The Parallax Effect - Danstarr13
Greetings survivors,

It's safe to say it's been a long time since Parallax has received any updates. I'm glad to say that after some successful testing of v2.0 I will be releasing the largest update the game has seen since launch today.

I won't go into any details here simply because listing every single change from the previous version of the game would literally be a 3000 word essay and nobody wants to read that. If you're a veteran who's been around since the game's launch back in 2018 and you're returning for the first time in a while, the game has changed a lot. For those who are just finding the game now I hope you like what you see.

The new map is significantly smaller than the previous one however it's packed with much more to see. Water has been removed from the map entirely and Chimera now exists as a mountainous forested region. Red Shield has been relocated and now provides a secluded safe zone during the night from all monsters. Vehicles are also back in the game and are completely different from the old ones.

That's all I'll reveal here, you'll have to try it for yourself to see all the new changes. I hope you enjoy the update!

And as always, thanks for playing ;)
The Parallax Effect - Danstarr13
Hi all, this isn't an actual update post, just some information to let you know that I haven't abandoned the game. Over the past 6 months I've been working towards redesigning the game and releasing v2.0.

I'm pleased to say that private testing for v2.0 has just gotten underway and will hopefully lead to a public release within the next week if all goes according to plan.

That's all from me for now, thanks for sticking around through the long drought of updates over the past year. That's all about to change for the better in the coming weeks. Keep an eye on Steam for the new update as I'll post an official changelog when it's released.
The Parallax Effect - Danstarr13
Greetings survivors,

I was going to combine this update with the previous one for a single larger update but I decided to break it up into two sections. This update adds some new content and more bugfixes.

The Void joined the game recently in v1.5 but now there's some newer kids on the block. Well not so much 'kids' but more like bloodthirsty, lunatic cultists. Introducing...

The Faceless

These strange beings have an unknown origin. All that is known is they are closely related to The Shadow, a member of The Red Shield. These faceless creatures are humanoid in appearance, however they seem to be covered in a strange moving substance. They also appear to be wearing some sort of armour and they roam in numbers. Up to 5 in a group have been observed so far. They wear a white mask over their faces and no distinguishable facial features can be made out, hence the name. Definitely watch out for these creeps during your travels through Chimera after dark, they're known to strike when you least expect it.

One last addition is mutant tokens. These items can be looted from the corpses of slain mutants. Each mutant will drop 1 of their respective tokens. These new tokens can be cashed in to make the mutant of the night lose your scent. However, each token only works for its respective mutant and can only be used once. Say you have a Reaper token and the Reaper spawns in your world. You can use your token to either switch the Reapers scent to another player on the server, or in singleplayer he will lose your scent entirely and roam aimlessly trying to find you.

As for bugfixes, I've fixed some more saving/loading issues which were causing problems previously. I've also made some more performance optimisations to increase overall FPS whilst playing. There have been some changes to the map which may result in old saves loading objects in no longer valid positions. You might notice less trees than before and bitumen roads have been removed. You should however notice improved performance.

Changelog

Additions
  • Added The Faceless
  • Added mutant tokens
Improvements
  • Made some gameplay optimisations to improve overall FPS
  • Tweaked loot tables to balance items out a little more (no more finding rucksacks in every single building!)
Fixes
  • Fixed a bug causing mutant death bags to spawn nothing
  • Fixed a bug causing the login screen to appear when returning to the main menu
  • Fixed a bug causing time of day not to sync when joining a server
  • Fixed a bug causing NVG effects to apply to the server host when equipped by a client
  • Fixed a bug causing the games soundtrack not to play music every so often
The Parallax Effect - Danstarr13
Greetings survivors,

This update is bringing with it some new improvements and bugfixes. Firstly, performance improvements. You should notice some significant increase in your average FPS in the new update. I've taken a large portion of the time since v1.5 released to work on some much needed performance optimisations. There's still plenty of room for improvement on my end, but you should notice a nice little boost to your FPS in general. If you're still getting low FPS, please try turning down the shadow quality via the in-game options menu as shadows are currently the most resource-heavy setting and the default setting is quite high.

Now for the new content. Building has been a part of the game for quite some time, and up until now it's been extremely easy to build base parts. This update is now addressing that. You can no longer build any base part for 5 wood. Instead, I've gone through and updated the building requirements for each base part in terms of how complicated the pieces are to build. For example, wooden foundations now require 50 wood and 4 nails per foundation. This is still quite easy to find especially since nails can be crafted and only require 1 raw metal to make. Coupled with the salvaging mechanic in the game, you should be able to source decent amounts of raw metal with relative ease after searching a small town. Let me know in the Discord server if you think the changes are too harsh, I'm ready to do some balancing based on player feedback if need be.

I've also brought back the skill tree. If you've been playing prior to v1.0 you may have seen the skill tree back when I first implemented it into the game. It was later removed due to some bugs that were surfacing because of it. I've now gone ahead and fixed those issues so you can now open/close the skill tree by pressing 'U'. There are over 20 unique skills with various improvements to different areas of the game including movement, weapon handling and mutant avoidance. Skills all require skill points to unlock which can be obtained from killing various enemies and surviving the night.

After re-adding the vehicles last update, there have been some major issues that are still persisting. The issues are mostly coming from the Humvee and APC so, for now, they have been disabled. Please note that ATV's and helicopters are still available.

Saving efficiency has been slightly improved so you should notice increased speed when loading your save games. Please also note that the save system has been slightly changed so you may lose some data when trying to load saves that have been created prior to this update.

One last thing, there has been a very long running bug to do with gauntlets saving and loading. I'm pleased to say, that has been resolved. You will no longer lose equipped gauntlets when saving and loading a game. Please also note that when hosting a multiplayer game, it will use the save you have in slot 1. So, keep that in mind when hosting a server. This is not the case when joining a server.

Changelog

Improvements
  • Made building base structures more difficult
  • Brought back the skill tree
  • Improved loading times for save games

Fixes
  • Fixed a bug causing equipped gauntlets not to load at all

Removals
  • Removed the Humvee and APC from vehicle spawn tables temporarily
The Parallax Effect - Danstarr13
Welcome To v1.5

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.

Changelog

Additions
  • 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

Improvements
  • 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

Fixes
  • 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 (in the games official Discord server) 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.
The Parallax Effect - Danstarr13
Greetings survivors,

This is a minor update consisting of some important bugfixes and a couple of additions.

Firstly, the issues regarding mutants spawning have been resolved and along with that, a new mutant has arrived in Chimera threatening survival. Introducing the corruption. This mechanical creature enters and leaves the world through a dimensional portal. Upon nightfall it will open its portal as close as possible to its prey and will slowly emerge and then pursue them.



A large flurry of blood particles signals his entrance into the world. If you encounter the corruption, you should attempt to distance yourself as much as possible from it and prepare yourself for a fight. It's also worth noting the corruption is roughly the same size as a player meaning he can go just about wherever you go, so no hiding.

I've also added a 'salvage all' button in the inventory screen which will allow you to salvage an entire stack of something all at once instead of having to individually salvage every single item by hand.

Changelog
  • Added The Corruption
  • Added ability to salvage an entire stack of a particular item at once
  • Fixed a bug causing mutants to occasionally not spawn
  • Fixed a bug causing mutants to never reach the player on some nights
  • Fixed a bug causing the player to be able to save while inside the grim dimension
  • Fixed a bug causing the grim dimension exit portal to not work properly
  • Fixed a bug causing stones of quanta to not work properly
  • Fixed a bug causing items in the stockpile to not rotate daily
The Parallax Effect - Danstarr13
Greetings survivors,

I've got plenty of fixes and improvements to report for this update which I'm sure you'll all be glad about.

  • Fixed issues with building items, some areas would not allow construction
  • Fixed AI hunters to be more accurate and behave correctly, they will only shoot you if you are within range and are not obstructed by something
  • Fixed certain loot containers not spawning any items
  • Safes are now crackable, if you find them you will need to locate the code to open it
  • The safe cracking screen no longer uses Q and E to turn the lock but instead uses UI buttons which makes things much easier
  • Safe cracking mechanic has been improved to be harder and will no longer give hints as to where you need to stop and change the direction you're turning the lock
  • Secret stashes are no longer free-to-loot you will need a key in order to open one
  • Loot spawns for safes, secret stashes and airdrops have been guaranteed to give a minimum of 3 items and a maximum of 6. The items can be of any type and amount
  • Ammo bags can now be opened and will provide a random assortment of ammo related items, mainly bullets and magazines
  • Supply crates can now be added to your stash, however you cannot add them if you are playing offline
  • Saving and loading error catching has been improved
  • Loot spawning has been reworked to improve overall performance and provide a steady level of loot no matter where you go at all times
  • Mutant difficulty has increased significantly, they will no longer spawn randomly somewhere on the map, they are guaranteed to spawn close, within 1 kilometre to be exact. This means you will be almost guaranteed to encounter every mutant now and you will need to adequately prepare before nightfall in order to survive the encounter
  • Vehicles have been removed for now (I'm investigating some performance issues caused by them)
  • Kills and days survived are now being correctly counted
  • You can now use gauntlets
  • Clothing has been improved and the equipping/dequipping system has also been changed. You no longer have to organise your inventory yourself before being able to dequip clothing any slots that are being added will automatically be removed and any items that are in them will be dropped on the ground
  • If your sanity reaches 0 you will start to slowly die if you do not seek medical aid
  • Sanity WILL NOT regenerate on its own, you will need to source adequate medical aid to heal it, this means you can only survive so many mutant encounters without medicine
  • If you die and are highlighting an interactable item it will no longer stay highlighted forever once you respawn
  • Save thumbnails have been fixed
  • Loading issues have been fixed for clients on multiplayer servers
  • Fixed some buildables vanishing after being placed
  • All mutants now have an equal chance to spawn on any given night
  • If you die from a mutant they will vanish meaning you can safely return to get your gear however you will no longer be able to kill them and get any loot
  • Despawn timers for loot have been increased to 30 minutes, that includes everything from items on the ground to items in storage units and loot bags
  • Small animals no longer interfere with the players collision causing the player to either be thrown backwards away from the animal or get stuck on the animal
  • Skins now correctly apply on melee weapons and buildables

    That's about it for now, I will be working on more issues over the weekend and should have another bugfix update sometime in the next few days. Thanks for everyone who reported issues in the Discord server, you should see most of what you reported fixed above.
The Parallax Effect - Danstarr13
Greetings survivors,

This update is following after the major changes from v1.1 a few weeks ago. I've had quite a few bug reports which have been confirmed and have now been fixed. I've also improved and added some features back in to the game.

Starting with the changes, resources no longer respawn instantly after destroying them (sorry but it's not very realistic). You can now skip NPC dialogue with the 'ENTER' key if you're sick of hearing them rabbit on about everything.

If you complete crazy Ted's quest and find his knife you can now use it before you give it back to him, it's rather overpowered. Vehicles will no longer operate underwater meaning if you drown the engine, you'll have to ditch it and find a new one. This is for all vehicles currently in the game. I also moved the horn function for vehicles to the 'LEFT CTRL' button instead of left click which is used by the guns on the vehicles. APC's can now spawn with explosive damage shielding on the sides and the APC storage unit has moved to the front instead of the side. Vehicle storage units will now also spawn random items.

Mutant tracking abilities have been improved which should make escaping them more difficult. I've also added sanity back to the game which will drain while you're near to a mutant. The only way to survive is to kill the mutant, get far enough away or have sanity medication to keep you alive. If you go insane your health will slowly start to drop until you find medical aid or you die.

Salvaging items has also been added back in and improved from how it used to work before. I've toned down the amount of things you get from salvaging items to ensure salvaging is not overpowered. Let me know what you think of it. I've also added gauntlets back in, they come in cardboard, wooden and metal forms and can be crafted and equipped for extra slots and armour.

Now onto the bugfixes, there's a lot but I'll try to list everything important below...

- Maps now show a map when you have them in your inventory
- Compasses now show properly when you have them in your inventory
- Clothing items no longer float about your character at a 90 degree angle
- The cardboard bag has been re-positioned correctly on the characters back
- Supply drops should now actually drop, let me know if you're still experiencing this bug
- Weapon ammo requirements now show correctly in the hotbar HUD
- The holographic sight has been fixed and is now attachable to appropriate weapons
- Scopes now show their scope overlays when you aim with them
- The fire pit is now buildable as a light source but cannot be cooked on
- Wooden doors and shutters are now buildable

Lastly I'd like to address the cosmetic item changes. As of v1.3 you will notice a new button in the main menu called the stockpile. This will take you to a shop where you can spend any parallax credits you've earned from surviving. Items are rotated every day and there are different categories that will be for sale. The daily stockpile is filled with common to epic level items and the limited time offers are filled with exclusive/limited edition items which you cannot obtain anywhere else. The shop will always contain 4 daily items and 2 limited time items.

There's also a new box available called the ancient supply crate with 10 stylish skins for various items. If you're lucky enough to find one, you might find something nice inside. The unbox chances have also been completely re-worked to be 100% fair and square now. They are listed no the left when you're in the inventory menu.

One last thing, I've added mystic items which are cosmetic items that show a particle effect when you equip them. They are exceedingly rare and have a 1% chance to unbox from any supply crate, so good luck!

That's about everything from me for now. I hope you're pleased about at least 1 change in this update. Let me know your thoughts in the official Discord server if you have any complaints, ideas or just want to give some general feedback and have it seen.
The Parallax Effect - Danstarr13
Greetings survivors,

It's been a while, I know. I have been working on some new projects over the past few months following the release of v1.0 and will be revealing them soon in the official Discord server for Parallax. If you're interested in that and have not joined already, please do so as it will become the HUB for all my future games for now.

Anyway, if you're just here for the Parallax news, then yeah, there's a big update. I've improved several in-game mechanics and fixed a huge number of bugs since v1.0. You will notice some changes to the UI and the entire loot system has been re-worked to a much more efficient spawning system. It is no longer required to venture into the far north as all loot is now based purely on RNG (random number generation) instead of pre-defined loot rarity levels.

Some items are very common and others equally rare. You will likely notice an overall increase in item spawn rates with the new system too. The loot spawning is also location relevant now which means if you go to a medical clinic you're likely going to find medical items more than anything else, same goes for a military tent you're likely to find ammo or a weapon. This differs hugely from the previous system in which you could find anything anywhere even in places where it would seem unlikely to find that particular thing.

In addition to the loot changes, the HUD has been completely revamped into a neat looking dark theme. There is now a completely seperate quest menu which can be opened/closed with the Q key. It will display the current quest you are on along with its goals and rewards.

The save system has also been re-worked to be much more efficient. This should result in much faster loading times on machines of all specifications.

On to the minor changes, you will notice bullet impact marks and impact particle effects will be visible when your bullets hit something now instead of disappearing into a puff of smoke and leaving behind no trace. When you hit something that can bleed, there will now be blood particle effects from where your bullet hit also.

What's New?

  • Re-designed HUD's
  • Loot spawns are now location relevant
  • Loot spawns are now fully RNG based
  • Streamlined save system to be more efficient
  • Added new bullet impact effects
  • Removed durability system from weapons
  • Removed weight system from the inventory
  • Fixed a bug causing you to be able to infinitely sprint
  • Fixed a bug causing cosmetic loot boxes to be unopenable from the main menu
  • Several minor bugfixes
The Parallax Effect - Danstarr13
Greetings survivors,

It's been a long time coming, but finally we are now transitioning from pre-alpha and into regular old alpha. I thought lining this transition up with the release of v1.0 would fit quite nicely. This is going to be a VERY long patch notes post due to the large amount of new content coming to the game.

The first and most significant change to the game is the addition of The Red Shield. A small group of survivors who have banded together to form a sort of safe haven for anyone wishing to join their cause. Their base of operations is a large raft-like structure sitting in the middle of the Chimera river system just north of Princeton, near Monica Island. There are plenty of survivors to get to know personally and interact with. You'll start as a scav and can work your way up the ranks by completing various quests which will become available from different people as you increase your reputation. Each quest is different and offers it's own unique rewards, some of which can only be obtained from that particular quest and nowhere else in the game. Some of the shield's members are listed below along with a brief description.



General Skar is the man in charge of the entire shield as a whole. He is the main overseer of all operations and can be found in the generals quarters atop the watch tower at camp.



Captain Hayworth is second in command and head of the shield's main operations on a daily basis. He can usually be found standing just outside of the head quarters tent wearing his trusty brown cowboy hat.



Major Brian is third in command and assists Captain Hayworth in major decision making and also manages the shield's resource distribution. He can be most often be found in the head quarters tent right at the back behind his desk.



Vice Captain Hicks is fourth in command and handles all the shield's 'runners' who have various jobs such as scavenging for resources, eliminating hunter groups and of course mutant hunting. He can be found in the head quarters tent next to a large map of Chimera.



Colonel Kane is in charge of handling all of the shield's armoury including weaponry and armour mostly. He's quite rough on the outside so don't expect any favours from him. He can be found in the head quarters tent across the table from Hicks.



The Shadow is a mutant who didn't turn evil like The Reaper and his minions. Shadow instead assists the shield with his gifts of great perception and knowledge of the other mutants. He also has some rather interesting relics which can be obtained by completing a quest for him. He can usually be found in the living quarters next to a bed in the back left corner.



Dr Maxwell is the man who most consider to be the former leader of The Parallax Organisation, of which he denies, and claims to have escaped from one of their habitation modules to help form The Red Shield. He can be found wandering around the base.



Snowy is the mechanic at base who is in charge of handling all the vehicles owned by the shield. He might have something on offer for you if you have a chat with him. He can be found underneath the helipad behind one of his work benches.



Reggie is the leader of the scavs, the group of runners who go on expeditions around Chimera to retrieve loot to keep everyone alive. He might take you into his squad if you ask nicely.



There are many more survivors you can meet and get to know, those are just a few of the more important ones you'll see. It's important to note that your reputation with various shield members transcends across all save games at the moment.

Along with quests, some NPC's offer the ability to trade if they have anything to sell. The new currency for trading is arcade tokens which can be found scattered around Chimera or as quest rewards from various NPC's. Every item in the game has a value in terms of arcade tokens and can be purchased with them provided the NPC sells that particular item. If you're struggling to find any decent gear, some can be purchased such as guns and ammunition in exchange for tokens. So be sure to talk to every NPC to see who sells what and for how much.

Another important note is that certain NPC's will not allow you to take on their quests until you achieve a certain reputation with them. To increase your reputation you'll need to find a few NPC's offering quests for no reputation and complete those, upon successful completion you will increase your overall reputation with everyone and will be able to take on quests from members higher in the shields ranks. The higher the reputation requirement for a quest, usually the greater the rewards but harder the tasks. You currently cannot re-do quests (this may be implemented in the near future) so use their rewards sparingly.

Currently there are 13 unique quests which can be completed, more will be added with each update. If you have ideas for quests or new NPC's please join the game's Discord server and let everyone know, who knows it might get featured if it's voted by the community.

You will notice some major changes to Chimera, the once continental-like landmass has now been split up into an archipelago of islands (what I intended to do from the start). Chimera has also received some snowfall in it's northern regions which will incurr vastly different weather than the rest of the map.



Another major addition is planting. You can now plant various seeds you find for different fruits and vegetables. You can also break down whole food items to get seeds if you can't find any. Seeds can be planted anywhere in the ground however must be receiving direct sunlight (cannot be obstructed by anything above) for their entire growth period. Different seeds take various times to grow and can be harvested once fully grown.

Item spawns have been significantly balanced in terms of both items spawning on the ground and in containers. You will find it significantly more difficult to obtain high level items early on unless you travel to the far north. I'm aiming to make the survival experience far more difficult than it has been to provide a real challenge instead of being able to find everything you need from just about a single town.

There are several new items being added in this update, some notable ones include MRE's which provide large amounts of both food and water. Coral can now also be harvested underwater and can provide various buffs/debuffs depending on the variety you harvest. Some new unique items can also be obtained from The Shadow (one of the new NPC's) in exchange for arcade tokens. These new items provide some other worldly abilities such as teleportation and restoration.

I've also added some new sounds for each of the different storage units you can loot rather than the default door sound which has been around for far too long. Safe's have also been improved and re-added back into the game. You can find them spawned inside certain buildings. You'll need to search the building they are in for a three number code and then crack the safe to obtain it's loot. The whole cracking mechanic has been vastly improved and is much faster than before.

Performance optomisation has been an important issue I wanted to address for this update. You should notice a significant performance improvement compared to previous versions of the game. It will vary for every PC depending on your hardware of course, but nonetheless you should notice some higher FPS especially on lower graphical settings.

As for the screenshot contest which is currently going on, it will be running for 1 more week and the winner will be selected upon its conclusion. If you have any last minute submissions to get in, please do so ASAP.

The second major addition is in the form of a DLC. I say DLC because that is what Steam classifies it as, but really it's an account upgrade you can purchase from Steam, only if you want to of course. The upgrade is a one off payment which will give you a premium copy of the game. When you login to your account on the premium version, you're account will be instantly upgraded and you will receive some pretty neat rewards including limited edition item cosmetics only available to those who upgrade, new character styles including hair, colours and clothing, a vastly improved main menu environment, 10,000 Paracoins which can be used on the official website to purchase various cosmetics you want, premium status displayed next to your name when in-game and access to premium only servers (when they become available).

I'd like to stress that this is a completely OPTIONAL purchase, the game itself is still 100% free-to-play as I intented to keep it right from launch day. This premium upgrade is simply a way you as a player can show your support for me as a dev and for the game itself and get some cool stuff thrown your way as a big thank you from me. I'm sure you understand making a free to play game can be quite financially straining especially when there are no in-app purchases or any form of income whatsoever. For those who wish to show their support, please know that is greatly appreciated.

There are countless bugfixes in the update, mainly addressing issues reported from the game's Discord server by players. If I have left a tick next to your report then it has been patched in this update, I will list all the fixes below in the changelog as usual for everyone else to see.

Lastly, I'd like to say a HUGE thanks to everyone who has supported the game one way or another up until this point. I literally would not still be here developing if it wasn't for you guys. Oh and one last thing, everyone who has registered an account prior to this update will be receiving a very special item next time they login...



What's new?

Additions
- Added The Red Shield base
- Added 18 NPC's
- Added 13 quests
- Added ability to plant seeds
- Added ability to harvest coral
- Added Permanent Survivalist Upgrade DLC
- Added snow to Chimera
- Added MRE (ID 292)
- Added Survivor ID Tag (ID 291)
- Added Green coral (ID 282)
- Added Red coral (ID 283)
- Added Yellow coral (ID 284)
- Added Arcade token (ID 285)
- Added Soulshine Orb (ID 289)
- Added Stone of Quanta (ID 290)
- Added Apple seeds (ID 271)
- Added Banana seeds (ID 272)
- Added Berry seeds (ID 273)
- Added Pumpkin seeds (ID 274)
- Added Tomato seeds (ID 275)
- Added Corn seeds (ID 276)
-

Changes
- Changed Chimera's map layout
- Balanced item spawns

Fixes
- GPS now shows your location more accurately
- Stamina no longer bugs out when moving sideways
- When crouched, jumping will make you stand up
- Helmet vision restrictions now show when loading a save game
- The double house no longer exists in Ridgeworth
- Character settings no longer reset when you login
- Save files no longer act as two files in one
- Fixed various bugged weapons which wouldn't shoot
- Melee weapons no longer get used when swinging in mid-air
- Melee weapons can no longer be used after they are broken
- Dead AI no longer rotate to face you after they are killed
- When you salvage an item it no longer deletes the item in your first hotbar slot
- You no longer take fall damage when jumping into water from high up
- Items in HAB module 1, 2 and 3 no longer spawn in unreachable locations
- Several other minor fixes which are not worth mentioning here as the list would be far too long
...