Explore the depths below a remote mountain town in this procedurally-generated Adventure Platformer. Taking inspiration from hack 'n slash dungeon crawlers and Metroidvania-style platformers, Chasm will immerse you in a fantasy world full of exciting treasure, deadly enemies, and abundant secrets.
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Recent updates View all (23)

August 21

End of Summer Production Update

Hello again everyone! As summer comes to an end we're working hard to complete our first month-long sprint of Beta tasks. There's a lot of general cleanup, polish, and bug fixing to do, but we've also been tackling a number of improvements identified from our testing.


The 3 levels of the Knife spell.

A new feature we're pretty excited about is upgradeable spells. Each spell can now be upgraded twice to improve its effectiveness. Above is an example of the Knife spell where the second and third levels add more projectiles and magical FX. When you reach the third level of a Spell you're also given the option of using a screen-filling Spell Crash that consumes half of your magic meter. We're still working on the visuals for the crashes and upgrade menus, but we'll show them off in a future update.


Collecting some resources.

One thing we heard a lot in the backer builds was how punishing the platforming was. Not only were pixel perfect jumps everywhere, but most of the drops ended in spikes making things even less forgiving. We also had enemies and traps jam packed into every space - partly a side effect of our early dungeon generator not having a good sense of how to pace things with different kinds of rooms. I went back through the rooms one by one and improved the flow, pacing, and difficulty. A lot of the tall rooms now give you a much needed breather with some light platforming and resource collection after fighting through hallways of deadly enemies.


The Death Knight miniboss.

Finally, we've also reworked and improved the game's minibosses. A couple just weren't up to snuff and were completely redone (like the Keep's miniboss seen above), while others were just tweaked with some new patterns and improved timing. We also changed our approach to them a bit so they feel more like tough-as-nails enemies versus weak bosses. It may seem like a pointless distinction, but in practice it feels much more organic and varied.


We also want to give everyone a heads up that Chasm will be at PAX West 2017 as part of the Playground! The Playground is a new space to hang out and play games, and we'll be sharing the space with others like Vlambleer, Finji, and Indiebox. Our biz guy Dan Adelman will be running the booth along with Musician James Stevulak and Environment Artist Dan Fessler. So if you'll be there too please stop by Booth #6111, say hi, and play some awesome games!

We'll have more updates on our progress towards the finish line next month. Thank you once again for your support and patience while we refine Chasm into the best experience possible!
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July 19

Mid-Summer Production Update

Hello again everyone! We hope you're having a great summer, and staying cool inside playing some games. This month is just a quick update to let you know what's been going on the past few weeks.

First off, we're happy to announce that aside from the Crafting, all the Kickstarter Stretch Goals and Backer Rewards have been designed and programmed. We have just a few pieces of art left to wrap up, and we'll be getting to the Crafting when we revisit the weapons and items in a few weeks. We've also done our best to make the extras part of the main experience where possible. For instance, instead of the Arena being a separate mode it's an actual place in the world you can visit when you want to compete.


Running into Jinx in the Catacombs.

One of the rewards we thought turned out especially cool is our $2500 Backer's reward. It was listed as "Design your own enemy", but the backer thought a minigame of chance would add some more variety to the experience. Working together with him, we developed the character known as Jinx. For those with a sharp eye, you may recognize Jinx from the box art we had done a while back. Unfortunately, the character was cut after some story changes rendered him unused, but when we heard the backer's idea we thought he would be the perfect match for it. Jinx will appear at several locations throughout the world, and offers players a spin of his wheel for a chance to win a range of things from gold to stat points and items. Careful though, not everything on the wheel is a reward! You also run the risk of losing your hard earned stat points and gold to Jinx.


Before (top) and After (bottom) dungeon generation changes.

One other thing we're very excited about is some recent improvements to the dungeon generation. As you may remember from our previous updates, we've put a lot of effort into it to make sure the game feels varied and well-paced. One of the major breakthroughs that really helped us achieve that was breaking down the areas into "sub-areas" that consisted of about 10-15 rooms with a save point at either end. This did wonders to get things under control, but on the negative side we were left with a mess of a map that had lines drawn all over connecting these sub-areas together. One of our polish tasks was to hide these seams and make the areas feel like one large, continuous location. The save rooms are also inside the area itself now as normal rooms, so it should feel more like a classic Metroidvania experience than ever before!

Lastly, while we worked on the Kickstarter rewards we were playing the game over and over, fixing things, and building our final Todo list to reach Beta. I believe we have identified the weakest and most problematic areas of the experience, as well as what needs polished or is unfinished, and we now have a solid plan to reach the finish line. I know everyone is excited to hear dates, but we're not quite there yet. There's still a few tricky tasks remaining we want to make sure we don't rush.

As usual, thank you so much for your support and patience. We'll have some more updates next month on our progress to reaching Beta!
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About This Game

When a small mining community falls silent, a young soldier named Daltyn is sent to investigate. Upon arriving in the remote mountain town of Karthas, he discovers that paranormal forces have sealed the town off from the outside world. Now trapped, he's left with no option but to explore the mines below the town and uncover the source of the disturbances.

Six huge procedurally-generated areas await, each lovingly crafted in a retro pixel art style. Help Daltyn gain new abilities and equipment, evade dangerous traps, and defeat hordes of deadly enemies in order to save Karthas - and possibly the world!

Key Features

  • Explore six massive procedurally-assembled areas from hand-crafted rooms
  • Enjoy challenging retro gameplay and authentic pixel art (384x216 native res.)
  • Battle massive bosses and discover new abilities to reach previously inaccessible areas
  • Customize your character by equipping armor, weapons, and spells
  • Windows, Mac, & Linux versions with Gamepad support

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP + Service Pack 3
    • Processor: Dual Core CPU
    • Memory: 1 GB RAM
    • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Storage: 1 GB available space
    Minimum:
    • OS: Snow Leopard 10.6.8, 32/64-bit
    • Processor: Dual Core CPU
    • Memory: 1 GB RAM
    • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Storage: 1 GB available space
    Minimum:
    • OS: glibc 2.15+, 32/64-bit. S3TC support is NOT required.
    • Processor: Dual Core CPU
    • Memory: 1 GB RAM
    • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Storage: 1 GB available space
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