PARASOL is a non-linear story game where the player, a detective from a big city, travels to an isolated community to investigate the recent disappearance of an important public figure. By interacting with the townsfolk, collecting clues, and exploring the area, the player has 4 in-game days to uncover the secrets of this strange town. Assets are being made in Procreate, and the final game is being developed in GameMaker. The game features a mix of isometric and top-down perspectives to create a slightly disorienting feel, replicating the unfamiliarity and bizarre nature of the town that the player character is experiencing. PARASOL is inspired by the visual aesthetics and gameplay mechanics of Moon RPG Remix Adventure and Fear and Hunger: Termina. Currently, I am working on concept art and story development, and I plan to have the numerous routes planned out before I begin programming. After releasing BIRDHOUSE, I was ready to jump into my next game development project, to create an interactive experience more expansive than before. In PARASOL, the story will be player-driven, with many routes to explore, which allows for multiple unique endings and replayability. Now that I have the skills and experience of making a linear story game, I am choosing to expand my skills on puzzle creation, unique mechanics, and systems. I aim to have a playable demo available for download at the beginning of 2027.