You're a survivor of "The Parallax Effect". A government run project which took a dark, unforeseen turn for the worst several years ago. You are now left with no memory and seemingly lost in an abandoned world reclaimed by nature, but you might not be alone...
All Reviews:
Mixed (188) - 43% of the 188 user reviews for this game are positive.
Release Date:
Dec 31, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I want to start slow and steady being that this is my first submission to Steam. As an indie dev working on my own I feel like Early Access is the best option as it gives me a chance to take development at a pace I can handle and not be pushed to the limit to constantly produce updates every waking moment of my life. Going EA also let's me start to build a community surrounding the game which is one of my primary initial goals as a dev and I think it's quite an important one. I want to start getting opinions, some critical feedback and just get known a little around Steam before proceeding too far forward.”

Approximately how long will this game be in Early Access?

“As the current state of the game stands, I am looking at transitioning out from Early Access roughly within a year from release on Steam. Please note this time frame is not by any means set in stone and definite. I will more than likely shift this date depending on how the game progresses through development.”

How is the full version planned to differ from the Early Access version?

“As I stated above, I have big plans to take this game above and beyond what it has initially started out as which is a small indie project of my own. In terms of features, I feel the game will progress incrementally adding features I have planned and any that the community highlights along the way. Development may be slow at times but I will try my best to maintain steadiness with my updates and keep to a routine/schedule both myself and the community are happy with. I currently have plans on loads of new content to work on and new features such as new weaponry, items, buildings and game mechanics.”

What is the current state of the Early Access version?

“The game is currently 100% playable containing hours upon hours of content to explore and enjoy both alone and together with others. Current content includes a fully implmented basic combat system with multiple weapons both lootable and craftable at players disposal. There is also a full base building system with additional extras such as multiple different storage containers, building items such as bedrolls and campfires and 4 different building materials oak, pine, walnut and aluminium. Full survival mechanics are currently implemented within the game along with multiplayer and singleplayer support. A basic backstory for the game has been developed however this is planned to improve drastically further down the track once the game starts gathering its own following and player base.”

Will the game be priced differently during and after Early Access?

“To be completely honest with you, I take pride in being an upfront, honest and fair dev (getting harder and harder to find these days) and I really just want to share my passion of game design and development with the world. If a little money comes my way in the process, well that's just a bonus. The only feature that I may implement in the future, if players are okay with it, is some sort of premium one-off purchase which offers some small perks to your account, of course only if YOU want to purchase it. I feel adding something like this is a good way to show your support for the developer (me) if you like my game or you want to get a few cool little extras thrown your way for supporting the game which I really do appreciate. As far as cost for the game itself goes, I feel F2P is a perfect place to start for me and I feel it gives the community a chance to give the game a go rather than feeling skeptical about spending their hard earned cash. Of course donations are always accepted if you feel the desire to contribute and support me in my development. Players showing interest in my game is more than enough to keep me motivated and driven to improve the game play experience for my players.”

How are you planning on involving the Community in your development process?

“I want to reach out to the community as much as possible for ideas, or even just to have an audience to bounce my own ideas off of as really the players are the ones who play the game, they should have some level of a choice in what gets added and what doesn't in my opinion. I want to make a game my players enjoy more than anything. I'm also more than happy to discuss any submissions of artwork, game assets or even cosmetic skin designs you might want to submit. If you're a budding artist or design enthusiast and want to get directly involved with development please do not hesitate to get in contact, cool people are always welcome to share their creations with not only me but the games community also.”
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Recent updates View all (35)

July 12

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
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July 6

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
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About This Game


You are currently being held in one of the few remaining habitation modules off the coast of Chimera, a landmass entirely unknown to you. You remember nothing, you know little of yourself or what you have been through. In the time that has passed whilst being held captive at this facility, you have been heavily sedated to preserve your health for your ultimate task is yet to come...


Biological warfare was imminent as August 4th, 2029 otherwise now termed as "doomsday" occurred. Tired of humanity's wasteful and damaging nature, The Parallax Organisation (TPO) took matters into their own hands creating and releasing a devastating nerve agent, now scientifically classified as the EK292 virus. This toxin was designed to be utilised as a sort of euthenasia tool which would be issued to all current and future convicts occupying space in the already overcrowded prisons around the world. The world didn't take to it lightly and many rebelled against the choice to take such an approach to "cleansing" the world and lowering the global population. Soon, the virus mutated unexpectedly multiple times in extremely quick succession leaving The Parallax Organisation to cleanup the mess they themselves had created. However, it was too late, once the virus escaped containment at several facilities around the globe, 99.95% of the entire world's population were wiped out in less than a year...

As nature would have it, there were some survivors, those who had a natural immunity to the virus who exhibited no side effects of it's horrific capabilities. These few hundred survivors of what soon became termed as "The Parallax Effect" were quickly rounded up and forcefully detained to be used as test subjects for developing a vaccine to counter the already devastating effects of the virus. That's where you came in. As one of these remaining few, you had no choice but to comply with orders or face immediate termination. You chose to comply...

As the beginning of the experimental trials commenced, the remainder of the world was left unknown as to what the goings on were at these secretive Parallax Organisation habitation modules located off the coasts of various different countries. Rumour had it that they were using humans to test survival in a world following The Parallax Effect, what they didn't tell us was what they were surviving against out there. Many scientists aboard the various HAB modules proceeded to go missing once venturing outside of their HAB facility. All known subjects who were sent out into the wilderness to survive never returned, in fact they were never seen again. The only evidence anything was surviving out there were freakish screams and demonic roars of horror you could hear in the darkness after nightfall. One doctor, the lead doctor in charge of controlling The Parallax Effect, took it upon himself to venture out and find the source of these bone-chilling sounds. He said he would leave a trail of written notes on his path from HAB module 1 where he was currently working at and told anyone who would attempt to find him, should he not return, that they must follow his trail no matter where it leads. Weeks passed and no sign of the doctor. With him missing things began to get well out of hand as experiments contained at the HAB module began to show signs of deteriorating. Many of the subjects who were once immune to the virus lost immunity due to several, further unknown mutations. The decision was made to seal the HAB module and store the remaining few humans in cryostasis. You were one of the lucky few who had not yet been experimented on. You were returned to laboratory block B and that is where you remain to this day...


A malfunction in the cryostasis regulator system has caused all chambers in HAB module 1 to open. As you awaken from your sleep of unknown length, you are presented with a lost world reclaimed by nature and a man-made evil which lurks the sprawling wilderness of Chimera. Face your fears and attempt to survive the decimation of mankind as best you can. What happens next is entirely up to you...


Presented with a world to discover and a dark story to unravel it's now your turn to make your mark on a long lost civilisation. The choices you make from here on out will affect your life as a survivor of The Parallax Effect. With a future unknown, use what you have at your disposal to not only survive, but thrive. Make use of the remnants of civilisation including many abandoned towns and even military installations located within the vast expanse of Chimera and arm yourself with the power to fend off anything that stands in your way...


You may want to take a look at some of the tasks you can get started with in your survival...
  • Scavenge what you can from the remnants of humanity
  • Find or even build weaponry to fend off dangerous animals and anything that stands in your way
  • Equip yourself with gear to conduct long-range exploration, even underwater
  • Construct items to assist your survival in this harsh new world such as camping equipment and armour
  • Follow the path of the estranged Dr. R from HAB module 1 by collecting his notes to uncover the true origin of The Parallax Effect
  • Explore several unique locations around a massive 5x5km map.
  • Build intricate bases and defend loot you have scavenged from either AI raiders or more deadly fellow survivors
  • Construct basic and more advanced storage units to stash your valuables away in
  • Upgrade your weaponry with nifty attachments to help you fight
  • There are currently 20 in-game achievements to unlock by progressing through your survival
  • Keep starvation and dehydration at bay along with your immunity to the virus and your overall health
  • Search for vehicles to transport yourself and friends around the map at speed
  • Survive the horrors of the night that haunt the forests of Chimera

Can you survive the effect?

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 32-bit
    • Processor: Core i5 2.4 Ghz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 760, AMD Radeon 7870 (At least 2GB of dedicated VRAM)
    • DirectX: Version 12
    • Storage: 4 GB available space
    • Additional Notes: If your PC is a potato you might have a few issues... Don't blame me!
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Core i7 3.0 Ghz
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 970/AMD Radeon 7950 (3GB of dedicated VRAM or more)
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: If you have all of the above you should be good-to-go!

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