You don’t actually have to type the upside down question mark in English. We’re pretty much slackers when it comes to textual/written communication compared to other languages.
That being said, you have all of your characters set up as soft bodies, adding a slight decrease in FPS, and I don’t see why they are complete softbody meshes. That’s usually something you want to do with certain parts of your characters, like a cloak or something, not something to do with a large character, and you don’t want them to melt, do you? If I remember right, Soft bodies are easier for the computer to calculate if the points are more evenly placed, unlike you’ll find on any full mesh of a bipedial character.
Although 817 faces per chacter is light, You did have a lot of quads (not too big a deal really, but…), and every character had a subsurf on.:no: It ran a lot faster when I removed or actually applied the subsurf, suprprise surprise. Your main problem is in having the computer calculate out the subsurf, and then having that calculate out the softbody, a two step and intensive process there. By just applying the subsurf and leaving the softbody I boosted from 10 to 30 fps, barely dipping below on my laptop, but it is a decent laptop. Which I also guess there’s a frame limit set to 30, because I enabled all frames and it goes up to near 56 tops, about 49 lows. I also deleted all the other characters and got about the same numbers.
Also, the mouse look and controls to the camera were really messed up on my computer.
You can see the frames per second (FPS) by clicking the game tab and selecting “Show framerate and profile”. That will help you later to see where you’re spending the most CPU power.