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.

Applies to version 1.0describes the current gameUpdated:

01 / The guides

Start with the energy

  1. 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.

  2. 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.

  3. 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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