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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Release Date: TBA

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Recent updates View all (22)

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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June 27

Production Update

I feel like I need to start off every update with an apology for how long the game is taking. Many of you have told me not to worry about the time and just focus on making the game as good as it can be. A few others have expressed frustration about how long things are taking. As I’ve mentioned probably a million times before, this project turned out to be way more ambitious than what I expected when I started down this path. Thanks to the team's perseverance and everyone's patience though, we've been able to overcome every obstacle before us and create something we're all very proud of.

The exclusive Blue Canary familiar for $50+ backers will attack foes and retrieve dropped items.

So where are we now? The game has been fully playable for a couple months. It is a game with a beginning, middle, and end. There’s a ton of polish we’re working on now to take it from being a functional game to a great game. Maybe one analogy is that we’ve just built a skyscraper, including all of the electrical, plumbing, elevators, etc., and now we’re going through floor by floor adding the furnishings.

Some old enemies have gotten bigger, more detailed designs.

One must-have bit of furnishing is the Kickstarter rewards! We've been working hard on them for the past few weeks, but here’s where they stand right now:

  • Exclusive items for $15/30/50 backers - Done
  • Backer’s Tome (name in the game) for $50+ backers - Done
  • Backer's Tavern (Hidden room) for $1000+ backers - Done
  • Special gameplay feature for $2500+ backer - In Progress
  • Stretch goal: Achievements for all versions - Done
  • Stretch goal: Extended Soundtrack Album - Done
  • Stretch goal: Alternate Chiptune Soundtrack - In Progress
  • Stretch goal: Arena - In Progress
  • Stretch goal: Crafting - In Progress
Speaking of the Extended Soundtrack, here’s a sample for you! Our musician James Stevulak put together a number of remixes for the album including this one. If you played the early build, you might recognize the theme of the track as the Catacombs:


I’m hoping to get the other Kickstarter rewards and stretch goals done in the next few weeks so those will all be out of the way. In the meantime, we’re playing through the builds over and over and asking ourselves the hardest question in game design - what’s not there that should be there? We’ve identified several features we want to add that will kick up the experience to 11 and have added those to the to do list. That said, it’s very easy to fall into the trap of continually polishing and adding new features and pushing out the finish line so far that the game is never done. We’re very conscious of that trap and will be questioning every new feature as we pin down our plans for the final push. The finish line is in sight, and we don’t want to stray too far from the path!

The travel scene has gotten some polish like twinkling and shooting stars.

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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

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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