Compare Velocity 2X prices across trusted key stores and find the best deal. Developed by Sierra. Published by Sierra. Available on PC. Genres: Action, Indie.

A shoot-em-up that hands you a teleport in the first five minutes, then dares you to route levels like a speedrunner. Brilliant in short bursts, genuinely mean if you chase the medals.

The teledash is the reason this one lodged in my head. Instead of steering around a wall, you flick the ship straight through it and reappear a short hop beyond, and the moment that verb is in your hands you stop reading levels as corridors and start reading them as solid rock with punch-through points. Most scrolling shooters spend years teaching you to respect geometry. This one hands you a way to ignore it inside the first two minutes, then builds a campaign that assumes you have already internalized the trick. The other half of the toolkit is the telepod. You fire a beacon at a spot on screen, it sticks, and you can warp back to it later, including into sealed rooms no dash will reach. Suddenly a level is a routing problem. Do you plant the pod now and take the long loop for the survivors, or ignore it and hold your boost for a clean time? The results screen after every stage cares about your clear time, how many survivors you pulled out of cryo, your kill count and your pickups, so the right answer changes depending on which medal you are chasing. Playing for a bare clear and playing for a perfect are two different games, and the second one is where the hours go. The top medal thresholds ask for something close to frame precision, and the back half of the campaign gets openly nasty about it. Structurally it refuses to sit on one shelf, which is my favorite thing about it. Half the stages are top-down flight, scrolling forward under constant pressure, with boost, bombs and the dash all mapped for fast switching. The other half park the ship, drop your pilot Kai Tana onto the deck, and swing the camera side-on for a platformer where she runs, slides, shoots and teleports on foot using the same movement logic as the ship. Both modes share the pod puzzles: color and number locked nodes you crack by lobbing bombs at them in the correct order while everything else on screen is still trying to kill you. Shooter, platformer and light logic puzzle stacked into the same five-minute level, and the transitions are smooth enough that it never feels like three demos bolted together. Presentation is clean neon that stays readable at speed, which matters far more than art direction in a genre where one misread pixel ends a run, and the electronic soundtrack does real work holding the tempo. What it does not do is give you much reason to care about the plot. The story is thin, delivered in flat mission briefings you will start skipping by the second hour, and the alien-menace framing mostly exists to justify the next level layout. The on-foot sections, sharp as they are, never quite hit the high of a clean flight run, and a few of them lean on fussy precision jumps that feel stiffer than the ship handling. Length is the other honest caveat. A straight run through the campaign will not eat your week, the value sits almost entirely in the replay loop, and if leaderboard chasing does nothing for you, you will see credits and shrug. It also badly wants a controller. Keyboard is playable, but the small analog corrections and the boost-into-dash chains are much friendlier on sticks. So who is this for? Anyone who loves the routing brain of a good speedrun game but bounces off pure bullet-hell memorization, and anyone who wants an arcade shooter built around a genuinely novel movement verb instead of another wall of pretty projectiles. It is generous with checkpoints, instant to restart, and the stages are short enough that a failed attempt costs you seconds rather than minutes, which is exactly the design you want when the entire point is shaving your own record. If you came looking for atmosphere, narrative weight or a long campaign to sink into, look somewhere else. If you want a tight, fast, mechanically clever thing you can pick up for twenty minutes and then accidentally play for two hours, it holds up better than most of what shares its shelf. Alex, Scout Team

Velocity 2X

Velocity 2X

TBASierra
GamerScout Says

A shoot-em-up that hands you a teleport in the first five minutes, then dares you to route levels like a speedrunner. Brilliant in short bursts, genuinely mean if you chase the medals.

PC
Best Price Available
€19.34-12%
at G2A
Lowest tracked: €19.34
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GamerScout Verdict

Best for score chasers and speedrun brains who want a shooter that rewards clever routing over raw reflexes.

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€19.34-12%
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€22.77
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€23.55
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€24.27
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€25.00
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Price History

Lowest tracked
€19.3425 Aug 2026
Current best
€19.34
Lowest since we started tracking
Keyshops
€17.79€18.82€19.86€20.8925 Aug28 Aug1 Sept4 Sept7 Sept
Tracking prices since 25 Aug 2026
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Screenshots & Media

Screenshot

About Velocity 2X

The teledash is the reason this one lodged in my head. Instead of steering around a wall, you flick the ship straight through it and reappear a short hop beyond, and the moment that verb is in your hands you stop reading levels as corridors and start reading them as solid rock with punch-through points. Most scrolling shooters spend years teaching you to respect geometry. This one hands you a way to ignore it inside the first two minutes, then builds a campaign that assumes you have already internalized the trick. The other half of the toolkit is the telepod. You fire a beacon at a spot on screen, it sticks, and you can warp back to it later, including into sealed rooms no dash will reach. Suddenly a level is a routing problem. Do you plant the pod now and take the long loop for the survivors, or ignore it and hold your boost for a clean time? The results screen after every stage cares about your clear time, how many survivors you pulled out of cryo, your kill count and your pickups, so the right answer changes depending on which medal you are chasing. Playing for a bare clear and playing for a perfect are two different games, and the second one is where the hours go. The top medal thresholds ask for something close to frame precision, and the back half of the campaign gets openly nasty about it. Structurally it refuses to sit on one shelf, which is my favorite thing about it. Half the stages are top-down flight, scrolling forward under constant pressure, with boost, bombs and the dash all mapped for fast switching. The other half park the ship, drop your pilot Kai Tana onto the deck, and swing the camera side-on for a platformer where she runs, slides, shoots and teleports on foot using the same movement logic as the ship. Both modes share the pod puzzles: color and number locked nodes you crack by lobbing bombs at them in the correct order while everything else on screen is still trying to kill you. Shooter, platformer and light logic puzzle stacked into the same five-minute level, and the transitions are smooth enough that it never feels like three demos bolted together. Presentation is clean neon that stays readable at speed, which matters far more than art direction in a genre where one misread pixel ends a run, and the electronic soundtrack does real work holding the tempo. What it does not do is give you much reason to care about the plot. The story is thin, delivered in flat mission briefings you will start skipping by the second hour, and the alien-menace framing mostly exists to justify the next level layout. The on-foot sections, sharp as they are, never quite hit the high of a clean flight run, and a few of them lean on fussy precision jumps that feel stiffer than the ship handling. Length is the other honest caveat. A straight run through the campaign will not eat your week, the value sits almost entirely in the replay loop, and if leaderboard chasing does nothing for you, you will see credits and shrug. It also badly wants a controller. Keyboard is playable, but the small analog corrections and the boost-into-dash chains are much friendlier on sticks. So who is this for? Anyone who loves the routing brain of a good speedrun game but bounces off pure bullet-hell memorization, and anyone who wants an arcade shooter built around a genuinely novel movement verb instead of another wall of pretty projectiles. It is generous with checkpoints, instant to restart, and the stages are short enough that a failed attempt costs you seconds rather than minutes, which is exactly the design you want when the entire point is shaving your own record. If you came looking for atmosphere, narrative weight or a long campaign to sink into, look somewhere else. If you want a tight, fast, mechanically clever thing you can pick up for twenty minutes and then accidentally play for two hours, it holds up better than most of what shares its shelf.

Alex
Alex · Scout Team

Catch-all

Tags

tier:no-steam-match:aaa-pricedenriched-from-kinguinShoot 'em UpTeleport MechanicsScore AttackSpeedrunningLevel RoutingSide-Scrolling PlatformerGenre HybridShort LevelsController Recommended

System Requirements

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Game Info

Developer
Sierra
Publisher
Sierra
Release Date
TBA

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Frequently asked questions about Velocity 2X

How much does Velocity 2X cost?

As of 7 September 2026, the cheapest in-stock offer for Velocity 2X is €19.34 at G2A, out of 5 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Velocity 2X cheapest?

The lowest in-stock price we track for Velocity 2X is €19.34 at G2A (7 September 2026). We compare 5 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Velocity 2X available on?

Velocity 2X is available on PC.

Who developed Velocity 2X?

Velocity 2X was developed by Sierra.