid stream of fast, low-damage projectiles. Sustained fire against nearby surfaces produces repeated impulses for climbing and precise aerial control.

Launches arcing charges designed to bounce before detonation. Delayed, controllable blasts create technical jumps and carefully timed movement setups.

Projects a narrow lance of force that violently knocks enemies away. Fire it into a nearby wall or floor to kick Vaessa sharply away from the surface.

Fast, powerful projectiles deliver heavy damage and enough blast force to launch Vaessa across gaps and into advanced routes.

Extremely fast physical bolts release a compact blast on impact, combining long-range precision with smaller, controlled explosive jumps and knockback.
Combat in motion
Enemies are built around how they interfere with movement, not only how much damage they deal. Most stay grounded and readable, while stranger regions introduce stranger threats.
Every enemy threatens your line, forces you to change it, or becomes part of it.
Three origins / Route-scale bosses

Soldiers, mercenaries, cults, guards, and rival runners who contest familiar routes.

Native predators and magical fauna adapted to stranger, more dangerous regions.

Old defenses, autonomous weapons, and hostile infrastructure built to control passage.

Route-scale encounters that pursue Vaessa, control crossings, and keep the fight moving.

Magic, made physical
Magic and engineering developed together. Arcane energy moves through crafted weapons, wards, runes, crystals, and metal, creating a practical technology built from magical principles.
Ruined infrastructure, immense bridges, cliffs, fortresses, settlements, and forgotten structures form spaces meant to be crossed in more than one way.
The world is a route
Project Velyx is currently an early concept. Mechanics, visuals, and world details may change.