CO-OP SURVIVAL RPG · IN YOUR BROWSER

Fall of Velm: Outbreak — 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
12 sectors
20 bosses
Survival and hardcore
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.

Official trailer2:00
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 — Modes

Six ways into Velm

The sector run is not the only one. Some modes are for loot, others for the score and the weekly board.

Sector run

Prep, waves, a boss every fifth and a checkpoint: extract with the loot or go deeper. This is where XP, gear and sector reputation come from.

Survival — new

No waves, no breaks: the horde rings you from every side and grows every minute. Every kill drops an XP gem, every level gives one of three upgrades. Everyone fights at the same level with starter weapons: the score is skill. Every sector is open.

Survival weekly top

Score = kills + seconds. On Monday the week’s top three get cores — 1,500, 800 and 400 — and a weapon paint nobody can buy: gold, silver, bronze.

Hardcore

Double XP and loot, the boss trophy rolls twice. But if the hero falls or leaves the fight, the level drops to one and everything worn is deleted. No revives, for heroes or bots. Turned on only with a confirmation.

The week and the night shift

Every week has its modifier: the long night, fog, stampede (half the crowd runs), close quarters and more. Every three hours one sector gives ×1.5 loot for an hour.

Squad of up to six

A room code, the queue or friends from the list. The server runs the world itself, and a squad record goes on the board as confirmed.

04 — Operatives

Five 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

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
130HP
205Speed
100%Damage
1Armor
Available from the start
Medic — Support / Sustain

Medic

Support / Sustain

Keeps the squad alive. A pulse that mends allies and sears the horde, shields, fast revives.

  • Keeps the squad standing
  • Revives far faster than anyone
100HP
210Speed
97%Damage
0Armor
Unlocks at account level 3
Engineer — Area Control

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
125HP
185Speed
88%Damage
5Armor
Unlocks at account level 2
Scout — Crit / Mobility

Scout

Crit / Mobility

Fast, precise, fragile. Cuts through the horde with a dash, marks the prey and cracks bosses with a charged shot.

  • Hits hardest (+32%)
  • Fastest on foot by a wide margin
96HP
250Speed
115%Damage
0Armor
Unlocks at account level 5
Miner — Melee / Demolition

Miner

Melee / Demolition

A drill, a hard hat and forty years underground. Fights up close, slams the ground and brings the roof down on the horde.

  • Toughest up close
  • Every drill hit brings the next Quake sooner
175HP
195Speed
100%Damage
3Armor
Unlocks at account level 7
05 — Sectors

Twelve districts. None of them small.

Every sector is around a hundred screens with its own environment. Streets are rebuilt for every run, and the same seed gives the same city.

Sector 9 — Old Town09Starting sector

Sector 9 — Old Town

Eighty screens of dead city: streets, blocks, shops and houses you can enter and barricade. Radiation spikes close off blocks; the horde comes from every exit and manhole.

06 — 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

Charge, ground slam and a call for the brood — the first one you meet

1 500 HP

THE SIREN

Stuns with a scream, blinks across the arena and calls in support

1 900 HP

THE BROOD QUEEN

Lays eggs and screams: leave them and you fight the whole arena

2 400 HP

THE SOWER

Walks mortar fire across the ground and scorches what is left

2 600 HP

THE GRAVEDIGGER

Burrows and comes up under you with a shockwave

2 800 HP

THE SHUTTER

Plates shrug off everything except the moment it swings

3 000 HP

THE WARDEN

Holds a shield line: while the wall stands, damage barely lands

3 200 HP

THE USURPER

Takes what you built and turns it around

3 300 HP

THE SHEPHERD

Tethers thralls to itself and heals off their lives

3 400 HP

THE EYE

A beam sweeps the arena; in the second phase there are two eyes

3 400 HP

THE MAW

Inhales everything it can reach and finishes with mortars

3 600 HP

THE CLAMP

Armour opens only while both floor plates are held down

3 900 HP

THE HOUR

Every second it and the horde move faster — and never slow down

4 100 HP

THE HUSH

No eyes: it strikes wherever the last sound came from

4 600 HP

THE FIRST

The ring closes in with it until there is nowhere left to stand

5 200 HP
07 — 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.

Three bots

WRENCH (engineer), HAVOC (assault) and DOC (medic) — take up to three when the squad did not show.

Clans

A standing squad with a shared stash across six materials, weekly tasks and its own table. Join one and the sector stops being solo work.

A ping instead of a voice

A marker on the ground the whole squad sees: here, danger, regroup. Couplers keep two operatives together — drift apart and both pay for it.

08 — Depth

Five waves is only the first lap

The waves do not run out. Nerve does: every checkpoint asks one question — leave with the haul, or go deeper.

A checkpoint every five waves

EXTRACT — take what you carry and get out. CONTINUE — the next lap: higher level enemies, bigger rewards, and no promise you reach the next way out.

Descent I–V

Five tiers per sector, and each one is a different rule of engagement rather than a multiplier. You rebuild the loadout instead of shooting the same silhouettes for longer.

A wipe costs you

The squad goes down and part of the haul stays in Velm. That is what makes "five more waves" a bet and the extraction button a decision.

The server counts the record

The leaderboard does not trust the client: every run summary is checked for plausibility — time against wave count, damage ceilings. Co-op runs are marked verified.

09 — Base and craft

There is a game between runs too

Six professions, forty-six recipes and four buildings that grow with you. Credits have somewhere to go after the cap.

Six professions

Scavenging, mining, harvesting, gunsmith, engineer, chemist. Levels, mastery and specialisation — an RPG profession, not a recipe list in the corner.

Workbench

Craft and upgrade gear. The upgrade branch unlocks things loot never drops at all.

Storage and radio room

Storage is stash slots, the radio room is one more contract in hand. Buildings are permanent: they outlive any run and any wipe.

Firing range

A talent point for work done, not for a level. If the build does not work out, a token resets the tree.

10 — The city

Velm breaks

The street is not scenery. Almost everything standing can be set alight, blown up or breached — and the map is different afterwards.

Cars burn

A grenade under the hood: intact, smoking, gone. A second and a half of fuse is your window to leave — or to walk the horde into it. The wreck and the burning pool stay.

Walls come down

Two or three grenades in the same spot open a hole two bodies wide. That is a new entrance and a new line of fire, and the horde learns about it before you get to use it.

The week changes the sector

Long Night — a torch, a cone of light and a third more credits. Fogbank — they notice you later and hit harder for it. Rich Seam, Bad Blood, Range Week.

Roofs and second floors

Houses can be entered and barricaded, roofs can be climbed. From up there you see the street; from down there they do not see you.

11 — Velm Pass

Cosmetics and convenience. Not power.

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

Velm Pass

Velm Pass

The regular pass is 30 days. Premium adds cores, a month of the growth and scavenger genes and an aura to keep.

Skins

Skins

Scavenger Queen and other weapon and turret looks.

Cores

Cores

Rare cores — a scarce crafting resource.

12 — 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
13 — FAQ

In short

What is Survival?

A mode without waves: the horde never stops and keeps growing, kills drop XP gems, and every level offers one of three upgrades. Everyone fights at the same level with starter weapons, and your profile is untouched. The week’s top three win cores and a paint nobody can buy.

What is Hardcore?

Double XP and loot. But if the hero falls or leaves the fight, the level drops back to one and everything worn is deleted. Nobody can be revived, hero or bot: no kits, no lifting, no beacon. It is turned on separately, with a confirmation.

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. On a phone: left stick moves, right stick aims and fires, with RLD, MED, BLD, MARK, RUN and two ability buttons beside it. Tap the weapon panel to swap weapons.

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.

Is there a VK version?

Yes — vk.fovgame.com. Sign-in there is your VK profile only: no registration, no email, no password. Purchases are paid in VK votes. Account and progress are shared with the site.

What do I lose on a wipe?

Part of the run haul. Base buildings, professions and account level stay with you — what you lose is what you did not carry out.

Can two of us play from a phone and a PC?

Yes. The squad joins by code, the simulation is shared, the device does not matter.

The wall holds. The office is open.

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

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