Guides · VELTRAIL 1.0
Three questions every new courier asks
Exact answers for your first matches — with diagrams drawn from the rules and every number read from the game’s own data.
01 / The guides
Start with the energy
Guide 01 · First match
How to send your first pulse
Ride from your own generator to the active receiver with laying on. The pulse does the rest.
Guide 02 · Troubleshooting
Why a rail doesn’t carry energy
Energy needs one unbroken chain of your team’s rail from your generator to the active receiver. Here is every way that chain fails.
Guide 03 · Tactics
How to pick a route that is harder to cut
Cuts reach only 6 m along the ground. Keep the exposed stretch short and out of reach, and give it a backup.
02 / On your screen
The game’s own words
The guides use exactly the terms you see in VELTRAIL, so nothing gets lost between this page and the arena.
- Generator
- A pavilion with floating coils — your team’s indestructible energy source. Power only flows from your own.
- Receiver
- A mechanical flower that opens on delivery. Three per arena, one active each round; every pulse that reaches it is one point.
- RailHUD: “Rail: on”
- The line you lay just by moving. Your team’s connected rail carries pulses.
- Pulse
- A packet of energy. The generator sends one every 3 s while a path exists; it rides the rail by itself.
- Spark
- A pulse whose path broke. Anyone can grab it and deliver it by hand — a rival’s spark delivered by you is an interception.
- Pulse toolHUD: “Pulse”
- The same for everyone. Breaks a piece of enemy rail or hits a courier up to 6 m away.
03 / Next
More guides will come from real questions
We won’t pad this page with filler. The next guides will answer the questions players actually ask once VELTRAIL is out — in the same format: short answer first, steps second, numbers straight from the game.
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