Описание:Parasite Echo is a love letter to classic survival horror — a third-person, story-rich experience where every bullet counts, every door creaks with dread, and every shadow hides something waiting to infect you. Inspired by the atmosphere and tension of genre-defining titles, the game blends horror, isolation, and NSFW themes.
Год выпуска: 2025
Жанр: 3d game, big ass, big tits, character creation, combat, female protagonist, horror, masturbation, tentacles, vaginal, voyeurism,
Цензура: Отсутствует
Разработчик/Издатель: TheAesthetik -
patreon |
subscribestarПлатформа: PC/Windows
Тип издания: В разработке
Таблетка: Не требуется
Версия: v.0.0.45
Язык игры: Английский
Язык интерфейса: Английский
Minimum System Requirements:CPU: Intel i5-6400 / Ryzen 5 1400 or equivalent
RAM: 8 GB
GPU: Nvidia GTX 1050 Ti / AMD Radeon RX 560 or equivalent
Storage: ~5 GB free space
Operating System: Windows 10/11 (64-bit)
DirectX: Version 11 or higher
v0.0.45 - 2026-05-24
Added Fiberbond item
Added dodge mechanic
Changed almost all lights from Rectlight to Spotlight for performance increase
Solved some bugs related to save system
Added custom AI patterns to enemies
Added states probabilities to enemies
Fixed some bugs related to old cutscenes
Added some visual indications on Hangar and Atrium to lead the player
Added Tor0
Added Tor0 boss AI
Added Noemi
Intro cutscene remake
Fixed a bug related to engineer shop
Added a shortcut on Hangar to avoid crawl
Added brightness to some parts of the Hangar to increase visibility
Now chase AI state has a timeout
Added Autosave function
Added multiple save slots
Added some ammo on critical points before an autosave to avoid softlocks
Added environmental reaction to missed shots
v0.0.4
N/A
v0.0.35
Fixed an issue where the game could unintentionally switch between windowed fullscreen and exclusive fullscreen
General lighting overhaul and optimization
Improved persistence of GameUserSettings across sessions
Enemy AI improvement
Fixed a critical bug related to saved data
Fixed resolution values resetting after restarting the game
Adjusted handling of LastUserConfirmedResolutionSize to prevent fallback issues
Cleaned up display initialization order during startup
Improved stability of windowed fullscreen behavior on different desktop resolutions
Fixed ESC key being forwarded to engine-level fullscreen toggles
Ensured Enhanced Input properly consumes ESC input in all gameplay states
Increased priority of global input mapping contexts
Fixed inconsistent input behavior when opening and closing menus rapidly
Improved input focus handling between viewport and UI widgets
Removed unused input mappings left over from early prototypes
Cleaned up redundant input actions and bindings
Normalized movement logic to be fully delta-time dependent
Fixed movement speed scaling with frame rate under low and high FPS
Improved consistency when using AddActorWorldOffset with collision enabled
Refactored multiple movement-related Blueprints for clarity
Removed redundant movement calculations executed per frame
Fixed minor issues related to actor transform updates
Improved stability of movement logic when pausing and unpausing the game
Fixed rare AI state transition issues
Improved reliability of AI state exit conditions
Adjusted State Tree task execution order
Fixed cases where State Tree tasks would not properly finalize
Improved internal validation of State Tree transitions
Removed obsolete AI debug PrintString calls
Improved internal AI logging for debugging purposes
Cleaned up unused State Tree variables
Fixed minor issues related to AI perception updates
Improved display behavior on multi-monitor setups
Fixed visual inconsistencies when switching display modes at runtime
Cleaned up leftover display-related debug flags
Improved runtime application of fullscreen and windowed settings
Fixed edge cases where fullscreen mode was not correctly restored
Removed obsolete PrintString debug messages across multiple Blueprints
Added clearer internal debug identifiers for development builds
Improved internal debug logging consistency
Cleaned up temporary test hooks used during development
Removed unused Blueprint variables across multiple assets
Refactored several Blueprint graphs to improve readability and maintainability
Cleaned up deprecated Blueprint nodes
Fixed minor warnings generated during packaging
Resolved several non-critical ensure and warning messages
Cleaned up redirectors and outdated asset references
Improved internal asset organization
Fixed minor issues related to async loading order
Improved stability of level streaming transitions
Adjusted initialization timing for core gameplay systems
Improved GameInstance startup logic
Cleaned up unused configuration values
Improved organization of config files for long-term maintainability
Fixed minor issues related to save data initialization
Improved robustness of runtime settings application
Reduced unnecessary per-frame checks in several systems
Improved overall runtime stability
Performed general project maintenance and cleanup
Made several small internal changes to support upcoming gameplay features
v0.0.3 - 2025-12-28
2 new costumes added
Fixed some Cira materials and textures
Fixed some sounds doesn't were affected by volume settings
Fixed some bugs related to interactions
Added new dialogue system (body and face anims, skip button)
Added new internal event system for handling player progress
Added Weaver shop
Added Selene Thorne character
Added Engineer shop
Added Riley Vance character
Added The Collector screen
Added The Collector character
Added some randomized crew members to The Atrium
Added Atrium environment
Added 2 new type of doors
Increased shadow visibility in all environments (shadows were too dark)
Added Deformer Asset to some characters
Added Storage on all environments
v0.0.25
Several fixes on save system
Optimized NPC's
NPC's look at Cira and can have conversations
Added Dynamic Cloth Tear mechanic
Added Cloth Integrity status to OGASM
Added LogBook section to OGASM
Crimson Seed
FemDoor
Enemy AI upgrades (death handle, call others, etc.)
Some tweakings on most of diegetic UI
Added "Usable" item type
Added "Resource" item type
Added new sequence on the corpse find
Added YourOwnCorpse mechanic
Cira hair and eyes rework
New costume and rework on old ones
Added Tarot collectables mechanic
Added Infected Remote mechanic
Added Shells mechanic
Performance increased
Added Elevator mechanic with soft map transitions
v0.0.15
For those of you who've already played the previous version, this is a good opportunity to play it again and try to find the subtle clues that can give you a sneak peek at some points in the game's future.
For those of you who haven't tried it yet, now is the best time!
All READY for the v0.0.2
Added the option to skip cutscenes
Some camera transitions reworked
Added some new voice lines
Added shoes to "Canopy Clothes"
Many bug fixes
OGASM rework
Main Menu rework
Fixed savedata inconsistencies with destroyable actors
Reworked weapon and keycard pickup
Changed Comms Control corpse
Added lore-friendly item descriptions
Monster birth sequence improved
Changed infection particles color
Added Sensitivity setting
Added Gamma setting
Added new audio options
Added dynamic map
Added item inspections
Added item combinations (not necessary on this update)
Flashlight wrong positioning fixed
Female NPC face reworked
Cira face reworked
Hairs reworked
Fixed item interactions dissappearing
Fixed some graphics issues
v0.0.12
Key Card softlock hotfix
v0.0.1
First Release