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If InitSurface failed, the thread returned but stayed joinable, so the next surface was refused as "Already running" until the next pause. Tell a live thread from a finished one with renderLoopRunning, and reap the latter. Also make VulkanGraphicsContext::InitSurface clean up when it fails after creating the draw context. Callers don't call ShutdownSurface on failure, so draw_ (with its render manager) and the surface leaked, and the next attempt overwrote the pointer. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>