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Heroes
There are currently 3 different playable characters in Venge. Each of them have different abilities and supports different play styles. Each character have a main ability which can inflict spells (cards), and a melee ability that grants mobility and close combat advantages. Melee abilities are not imbuable with cards. Some characters work better in particular maps since they support certain play styles. More heroes will be added over time.
Lilium
Lilium was the first ever playable character added to Venge. She
is an invariable asset of game modes with area defending.
Supports general play style both close and far combat.
With her main ability, Grenade, she is able to hold
difficult areas. At centre, it hits 125 AOE (area-of-effect)
damage and exponentially decreases based on distance from center
of the explosion. Grenade's each impact to any surface reduces
its speed, based of the angle. She is able to both block
enterances and exits of the areas she fight. Her grenade
explodes when damaged by a third party source.
With
her melee ability, Hammer, she is able to strike a quick melee
hit with short period of cooldown and decent damage. Exceptional
against close combat heroes like Shin.
Main ability: Grenade
Throws a grenade which explodes after a short period of time. Deals area-of-effect damage.
- Damage : 25-125 (Highest in centre, lowest in ends)
- Damage With Spells : 30-143 (Highest in centre, lowest in ends)
- Cooldown : 10 Seconds
- Explosion Delay : 2 Seconds
- Imbuable With: Frost Bomb
- Midnight Curse
- Sparking Sprites
- Muscle Shock

Melee ability: Hammer
Instantly hits with his hammer towards crosshair direction.
- Damage : 75-95
- Cooldown : 1 Seconds
- Hit Delay : 0.4 Seconds

Shin
Shin was the first agile character added to Venge. His fast
style ables him to survive impossible situations normally might
be fatal for other characters. Highly supports close combat play
style.
With his main ability Shuriken, he quickly
throws three ninja stars towards the direction he faces.
Shuriken is both to combo with his other attacks and inflict
imbued spells to his enemy. First of the stars travels directly
on crosshair direction, second and third travels diagonally
transverse directions; thus makes it effective in a wide area
towards him, from close to medium range.
With his
melee ability Dash, he can travel short distances in a quick
leap forwards. Grants him a unique mobility against any threat.
Dash also effective as a finishing move. When Dash is active, he
deals low amount of damage to any enemy he intersects with.
Main ability: Shuriken
Throws 3 ninja stars towards the crosshair.
- Damage : 15-20
- Damage With Spells : 20-35
- Shuriken count : 3
- Cooldown : 3 Seconds
- Imbuable With: Venom
- Midnight Curse
- Muscle Shock

Melee ability: Dash
Dashes towards the direction Shin faces. Damages to intersected enemies
- Damage : 20-50
- Cooldown : 10 Seconds
- Dash Delay : 0.1 Seconds

Echo
Echo is the third character added to Venge. He has a high
mobility secondary ability which ables him to displace to
impossible places. Supports a wide range of play styles both
close and far combat.
With his main ability, throwing axe, he can deal damage to a
single target and inflict the imbued spell. Axe travels directly
to crosshair direction and has a low cooldown period. While he
moves to impossible to reach locations with his secondary, he
can wait off the cooldown to go up then continue to fight with
throwing axe.
With his melee ability, Grappling Hook, he is able
to quickly displace to the places other characters can't get too
easily. The hook can cling on certain surfaces and grant him a
unique mobility advantage. If he intersects with any enemy
during the grappling sequance, he hits low to medium damage to
them. He can use the grappling hook just for the gain speed,
displace on the current level of the map or to get high vantage
points. Exceptional against Lilium's deadly bombs.
Main ability: Throwing Axe
Throws an axe towards the crosshair.
- Damage : 15-20
- Damage With Spells : 20-35
- Cooldown : 3 Seconds
- Throw Delay : 0.2 Seconds
- Imbuable With: Venom
- Midnight Curse
- Muscle Shock

Melee ability: Grappling Hook
Fires a grappling hook towards the crosshair. If it connect to a climbable location jerks towards it.
- Damage : 15-20
- Cooldown : 5 Seconds

Kulu
Kulu was the first character with magical abilities added to Venge. With his abilities,
Kulu can hold and defend areas of interest. Supports defensive combat,
fighting with multiple enemies, and strategical playstyles due to his cunning abilities.
With his main ability, Call Totem, he is able to set ambushes on his enemies.
Totems deals area of effect damage and are imbue-able with cards. After 2 seconds a totem is summoned,
they arm up and explode when an enemy comes near them. His totems also explode when damaged by a third-party source.
With his melee ability, Stormbringer,
Kulu is able to hit enemies in front of him.
Call Storm will hit multiple enemies within its radius.
Main ability: Call Totem
Summons a totem that explodes when enemies near it.
- Damage : 10-20
- Damage With Spells : 20-30
- Cooldown : 10 Seconds
- Activate Duration : 2 Seconds
- Imbuable With: Venom
- Midnight Curse
- Muscle Shock

Melee ability: Stormbringer
Casts a spell that strikes enemies in the direction he faces.
- Damage : 40-60
- Cooldown : 10 Seconds
- Casting Time : 1 Seconds

Weapons
Weapons in Venge are in the weapon loadout system. It has 4 slots and each slot is customizable with different weapons. Rifle, Sniper, Shotgun and Handgun are main slots of the loadout system. Each slot can be customizable with various weapons in respective weapon type.
Scar
Scar is most famous weapon in Venge. It's an assault rifle type weapon. Supports general play style as it balanced in most of the weapon aspects.
Stats
- Shoot Time : 0.06
- Recoil Rate : 0.9
- Spread Rate : 300
- Focus Spread Rate : 200
- Damage : 13
- Distance Multiplier : 1
- Ammo Capacity : 25
- Reloading Time : 2.2
- Vision Vibrate : 12
- Focus FOV : 45

M4
M4 is an assault rifle. It has high fire rate and less spread than Scar but it's recoil is higher. Effective with burst fire shooting and mid to far distance.
Stats
- Shoot Time : 0.04
- Recoil Rate : 1.75
- Spread Rate : 1500
- Focus Spread Rate : 500
- Damage : 13
- Distance Multiplier : 1
- Ammo Capacity : 25
- Reloading Time : 2.2
- Vision Vibrate : 12
- Focus FOV : 45

AK47
AK47 is a rifle type weapon. Its damage is reliable for it is pretty useful with dealing high amounts of damage in single shot. But it is harder to hit to the enemies due to its high spread rate. Effective in mid to far fire distance.
Stats
- Shoot Time : 0.09
- Recoil Rate : 1.4
- Spread Rate : 2000
- Focus Spread Rate : 650
- Damage : 18
- Distance Multiplier : 1
- Ammo Capacity : 30
- Reloading Time : 2.2
- Vision Vibrate : 12
- Focus FOV : 45

Shotgun
Shotgun is currently the only scattergun in Venge. It shoots 8 projectiles in each shot. Effective in close combat as its slugs lose their damage as they travel more distance proportionally. Half of the projectiles travel in a fixed form and the rest discharges randomly. Projectiles also exponentially spread from each other based on the distance they travel.
Stats
- Shoot Time : 0.85
- Recoil Rate : 2
- Spread Rate : 120
- Focus Spread Rate : 50
- Damage : 9
- Distance Multiplier : 0.85
- Ammo Capacity : 3
- Reloading Time : 2.2
- Vision Vibrate : 40
- Focus FOV : 30

Tec-9
Tec-9 is currently the fastest fire rated weapon in Venge. It's a sub-machine gun (SMG) type weapon. Effective in close to mid range as it has almost irrepressible recoil and spread rate in long ranges.
Stats
- Shoot Time : 0.032
- Recoil Rate : 1.1
- Spread Rate : 650
- Focus Spread Rate : 450
- Damage : 12
- Distance Multiplier : 0.9
- Ammo Capacity : 25
- Reloading Time : 2.2
- Vision Vibrate : 15
- Focus FOV : 45

AWP
AWP is a sharp shooter rifle. Effective between medium to far range targets. Often does fatal damage to enemies and has the highest zoom rate among other weapons. Since it designed to keep functioning in sub-zero temperatures, it requires manual action to put a new ammo to the chamber.
Stats
- Shoot Time : 1.3
- Recoil Rate : 2
- Spread Rate : 125
- Focus Spread Rate : 7
- Damage : 95
- Distance Multiplier : 1
- Ammo Capacity : 4
- Reloading Time : 3
- Vision Vibrate : 10
- Focus FOV : 15

Sniper
Sniper is was the original sharp shooting rifle in Venge. It's a semi automatic rifle. Effective in medium to far range. The ammo fired from Sniper lose less damage than other weapons as they travel distance. Its damage is reduced, and its attack speed boosted in October, 2023.
Stats
- Shoot Time : 0.5
- Recoil Rate : 1.25
- Spread Rate : 100
- Focus Spread Rate : 7
- Damage : 38
- Distance Multiplier : 1
- Ammo Capacity : 6
- Reloading Time : 2.2
- Vision Vibrate : 5
- Focus FOV : 40

AWP
AWP is a sharp shooter rifle. Effective between medium to far range targets. Often does fatal damage to enemies and has the highest zoom rate among other weapons. Since it designed to keep functioning in sub-zero temperatures, it requires manual action to put a new ammo to the chamber.
Stats
- Shoot Time : 1.3
- Recoil Rate : 2
- Spread Rate : 125
- Focus Spread Rate : 7
- Damage : 95
- Distance Multiplier : 1
- Ammo Capacity : 4
- Reloading Time : 3
- Vision Vibrate : 10
- Focus FOV : 15

Light Machine Gun (LMG)
LMG is a light-weight machine gun. It has got more ammo capacity than any other weapon in Venge. It's spread and recoil (per second) rates also the highest among other weapons. Currently the only available on Gun Game mode.
Stats
- Shoot Time : 0.07
- Recoil Rate : 1
- Spread Rate : 1200
- Focus Spread Rate : 600
- Damage : 20
- Distance Multiplier : 1
- Ammo Capacity : 50
- Reloading Time : 3.5
- Vision Vibrate : 15
- Focus FOV : 45

Desert Eagle
Desert eagle is currently the only pistol in Venge. It has high damage and and almost no shooting time restrictions but fires with a high recoil and spread rate. Effective against close to mid range Targets.
Stats
- Shoot Time : 0.16
- Recoil Rate : 3
- Spread Rate : 4000
- Focus Spread Rate : 600
- Damage : 18
- Distance Multiplier : 0.8
- Ammo Capacity : 12
- Reloading Time : 2.2
- Vision Vibrate : 22
- Focus FOV : 45

Game Modes
There are currently 4 official game modes in Venge. Each of them offer a specific style to play. Some heroes may perform better than others when carry out the map objectives, because the hero abilities might come in handy when carrying out the map objectives. Weapon select is also important when building strategies on certain game modes. For close quarter combats, it's better to use short range weapons and vice versa for combats happening with a distance between.
In Venge, game objectives usually includes collecting, defending and attacking. Most of the objectives requires that players stay or reach to certain areas that may be protected by enemy players, so it might be logical to choose a durable/agile character to perform map objectives.
Point
Point mode is an area-defend-based game mode. It's a deathmatch mode so every player is for themselves. Every 30 seconds, an area is marked on the map and grants 2 points per second to anyone standing in it. If a player manages to stay inside the circle when the time is up, they get additional bonus points.
Point areas often stage intense battles. Anyone who arrives first to the point area should defend the place against other players, in order to secure as the most points as possible. Point matches end when the match time is up and the first 3 players on the scoreboard are considered winners. The scoreboard is arranged from the player with the most points to the least one.
Lilium and Kulu are more suitable for this mode than the rest of the heroes, for their defense capabilities are superior. Also, spells should come in handy when used to defend/capture the point area.
Black Coin
Black Coin is a game mode created for Venge. Players must gather coins from the corpses of fallen players, and attempt to deliver them to the altar, in exchange for points. The more coins delivered at the same time, more bonus points will be granted. It's a deathmatch mode so every player is for themselves. Black Coin matches end when the match time is up and the first 3 players on the scoreboard are considered as winners. The scoreboard is arranged from the player with the most point to the least one.
In the map Temple, there is an alternative corridor leading to the upstairs of the altar compound, which is highly advantageous due to its high-ground view of the altar. Players tend to hold it and ambush the incoming gold carriers at the downstairs grounds.
While Echo and Shin are nice assets for the fast gold gathering play style, Kulu and Lilium are great for those choosing to defend the altar area. Whichever playstyle is chosen, the main task is to collect as many points as possible.
Payload
Payload is a team-based carry-forward game mode. Players try to push the wagon all the way to the enemy base, and the team that manages to do it wins the match. Players also gain points by pushing the wagon but it's only decisive if the time is up before the wagon reaches any base.
In payload, teams of 3 players clash to control the wagon advancement. It is crucial to carriers of wagon must be protected from the points of interest. Mistle includes two main paths often colliding with each other. Players should also check the potential flank attack while holding an area.
Since it's a team-based game mode, certain play styles might perform better. Heroes in the team, spells, and weapon choices may slightly affect the team's performance. For example, all shotgun assault team, or one Echo to lure enemies into two Lilium bombs thrown at the same time.
Gun Game
Payload is a team-based carry-forward game mode. Players try to push the wagon all the way to the enemy base, and the team that manages to do it wins the match. Players also gain points by pushing the wagon but it's only decisive if the time is up before the wagon reaches any base.
In payload, teams of 3 players clash to control the wagon advancement. It is crucial to carriers of wagon must be protected from the points of interest. Mistle includes two main paths often colliding with each other. Players should also check the potential flank attack while holding an area.
Since it's a team-based game mode, certain play styles might perform better. Heroes in the team, spells, and weapon choices may slightly affect the team's performance. For example, all shotgun assault team, or one Echo to lure enemies into two Lilium bombs thrown at the same time.
Required kill amount for each tier:
- Tec-9 : 2
- Shotgun : 2
- M4: 3
- Scar : 3
- Sniper : 3
- AWP : 2
- LMG : 2
- Desert-Eagle : 3
- Dagger : 1
Melee [E key] kill steals an additional rank point for the enemy, granting 2 tier rank points. Melee kill victims lose a rank towards the rank below. If a player gets killed with a melee attack while at the Tier 1, their rank will remain to be Tier 1.
Echo and Shin come in handy in Gun game because the ability to reach far distances quickly matters a lot. In Gun Game mode, players must seek an opportunity at all times, must travel quickly throughout the map and engage as most combats as possible to win.
Maps
There are currently 5 different playable game modes in Venge.
Sierra
Sierra is the first map ever released for Venge. Inspired by ancient Egyptian sandstone settlements, it features warm yellow textures and bold red stripes across its structures, giving it a unique and iconic look.
The map consists of two main combat areas, connected by multiple sub-routes that offer different paths between them. One of the key areas is the Center Square — an open space surrounded by three elevated terraces. Each terrace overlooks a different part of the square, offering strong strategic positions for controlling the fight.
The second major area is the Market Square. It connects to the Center Square through two separate routes. Both of these paths are often the site of heavy conflict, as they are easily defended from Sierra's elevated spots.
Sierra's design rewards smart movement and control over high ground, making every position count.
Xibalba
Originally removed due to critical bugs, Xibalba made its return after the OnRush developers resolved the core issues. It was successfully republished in October 2023, bringing back one of the most distinct and challenging environments in the game.
The map is defined by its unique, maze-like structure. At the heart of Xibalba lies a central area that connects both halves of the map, acting as a key crossroads where most engagements tend to erupt. This central point is surrounded by multiple access routes, making it both a valuable objective and a dangerous place to hold.
Xibalba is built for fast-paced, unpredictable encounters. A series of elevated terraces provide strong overwatch positions, while the narrow back alleys offer stealthy flanking routes and quick escapes. The layout supports a wide variety of playstyles, encouraging creative approaches and coordinated movement.
The environment itself feels ancient and mysterious, with weathered stone structures and shadowy corners that reflect its namesake's roots in Mesoamerican mythology. Every part of the map encourages movement, positioning, and quick decision-making.
Xibalba is a map that rewards those who can adapt, control space, and use its dense layout to outmaneuver their opponents.
Scraper
Whoever read's this. I am currently working on adding a Scraper description. Give me some time okay? - NeXi2k
Tundra
Tundra is a cold, snow-covered battlefield set in a frozen landscape where snowfall never stops. The entire map is blanketed in white, creating a harsh and desolate atmosphere that shapes both visibility and movement.
The layout consists of three main squares, all connected by an underground cave system that allows for alternative paths and strategic flanking. These routes provide a way to navigate the map without crossing open ground a crucial option during heavy firefights.
Combat often centers around the terraces that separate the main areas. These elevated positions offer strong control points, making them frequent hotspots for clashes. One of the key areas, known as the Docks, connects directly to the cave system, the Hall of Fame building, and extends upward toward the Market Square.
Tundra rewards players who can adapt to its layered layout, make use of its natural cover, and control the spaces between its major zones. It's a map where patience, positioning, and smart pathing can decide the fight.
Mistle
Mistle is a visually varied map that combines dry, sandy terrain with areas of lush greenery. A narrow river runs through the center, crossed by a single bridge that acts as a key focal point and natural chokepoint during engagements.
The map is framed by smaller, rocky hills and sand-colored elevations that help shape sightlines and define the play area though these higher areas are not accessible, they contribute to the map's layered, immersive environment.
In the east, the Snake Temple lies hidden among the rocks, with access to the main battlefield via a tunnel and a sloped path. On the opposite side, the Fort stands as a watchful stronghold, its balconies overlooking the central zone and offering clear lines of sight.
Mistle's layout supports dynamic encounters, with open ground, limited cover, and key architectural features driving movement and strategy across the map.
Temple
Temple is the domain of a dark god, built to gather cursed coins scattered across its grounds. The map is centered around a powerful altar where the dark deity resides, drawing players into fierce battles for control.
The layout features three main corridors stretching outward from the altar area. One path leads directly to the top of the altar temple, offering a strategic vantage point. The other two routes provide access to the front and side sections of the map, creating multiple angles for engagement and movement.
Temple's design emphasizes tactical positioning and control of these key corridors, making every route vital for dominating the battlefield.
Given to Developers of Venge.
Given to Map designers of Venge that make it in the game.
Given to the Discord Staff of Venge.