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PB-03 Playable game

ElsewAir

A playable vehicle-and-island-life game about transport, community and ordinary work.

active development 12.27 ms full-frame mean · authored social simulation
PB-03 active development
SYS/TERRAIN 04 CHANNELS PALOMA BB
01
Frame target
80×40 @ 120f
02
Measured mean
12.27 ms
03
Core loop
Transport + community
04
Combat
None

What is real today

A game about becoming useful somewhere strange.

ElsewAir is a playable flight-and-island-life game built around transport, ordinary work, mechanical understanding and relationships. The player arrives after an aircraft failure and gradually becomes part of a small island community.

Flying matters, but the game is not a combat simulator. Ground vehicles, boats, deliveries, instruction and social obligations all belong to the same world. Progress comes from knowing people and machines better, not from farming, crafting or survival meters.

Its terminal renderer and simulation are engineered as seriously as the characters and setting. Performance is measured by stage so visual ambition can grow without losing the responsive feel of play.

System shape

Movement, people and place share one simulation.

The technical and narrative systems are designed to reinforce the same fantasy: learning how a community moves and helping it function.

FLIGHT01

Aircraft + handling

Flying is readable, expressive and connected to instruction, repair and the history of the player’s accident.

ISLAND02

World + transport

Roads, water and air routes make the island a place to understand rather than a menu of disconnected activities.

CAST03

Authored social life

Residents have occupations, disagreements, loyalties and practical reasons to depend on one another.

RASTER04

Terminal renderer

A measured coarse, fine and resolve pipeline produces a dense world within an intentionally constrained display.

Current evidence

The renderer is profiled, not hand-waved.

Full-frame attribution identifies exactly where time is being spent so quality decisions can be made deliberately.

01

Full frame

12.27 ms mean

The complete measured workload, including terrain, resolve and props.

02

Coarse pass

2.78 ms

Broad terrain and world structure establish the frame efficiently.

03

Fine pass

9.14 ms

Near-ground detail is the dominant cost and therefore the clear optimization target.

04

Resolve

0.26 ms

Final display resolution is small enough that work can stay focused on meaningful bottlenecks.

Operating principles

Constraints that keep the work honest.

01

No combat loop

Vehicles are instruments of movement, work and freedom.

02

No chore economy

The island avoids farming, crafting and survival busywork.

03

Authored people

Characters are specific, difficult and socially interconnected.

04

Measured rendering

Performance work follows attribution instead of guesswork.

Connected work

This project is part of a larger practice.