Explore the depths below a remote mountain town in this procedurally-generated RPG 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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Release Date: Coming in 2016!

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Available: Coming in 2016!


Recent updates View all (15)

June 28

Rough Cut Update, Trade Show Season

Last month Dan announced that we hit a major milestone. Rough cut 1 is complete! What that means is that Chasm is fully playable from beginning to end. That might not seem like much, but it’s a huge milestone for us and one definitely worth celebrating!

Chasm is a bit of a weird game. On the one hand, there’s a storyline to it – a storyline we’ve kept pretty quiet about. On the other, because of the procedurally generated world maps, each player’s playthrough can be quite different from anyone else’s. The entire team has spent the last month playing from beginning to end and identifying what needs to be fixed. The good news is that, aside from quirks here and there, the game is performing as expected. No one is getting to a point where they’re blocked from moving forward, and everyone is able to get to the end. In addition, we've began analyzing the mechanics, enemies, area layouts, dungeon generation, music, and much more to figure out what is working and what still needs to be improved.

Example player data from the first two areas of the game.

We've also begun the hard task of tuning of the game, which consists of setting enemy stat data (like Level, XP, HP, attack ratings, etc), dungeon lengths and difficulty, player leveling rate, amount of gold and items received, amount of enemy spawns, and much more. In order to facilitate this difficult and time consuming work, Tim has been developing a metrics component for the game that records player data and uploads it to our server for analysis. Using custom data views, we can easily spot trouble areas and then correct them. For example, the graph above shows some play data from the first couple areas of the game. You can see that the Level line flattens out around the 1 hour mark, so we know at that part of the game the enemy data needs fixed. It won't be a quick process to get things perfectly tuned, but we're already making great progress towards it.

Creating a custom path for Basden to follow in our editor Apparatus.

Basden following the path in-game.

We've also been working on a lot of the secondary systems, as well as advanced scripting tools. We'll have some more updates next month on some changes for the play systems, but today we'd like to show you one of the newer features we've added that allows NPCs to navigate difficult terrain. The example above shows one of our tests rooms with a path we drew out for Basden to reach the top block. The path functionality makes it possible for us to create scripted sequences that require NPCs to do more complex tasks than just run in a straight line.

A prototype of a secret nook. Crates aren't too exciting, but chests will be!

We’ve also got the fun task ahead of us of putting in lots of secrets throughout the game. Above you can see a prototype we created for what we call secret nooks. These secret areas are hand placed into the rooms by us, and when a new game is started it's randomized which ones are used and which are blocked off. The curious player may find extra treasure chests, elixirs or even unlockables like extra profile icons in these secret areas.

On a broader level, right now pretty much every room is required to get to the end, but my favorite aspect of Metroidvania’s is the reward for exploring and finding the hidden stuff. The team is sick of me talking about the example of the Holy Glasses in Castlevania: Symphony of the Night. If you explore and find the gold ring and the silver ring (neither of which are required, and require even more items to obtain), you can get the Holy Glasses. (SPOILER WARNING!) When you fight the “final” boss (Richter) while wearing the Holy Glasses, it turns out that he’s just being possessed. Discovering that secret reveals an entirely new mode to the game. Now that the core of the game is done, albeit in need of some more testing and balancing, we’re all talking about ideas of what kind of special things we can add to encourage that additional level of exploration. After all, the whole point of Chasm is for the biggest fans to be able to play an entirely new world every time they start up a new game, so we want to make sure there’s lots of good reasons to explore!

Trade Show Season
Basically March through September is trade show season. Starting with GDC in March, followed by PAX East, the season continues with shows like E3, PAX Prime, and dozens more. Fortunately, Dan’s been jetting around the country attending many of these shows on the team’s behalf, so we’re able to maintain a presence without taking too much time away from development. At E3, Devolver and the Indie Megabooth folks were kind enough to include us in the Indie Megatrailer:

We were able to block off some time and invite press to come by and check out the demo. Dan also did a video stream, but due to technical difficulties, it’s not entirely clear whether anyone saw it! Dan assures us he was brilliant.

In a couple months we’ll be at PAX in Seattle again. Because PAX is all about the fans, I think it’s important that not only Dan, but Tim and I also go out there. We’ll have more details next month about where exactly to find us, but if you’re a backer (or even if you’re reading this and you’re not a backer) we’d love if you stopped by and said hi. Your support is what’s keeping all of us going!

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June 1

June Update

James Petruzzi is busy getting us closer to the next milestone (see below!), so I’m filling in for him to write this month’s update. My name is Dan Adelman, and I do the biz dev and marketing for Chasm. If my name sounds familiar (and I’d honestly be surprised if it did to more than a handful of those reading this), it’s because I’m also the guy doing biz dev and marketing for Axiom Verge. Also, if you’re a Nintendo fan, I used to run the indie business there for about 9 years. But enough about me.

First Rough Cut Complete!

It’s been a long time coming, but I’m happy to announce that Chasm is now a game. It’s playable from beginning to end. So what exactly does this mean, and what’s still left to do? Here’s what “rough cut” means in our minds. It includes:

  • Main narrative
  • Finalized World Layout & Powerups
  • Fully-functional Procedural Area Generator
  • Playable (but rough) Bosses & Minibosses
  • Core enemy set (over 70!)
  • Core room set (over 400!)
  • Completed Area Tilesets
  • Completed Soundtrack
  • Completed In-game HUD and UI

We still have more work to do before we hit Beta though. Our number one focus right now is for the team to finally play the game from beginning to end, analyze what we have, and see what needs improved before we move on. On top of that, there are a number of things we already know we still need to do like:

  • Locking down secondary systems like the spells and item drops
  • Design Puzzle/challenge rooms
  • Improve the enemy spawning system
  • Script complex events and cinematic sequences like the ending / epilogue
  • Create the rest of the NPCs, and how the town will change as you restore it
  • Finish up the boss battles
  • Custom backgrounds (ie. bossrooms & other unique backdrops)
  • Extra content like more rooms, items, enemies, and sidequests
  • Sound effects
  • Secrets
  • Balancing & Polish

So as you can see, we still have a lot to work on, but getting to the point where Chasm is playable from beginning to end is a huge milestone! It was no easy feat designing a procedurally-generated Metroidvania, but we feel like we were able to crack the code. With the core of the game now completed, we’re excited to finally focus all our efforts on the details (admittedly the most fun part of the project!) that really make the experience.

“Why do indie games take so long to make?”

At PAX East last month, I was chatting with a games journalist who asked what I considered to be a very surprising question. He wanted to know why some games come out 6 months after they’re announced, but many indie games can take years. I was surprised by the question, because I thought the answer was well-understood and obvious. But in case it isn’t, I thought it might be a good idea to explain some of the key reasons for this perception.

Development on many games starts with something called a Game Design Doc (GDD). Before any coders, artists, animators, musicians, etc. get to work, everything in the game is planned and written out, so everyone can be super efficient in building the game to spec. More and more, though, developers are moving away from using GDDs, because the plans tend to get abandoned pretty early on. It happens so often that what sounded like a great idea on paper turned out to be not as much fun in practice. Also, during development new ideas come up that weren’t obvious in the beginning. So now, instead of writing up a highly detailed GDD, it’s becoming more common for people to write up an outline – the pillars of what the game will be, some key guiding principles, and then adjusting the game over time. Unfortunately, it still doesn't make game development schedules any less unpredictable. Games that everyone thought would take a year wind up taking 3, 4, or even 5. For example, Fez took 5 years, as did Axiom Verge.

But normally people don’t even notice the delays. Take Civ 6 for example. Even though I’m usually not a strategy game fan myself, I’m a huge Civ fan. They recently posted the trailer for the next game in the series, and it’s coming out on October 21. The first time they even announced the game, they were able to tell the world exactly when it will release. All of the Civ fans around the world are able to remain blissfully ignorant of all of the internal delays, work that hit the cutting room floor, and changes in creative direction. Firaxis was able to wait until they knew the game was more or less done before they even started talking about it.

We announced Chasm several years ago. Why did it make sense for us to talk about Chasm long before we knew when we would launch when Firaxis was able to hold off until they were essentially done with production? I’d argue there are two primary reasons: building an audience and getting the funds to make the game. A franchise like Civilization has a dedicated following, earned by decades of high quality sequels and add-ons. Many people, myself included, will buy it day one from strength of the brand alone. Chasm, on the other hand, started unknown. And even though we’ve been talking about it for 3 years, going to events like PAX, GDC, IndieCade, and E3, we’ve still got a tall hill to climb. It’s gratifying to see that people have taken notice – Sony put us in their retail kiosks, we’ve been featured on all of the major gaming websites, but we are still one of hundreds of indie games out there, and continuing to push for visibility is critical. The biggest downside of course is that the people who found out about and started supporting us earliest – our Kickstarter backers – feel like they’ve been waiting the longest.

Funding was another reason we had to announce Chasm so early in development. There are a few different ways developers approach Kickstarter. (All reasonable and legitimate, by the way. I don’t want to come off as judgmental about which is better than which.) For some, it’s essentially like a pre-order campaign. They don’t really need the money for development, since it’s fully funded and almost complete. By announcing it on Kickstarter, they start to book early sales and also get a community going. For others, it’s about getting partial funding, and proving to a publisher that there’s a potential audience out there so they can get the funding they really need. For Chasm, it was really about getting the funds necessary to produce the game. When the Kickstarter campaign was put together, Chasm was in the early prototype stage. James and Tim had taken it as far as they could in their spare time, but to take it into full production would require funding. So instead of coming toward the end of the development process at around the time the final release date could be predicted within a narrow range, Chasm really got started with the Kickstarter. Even when production started in earnest, almost everything in the duct-taped together prototype had to be redone, so the team essentially started back from ground zero.

All of our backers have been incredibly supportive, and I wanted to thank you for that. As Miyamoto famously said, “A delayed game is eventually good, but a rushed game is forever bad.” We are focused on making Chasm as good as we know it can be.

PAX East Recap

In addition to all of the development we’ve been focused on, James Petruzzi, Tim Dodd, and I went to Boston for PAX East! Because I’m personally involved in both Axiom Verge and Chasm, we decided to do a larger booth with a unified theme:

Dan Adelman (biz), James Petruzzi (Director), Tim Dodd (Programmer)

Last but not least, Chasm won several awards at the show including "Best Indie Game" from DM21!


Thanks again for your patience and passion for Chasm. Next month we’ll give a full rundown of how our testing of the rough cut went and how we’re marching forward to the full beta. Stay tuned!

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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.) in 1080P
  • Battle massive bosses and discover new abilities to reach previously inaccessible areas
  • Customize your character by equipping armor to your body and weapons, shields, or spells to either hand
  • Includes Normal, Arena, Time Trial & Hardcore Modes
  • Leaderboards for Hardcore playthroughs featuring quickest time and more
  • Windows, Mac, & Linux versions with Gamepad support

System Requirements

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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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