Ski the ice. Jet the sky. Don't slow down. Frozen Velocity is a physics-first, momentum-driven arena shooter on a frozen alien world — playable flat or in VR, alone against smart bots or in fast online CTF, TDM and Deathmatch on procedurally generated battlefields.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Frozen Velocity is a physics-first team shooter built around skiing, jetpacks and momentum, playable flat or in VR in the same match. Movement games like this only find their real balance once a lot of people are playing them in ways the developer never anticipated: routes across the terrain, class and weapon balance, the pace of the capture-the-flag objective chain, and how the bots hold up against experienced humans. It is a one-person studio, and the fastest way to get those answers is to put the game in players' hands now, listen, and iterate in the open. Early Access lets the people who care most about this kind of game shape it while the core is still flexible.”

Approximately how long will this game be in Early Access?

“The plan is 6 to 12 months. That is enough time to run several balance passes with real match data, expand the map and mode set, and finish the VR polish. If the community feedback points somewhere that needs more time, Early Access will run longer rather than ship a 1.0 that isn't ready.”

How is the full version planned to differ from the Early Access version?

“The full version is intended to add more biomes and base layouts for the procedural map generator, additional game modes beyond capture the flag, team deathmatch and deathmatch, a wider weapon and deployable set, ranked or seasonal play if the player base supports it, expanded training and tutorial content for new players learning to ski, further bot improvements, and refined VR interaction (hand poses, left-handed play, comfort options). Balance, netcode and performance will keep improving throughout based on what Early Access players report.”

What is the current state of the Early Access version?

“The game is fully playable end to end today. Matches run in capture the flag, team deathmatch and free-for-all on procedurally generated maps across four biomes, with three classes (Scout, Striker, Bastion), six weapons, backpacks and deployables including turrets and jump pads, and a base objective chain where power, generators and flags matter. Online play works through Steam lobbies, direct LAN connection and dedicated servers, with voice chat, text chat and vote kicks. AI bots fill teams and play the objectives, so a match is always available even with an empty server browser. Flat and VR players share the same physics and the same matches. The NVIDIA build supports DLSS. Expect the rough edges of a small-team game: bots that occasionally make poor route choices, balance that will shift as data comes in, and VR interaction that is functional but still being refined.”

Will the game be priced differently during and after Early Access?

“Yes. The price will increase slightly when the game leaves Early Access, to reflect the additional content and polish added during development. Buying during Early Access is the lower price.”

How are you planning on involving the Community in your development process?

“Bug reports and suggestions go to a public issue tracker that doubles as the development roadmap, so players can see what is being worked on and what has shipped. Balance changes will be posted with the reasoning behind them and the match data that drove them. Regular playtest sessions will be announced on the Steam community hub and Discussions, and the developer will be in the matches. Feedback on movement feel, class balance, map generation and VR comfort will directly decide what gets built next.”
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About This Game

Ski the ice. Jet the sky. Don't slow down. Frozen Velocity is a physics-first, momentum-driven arena shooter on a frozen alien world — playable flat or in VR, alone against smart bots or in fast online CTF, TDM and Deathmatch on procedurally generated battlefields.

About this game:

Speed is a weapon. Frozen Velocity brings back the lost art of the momentum shooter: drop into a valley on your skis, hit the far slope at 150 km/h, and light the jetpack to launch clean over the enemy base with the flag on your back. Every ridge is a ramp. Every gunfight is a question of who managed their energy better.

One game, two ways to play. Fight with mouse and keyboard on a flat screen, or put on a headset and hold the guns in your hands — full VR with physical two-handed weapons, wrist HUD, and a movement system tuned to keep your stomach where it belongs. Flat and VR players share the same servers.

- Three classes, real trade-offs — the Scout out-skis everything, the Bastion plants turrets and holds the line, the Striker does the dirty work in between. Swap loadouts and packs at inventory stations mid-match.

- Weapons built for moving targets — the Inertial Launcher's discs punish predictable skiing, the Lancer beams through the sky, the Scattergun ends close encounters, and everything inherits your velocity.

- Bases that matter — knock out solar arrays to starve the generator, breach the shield, and take the flag. Deployable turrets, sensors and mines turn every base into your own fortress.

- A different battlefield every match — procedural maps across four biomes (ice, toxic, volcanic, red desert) with weather that changes the fight: acid rain that slicks the ground, dust storms, lava glow, auroras over the ice.

- Bots worth playing against — neural-network-trained AI that skis, jets, leads its shots and pushes objectives, so a full match is always one click away.

- Online out of the box — host or join through Steam, invite friends, chat and voice built in.

Fictional world, real physics, zero brakes.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

As a solo dev who is horrible at drawing but good at code, 2d and 3d assets have been build using the help of generative AI.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • VR Support: OpenXR supported
    Recommended:
    • Requires a 64-bit processor and operating system
    • VR Support: OpenXR supported
    Minimum:
    • VR Support: OpenXR supported
    Recommended:
    • VR Support: OpenXR supported
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