I'm glad you found my website! Please put it in your favourites and remember to check back here regularly for updates each week, because all the latest information for the game can be found out here.
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! **
Want to get your username down below? Easy, just start surviving.
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!
Finally, after many months of development v0.5.0 is ready to play! The new update is now currently available for download from the site right now for Windows systems. This major update marks approximately 6 months since v0.1.0 first launched earlier this year. The update mainly focuses on bugfixes from previous versions of the game and also introduces quite a bit of new content most notably being town redesigns, new mutants to accompany the already existing Reaper, 2 new weapons, 2 new vehicles, a basic weather system including rain/storms that occasionally occur and much much more. For full development information please visit the official Trello page. Arguably the most significant addition however is the integration of the online account system with the game itself. This means you can now use your Parallax account and login with it in-game to track stats, access a personal cosmetics inventory and survive together with players online. The option to play offline still remains should you for some reason be unable to create an account but it is highly recommended to create an account to gain access to the full experience of the game. As for future updates, I will be aiming to start releasing patches on a fortnightly basis rather than monthly to speed development progress up. The next update will be v0.5.1 which will be arriving by late October at this stage. Until then, please feel free to download a copy of v0.5.0 and get surviving right now! - Danstarr13
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.
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.
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!
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 on the downloads page. Anyway, thanks for visiting my website, and be sure to share it to anyone you know who might be interested in my game to help spread the word, I'd really appreciate it!
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.
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