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Name

 Parallax 

 

Developer

 Toasty Games 

 

Publisher

 Toasty Games 

 

Tags

 

Singleplayer 

Release

 2015-03-10 

 

Steam

 2,67€ 2,67£ 3,34$ / 33 % 

 

News

 28 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/325060 

 

How long to Beat

Main Story

 4 Hours 

 

Main Story + Extras

 7 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Linux [107.02 M] 




LINUX STREAMERS (1)
darkphotonstudio




Week Long Sale!

Parallax is 50% OFF for a whole week! Git it now! :D :D :D


[ 2016-10-11 01:34:04 CET ] [ Original post ]

Week Long Sale!

Parallax is 50% OFF for a whole week! Git it now! :D :D :D


[ 2016-10-11 01:34:04 CET ] [ Original post ]

It's That Time Again!

PSST! Parallax is now 75% OFF for the Steam Summer Sale! This offer ends July 4th, so grab it now for yourself or a friend! :D


[ 2016-06-24 16:13:16 CET ] [ Original post ]

It's That Time Again!

PSST! Parallax is now 75% OFF for the Steam Summer Sale! This offer ends July 4th, so grab it now for yourself or a friend! :D


[ 2016-06-24 16:13:16 CET ] [ Original post ]

Winter Sale!

Parallax is 66% OFF from now until Jan 4th! :O


[ 2015-12-24 21:06:38 CET ] [ Original post ]

Winter Sale!

Parallax is 66% OFF from now until Jan 4th! :O


[ 2015-12-24 21:06:38 CET ] [ Original post ]

Parallax is an IndieCade 2015 Official Selection!

Good news, everyone! Parallax was picked as an Official Selection for IndieCade 2015!
Zi will be demoing the game in Culver City, LA from Oct 23rd - 25th. So if you're in the area, drop by and say hi!



For more info about IndieCade Festival 2015, visit: www.indiecade.com/2015


[ 2015-10-10 00:47:50 CET ] [ Original post ]

Parallax is an IndieCade 2015 Official Selection!

Good news, everyone! Parallax was picked as an ‪Official Selection for IndieCade 2015!
Zi will be demoing the game in Culver City, LA from Oct 23rd - 25th. So if you're in the area, drop by and say hi!



For more info about IndieCade Festival 2015, visit: www.indiecade.com/2015


[ 2015-10-10 00:47:50 CET ] [ Original post ]

Steam Summer Sale

Summer is here!
At least if you're in the northern hemisphere...

Time to hit the beach, get a tan, and solve some puzzles! And because we all know that no summer is complete without puzzles, Parallax is 50% OFF from now until June 22nd! :D

Happy puzzling!


[ 2015-06-11 21:53:16 CET ] [ Original post ]

Steam Summer Sale

Summer is here!
At least if you're in the northern hemisphere...

Time to hit the beach, get a tan, and solve some puzzles! And because we all know that no summer is complete without puzzles, Parallax is 50% OFF from now until June 22nd! :D

Happy puzzling!


[ 2015-06-11 21:53:16 CET ] [ Original post ]

Tenth Patch Round

Hello everyone!

Here's the 10th round of patches:


  • Field of view (FOV) can now be modified from the advanced video menu. Minimum is 60, and maximum is 140.
  • Unity's default resolution dialog may now be accessed by holding down Shift while launching the game from Steam.
  • Removed restrictions on some more unconventional resolutions.
  • Limited gamepad input to the first device, instead of all devices. This should hopefully remove some unwanted "noise" inputs.


[ 2015-05-24 18:51:13 CET ] [ Original post ]

Tenth Patch Round

Hello everyone!

Here's the 10th round of patches:


  • Field of view (FOV) can now be modified from the advanced video menu. Minimum is 60, and maximum is 140.
  • Unity's default resolution dialog may now be accessed by holding down Shift while launching the game from Steam.
  • Removed restrictions on some more unconventional resolutions.
  • Limited gamepad input to the first device, instead of all devices. This should hopefully remove some unwanted "noise" inputs.


[ 2015-05-24 18:51:13 CET ] [ Original post ]

Patch Round 9.6 (Minipatch)

Bug fix: One of the moving platforms in D-2 had a pathing error, which allowed players to bypass part of the puzzle.


[ 2015-04-23 23:17:08 CET ] [ Original post ]

Patch Round 9.6 (Minipatch)

Bug fix: One of the moving platforms in D-2 had a pathing error, which allowed players to bypass part of the puzzle.


[ 2015-04-23 23:17:08 CET ] [ Original post ]

Patch Round 9.5 (Minipatch)

Fixed a bug in C-8 where a piece of wiring floats away into space when you touch it.

I'm a little embarrassed to admit that this is not a joke.


[ 2015-04-14 08:12:23 CET ] [ Original post ]

Patch Round 9.5 (Minipatch)

Fixed a bug in C-8 where a piece of wiring floats away into space when you touch it.

I'm a little embarrassed to admit that this is not a joke.


[ 2015-04-14 08:12:23 CET ] [ Original post ]

Ninth Patch Round

Hello puzzlers!

Here is the ninth update!


  • Tweaked level A-2 to be smaller, quicker, and less confusing.
  • Redesigned parts of level B-2 to be more focused and more reasonable for its place in the game.
  • Redesigned parts of level C-3 to be more focused and less confusing, and removed dead ends from the level.
  • Redesigned parts of level D-2 to remove dead ends.
  • Redesigned level D-4 to improve visibility and understanding of wiring.
  • Removed the spinny laser trap at the bottom of level D-7.


A couple of levels have different action requirements now after being redesigned. Specifically, B-2 now requires 5, and C-3 now requires 10.

Happy puzzling!


[ 2015-04-13 18:51:11 CET ] [ Original post ]

Ninth Patch Round

Hello puzzlers!

Here is the ninth update!


  • Tweaked level A-2 to be smaller, quicker, and less confusing.
  • Redesigned parts of level B-2 to be more focused and more reasonable for its place in the game.
  • Redesigned parts of level C-3 to be more focused and less confusing, and removed dead ends from the level.
  • Redesigned parts of level D-2 to remove dead ends.
  • Redesigned level D-4 to improve visibility and understanding of wiring.
  • Removed the spinny laser trap at the bottom of level D-7.


A couple of levels have different action requirements now after being redesigned. Specifically, B-2 now requires 5, and C-3 now requires 10.

Happy puzzling!


[ 2015-04-13 18:51:11 CET ] [ Original post ]

Seventh Patch Round

Hello puzzlers,

Seventh round of patches, woooooo!


  • Bug fix: Level D-2 had a huge segment which could be bypassed.
  • Added a total speedrun duration display to Speedrunner mode.
  • Added an option to show the number of actions in the HUD.


[ 2015-04-03 23:31:23 CET ] [ Original post ]

Seventh Patch Round

Hello puzzlers,

Seventh round of patches, woooooo!


  • Bug fix: Level D-2 had a huge segment which could be bypassed.
  • Added a total speedrun duration display to Speedrunner mode.
  • Added an option to show the number of actions in the HUD.


[ 2015-04-03 23:31:23 CET ] [ Original post ]

April Update

Here at Toasty Games, we know that a significant portion of players suffer from color blindness, and we understand how much of a struggle even the most simplistic visuals can be for these players.

And this is why, as of our latest update, Parallax now includes a "Color-Blind Mode" option.

Below is a side-by-side comparison of the game's graphics with Color-Blind Mode turned off, and turned on, respectively. This may not look like much if you have regular vision, but to a player suffering from color blindness, the difference can be astounding.

http://imgur.com/aw0P63K

This is just one of the many ways that Toasty Games is making games more accessible for everyone. Except those who have difficulty reasoning about parallel spatial dimensions.


[ 2015-04-01 10:12:24 CET ] [ Original post ]

Sixth Patch Round

Hello puzzlers,

Yet another round of patches!


  • Added a DeadZone property for gamepads. Not displayed in-game, but it's there in Parallax.ini if you want to tweak it.
  • Added a pure red/blue color scheme because somebody wants their eyes to bleed.


[ 2015-03-20 18:27:52 CET ] [ Original post ]

Fifth Patch Round

Times in the pause and summary screens now displayed to millisecond precision. >=D


[ 2015-03-19 20:48:22 CET ] [ Original post ]

Now Available on Humble Store and itch.io!

Hello puzzlers!

Parallax is now available on the Humble Store and itch.io!
In case you missed our Steam launch week sale, the game will be 10% off for another week in these stores!

Humble: https://www.humblebundle.com/store/product/parallax/bSDLfkj232
itch.io: http://toastygames.itch.io/parallax

If you get the game on Humble, you also get a Steam key included!

Happy puzzling!


[ 2015-03-17 15:59:52 CET ] [ Original post ]

Fourth Patch Round

Hello puzzlers,

Here's our fourth round of changes (they're getting smaller, yay!):


  • Bug fix: Unfinished signal impulses are not counted toward level action count when level is finished.
  • Bug fix: Default game resolution chooses the combined virtual desktop resolution for multi-monitor setups.
  • Chapter transitions are now completely bypassed when in "speedrunner" mode.


Happy puzzling!


[ 2015-03-17 01:09:36 CET ] [ Original post ]

Third Patch Round

Hello puzzlers,

Here's a summary of our third (and very small) round of patches:


  • Bug fix: Game gets stuck after the splash screen on some Macs.
  • Bug fix: Level D-4 has an excessively large gap which allows for exploits.
  • Bug fix: Maximum allowed time step was too large, so people with really low frame rates could walk through solid objects.
  • Bug fix: Level perfectness stats and achievements were not ignored in speedrunner mode.
  • Added a color scheme button on the home page, so people are less likely to miss it.


Happy puzzling!


[ 2015-03-15 23:56:39 CET ] [ Original post ]

Second Patch Round

Hello puzzlers,

A few more changes!


  • Anti-aliasing level can now be set to 8.
  • Tweaked the "blocker" and associated wiring in level B-5 such that it is less confusing to look at in the beginning, and its purpose is easier to make sense of later on.
  • Major bug fix: A jump can be performed at any time while falling, leading to lots of possible exploits.
  • Added a "Speedrunner" mode in the gameplay settings, which restores the previous bug... if you're into that sort of thing... you weirdos.
  • Converted statistics system to be compatible with future, non-Steam, DRM-free versions of the game.
  • Slightly increased angle from which you can activate a terminal.


[ 2015-03-14 23:32:04 CET ] [ Original post ]

Initial Round of Patches

Hi everyone!

As some of you may have noticed, there were a few patches in the last couple of days. Here is a summary of what changed:


  • Tweaked level B-4 to be less "busy-work" and more puzzle.
  • Made gamepad menu navigation more stable and accurate.
  • Made menu navigation buttons for the gamepad configurable.
  • Bug fix: Incorrect level action requirements.
  • Bug fix: Some objects move in slow motion on certain computers with certain European language settings.
  • Bug fix: Crosshair gets stuck in "busy" mode if level is reset right before dying.
  • Bug fix: Menu loses focus after "chapter unlocked" dialog when using a gamepad.
  • Bug fix: Can't bind numpad keys when numlock is on.
  • Bug fix: Binding to space bar freezes the game.
  • Bug fix: Tutorial messages can get stuck on a message.
  • Swapped levels B-3 and B-5.


The last change requires some explanation: Before the latest patch, level B-3 basically broke the learning curve of the game. Indeed, its placement in early chapter B was likely a mistake made in late development. Thus, I've decided to swap it with level B-5 to create a smoother ramping up of difficulty. This will obviously mess with some players' level progression. I honestly did not want to be moving levels post-launch, but the difference in difficulty between B-2 and B-3 was so great that I ultimately decided this was the better alternative. I apologize for any confusion this may cause!


[ 2015-03-13 06:36:02 CET ] [ Original post ]