ATGPardis
A fictional island. Warm. Slow. Yours.
Pardis is a city on a fictional Caspian island, and the Ground ATG is being built on. Drive whatever car you like, take a jet ski out on the water, get a cold juice somewhere near the beach. Nobody is timing you. There is no objective. That is rather the point.
Pardis, a fictional island in the Caspian
The name comes from the Persian word for paradise. It is a made up city on a made up island in the warm part of the Caspian: summer for most of the year, water on every side, nothing urgent going on.
The feel is loosely based on what that coast is actually like. Warm evenings, fruit juice, a nice car, not much noise. The idea was always a place you would want to spend time in rather than pass through.
It is deliberately small. A huge map built by one person ends up empty, and empty is boring to drive through however many square kilometres it has. Pardis is sized to be filled in properly, with roads worth remembering.
It is not really about racing
The word simulator is there because the driving is serious. Everything else is just being somewhere pleasant, and Pardis is mostly about that second thing.
The car matters here. Paint, rims, interior, sound. It is the same customization work as ATG Racing, so it goes deep, and your build ends up looking like yours instead of a preset.
IdentityJet skis were one of the first things I wanted in this. The Caspian is right there, and roads alone would waste it. Race someone, or go out far enough that the island looks small.
On the waterSomewhere near the water there is a place to sit with a fruit juice. That is the whole feature. No quest attached to it, just somewhere to be when you are done driving.
AtmosphereCoast roads, a few mountain stretches, boulevards through town. Some are good to drive fast. Some are just good to drive.
ExplorationDay and night, weather across four seasons, traffic, people on the pavement, the ambient noise of somewhere warm. It should feel like a place you visited.
ImmersionThe groundwork for owning property, so there is a place on the island that is yours to come back to and park in front of.
Living thereWhere you play
One platform, done properly, because a second one is a tax a solo project pays every week.
The target platform. Unity 6 on the built-in render pipeline, native rendering, full hardware access and no compatibility layer in the way.
PrimaryDirectInput force feedback for wheel users, and SimHub support for dashboards and motion rigs. Gamepad and keyboard work too.
SupportedNoncommercial and not for sale. No store page, no early access tier, nothing to pre-order.
AlwaysWhat I am going for
When I think about what Pardis needs to be, it comes down to three things.
The island has to feel like somewhere real. Not big budget photorealistic real, but real in the sense that it has character. You would remember specific spots and want to go back to them.
The driving has to be good, not arcade floaty. ATG Racing is partly there to get the physics right before Pardis needs it, and the same goes for anything that floats.
Nothing forces you anywhere. Drive up the coast and stop at a beach, or spend the evening on a car you never take out. The island does not mind what you do with it.
ATG Racing feeds Pardis
ATG Kish ran from 2017 to 2019 and settled what one person can do with a real island: 23 or so screenshots, a gameplay video, five posts and a rain shader people still ask about. Racing comes next, in a browser, where the physics, the car customization and the track tools get solved on a platform that punishes waste. Pardis then takes the parts that actually work, carried across one at a time rather than lifted wholesale, because code shaped around a browser has no place in a native game.
Where things stand
One person, no team, no funding, no publisher. Pardis is the next Ground, and the groundwork for it is being done in ATG Racing first, because the physics and the customization have to be right before an island is worth building around them.
So there is no date on this page. If something moves it goes on @ATG_Simulator or in the devlog. That is the honest version, and it is the only version this page will carry.