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 (19)

February 15

Development Update, Bloodstained Podcast

Hello again! I know we've been extra quiet lately, but I promise it's for good reason. We've been working our hardest to make it to Pre-beta (a true Alpha build of the full game) for several months now. In the last update I said I was hoping to finish it by the end of 2016, but as they say the best laid plans of mice and men often go awry.


New features have been added like scripted animations to liven things up.

We're finally closing in on the "point of no return" where the base of the game is being locked down, so I decided to use this time to revisit things one last time and work out some final kinks in both design and storytelling. In addition to creating new content, we've also been focused on getting rid of old baggage that isn't needed anymore (the boss jewels for example), and improving the narrative since it wasn't quite as strong as it could be. It's been a difficult balance trying to have an interesting and well-paced story, while not taking the focus away from the gameplay. We want this to feel like a classic experience, so it's taken a lot of refining to find the right amount of each ingredient.


The Keep area was improved in December with bigger enemies and revised rooms.


Experimenting with some new puzzle elements.

I can't stress enough how grateful we are for your patience. It's proven to be a massive challenge designing a game that can hold up to our influences, but each day I'm surprised at just how well it's coming together. We anticipate to be done with the remaining Pre-beta tasks in the next few weeks, so we'll keep you up to date as we close in on our next milestone.

Conferences



In other news, it’s show season again, and we’re also getting ready to show off Chasm at a bunch of different press and industry events. The next ones on the docket are Game Developer’s Conference (GDC) where our marketing guy, Dan Adelman, will be showing the game in the Intel booth, and then PAX East. I haven’t had a chance to leave my dev workstation in months, so I’m really looking forward to show Chasm off to PAX East attendees. Every time someone picks up the controller and has a great time with the game, my batteries get a nice recharge, and that energy will fuel me and the rest of the team as we keep polishing away!

Bloodstained Community Podcast

https://www.youtube.com/watch?v=bU6-zx2lsyU

We also did an interview with the Bloodstained Community podcast, and talked about Chasm at length with them. Both Dan and I had a great time doing it, so give it a listen!

19 comments Read more

December 1, 2016

PSX 2016, Dev Update

Happy December, everyone! We’ve been hard at work on reaching our next milestone, but we thought we’d come up for air with a quick final update for 2016.

PlayStation Experience!



Jimi (our composer) and Dan (our marketing/biz guy) are heading over to Anaheim for the PlayStation Experience event hosted by Sony! It will run over the weekend, and attendees will be able to check out the game. Even though it feels like we’ve been talking about Chasm forever (and you may feel like you’ve been hearing about Chasm forever!) every time we go to a show, for the majority of attendees, it’s the first they’ve heard of the game. And the reactions we get always give us that morale boost to keep the wheels turning and pushing us closer to the finish line! If you’re going to be at PSX, please come say hi to Dan and Jimi at booth B1028!

Dev Status Update

In the last update we talked about the development roadmap, and how our next goal was reaching “Pre-Beta” – a complete beginning to end experience with no placeholders (but missing all the fun side stuff, polish, and various bells and whistles). We’re still making great progress towards that goal, and pushing our hardest to reach it by the end of the year.


The Outpost Courtyard with completed backdrop.

Over the past month we’ve been tightening up the boss battles, revising areas, fixing lots of bugs, finishing placeholder art, and starting to add some polish to the game. We’ve also spent a lot of time on optimizing the engine. This work isn’t glamorous, but it’s hugely important to making sure the game runs smoothly on a variety of machines and that loading times will be suitably short.


A more epic view of the Ladorian Mountains for Karthas.

While there’s still a lot of small tasks to tackle, our primary focus is now on adding all the townsfolk to rescue and the end sequence of the game. We’re very excited to finally get to all the fun polish tasks and extras, but we have just a few more major tasks to finish up first!

Wrap Up


Happy Holidays!

Now it's time for us to get back to work! We hope everyone has a great holiday and a happy new year. Thank you for your continued support, and we'll see you in 2017!

28 comments Read more

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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