Arcoiris Studio

Case Study

Plucky Roam — Solo Travel Simulator

A hardcore packing-and-survival loop that made Grad Show players compete—and learn what solo travel actually costs.

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Plucky Roam project cover — Tokyo and Havana cityscape with Plucky Roam title

The Challenge

Solo economy is normal; curiosity still fights anxiety about the unknown.

Solo-travel duality

Freedom to explore vs fear of the unknown.

Contrast Japan / Cuba

Entry-level familiarity vs high-difficulty culture shock.

Practice-led grit

Field mishaps from Kota Kinabalu become game events.

The Process

01 Systems

Survival Triangle: Stamina · Money · Exploration—you can't max all three.

Survival Triangle — Stamina, Money, and Exploration stats

Stamina

Energy to move, rest, and keep exploring

Money

Budget for lodging, food, and tickets

Exploration Points

EP - progress toward endings & sites

Every choice trades one against the others.

After 20:00, stamina drains faster — bed vs desk rest is a strategic fork.

02 Event friction

Different spots, random events, seven endings (A–G).

Isometric map of Tokyo
Tokyo, Japan
Isometric map of Havana
Havana, Cuba
Boarding pass preferences screen
Preferences
Game instruction screen
Instruction
Flying animation screen
Flying Animation
Random event gameplay one
Random Events
Random event gameplay two
Random Events
Ending screen
Endings

Use arrow keys while focused to move through slides

03 Character & production

Plucky's metaphor, Spine craft, and ending paths that make trade-offs visible.

Plucky idle pose
Idle
Plucky walking pose
Walking
Plucky emotional pose
Emotional

The Impact

Grad Show engagement

Strong youth engagement at Grad Show

Players competed and learned

Clear UI

Players called the UI clear despite complex systems

Left with real travel takeaways

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