the parallax effect
2 / 7
Ten Pine Cabin
3 / 7
Night Time Scenery
4 / 7
Map Of Chimera
5 / 7
Daytime Scenery
6 / 7
Morning Over The Lake
7 / 7
Haunting Twilight

WELCOME TO THE OFFICIAL WEBSITE

Everything about whats in the game and what will be in the game can be found out here along with pretty much everything about the game in general! I'm glad you found my website, so put it in your favourites and remember to check back here regularly for updates every week!

Join The Official Discord Server!

Got Discord? Wanna get in touch with the dev and some of the players? Check out the server box below and click 'Connect' to be invited to the official Parallax Effect Discord server!

Add the developer Danstarr13 to your friends list too!

** You must have a registered and email activated Discord account to join the server! **

Follow Development On Social Media!

Here's a sneak peak of v0.3 in the form of a trailer! This update will be going live June 29th and will see the first addition of storyline behind the game. Get hyped!

The Parallax Effect is now officially on itch! Grab the latest version from itch for free anytime! While you're at it why not follow me to receive info about awesome upcoming updates!

Want to get your username down below? Easy! Sign up and make your own completely free Parallax account now to get your name on the front page right under here and start levelling up in-game to unlock some truly epic and exclusive gear!

Newest Members

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Latest Dev Update

July 30th 2017 (v0.4 Huge Update!)

Hi all, sorry I haven't posted anything for the past few months. I've had something quite amazing in the works since v0.3 all the way back in May. A monumental update which I am very pleased to announce will be dropping tomorrow June 31st 2017! I know this might seem all of a sudden but I figured that I'd keep it under wraps until I was ready to release it and then I'd let everyone know right before. Before I begin to address what's new in the update I'd like to firstly thank all the support from the people who have joined the Discord and taken part in bug reporting, voting and everything else along the way. We are now currently at 101 members in the Discord server which is absolutely great. I hope this number continues to grow as the game progresses through development. Ok now that's out of the way we can get down to business. What's new? Well I'm not too sure where to even begin as there is such a large number of things that have been not only fixed but added, improved and even a few things removed. If you would rather just see a checklist of everything that has changed please visit the official Trello page (click the button in the navbar at the top of the screen that says "Trello" to be taken there right now). If you would like to stick around I'll give a brief round up of the most important changes in this blog post below. So, firstly I'll talk about the additions to the game. If you are just joining the community now and haven't played any of the previous versions then this probably won't mean much to you but the HAB module you spawn in has had some major overhauls including a more in depth storyline and backstory which you can optionally learn about by finding and reading several notes scattered around the place. When you spawn in you will possess one of 4 survivors of the plague subject D418, D419, D420 or D421. They are all the same, you don't get any bonuses for playing as any particular one and it is randomised which one you will play as. Depending on which subject you play as you will spawn in a different room with your ID number on the outside of it. From here you will need to restore power to the HAB module via a generator located somewhere in the building. Once this is done you may proceed to explore the rest of the building or press the Cycle Main Doors button in the main chamber to jump out of the HAB module and enter the world armed with whatever you found inside. From there what you do is entirely up to you. See how long you can survive and what new secrets you can uncover. Another notable addition is wolves. They are currently the first and only animal you can find roaming the wilderness day and night. While not being as much of a threat as other larger enemies, wolves are still rather dangerous particularly when multiple come charging at you all at once. You will need multiple gunshots to take one down or a powerful melee weapon such as a Katana. With this new addition you can also harvest meat from dead wolves which can be cooked over a campfire and also leather which can be used to craft backpacks and other clothing items. That brings me to the addition of over 50 crafting recipes. Obviously I will not be naming them all however I will say that they are extremely useful and should be utilised as soon as possible. Another major addition is the ability to both cut trees and mine rocks. Any weapon (except guns) can be used to hack at both trees and rocks however using something like your fists or a flashlight will take hundreds of hits to break a rock or chop down a tree. Instead you should aim to either find or craft an axe for wood cutting and a pickaxe for mining. These tools will make quick work of both trees and rocks which will make wood and metal collecting much faster. Another note worth addition are chests which are now the top tier wooden storage unit above barrels. They can be both found and crafted in Oak, Pine and Walnut material and provide a hefty amount of space and weight capacity to store all your items. Finally, I'll end with possibly the coolest addition which is a new sniper rifle. It's named The Sovereign and is a big bolt action single shot high caliber military grade rifle. As with any gun it can only be found not crafted and is extremely rare and valuable. Best spots to look in order to find one is any of the northern military locations including but not limited to Drosden Base, Kingston Checkpoint and Sheffield Outpost. That just about does it for this update. All the minor improvements and fixes are all listed in the Trello page which I would advise you checking out prior to playing to know everything that has changed. As for me, I'll be busy compiling the final Windows and Mac versions performing the final tests for both builds. If all goes well they will be available tomorrow right here on the website. Thanks for the continued support and I hope to see you in-game soon! - Danstarr13

v0.2 Lighting Upgrade

After the successful official release of v0.1 on the site in late April, development has since been heavily underway for v0.2 to be a closely following patch/pretty big update in mid May. An overwhelming amount of bugs were reported which was actually fantastic as it assisted me greatly in the debugging process and ultimately will lead to a better game for you guys to play. Of the 53 bugs that reported by various players, all of them have been solved for the v0.2 patch which is amazing! Along with the fixes, I found myself with some spare time which has allowed me to work on some additions in v0.2 also! Some notable ones include 2 new items, the Snorkel (ID 149) and the Diving Tank (ID 150) which will allow for extended underwater exploration and even base construction. The whole lighting system has been revamped and some spiffy new visual FX have been added including sunshafts, emissive glow, TAA (Temporal Anti-Aliasing) 6x, lens flare and camera motion smoothing just to mention a few. I've provided some pretty sweet screenshots below for you to get a taste of how the new lighting mechanics are working (bearing in mind these were taken while in-game with maximum gfx settings). Anyway, thanks for the continued support and stay tuned for a monster update coming mid May.

First light in the morning. Notice the softening of the light on the landscape.

Around mid-morning when the sun has risen slightly. Note the sunshafts and emissive glow.

Just after nightfall the moon utilises emissive glow and some slight sunshafts.

Brand New Logo

Thanks to the growing community we have gotten together on the Discord server, multiple pieces of great artwork for the game have come through, one particular piece by ThinkTank is showcased below. He has made a fantastic new logo for the game which will be put into use in the v0.2 patch. I'd like to reiterate the fact that any and all artwork for the game is more than welcome and I am greatly appreciative of anyone who is willing to take the time to make it. Feel free to submit any art for the game or models, textures and anything else you have made and your piece(s) might just get featured in the game! Thanks again to ThinkTank for making this awesome new game logo.

User Registration

After a few months of intense development in late 2016 I'm happy to announce that the user registration system is finally ready to use! By registering with the site you can not only show your support for me as an indie developer but also gain special membership perks and the ability to vote for new content to be added to the game! To register now, just click the login/register button in the top right of your screen!

The Developer

Hey everyone, you probably don't know who I am so here you go. I go by the screen name of Danstarr13, I'm 18 and I live in Australia. I started getting into game design in 2014 and am now the sole developer for The Parallax Effect (in other words I'm an indie dev). I have made this website to showcase how it looks so far and what is currently being done in terms of development (bearing in mind the game is in the very early stages of pre-alpha). Have a look around and check everything out to see if you like it. There will always be a download for the latest version of the game for both Windows and Mac OS's on the downloads page. Anyway, thanks for visiting my website, and be sure to share it to anyone you know who is (or might be) interested in my game to help spread the word, I'd really appreciate it!

Powered By Unreal Engine 4 (UE4)

The Parallax Effect was chosen to be developed using Epic Games' Unreal Engine 4 (UE4). It has proven to be an excellent choice for the game and should hopefully continue to be. So far development is looking fantastic! At the moment you can expect fortnightly updates after the initial few releases. Keep checking the website for frequent development updates and news that I will post above as often as possible. The latest development blog is always on the front page of the site (this page) right up the top! You can even click the back to top button below if you're too lazy to scroll up because who has time for that these days.

Copyright © 2017 Danstarr13