Competitive First-Person Extraction Shooter

VELION

Fight your way out. Keep what you kill.

Drop in carrying gear from your stash. Loot the map, out-shoot seven other teams, and reach the extraction elevator before the clock runs out. What you extract is yours to keep. What you lose is gone. The only progression is survival.

Unreal Engine 5/ PC via Steam/ In Development

01 — What is Velion

An extraction shooter that gets out of your way.

Velion delivers AAA-quality gunplay, networking, and hit registration — then deliberately subtracts the systems that make traditional extraction shooters slow. No economy. No traders. No currencies. No crafting. No ammo tiers. No attachment grind.

The complexity budget goes back where it belongs: into the firefight and the extraction. Every second is spent moving, fighting, looting, and extracting — not managing menus. Fast to learn, fair to lose, and satisfying to win.

02 — How a Match Plays

Gear up. Drop in. Get out rich — or get nothing.

One match is a single, unbroken risk. You commit gear from your stash, land on a purpose-built map with seven other teams, and everything you touch from that moment — loot, kills, ground you take — only counts if you carry it to an extraction elevator and ride out alive. Die, and it all stays on the map.

  1. 1

    Load Out

    Pull a loadout — helmet, armor, backpack, primary, secondary — from your persistent stash. Every piece you bring in is a piece you can lose.

  2. 2

    Fight & Loot

    Land in a protected spawn, then push out. Upgrade your kit from weapon and gear crates, and strip everything off the players you put down.

  3. 3

    Extract

    Call your team's elevator, hold it through a ten-second siren, and ride out. Everything you carry out becomes permanently yours.

  4. 4

    Grow the Stash

    Bank what you extracted, kit up harder, and drop again. There's no XP and no currency — the stash is the progression.

Fifteen minutes, start to finish

  1. 0:00

    Drop In

    Every team starts in its own protected, non-re-enterable spawn room and gears up from the loadout it brought.

  2. 0:08

    Protection Lifts

    Per-player spawn protection ends — you're live. Enemies still can't breach any spawn room yet.

  3. 2:00

    The Map Opens

    Spawn barriers drop across the board. Rotations collide and the contested fighting begins in earnest.

  4. mid

    Loot · Push · Resupply

    Work the tier rings for better gear, top up ammo at fixed stations, and read the map for where the fights are.

  5. any

    Call Extraction

    Trigger your elevator: a loud ten-second countdown, a ten-second exposure window, doors open to anyone inside. Re-callable all match.

  6. 15:00

    Hard Stop

    The match ends at 15:00 — or the moment every player is resolved, extracted or dead. Anyone still on the map has failed to extract.

03 — What Sets It Apart

Built firefight-first.

Decisive Gunplay

Real server-side ballistics — no hitscan. Deterministic, learnable recoil with no random bloom. You always know why you won the duel.

Extraction Tension

One elevator per team, a loud ten-second countdown, and everyone inside rides out. Extract your gear and it's yours forever.

Fifteen-Minute Matches

Eight teams, one life, no respawns. Tight, high-stakes rounds that end in extraction — or elimination.

No Economy, No Grind

No currencies, traders, crafting, or attachment menus. Weapon variants replace attachments. Time goes into the fight.

Competitive Integrity

Dedicated servers at a 120 Hz tick, server authority over every outcome, lag-compensated hit registration, and kernel anti-cheat.

Risk-Zoned Loot

Concentric tiers from the outer ring to the contested center. Higher risk, higher reward — read the map, pick your fight.

04 — In the Launch MVP

The whole loop, built correct — nothing more.

Velion's first playable is a complete extraction experience, not a tech demo. Every system below is in scope for launch; each earns its place by making the firefight better. Here's what you'll drop in with.

01 Modes & Match

  • 15-minute matches · one life · no respawns
  • 8 teams per match — Solo / Duo / Trio / Squad (up to 32 players)
  • Friendly fire off · mid-match reconnect supported
  • One purpose-built octagonal map

02 Gunplay & Ballistics

  • 13 weapons across 6 classes: Pistol, SMG, Assault Rifle, Marksman, Sniper, Shotgun
  • Real server-side projectiles — no hitscan — with velocity, drop & penetration
  • Deterministic, first-shot-accurate recoil — no random bloom
  • Weapon variants in place of attachment menus
  • Finite, universal ammo — refilled only at ammo stations

03 Health, Armor & Downed

  • 100 HP · four hitboxes (head / chest / arms / legs) · no instant-kills
  • 3 armor + 3 helmet tiers (25 / 50 / 75% reduction) with durability
  • Go down, get revived by a standing teammate — no self-revive
  • Team-wipe the instant a squad's last member is knocked down

04 Movement

  • Stamina-governed: sprint, tactical sprint into slide, lean, mantle / vault, crouch
  • Grounded, momentum-based traversal
  • No prone, no dive — readable silhouettes, honest gunfights

05 Loot & Gear

  • Weapon crates, gear crates, and fully lootable fallen players
  • Tier-zoned concentric rings — Outer / Mid / Center (higher risk, higher tier)
  • Flat, slot-per-item backpacks up to 42 slots — no stacking, no grid tetris

06 Progression & Stash

  • Persistent, server-authoritative stash (~500 slots)
  • Extraction commits gear permanently; death commits nothing
  • No XP, levels, currency, or unlocks — survival is the progression

07 Netcode & Integrity

  • Dedicated servers only, at a 120 Hz tick
  • Client prediction, reconciliation, lag compensation & server rewind
  • Server authority over every outcome · kernel anti-cheat

By Design, Left Out

Velion wins by subtraction. Deliberately not in the game:

  • Economy · traders · currencies
  • Crafting · attachment menus · ammo tiers
  • Grenades · vehicles · weather
  • Ranked · battle pass · cosmetics
  • Prone · dive · self-revive · minimap · AI enemies

Target feature set for the first playable and Steam Playtest — in active development, and subject to change.

The stash is the meta-layer.

The match is the risk.

The only progression is survival.

05 — Design Pillars

Four rules. One question.

P1

Every Gunfight Matters

Fair, responsive, decisive combat. You always understand why you won or lost.

P2

Every Extraction Matters

Extracting valuable gear is the payoff — the core of the risk and the reward.

P3

Minimal Complexity

Time goes to moving, fighting, looting, and extracting — never to menus.

P4

Competitive Integrity

You lose to being outplayed — never to hidden mechanics, RNG, or cheating.

Every scope decision answers one question: “Does this improve the firefight?”

Survival is the only score that counts.

Velion is in active development. Follow along as the drop zone comes online.

Placeholder links — the Steam page and playtest signup are not live yet.