the parallax effect

Welcome survivor, all the latest information regarding the game can be found here.

Officially Released On Steam!

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The best player from the past week will be shown below. This is calculated based on weekly performance, not on overall scores.

Survivor Of The Week

Dankster67 (7526)

Wanna get your name below? Just keep surviving and if you're good enough ya might just see yourself here.

Top Survivors

1st thorlovesyou (1585488)

2nd Barlo (345519)

3rd Danstarr13 (65232)

4th kanaooo (46536)

5th HamUnDo (28500)

6th MacStone (12160)

7th reggie (11875)

8th coolzack101 (8106)

9th Dankster67 (7526)

10th SkullCrusher (6348)

Latest Dev Update

v1.5.0.0 Return To Development

Greetings survivors,

Well what can I say, it's been a while hasn't it. For those of you who don't know, I've been taking a break from development on Parallax for the last few months. Not to worry though, I'm back and ready to create again. I know I left v1.3.4.0 in quite a buggy state and since its release I've had hundreds of bug reports, so safe to say I had my work cut out for me this update.

Due to the fact this update is so huge this change log is going to be a long one but I'll try my best to list absolutely everything that I've done. Without a doubt though, the biggest change is the brand new mutant. I put a vote up a couple of weeks ago on my Discord server asking the community which model I should use for a new mutant and they chose quite decisively. So without further ado, I'd like to introduce...

The Void.

An absolute behemoth, standing at over 5 meters tall and weiging over 10 tonnes. This guy doesn't mess around, in fact he's both the fastest and strongest mutant in the game. His base HP is 3500. That's more than the Harrow and Reaper combined. He can one-hit unarmoured players and worst of all, he is the first mutant that can destroy buildables. That's right, no more hiding in your base till dawn. The Void can tear through walls, floors and everything in between with ease. So if you want to keep your gear, don't let him find your base. In order to take him down, you will need some serious firepower and ideally multiple survivors targetting him at once.

The second major addition is an entirely new community cosmetic trading market in which you can list skins you want to sell that other players can buy (with in-game currency only). You can sell any kind of skin of any rarity except for awarded skins. You can set your own prices and all the items for sale can be seen by everyone with an account at any time from the main menu. Payment is instant when someone buys your item and you will receive credits you can then spend on something else. Please note, none of this involves actual real-world money, all tranfers are made with in-game currency which currently cannot be purchased and must be earnt in-game.

Along with that, I've also added the scrapyard which is a place you can spend any scrap you've collected from salvaging cosmetics. The scrapyard allows you to use a certain amount of scrap and craft an item of a specific rarity level (except for mystics). Currently the scrap requirements are as follows...

Common skin = 20 scrap

Uncommon skin = 40 scrap

Rare skin = 80 scrap

Epic skin = 160 scrap

Legendary skin = 320 scrap

Godly skin = 640 scrap

With all these new cosmetics changes I've also added 2 brand new supply crates. Rogue supply crates contain 1 of 10 possible skins ranging from uncommon to godly. Mellow supply crates also contain 1 of 10 possible skins ranging from uncommon to godly. Along with these, there are also 7 new exclusive skins which all have the chance to appear in the stockpile for sale and can't be obtained anywhere else. I've also added a countdown timer in the stockpile which shows how long until the items for sale change. For those who didn't know the stockpile changes every 24 hours with 6 new skins. Please also note that as a complimentary gift, every survivor registered prior to this update going live with no already pending gifts, will receive 3 of each of the new boxes as a gift the next time they login.

We're not done just yet. One last cosmetic addition is mystic items. Previously all cosmetic items came as either common, uncommon, rare, epic, legendary or godly. Now, you can receive a mystic item which is not a unique skin but rather an existing skin with an additional particle effect applied to it. This means that if you unbox a supply crate and you receive a mystic item, the skin will be randomly selected from the supply crate and then you will receive a random particle effect applied to that skin. The current effects are

Flaming (flames)

Bubbly (bubbles)

Frosty (snowflakes)

Sparkly (sparks)

Smokey (smoke)

Steamy (steam)

Luminous (glowing lights)

Glitched (ones and zeroes)

Mystic items are the new highest rarity level with a mere 1% drop chance from any supply crate. This means for every 100 supply crates, statistically speaking, you should receive a grand total of 1 mystic item. It is possible to receive one before that but less likely. I have some information detailing a new contest with a cash prize that I'm announcing to do with mystic items, which can be found at the end of this update post if you're interested.

Lastly, vehicles are returning to the game. The issues they were causing with performance have been resolved so they are now spawning again in Chimera. In case you don't know about the vehicles that were previously in the game, there are currently 4. The ATV, Humvee, APC and Raptor helicopter. They can all be found in various locations including towns, military outposts and helipads.

That's about it for the content changes, as for the fixes and improvements, I will list them all in the bullet point changelog below as per usual. There's quite a few bugfixes including some that have persisted for a long time.



- Added The Void mutant

- Added mystic items

- Added a new community cosmetic market

- Added the scrapyard

- Added Rogue Supply Crate

- Added Mellow Supply Crate

- Added metal doors which are much stronger than wood doors

- Added field kits which are essentially large medical kits

- Added weapon stats in inventory tooltip when hovered over a weapon


- Loot spawns have been improved to allow better items to spawn more commonly in the northern regions of the map

- Changed the skip dialogue button from ENTER to SPACE

- Wire is now craftable

- Rope is now craftable

- Increased difficulty of some crafting recipes

- Refined metal is now used in crafting recipes

- Disabled secret weapons

- You can no longer equip 2 skins for the same item

- The equipment menu in the inventory now renders every frame and updates with the weapon you're holding

- Removed the requirement to link your Steam account on the official website when purchasing the DLC

- Disabled the engine command line and all debug features

- Attachments now load the skin of the weapon they are attached on


- Fixed a bug causing you to float after being killed underwater

- Fixed a bug causing the NPC dialogue box to glitch out if you try to skip text after clicking back from an NPC shop

- Fixed a bug causing you to have to click once to focus on the NPC dialogue box which would result in firing your weapon once

- Fixed a bug causing NPC shops to stock all items at a price of 1 token and some would be infinitely purchasable

- Fixed a bug causing items in the stockpile to display at incorrect positions

- Fixed a bug causing items at the item inspection bench to display at incorrect positions

- Fixed a bug causing quest rewards not to be given if your inventory is full, they will now drop on the ground instead

- Fixed a bug causing Dr Maxwell's quest to be impossible to complete

- Fixed a bug causing NVG's not to work

- Fixed a bug causing gauntlets not to save and load when equipped

- Fixed a bug causing airdrops to be empty sometimes and spawn more than one set of loot other times

Right, so I don't usually write anything after the bullet point changelog, but I've got some secret info I'd like to share for those who have found this. The secret, is a challenge I'm proposing to all players officially as of this update going live. With the addition of mystic items to the game this update, the first player to send in a screenshot or video of them unboxing a mystic item will receive a small cash prize of $50 AUD.

The screenshot must be legitimate and I will be able to check your account inventory to tell if it is or not, so no cheating. You MUST have image evidence to prove you received it legitimately, by chance, in-game. If you unboxed a mystic item but you didn't capture it via image or video, it's not valid.

Please also note that no real-world money can be spent to purchase credits or to buy boxes, so you can't pay to win. It's fair and square for every survivor. If you didn't already know, you can earn credits for killing mutants and other hostile entities, completing quests, building structures, and just plain staying alive over time. You can view how many credits you have at any time from your profile page, the stockpile or the new community cosmetic market.

Good luck, and remember, mystics have a 1% chance to unbox, so don't expect one in your first supply crate.


User Registration

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Newest Survivors






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 20 years old and I live in Australia. I started getting into game design in 2014 and am the sole developer for my game "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). Feel free to have a look around and check everything out (there's lots to see). The game is now downloadable on Steam for Windows and I hope to have a Mac version available soon. Anyway, thanks for visiting my website, and be sure to share it to anyone you know who might be interested to help spread the word, I'd really appreciate it!

Powered By Unreal Engine 4

The Parallax Effect was chosen to be developed using Unreal Engine 4. It has proven to be an excellent choice for the game and should hopefully continue to be. So far development is looking great! At the moment you can expect fortnightly updates following the initial v0.0.1 release. 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.

Copyright © 2019 Danstarr13