← The Parallax Cycle

Daedalus-Labyrinth — the first world
GamePlayable nowThe Parallax Cycle

Parallax

The heart of the Cycle, in your hands — a labyrinth that turns while you run it, where a sealed wall becomes the only road through, if you can find the turn that opens it.

Parallax is the game the studio was founded to make: the Cycle’s great turn, made playable. You drop into a hand-built labyrinth and move — gathering light, outrunning its wardens, reading a space that will not hold still. Because the maze itself turns. Whole sections rotate a quarter-turn as you play, sealing the path you planned and stranding what you came for — until you find the pressure-stone that turns them back, and the wall you were trapped behind becomes the way out. It is a game about looking again, at speed.

The first world: the Daedalus-Labyrinth

Every turn of the Cycle wears a different country. The first you can play is the oldest maze there is — the one Daedalus built. Mosaic-tiled halls, winged sandals to carry you, and the labyrinth’s ancient wardens stalking the dark between you and the exit: the Minotaur, Medusa, the many-headed Hydra, Cerberus at the gate. It is Greek myth read through the Parallax lens — a maze made by a man who understood, long before the word existed, that a labyrinth is only unsolvable until the angle changes.

More worlds to come

Daedalus is the first of many. The same turning labyrinth can wear other worlds — other myths, other centuries, the far reaches — each hand-painted, each with its own wardens and its own rules for the turn. Some will live inside Parallax as new worlds to unlock; a few may walk off as games of their own. One engine, refracted into many.

Painted by hand, made to move

Every world in Parallax is authored by hand — Owen and the art team paint the look, the wardens, the light. Our own engine then brings those paintings into three dimensions and sets them turning, so a made-by-hand image behaves like a living place instead of a flat backdrop. Behind the scenes, our locally-run tools do the un-glamorous work — proposing level variations for the artists to react to, keeping thousands of assets consistent, catching the continuity errors that eat a small team’s week. The artist still makes every call; the tools just keep the day spent making, not filing.

Part of something larger

Parallax is the heart of the Parallax Cycle — a world we’re telling across every medium it earns. The comic Nightjar wanders its edges; The Art of Parallax collects its making; a feature film is in early development. Start with the game — then see how far the country goes.

Run the labyrinth.

Parallax is playable now in your browser — free to start, no download. Find the turn that opens the way.