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Genre: Simulator, Strategy, Adventure, Indie

The Parallax Effect

v0.9.2.0 Content/Bugfix Update #44

Greetings survivors,

I hope you've all enjoyed the exclusive Halloween updates. Unfortunately now they have come to a close and things have gone back to normal. The Reaper is no longer being so friendly and you will be unable to find any pumpkin helmets or Halloween supply crates. Cash in any you got from the past two weeks though as everything you found can still be used/opened.

As for new content, this update is pretty jam packed. I am introducing vehicles into the game which can be found in various spots around Chimera. Vehicles offer a much faster and somewhat safer way to traverse the wilderness. Some vehicles also have storage space which allows you to take more things along with you. Four new vehicles have been added for this update, each with vastly different capabilites, seating, storage space and statistics. Vehicles require fuel, a charged battery, a cool engine and oil to run smoothly. If any of these conditions are not satisfied the vehicle will not run as expected and may be susceptible to engine damage, or it just won't start at all. Batteries are drained only when the vehicle is off and a power source such as the headlights are left on. Fuel is drained whilst the engine is on and its usage is accelerated according to how aggressive your driving is. Fuel can be topped up with any kind of jerry can however fuel types should be noted for each vehicle. Putting the incorrect fuel mixture in the engine will cause the vehicle to be unusable. A detailed breakdown of each new vehicle has been provided below.

The Humvee is a military grade vehicle which is both armoured and heavy. It's power to weight ratio is also quite high making it a good all round vehicle. Fuel consumption is however, rather poor. It has a big engine, makes lots of noise and isn't exactly the stealthiest vehicle around. Various camo paints have been applied to the exterior which come in one of three schemes. Forest, desert and black ops. The Humvee has a top mounted 50 caliber turret which is extremely powerful and can dish out vast amounts of damage to just about any enemy. The Humvee seats four persons and has a storage unit at its rear which can hold up to 400kg of gear. It can take quite a beating before becoming immobilised and can be found most commonly near militarised areas of Chimera and even in some of the towns.


The APC is another military grade vehicle which is more commonly known as an armoured personnel carrier. It has a huge amount of armour and can block explosive damage quite well. It has a top mounted, fully traversable turret which shoots armour piercing rounds along with a smaller machine gun which can be fired independantly. It seats 6 persons and has two side storage units which can each hold 300kg of gear.


The ATV is a civilian grade vehicle and lacks any sort of armour, however makes up for it in both handling and speed. Being small and nimble makes it easy to control and a great way to cover small distances in relative comfort. It has a rear storage unit which can hold 100kg of gear and seats a single person. Bright headlights allow for night operations and it's quite common to find one lying around the various townships of Chimera. It's quite noisy so beware of attracting any unwanted attention and also beware that you are fully exposed whilst driving.


Finally, the Raptor is a fully functional military grade helicopter which allows for the first time, flight across the skies of Chimera. It is by far the fastest vehicle and the most valuable. It's extremely rare to find one, however good spots to look include any highly militarised locations or any private helipads which some locations in Chimera now have nearby. The Raptor has two side storage units each holding 150kg of gear and has a deadly arsenal of weaponry. Two side mounted miniguns can rapid fire shots at any unarmoured target and additional side mounted rocket pods can breach any sort of armour the enemy might have. The Raptor does suffer from a lack of armour and can be easily destroyed with some well placed shots by an enemy, so beware of any potential threats nearby. At last you can stop worrying about the Reaper as you take to the skies!


Some small fixes have also been patched and I hope you all enjoy the new content. As always, be sure to send through reports of any bugs you come across and be sure to fly safely, the Raptor is not exactly as easy to fly as you might think...

What's New?


<*>Added Humvee's
<*>Added APC's
<*>Added ATV's
<*>Added Raptor helicopter's
<*>Fixed a bug causing the inventory to continually open after interacting with a crafting bench
<*>Fixed a bug causing the sledge hammer to have no durability
<*>Cleaned up after the Halloween event
<*>Fixed a bug causing AI navigation to be broken

v0.9.1.0 Content/Bugfix Update #43

Greetings survivors,

I've got a big announcement to make today regarding one issue that has been persisting since v0.8 over 3 months ago. That issue being the infinite loading of saved games. I am happy to announce the issue should now be resolved for all of you. Some further testing may still need to be conducted if anyone continues to have loading issues, however everything looks good on my end.

Along with this long awaited fix comes another wave of new content. Following the recent addition of sharks, you can now also expect to see wild boar, foxes and rabbits roaming the forests of Chimera. Each animal has vastly different statistics in terms of speed, health, damage and behaviour towards other entities. For example, wild boar will only become hostile towards others if it feels threatened, the same goes for foxes. Rabbits on the other hand are completely docile creatures and are highly sensitive to nearby sounds and movement. They are hard to catch and can blend in quite easily to the tall grass making them even harder to see at times. Upon death, you can harvest meat from each animal along with various other items.

Wild boar roam both north and south of Chimera and are for the most part quite passive animals. They will usually not attack unless provoked or threatened. They have are large amount of health and are quite strong, definitely not to be underestimated. They are however rather slow in comparison to other four legged mammals, so outrunning them is in most cases an option.



Foxes are elusive creatures and prefer to hide before striking upon unsuspecting prey. Their vibrant orange and red coats however can make them stand out to the well trained eye. They are not quite as strong as wolves and are slightly smaller however they make up for it in both speed and smarts. Their main prey is rabbits, however it is not uncommon for them to attack larger animals, including humans, so watch out.



Rabbits on the other hand, are completely docile creatures, and are highly tuned to their surroundings. Much like deer, the slightest rustle or nearby footstep can make them scatter extremely quickly. Combined with their small size, they can easily be lost amongst tall grass which is common across almost the entirety of Chimera. They are fast, and equally hard to catch.



Finally the addition of a new alpha wolf is here. Alpha wolves are nothing like regular wolves in Chimera. They are superior in size, speed and strength. They are easily identifiable from a distance with their thick black coat and beady red eyes. They are far more aggressive than regular wolves and will not go down without a fight. They are however rarer to encounter and can be expected more so in the northern regions of Chimera much like most other predatory animals. You have been warned.



Some other small fixes have also been made including one of the new skins not showing on the correct weapon, issues with purchasing Halloween crates from the store and the floating Halloween text morphing into unreadable text after about 10 minutes of moving. Lots more to come in the next week so stay tuned and more importantly try to stay alive with all the new creature additions. It should be quite a challenge.

What's New?
<*>Fixed the infinite load issue (finally!)
<*>Added wild boar
<*>Added foxes
<*>Added rabbits
<*>Added alpha wolves
<*>Added raw, cooked and burnt meat variants for all new animals
<*>Fixed a bug causing the floating Halloween text to become unreadable after about 10 minutes of movement
<*>Fixed a bug causing the pumpkin patch guppy skin to appear on the incorrect weapon
<*>Fixed a bug causing users to receive exotic supply crates when purchasing Halloween ones

v0.9.0.0 The Halloween Update #42

Greetings survivors,

I am so glad to announce v0.9.0.0 today, finally! It's a pretty huge update in regards to special content. I have decided to truly get into the festive spirit of Halloween this year and for the first time since launch, create some extra special, spooky stuff to add to the game just for you guys! This content will be an exclusive addition for one week starting on Halloween (from the 31st October through to the 6th of November). During this time you will notice some very spooky changes to the main menu area and a couple of Halloween themed items you can find in-game. I've even composed an extra spooky version of the original game menu soundtrack. I've been pretty flat out for the last few days getting everything ready and I hope you can all enjoy the spooky festivities as much as I do. The Reaper has even come over to hang out, better watch out for your candy though, he's not exactly known for his sharing...



Along with the changes to the main menu area, you can expect to find some expertly carved pumpkins lying around Chimera ready for immediate use as helmets! That's right, there are two variants, one with a smiling face and one with an evil face. The pumpkins offer quite a generous amount of armour protection and carry space but they do have some major vision restrictions. It's important to note that these items will only be available for the following week. When the festivities conclude, you will no longer be able to find them spawned in the world (spawning via commands is also disabled for these items). For those that find some during the week however, they will not be removed from any storage units or equipment slots so, they are yours to keep forever (so long as you don't lose them!)

Another pretty major addition is the brand new Halloween supply crate! For those who don't know, there are currently some cosmetic items in-game you can find, unbox or buy with credits you have earned from surviving (absolutely 100% free, no money out of your own pocket). A brand new crate has been added bringing with it 10 new cosmetic skins which you can try to unbox. Each skin fits one skinnable item in-game and you can manage your cosmetics from the main menu. I should also note that you MUST have an account to obtain and store cosmetics. If you don't have one, you won't be able to save any cosmetic items you find. So if you haven't already, head on over to the official website and create your account. It takes no more than 5 minutes I promise, and it opens up a whole bunch of features in-game allowing you to track your own stats, level up and of course, have your own inventory full of cosmetics.

With the addition of the new Halloween supply crate, some trickster (probably one of the mutants) has secretly hidden five happy halloween signs around Chimera each with two pumpkins under a table and a ghostly floating sign above. At these spots there is a chance for a Halloween supply crate to spawn on top of the table along with a couple of other regular items. Some are located in houses and some are just plain out in the open. Search far and wide and you might just score yourself a free crate!



Aside from these big changes, this is still a normal update with some other new content and bug fixes which will be listed below as always. Oh and one more thing, make sure you stay to hear the whole new Halloween themed main menu music, theres a special message which will magically appear towards the end ;)

Happy Halloween everyone!

What's New?
<*>Spooky new Halloween themed menu area
<*>Extra spooky Halloween themed game soundtrack
<*>Happy Pumpkin Helmet (ID 251)
<*>Evil Pumpkin Helmet (ID 252)
<*>Added Halloween supply crate
<*>Added 10 new super freaky Halloween themed skins
<*>Added 5 happy halloween signs around Chimera which all have a chance to spawn a Halloween supply crate
<*>Harvestable corn (ID 249)
<*>Harvestable mouldy corn (ID 250)
<*>When wearing both a snorkel and diving tank, you can breathe underwater for extend periods of time
<*>Skins no longer load if you are playing offline
<*>Ladders have been added to some buildings to allow rooftop and/or attic access
<*>All melee weapons now show in the equipment menu preview
<*>Item conditions now save in storage units
<*>Fixed a bug causing the map to be blurry when viewed and provide virtually no assistance at all
<*>Fixed a bug causing client info at the bottom of the screen to disappear when the inventory is opened
<*>Fixed a bug causing rain never to come
<*>Removed some bugged item spawn points in no longer accessible areas of Chimera

v0.8.7.0 Content/Bugfix Update #41

Greetings survivors,

Looks like it's update time again already! Well sort of, I have some extra work I wanted to get done for the previous update but I couldn't quite finish it in time. The usual day I upload updates is every Friday but I figured since I had some significant content ready to go I would make it available as soon as possible instead of waiting for next week to come around. So, enjoy!

The main addition is sharks which are now arguably the most dangerous predator in the game besides the mutants. They can be found in deep water more commonly in the northern regions of Chimera however they can still be found in the south. So, swimming is not quite as safe as it used to be.

What's New?


<*>Moved skills save data into main player save data allowing you to have up to 6 different skill sets in each of the 6 different worlds you can save
<*>Added sharks into the game which can now be found in any deep water. Upon death they give shark meat, fins and teeth which can be used to craft the shark sceptre weapon
<*>Fixed a bug causing you to be unable to shoot through water
<*>Fixed a bug causing skins not to update in the equipment menu preview
<*>Time of day now finally saves and will be loaded upon loading back into a world
<*>Fixed some incorrect crafting recipes
<*>Added screws to crafting menu
<*>Scrap metal is no longer craftable and must be found

v0.8.6.0 Content/Bugfix Update #40

Greetings survivors,

Today's update brings multiple new additions, a few bugfixes and also the return of vision restrictions to certain head gear in first person. Wood is now more easily found by harvesting bushes and shrubs on the ground. The idea is that the small amount you will gather from bushes should be enough to craft your first axe which will allow you to cut trees and start making bigger and better tools, objects etc.

Various experimental solutions have also been added which drop from different mutants. Reapers drop solution X, Harrows drop solution Y and Splits drop solution Z. These special solutions are contained within a syringe which can be injected to apply the effects of each of them. They all give various boosts and reductions to certain stats and can be utilised in different situations. Being that they only drop from mutants makes them quite difficult to obtain and rather valuable.

Let me know your thoughts about the changes and if anything's bugging you feel free to drop by the Discord server to suggest some improvements you might have in mind.

What's New?



<*>Added rotation slider to equipment menu allowing the player to rotate their player model preview to see equipment
<*>Equipped items now show in the equipment preview if they are holdable
<*>Attachments on equipped items also show in the quipment preview
<*>Added cosmetic inspection viewer in the main menu allowing you to view any cosmetic item applied on its specific item and rotate it around. You can also attach/detach magazines, stocks etc if applicable and see what the skin looks like on them too
<*>Weather is now fully functional and will randomise conditions based on the weather fluctuation value you set for your world
<*>NVG's now have functionality (will provide assisted night vision and soon thermal detection as well)
<*>Gas masks now have functionality (will stop the wearer from being infected in deadzones e.g. Bunker 47)
<*>Solution X, Solution Y, Solution Z, Extract 292, Skyn and Vile serums now all give different boosts, reductions to various stats when injected
<*>Stimulant, adrenalin and morphine stat changes have also been improved slightly
<*>Small amounts of wood are now harvestable from shrubs planted in the ground (provides an easier way to obtain wood required to craft an axe without having to search tirelessly for it)
<*>Added harvesting sounds for ground foliage
<*>Weapon conditions are now fully randomised for items spawned naturally in the world
<*>Scrap metal is now a more common find due to the fact that significant amounts are required to repair high tier items
<*>Increased melee distance for certain small melee items so that you can actually hit things without having to crouch next to them
<*>Safe item spawns have been improved to have a higher chance to generate better gear upon unlocking
<*>Fixed rendering of certain cosmetic skins on items
<*>Cardboard, wooden and metal helmets now restric vision upon their wearing. Each tier up lessens the amount of restriction
<*>NVG's and gas masks also restrict vision but in different ways, the snorkel is now the only headpiece that has no vision restriction

v0.8.5.0 Content/Bugfix Update #39

Greetings survivors,

This weeks update brings a huge number of changes including a brand new item durability system, skill functionality, attachment functionality, collectable water with a canteen and much more. Check it all out below.

What's new?


<*>Added new item durability and repair system for holdable items
<*>Added functionality to all skills available in the skill tree
<*>Added functionality to all weapon attachments
<*>Tweaked certain weapon stats to balance new attachment functionalities
<*>Added water collection from lakes with a water canteen
<*>Added resource collection with hands (e.g. picking berries from bushes)
<*>Fixed a bug causing weapons not to shoot after opening/closing the skills menu
<*>Added armour rating visibility in the equipment menu in the inventory screen
<*>Bandages and medical kits now stop bleeding
<*>Fixed a bug causing melee weapons to have infinite range

v0.8.4.0 Content/Bugfix Update #38

Greetings survivors,

This weeks update contains some exciting new content along with some important bugfixes. Most notably, the addition of cameras, monitors and portable generators. These new items can be used in conjunction with eachother to build a working surveillance system anywhere around the map, perhaps right outside your base even?

Cameras and monitors can currently be crafted and found, however portable generators can only be found around the map, so you will need to find one before you can construct your CCTV system. The cameras, once placed, will require a nearby power source. This can be provided by the new portable generators. Once you place a generator, it instantly provides power to any electronic device within a small nearby radius. If the camera is receiving adequate power, you can press F to turn it on. The cameras will scan a 180 degree area (left to right) based on how they are placed.

Once you have successfully setup a working camera and your generator is active, you can place a monitor. You will only need one monitor, however you can place as many as you like. The monitor must also be placed within range of the generator to receive power, once this is done you can press F to turn it on. You will be presented with a computer screen UI with static noise depicted on the right side. Each monitor can receive one live feed from one camera at any time. A list of currently built devices will be listed on the left. If you own the device and it is currently online (receiving power) it will be clickable. If you own it but it is no longer receiving power, it will show up as offline. And finally if you don't own the device (as in someone else has placed the camera) it will show up as not owned. and you will not have access to its live feed.

Any camera you own that is online you can click on to receive its current live video feed on your monitor. The static noise should disappear and you should see what the camera is seeing in its place. These cameras can be utilised to spot approaching enemies such as mutants, other players or even animals. Cameras, like any other buildable, can be destroyed and they are quite expensive to make so you should protect them from enemies and make sure they are kept powered. Generators can hold a reasonable amount of fuel and can be refueled with a jerry can. Jerry cans can be refueled at fuel stations around the map.

In other news, the save/load issue is almost resolved, some final testing will be conducted this week and the fix will be in next weeks update (as long as nothing else pops up between now and then). Gauntlets are now finally usable, you have probably by now encountered at least one of them around the map and been wondering how you can use it. Now the slot has been added to the inventory. Building should now also be a little more forgiving when trying to squeeze objects close to eachother.

The new additions might seem a little complicated at first but play around with them and you should get the hang of how they work and be able to put them to good use. Keeping tabs on the Reapers location should not be a problem anymore. If you have any questions or are unsure about how to get the cameras working, don't hesitate to ask for help in the Discord server.

What's New?


<*>Fixed a bug causing certain items in the crafting menu to require invalid items
<*>Fixed a bug causing invalid items spawning around the map
<*>Added an equipment slot for gauntlets
<*>Added new surveillance system which can be setup using cameras, monitors and a power source
<*>Added camera (ID 242)
<*>Added monitor (ID 243)
<*>Added portable generator (ID 244)
<*>Tweaked building rules to allow more leniency when trying to build objects close to one another
<*>Fixed a bug causing AI pathfinding to stop functioning on Chimera
<*>Fixed a bug causing static cardboard boxes around Chimera to appear larger than normal
<*>Added new UI elements for showing fuel levels in refuelable items
<*>Added new UI elements to the inventory HUD showing currently equipped weapon statistics

v0.8.3.0 Update #37

Greetings survivors,

The past 2 weeks have been spent working through the endless loading issue which has been around now since the v0.8 update. Some progress has been made however a complete solution has not yet been found. I will be continuing to work on this in the coming week and hopefully have a solution for next weeks update. As for this weeks update, I have fixed numerous bugs that have been reported along with some improvements to UI. Thanks to everyone who has reported issues in the last couple weeks, it has really expedited the process of tracking down those pesky bugs.

What's New?


<*>Fixed a bug causing attachments not to be rotated correctly on certain weapon meshes
<*>Fixed a bug causing achievement icons to be squashed when seen in-game
<*>Fixed a bug causing airdrops and other randomly generated storage units to spawn unusable items
<*>Added cardboard boxes which are small craftable storage units which require only cardboard and duct tape to make
<*>Gave several items new icons to differentiate them from similar others (different ammo types and meat from animals)
<*>Fixed a bug causing some crafting recipes to display a requirement of 'none' which can never be met by the player
<*>Fixed a bug causing wire to not be recognised in the crafting menu
<*>Adjusted loot spawns making certain high-powered weaponry much rarer and unable to spawn in certain low-tier areas
<*>Added certain ammunition to the crafting menu (9mm, 45 ACP, 5.56mm, 7.62mm and 50 Cal rounds)
<*>Added a new night soundtrack which will play at random along with the others
<*>Fixed various issues regarding stat tracking linking with the game
<*>Fixed a bug causing a + sign to appear before a negative reputation value when awarded a kill

v0.8.1.0 Bugfix Update

Greetings survivors,

This weeks update is following up from last weeks release of the huge update v0.8.0.0. This week was spent entirely working on a couple major issues regarding multiplayer and AI behaviours.

The main fix was regarding a massive amount of data being unnecessarily transmitted from the server to all connected clients making it impossible for anybody to join a peer-to-peer hosted server. This issue has now been resolved after much digging around I was able to trace the issue back to the rotation values being replicated from all spawed AI around the map hundreds of times per second. Having now refined the rotation replication system, you should find it quite easy to join a friends server and play normally. If you are still experiencing issues joining servers, please do not hesitate to let me know if the games official Discord server.

The other main tweak this week is regarding the behavious of the various animals and mutants you can find around the map. Most notably bears and wolves have had some major changes in both how their damage systems work in receiving and dealing damage. I've also patched a couple cheats which would allow the player to not take any damage while being persued by both wolves and bears. Deer will now bolt off into the distance if they are shot and not killed instantly. They will also scatter if any loud noise close enough to them is heard.

A couple bugs were also resolved including AI players dealing damage if you ran in front of them. A debugging line trace that had accidentally been left visible by me has now been hidden and the hitboxes surrounding all AI entities have been refined and sized more appropriately.

Lastly a few very minor additions were made including bears now playing appropriate sounds when they are both injured and killed. AI no longer continue to deal damage after they are killed and a hitmarker has been added which appears around the main crosshair when a successful, damaging hit is landed by the player. A soft bullet impact sound is also played as an audio cue letting you know your hit was successful.

Now that the major multiplayer issues have been resolved I can start working on some new, exciting content this week!

What's New?


<*>Fixed multiplayer joining issues
<*>Tweaked certain AI behaviours
<*>Added hit and death sounds for bears
<*>Fixed a bug causing AI to deal damage while dead
<*>Added hitmarker and audio cue denoting a successful hit
<*>Fixed a visible debug line trace which showed after hitting an entity with a ranged weapon
<*>Patched cheats allowing players to outrun AI and avoid taking damage

v0.8.0.0 The Gamechanging Update

Greetings survivors,

I'm glad to finally be able to say that the gamechanging update is out!

The v0.8.0.0 update has been in the works for the past 2-3 months and has brought with it essentially an entire new game including new gameplay mechanics, entire UI re-works, over 1000 recorded bugfixes ranging across both singleplayer and multiplayer gameplay (mainly multiplayer), new aiming systems, damage systems, shooting mechanics, new weapons both melee and ranged, new resource harvesting mechanics, over 200 new animations including proper strafing, crouched movement, attacking and that's just naming a few.

The list goes on and it would quite literally be impossible to recount the amount of work I have done in the past few months working towards this update. Hence, the usual lengthy changelog below instead encompasses it all in a single word and I guess you'll just have to play for yourself to find out what's new...

This update is just the beginning, there is much more to come so stay tuned. But for now, enjoy the update. Oh, and one more thing before I finally get some sleep, a personal thankyou goes out to EVERYONE who has been supportive and stuck around through the rather lengthy period of no updates. It's kept me motivated to keep working on and improving my game, which now, I hope you can all enjoy.

What's new?


<*>Everything