In development

Around The Ground

A driving and living simulator for Windows, built by one person. An island, a car, and nothing telling you what to do next.

One game, built one island at a time

ATG is a single game rather than a series. It runs on Windows, it is built in Unity 6 on the built-in render pipeline, it supports DirectInput wheels and SimHub, and it is free. Not free as a demo: free as in noncommercial, because I am not selling it.

A Ground here means an island. The game grows by adding Grounds rather than sequels, and each one is a place you can drive around, walk through and swim off. Kish was the first, and it is concluded. Pardis is the one being built now.

The driving is the serious part. Vehicle physics runs on NWH Vehicle Physics 2, with Dynamic Water Physics 2 for anything that floats. The rest of the island is there so the driving has somewhere to happen.

The Grounds

Two islands so far. One concluded, one in progress.

Two cars parked on the Kish coast road, rendered in Unity
Concluded, 2017 to 2019

Kish

The benchmark. An open world rebuild of Kish Island in Unity, built to establish what one person could do with a real place. It concluded in 2019 having settled that question, and the experience it produced is what the rest of this runs on. It also produced a rain shader people still ask me about.

See the archive
In development

Pardis

A made up island in the Caspian, small enough that one person can actually finish it and dense enough to be worth driving. Four seasons, warm most of the year, water on every side. This is the technical Ground: the place where the systems get built properly before anything larger is worth attempting.

There are no screenshots here yet. When there are, they will be real ones.

Read about Pardis

What it is being built to be

This is the shape of the game, not a feature list you can hold me to. Nothing here has a date, and anything that turns out to be beyond one person gets cut rather than promised.

Walking and swimming

You are not welded into the driver's seat. Park, get out, walk around, go in the water.

Things that float

Jet skis, boats and yachts, running on Dynamic Water Physics 2. An island needs its water to matter.

Traffic and people

Other cars on the road and pedestrians on the pavement, so the island feels inhabited rather than staged.

Day, night and weather

Four seasons on a warm island, with the day and night cycle and weather work carried over from earlier projects.

Wheels and telemetry

DirectInput force feedback for wheel users, plus SimHub support for anyone with a dashboard or motion rig.

Somewhere to keep your things

The groundwork for owning property, so the island has somewhere that is yours to come back to.

Finding your way

A GPS and minimap, with roads that fill in as you actually drive them.

Radio

Royalty free stations, and a folder where you can drop your own music and hear it on the drive.

A marina and an airport

Both are landmarks to drive to. What they might do later is a later problem.

Where updates go

Progress is posted in the devlog and on X. There is no schedule for either. This is a side project, so it moves when it moves, and posting on a timetable would only mean padding.

The devlog also keeps the five posts from the ATG Kish years, from 2017 to 2019, including the free water drop shader that came out of that work.