CO-OP SURVIVAL RPG · IN YOUR BROWSER

Velm is behind the wall. A port, a rail yard, forty thousand people — and a Blight that does not kill a city but keeps it. Go in, bring back what you can carry, come out.

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Free
No install
Up to 6 players
11 sectors
01 — Archive

Velm was a working city

Velm was a working city. Forty thousand people, a port, a rail yard, and a research park on the hill that nobody asked questions about.

On the ninth of March the park stopped answering. By the twelfth the ring road was a wall.

The Blight does not kill a city. It keeps it — standing, walking, and hungry.

Nine months later the wall still holds. Everything inside it is salvage, and salvage needs people willing to go in.

You are one of them.

The city behind the wall

Velm

A port city built on freight: docks in the south, rail yard in the east, old town in the middle, and the terraced quarry that fed the concrete works. Forty-one thousand registered residents. The evacuation order reached eleven thousand of them. The rest are still inside, and most of them are still moving.

What came out of the nursery

The Blight

A cultured fungal strain, grown in Sector 12 for crop yield and never cleared for anything else. It does not eat a body — it moves in, keeps the heart going and takes the rest. Hosts stay warm, stay upright, and stay useful to it. That is why the city never went quiet.

Why nobody comes to help

The Quarantine Line

The ring road was cut, mined and walled in nineteen days. It is not a siege line — it is a lid. There is no plan to retake Velm, no relief column, no cure programme. There is a wall, a licence office, and a price list.

02 — The run

Deploy. Prep. Waves. Boss.

One cycle is five waves. Then a checkpoint: extract with the loot or go deeper.

DEPLOY

Drop in

The squad lands on the central plaza. The city is generated from a seed — new streets every run.

PREP · 60 s

Prepare

Gather scrap and electronics, build barricades, spikes and turrets, seal a door. READY cuts the timer to 3 s.

WAVES 1–4

Hold

The horde walks the streets through doors and breaks barricades. 14 seconds between waves to resupply.

WAVE 5

Boss

Three phases: charge → frenzy + slam → summon. Guaranteed weapon, mods, a chance at a unique.

CHECKPOINT

Decide

EXTRACT — bank the loot and leave. CONTINUE — deeper, meaner, priced accordingly.

03 — Operatives

Four disciplines took to the work

You are not army. You hold a salvage licence: you go over the wall, you bring back what you can carry, and you are paid by weight and rarity.

Assault

Damage / Frontline

Rifles, grenades and adrenaline. Holds the line and pushes it forward.

  • Most health of any operative
  • No weak spot: holds any range
HP130
Speed205
Damage100%
Armor1
Available from the start

Medic

Support / Sustain

Keeps the squad alive. Heal pulses, shields, fast revives.

  • Keeps the squad standing
  • Revives far faster than anyone
HP100
Speed210
Damage80%
Armor0
Unlocks at account level 3

Engineer

Area Control

Turrets and mines. Turns any street corner into a kill zone.

  • Heaviest armour in the roster
  • Turrets and traps do the work
HP125
Speed185
Damage88%
Armor5
Unlocks at account level 2

Scout

Crit / Mobility

Fast, precise, fragile. Finds the weak point and makes it hurt.

  • Hits hardest (+15%)
  • Fastest on foot by a wide margin
HP85
Speed250
Damage115%
Armor0
Unlocks at account level 5
05 — The Grown

Hosts the Blight kept

Some hosts it does not spend. It builds them: thickens the plates, fuses the joints, and gives them a job. The Warden holds a line. The Shepherd holds a pack. The Usurper takes what you built and turns it around. They are not commanders. They are organs, and the city is what they belong to.

Every fifth wave is a boss

THE RAVAGER

Sector 9 · three phases: Hunt → Frenzy → Desperation

1 500 HP

THE SIREN

Sector 30 · Drowned Docks

1 900 HP

THE BROOD QUEEN

Sector 7 · Rail Yard

2 400 HP

THE GRAVEDIGGER

Sector 44 · Kettle Pit

2 800 HP

THE WARDEN

Sector 12 · holds a line

3 200 HP

THE USURPER

Turns your structures around

3 300 HP

THE SHEPHERD

Holds a pack

3 400 HP
06 — Squad

Up to six. Or one, with bots.

Up to 6 operatives

Solo, with one or two bot companions, or a full squad online. One simulation, one city for everyone.

Revives are shared

Down without a medkit: 24 seconds while someone is standing. Hold interact nearby — two revive twice as fast, a medic in about two seconds.

Resources are given

G hands 5 scrap and 1 electronics to the nearest ally. The engineer builds the turret, everyone else hauls.

Four bots

Bulwark, Kite, Orderly, Wasp — companions with different roles for when the squad did not show.

07 — Velm Pass

Cosmetics and convenience. Not power.

The game is free. The store carries Velm Pass, skins and cores.

Velm Pass

30 or 90 days. PASS status on your profile.

Skins

Scavenger Queen and other weapon and turret looks.

Cores

Rare cores — a scarce crafting resource.

08 — Media

From Velm

Key art
Key art
The city answers noise
The city answers noise
Sector 9 — top down
Sector 9 — top down
Sector 7 — Rail Yard
Sector 7 — Rail Yard
Sector 30 — Drowned Docks
Sector 30 — Drowned Docks
The port of Velm
The port of Velm
09 — FAQ

In short

Do I need to download anything?

No. The game runs in the browser on phone and desktop. On a phone it goes fullscreen in landscape.

How do I control it?

Desktop: WASD to move, mouse to aim, LMB/Space to fire, R reload, Q/E abilities, F medkit, B build. Mobile: two sticks and the RLD / FRAG / OVERD / MED / SWAP buttons.

Is progress saved?

The profile lives in your browser. With an account it syncs to the cloud and is the same on every device.

How many players?

Solo with two bot companions, or a squad of up to six.

Is it free?

Yes. Velm Pass, skins and cores are sold in the store and give no combat advantage.

The wall holds. The office is open.

The salvage licence is issued on the spot. First sector: Old Town.

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