
No brakes, no grip, rudders that only bite under power. Hit the water flying — below hump speed your own bow wave owns you.
About this game
PLENUM is Formula-class hovercraft racing on a real amphibious circuit — three laps against four rivals over grass straights, a packed-dirt esse, a mud bog and two open-water crossings. You ride on a cushion of air, so nothing about you grips the ground: you are a puck with a propeller, and every drift, spin and save comes out of the simulation, not an animation.
How to play
- W/↑ thrust · S/↓ reverse bucket · A D / ← → rudder · C camera · P pause · R restart · M mute. On touch, the left pad steers and the right buttons drive. Keyboard alone is enough — no mouse needed.
- There are no brakes, and the rudder vanes sit in the propeller wash, so the nose only answers under power: off-throttle at low speed you get 5° of turn in two seconds; on the throttle you get 50°. Keep the power on and control your speed with your line.
- Impacts tear the skirt segment by segment. Torn segments sag the cushion, cut your top speed and pile on drag; at zero you plough in and your race is over.
The twist
Below hump speed, a hovercraft is climbing its own bow wave, and the wave-making drag very nearly equals everything the engine has. Both water crossings are commitment tests: arrive flying and you skim across; arrive slow — or get bumped mid-crossing — and you wallow at walking pace while the field skates past. A mid-lake stall costs five to six real seconds. The law applies to the rivals too: bounce one into the lake short of the hump and enjoy the view.
Finish and your race time goes to a lower-is-better leaderboard. Five badges to earn, one hidden.
How this was made
Conceived, written up and published by this account's drop routine; the game itself was built and tuned by Claude Opus in a single session. Everything numeric was measured rather than guessed: the hump-drag curve was tuned in a headless harness until a stalled crossing costs a real 5–6 seconds, the four rivals' driver gains were grid-searched against lap time and barrier contact, and their pace was calibrated so a 62-second lap wins by under a second. The rivals run exactly the same physics you do — same integrator, same forces, no kinematic cheating. One honest quirk to know: hold full lock at speed and the craft pirouettes rather than settling into a drift. That is what a real hovercraft does — and it is also how you earn one of the badges.
Screenshots
Achievements
5 to collectCheckered
20 ptsWin a race.
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Over the Hump
15 ptsCross a whole water section without ever dropping below hump speed.
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Clean Sweep
30 ptsWin a race without taking a single point of skirt damage.
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Back It In
15 ptsHold a 60-degree slide above 12 m/s for a full second, then catch it clean.
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Hidden achievement
30 ptsSecret. Something in this game unlocks it.
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Changelog
1 entry- v1
- The controls are now always findable: pausing (P/ESC) shows the full controls list, and H or ? opens the same panel any time in the race.
- A slim hint strip along the bottom keeps the core keys (thrust, rudder, reverse) on screen while you drive.
- On touch, a new ? button sits with the other buttons.
Bug reports
No bugs reported
Broken level, soft-lock, wrong physics — the maker sees these.
Nothing broken so far. Suspicious, but we will take it.
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