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Genre: Simulator, Strategy, Adventure, Indie

The Parallax Effect

v0.7.4.0 Bugfix Update #33

Greetings survivors

This weeks update is mainly bugfixes with a couple new changes. Most notably, AI survivors now have a chance to behave hostile towards players. Airdrops now completely randomise their loot drawing always 10 items however these items can be anything ranging from simple food to weaponry and ammunition.

Some major bugs have been fixed including the infamous duplicate item highlighting bug which no longer exists. Ammo bags now correctly randomise bullet counts in spawned magazines and the pickup animation is now played based on the height of the item being picked up. For example, if the item you are picking up is on the ground your character will bend down all the way to reach it, whereas if the item is at shoulder height he will reach out and grab it.

We are now at 91/93 bugs fixed from the community bug report list which is fantastic. It has taken a long time to reach this point but I'd like to thank everyone who reported even just 1 bug. You have helped improve the game for others by doing so. I would also like to encourage everyone to continue reporting anything suspicious they find as there are bound to be more problems along the way.

What's new?


<*>Fixed a bug causing ammunition to display when a melee weapon was equipped
<*>Changed pickup animation to extend players arm at different heights based on the height of the object being picked up
<*>Fixed a bug causing gold pendants to never spawn inside lootable storage units
<*>Completely randomised airdrop contents
<*>Updated enemy human AI behaviour to now have a chance to appear hostile towards players (so watch out!)
<*>Fixed a bug causing trees and rocks to disappear when hit and produce no resources
<*>Fixed a bug causing item outlines not to disappear when an item is highlighted while another is already highlighted
<*>Fixed a bug causing magazines from ammo bags to always spawn with no bullets
<*>Fixed a bug causing collision issues with Cranston Observatory

v0.7.3.0 Bugfix/Content Update #32

Greetings survivors,

This weeks update contains some important bugfixes but most notably, some major additions. This last week I've spent working on a new vehicle system for the game which will be easily updatable with additional vehicles in the future.

The first vehicle, the 'Rhino' military humvee, has been added to the game and can be rarely found in certain locations around the map. The Rhino has a top mounted 50 caliber machinegun which is fully controllable by players.It also has a reasonably large storage unit at its rear which can be filled with any kind of gear and carried along with the vehicle. These additions will change transportation in the game dramatically for the better. It should also be noted that vehicles cannot run underwater and getting any non-amphibious vehicle significantly wet will damage the engine rendering the vehicle useless, so don't drive into lakes! The Rhino currently has two variants, a forest paint scheme and a desert one. Either has a chance to spawn, there are no in-game improvements given to either, the paint is purely cosmetic.

Another important piece of information I would like to inform everyone about, is how to correctly crack safes. As you may or may not be aware, safes were added in the previous v0.7.2.0 update last week and are a great way (if your lucky enough to find one) to find some high level gear early on in-game. However, the loot is not just sitting there for the taking, you will have to break into the safe to extract its contents. Some people have been asking about how to correctly do it after having tried and been unsuccessful. The cracking is similar to that of a regular turnstyle lock which requires a combination to unlock. The code for the safes are hidden in different places on the map, usually nearby to the safe on a piece of paper. Once you have found what you believe to be the correct combination, bring up the cracking screen by attempting to open the safe like a normal storage unit. Once in the cracking screen, use the 'Q' and 'E' buttons to move the lock left and right respectively. It doesn't matter which way the first turn is made left or right, however once the first turn is made the second and third must be opposite to eachother. For example, if the combination was 27 53 82, you would turn either left or right to number 27 on the lock, then based on the direction you chose, you would turn the opposite way to 53. Finally for the third number, turn again the opposite way to direction number two until you reach 82. At this point, if all steps have been followed correctly you will hear a metal unlocking noise signalling the safe has been cracked and the safes status will change from locked to open. You may then click 'Leave' down the bottom of the screen and attempt to open the safe again, this time it will open like a normal storage unit and its contents will be visible and lootable.

All other changes will be visible in the changelog below, and as always, thanks to those who have remained active in the official Discord, your presence does not go unnoticed and is greatly appreciated. Oh and one more thing, the current buglist is finally nearing completion currently at 82/96 bugs fixed and patched as of this weeks update. At this point I would like to encourage all players to voice any ideas/opinions about current or future features of the game that they would like to see added or adjusted. If you're not currently in the official Discord server, please join! I (and many others) would love to hear your thoughts on the game.

That's all from me for now, I'll see you all next week!

What's new?
<*>Fixed a bug causing safes to be unopenable
<*>Fixed a bug causing gas grenades to damage structures
<*>Updated GPS view to show players location on the actual full sized map instead of a limited live view from above the player
<*>Added Rhino military humvee which can spawn as one of two variants (forest or desert paint scheme). The Rhino also has a large storage unit at its rear which can be utilised to carry gear from place to place
<*>Fixed bug causing the players hitboxes to appear abnormally large when detecting proximity to placed barbed wire, campfires and bullets shot by other players
<*>Fixed a bug causing grenades to remain in inventory after being thrown making them easily dupable
<*>Fixed a bug causing grenades not to disappear after exploding
<*> Smoothed edges of road surfaces

v0.7.2.0 Content Update #31

Greetings survivors,

This weeks update is a huge one. Major map overhauls have taken place along with new looting mechanics and some other interesting additions. Some loot table adjustments have also been implemented to be tested throughout the coming week. Please feel free to leave suggestions, ideas or anything to do with the game in the official Discord server and they will be considered for addition.

What's new?


<*>Completely overhauled Greenstone (largest city on the map)
<*>Added 1 new house, 1 new shed and 1 new commercial building which are all 100% lootable and have been added to certain suitable locations around the map
<*>Tweaked ADS (aiming down sights) for all weapons to appear smoother
<*>Fixed a bug causing weapons to lose any attachments/ammunition they had equipped when a savegame is loaded
<*>Added new lootable objects in buildings around the map (e.g. cupboards, kitchen appliances, wardrobes etc)
<*>Added new safe cracking mechanic allowing the player to open a safe if one is found in a building. In order to crack the safe the player must somehow obtain the safes combination and turn the locking knob to the correct digits. Safes currently contain the highest tier loot of all lootable objects and have the unique ability to spawn in southern regions of the map. This makes finding one early-game a possible way to obtain a few really useful items without having to trek into the dangerous northen regions of the map
<*>Added HAB modules 2-5. It is also now possible to spawn at either HAB module 1, 2 or 3 all located along the southern coast of the map spanning left to right. Modules 4 and 5 are located deep in the northern regions of the map and contain clues about the games backstory

v0.7.1.5 Content Update #30

Greetings survivors,

This weeks update contains a majority of new content with a few minor fixes also. The new additions include most importantly a brand new official soundtrack for the game which you will hear at random times during gameplay. Some new weaponry has also been scattered around Chimera for your taking along with some improvements to the weapon firing system. Guns with full auto capabilities may now be utilised along with burst capabilities. Dedicated servers are on their way, I am currently planning on a release for v0.8.0.0 which will be soon approaching.

What's New?


<*>- Composed 5 soundtracks which will play at random intervals during in-game playtime
<*>- Added the Reginald burst assault rifle (ID 247)
<*>- Added the Guppy double barrel shotgun (ID 248)
<*>- Added the Ryder lever-action shotgun (ID 249)
<*>- Added selective firing modes allowing the player to switch between available firing modes on any weapon (safety, semi, auto and burst)
<*>- Added 12 gauge shells for the Morbos (ID 250)
<*>- Updated weapon reload system to incorporate new weaponry

v0.7.1.0 Bugfix/Content Update #29

Greetings survivors,

Apologies for the slight delay in this weeks update. I have finally made progress towards setting up some dedicated servers. I have also updated the game engine to a more recent version granting some performance improvements and new features. I am hoping to finish the dedicated server setup this week if all goes to plan, however in the mean time, some more in depth notes on this weeks update. NOTE! Please don't be alarmed by the large 500+ mb update size, this is a biproduct of upgrading the game engine to a newer version which contains a large amount of new data which must be updated. The large update size is also caused by the work I have done preparing the game for having dedicated server compatibility (pretty important stuff!)

What's New?


<*>Added water ripple effect when swimming
<*>Added swimming sound effects when moving in the water
<*>Added coral which spawns underwater at randomised locations
<*>Added smoke grenade (ID 241)
<*>Added gas grenade (ID 242)
<*>Added shotgun pellet spread (shotguns no longer fire a single projectile with 100% accuracy), this means shotgun shells will now fire a random number of pellets (between 4 and 8) at varying angles spraying outwards from the initial firing point. Each pellet deals its own individual damage to any damagable target it hits. So the closer you are to an enemy, the higher chance you have of multiple pellets hitting and dealing damage. I am open to feedback depending on how fair you think the spread of pellets and damage is and will be tweaking it in the coming updates based on how it is received by players
<*>Fixed a very very very very very annoying bug that has been reported at least 1000 times by now which causes the players collision to sometimes glitch through the floor when toggling between crouch/standing and prone
<*>Upgraded game engine version to newer release
<*>Built and integrated support for new dedicated server files
<*>Fixed a bug causing ammunition to disappear when a magazine is loaded into an already loaded weapon
<*>Minor tweaks and optimisation improvements

v0.7.0.1 Bugfix Update #28

Greetings survivors,

This weeks update is coming a day early as a majority of important bugs have been found and fixed. No new content this week but I am intending on focusing entirely on getting some dedicated servers up in the coming week. For now I am just patching some fixes I have been able to sort out in the past week. Hang tight and hopefully we should have some official servers up by Friday next week. Thanks for the continued support from everyone.

What's New?


<*>Fixed a bug causing multiplayer servers not to load connecting clients in
<*>Fixed a bug causing all items to be un-pickup-able on multiplayer servers
<*>Fixed a bug causing the cosmetic inventory to not load correctly
<*>Fixed a bug causing salvaging of cosmetic items not to work properly
<*>Fixed a bug causing people to be able to reopen the same supply crate multiple times to get a different item
<*>Fixed a bug causing cosmetic items to drop far too often
<*>Added a clickable button to visit the official website on the main menu in the bottom left corner
<*>Fixed a bug causing certain players to not load the main menu at all
<*>Fixed a bug causing players inventories to load duplicate items over the top of others
<*>Fixed a bug causing saved clothing to bug the inventory when loaded
<*>Fixed a bug causing items to disappear when an item of clothing is unequipped and the inventory is full
<*>Fixed a bug causing items to disappear when an item of clothing is dropped and the inventory is full
<*>Fixed a bug causing players saved locations to not be loaded on multiplayer servers
<*>Added the ability for actual cosmetic items to drop when in the main menu instead of just supply crates
<*>Fixed a bug causing multiple items to be un-pickup-able for clients in multiplayer servers
<*>Tweaked spawn tables/rates in lower-tier areas
<*>Added an optional profanity filter for the in-game chat

v0.7.0.0 Content/Bugfix Update #27

Greetings survivors,

This weeks update is seriously HUGE! The update is a little delayed because of this, but rest assured, it will be worth the extra wait. A number of additions including some new attachments, animals and entire new systems have been made all ready for you to explore.

Notably, this weeks update includes a full multiplayer save system allowing you and your friends to save progress seperately between your own singleplayer worlds and a communal multiplayer world which is hosted by one person. In the coming week I will be looking back into dedicated servers and hopefully getting some up which should encourage players to join and play with others knowing all their data will now be saved.

As a final note, I would like to encourage everyone in the community to continue making suggestions on what you want to see coming into the game next. Feel free to share your thoughts in the Steam discussions or official Discord server, anyway that reaches me is fine.

And as always, enjoy your survival and I'll see you all next week.

What's New?


<*>Updated HD tree textures to appear more realistic
<*>Crouching without a weapon now shows correct animation
<*>Proning without a weapon now shows correct animation
<*>Fixed rotation replication bug from server to client and vice versa
<*>Added Great White Sharks, found in all water ways surrounding Chimera however moreso in the far northern waters
<*>Added 2x Scope (ID 228)
<*>Added Red Dot Sight (ID 229)
<*>Added Holographic Sight (ID 230)
<*>Added Shark Tooth (ID 231)
<*>Added Shark Fin (ID 232)
<*>Added Raw Shark Meat (ID 233)
<*>Added Cooked Shark Meat (ID 234)
<*>Added Burnt Shark Meat (ID 235)
<*>Added Shark Sceptor (a craftable spear) (ID 236)
<*>Added 8x Scope (ID 237)
<*>Fixed bug stopping players skins from showing in multiplayer
<*>Fixed bug stopping players clothing to be shown in multiplayer
<*>Rebuilt AI spawn system to incorporate the new sharks
<*>Fixed bug with some sounds not having correct attenuation
<*>Fixed bug causing doors and roofs to be unplaceable when unobstructed
<*>Buildable objects are now all fully destructible using any weapon (base raiding is now possible)
<*>Tweaked names of some items to fit the item more closely
<*>All clothing/armour now has a chance to break when hit by an enemy
<*>Tweaked damage of weapons and health of enemies to test game balancing
<*>Added Cardboard Box (ID 238) (makeshift backpack which can hold items)
<*>Added Adjustable Wrench (ID 239) (used to remove/repair small structures)
<*>Added Heavy Duty Wrench (ID 240) (used to remove/repair large structures)
<*>All placed buildables are now salvageable with either an adjustable wrench or heavy duty wrench equipped
<*>Fixed bug causing doors in HAB 01 to sometimes open towards the wrong direction
<*>Fixed a bug causing players to be able to build multiple objects at once
<*>Added in-game notice box which will appear on the main menu if there is something important players should know
<*>Fixed bug allowing players to lower post processing settings low enough to perceive no special visual effects
<*>Fixed bug allowing players to lower view distance scale low enough so nothing is rendered in the scene
<*>Added a multiplayer saving system for server hosts
<*>Adjusted singleplayer saving system to accomodate for new multiplayer system
<*>Player in main menu screen now runs up to campsite when loading into the game and runs away from the campsite when a play mode is selected
<*>Fixed bug causing players names to display incorrectly in the chat box upon joining and leaving a server
<*>Fixed bug causing equipment not to be put into death bag upon player death
<*>Lots of minor behind-the-scenes tweaks which don't really need to be mentioned

v0.6.8.0 Content/Bugfix Update #26

Greetings survivors,

This weeks update will contain noticably less content than the previous week. However, I have been spending most of the week working behind the scenes cleaning up redundant or inefficient code and generally just improving existing functionality in the game. I have also fixed a few bugs including the inaccurate representation of the current players online. The count for online players (visible at the bottom of the main menu screen) will now show accurately all of the time so long as you have an active internet connection when you launch the game.

What's New?


<*>Added Beaver Ironsight (ID 220)
<*>Added Naga Ironsight (ID 221)
<*>Added Maverick Ironsight (ID 222)
<*>Added Patriot Ironsight (ID 223)
<*>Added Zurich Ironsight (ID 224)
<*>Added Lantana Ironsight (ID 225)
<*>Added Harrier Ironsight (ID 226)
<*>Added Dawnstar Ironsight (ID 227)
<*>All freshly spawned guns now come with their corresponding ironsights equipped in the sight attachment slot
<*>All ironsight items can be interchanged and equipped/dequipped on any weapon that allows a sight attachment
<*>In order to equip a different sight on a weapon the default ironsight item must first be dequipped
<*>Fixed bug causing multiplayer servers not to be joinable by any players
<*>Fixed bug causing the current survivors online count to display inaccurately sometimes
<*>Cleaned up and rewritten some chunks of code to boost efficiency in some aspects of the game providing improved performance on lower spec machines

v0.6.7.0 Content/Bugfix Update #25

Hey everyone,

It's update day again, and as always, all changes are listed below. In summary, this week was focused on the implementation of some new weapons which I've been meaning to get around to for some time now. Some additional improvements were also made and the following week will be focusing more on bugfixes.

What's new?


<*>Added the Patriot (ID 213) a semi automatic revolver which is now the most powerful pistol in the game based on damage per shot
<*>Added the Harrier (ID 214) a fully automatic assault rifle similar to the Lantana but significantly more powerful. The gun is of legendary rarity however has a smaller than expected magazine
<*>Added the Stryker (ID 215) a fully automatic shotgun, the first item of godly rarity level. Currently based on the latest stats, this weapon is the new "best gun in the game" based on potential damage per second. Expect to have to travel to the far northern regions of the map to even have a chance of finding this weapon.
<*>Added 6 round Patriot clip (ID 216)
<*>Added 30 round Harrier magazine (ID 217)
<*>Added 20 round Stryker Drum (ID 218) (rather generous for a fully auto shotty, I may be reducing this if it is too OP. Let me know your thoughts in the Discord server)
<*>Updated loading screens to latest screenshots from the game
<*>Updated Steam store page images to latest screenshots from the game
<*>Re-built entire weapon aiming system to fix alignment issues when aiming down sights
<*>Added feature where the character shown on the main menu map will now have your last worn set of gear equipped from your latest save game
<*>Adjusted weights for some items
<*>Adjusted capacity of some storage units
<*>Adjusted capacity of some clothing items
<*>Added Suitcase (ID 219)

v0.6.6.0 Content/Bugfix Update #24

Hey everyone,

This weeks update is HUGE! Possibly the biggest update so far. It's bringing some brand new ultra-realistic weapon sounds for equipping/dequipping and firing. Each weapon now has different sounds to distinguish it from all others. Some important bugs have been solved and patched as always. Campfires have been altered the entire item spawn system has been rebuilt. Check it all out below!

What's New?


<*>Added new gun sound effects to be far more realistic and different for each individual weapon
<*>Fixed a bug causing multiplayer servers to be un-discoverable preventing any players being able to join servers
<*>Fixed a bug causing the loading of maps impossible when playing offline making it impossible to play the game
<*>Added an ultra fancy (not really) new intro sequence which plays before the game loads up reminding you of what game you're playing in case you were unaware
<*>Fixed a bug causing pine and walnut trees to be harvested for unlimited wood once already chopped down
<*>Item spawn system has been entirely rebuilt to be completely automated and more varied
<*>Fixed a bug causing certain gun magazines to not show ammo count when hovered over with the mouse
<*>Adjusted ADS (aiming down sights) for the Naga pistol to align better with the players line of sight
<*>Campfires now go out after a certain period and need to be relit with wood and gasoline
<*>Fixed a bug causing animals, random chests and mutants to not drop all the items they should upon their death
<*>Bedrolls, cloth backpacks and high level storage containers and many other similar items are no longer findable in game and must be crafted to obtain them
<*>Items now spawn less frequently however take longer to despawn
<*>Items no longer spawn when in close proximity to the player to stop players from loading a game looting the town they despawned in quiting the game reloading it and relooting the same place over and over for endless gear
<*>Fixed a bug causing gun magazines spawned from killing an enemy to always be empty
<*>Spawned guns now have a 50% chance of already containing a magazine
<*>Spawned guns now have a 15% chance of already having an attachment on them and a 5% chance of having multiple attachments already
<*>Fixed a bug causing the flare gun and dawnstar to have infinite ammo with a single flare/rocket loaded in them
<*>Fixed a bug allowing players to open the attachments menu, shoot a flare gun or dawnstar and then take the ammunition out resulting in infinite ammo
<*>The 4 digit code for the stun gun cabinet in HAB 01 now randomises instead of always being 4159
<*>Fixed collision on watch towers and wooden warehouse in Princeton
<*>Removed one secret chest from the roof of all gas stations in Chimera
<*>Added one secret chest somewhere in Princeton
<*>Tweaked loot generated by secret chests
<*>Added a loading screen when logging in to prevent the player from spamming the login button causing server lag for all other players
<*>Fixed a bug causing latest news and leaderboard not to load when playing with a guest account
<*>Fixed a bug causing frag grenades and flashbangs to stick to the player who threw them making them unusable
<*>Added fully automatic firing capability to some weapons (naga, maverick and lantana)
<*>Fixed a bug causing lights in HAB 01 to render shadows at any distance causing extreme FPS lag for some players
<*>Fixed a bug causing some items to spawn at irregular sizes
<*>I probably missed a few things here so you might notice some other tiny tweaks here and there