ATG Pardis
A fictional island · Warm. Slow. Yours.
Pardis is a city on a fictional Caspian island. You can drive whatever car you want, take a jet ski out on the water, grab a cold juice somewhere near the beach. Nobody’s timing you. There’s no objective. That’s kind of the point.
Pardis — Fictional Island, Caspian Sea
The name comes from the Persian word for paradise. It’s a made-up city on a made-up island somewhere in the warm part of the Caspian — the kind of place that’s basically summer mostly, water everywhere, nothing urgent going on.
The vibe is loosely based on what the Caspian coast actually feels like: warm evenings, fruit juice, a nice car, not much noise. The idea was always to make a place you’d actually want to spend time, not just pass through.
It’s Not Really About Racing
The word simulator is there because the driving is serious. Everything else is just… being somewhere nice. Pardis is more about that second thing.
The car matters here. Paint, rims, interior, sound — it’s the same customization system from ATG Racing, so it’s actually deep. Your build ends up looking like yours, not a preset.
IdentityJet skis were one of the first things I wanted in this. The Caspian is right there — it felt wrong to only put roads in. You can race someone, or just go out far enough that the island looks small.
On the WaterSomewhere near the water there’s a place to sit and get a fruit juice. That’s it. No quest attached. Just somewhere to be when you’re done driving.
AtmosphereCoastal roads, a few mountain stretches, boulevards through town. Some of them are nice to drive fast. Some of them are just nice to drive.
ExplorationDay and night, weather, the ambient noise of somewhere warm. The goal was always that Pardis would feel like a real place to visit, not a loading screen you race on.
ImmersionThe race tracks from ATG Racing exist on the island as actual venues — built into the landscape. You can drive straight to one, race it, then drive back out. Or not. Police is your friend here, you can street race but *ahem* safely.
When You Want to RaceWhere You Play
ATG Pardis targets the desktop experience, inheriting the same platform strategy as ATG Racing but for Windows or maybe Linux.
Primary target platform. Full hardware access, native rendering, and maximum performance with no compatibility layers.
Linux players can run ATG Pardis through WINE, though the focus is only Windows due to very limited resources.
What I’m Actually Going For
When I think about what Pardis needs to be, it really comes down to three things.
The island has to feel like somewhere real. Not big-budget AAA photorealistic real, but real in the sense that it has character. You’d remember specific spots. You’d want to go back to them.
The driving has to be good. Not arcade-floaty. ATG Racing is being built partly to get the physics right before Pardis needs them. Same with the jet ski stuff — it should feel like you’re actually on water.
There’s no structure forcing you anywhere. If you want to race something, go race it. If you want to drive up the coast and stop at a beach, do that. The island doesn’t care what you do with it.
ATG Racing -> ATG Pardis
ATG Kish ran from 2017 to 2019 — open world, Kish Island, Unity, physics from the Top AA Unity devs. It got 23+ screenshots, a gameplay video, five blog posts, and a rain shader that apparently was the first of its kind for Unity (people still ask about it). It was never finished, but it showed the basic idea worked. ATG Racing comes next. The physics, the car customization, the track tools — that’s the groundwork Pardis actually needs. Racing gets it done properly first. Pardis gets it after.
Where Things Stand
This is a one-person side project. No team, no funding, no publisher. Pardis hasn’t had active dev time in a while and I haven’t decided when that changes. So there’s no date to put here, and I’m not going to invent one just to have something on the page.
If and when something actually moves, it goes on @ATGSimulator or the blog. That’s the honest version.