Parallax
Last seen
0Sampled 2 hours ago · not a live figure
—of peak
All-time peak
011 Sep 2026
Last seen
0Sampled 2 hours ago · not a live figure
All-time peak
011 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | 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 impro… | — | |
| Game update | 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. | — | |
| Game update | 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,… | — | |
| Game update | 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. | — | |
| Game update | Fifth Patch Round Times in the pause and summary screens now displayed to millisecond precision. >=D | — | |
| Game update | 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! | — | |
| Game update | 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 achievement… | — | |
| Game update | 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 game… | — | |
| Game update | 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… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.