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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Jul 31, 2018
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Available: July 31

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July 9

Chasm Launches July 31st!



Unlike some other games that are developed in secret and then announced about 6 months before launch, Chasm has been in the public eye pretty much from the beginning. Our first post about the game was on IndieDB.com back in January 2013, and we launched a successful Kickstarter campaign just a few months later. It is with a combination of pride, exuberance, relief, and fear that I am hereby officially announcing that we will be launching on July 31, 2018 for $19.99! We’ll be doing a week 1 discount on Steam so keep an eye out for it. And if you haven’t done so already, please add us to your wishlist! (And be sure to tell your friends!)

https://www.youtube.com/watch?v=9BL162RQXKg

As you probably know, one distinctive feature of Chasm is that the world map is procedurally generated when you start up a new campaign. That feature has led to a lot of questions and confusion, so I’d like to address exactly how it works and why we designed it that way. The latter part is easy to answer: Our entire team is composed of Metroidvania fans! Whether it’s Castlevania: Symphony of the Night or Axiom Verge, we’ve played through our favorite games so often that we’ve long since memorized the maps. We love how those games play but wish we could wipe our memories so we could get that experience of exploration all over again. It’s our hope that people who love Chasm the way we love our favorite games can play it over and over and still have it feel fresh. But at the same time, people who only play the game once should have no idea that there’s anything procedural about it.


Wake up Daltyn, it's almost time!


But that’s not to say that everything’s completely random. The way our system works is that there is a fundamental structure to the game that never changes. If you’re familiar with Castlevania: Symphony of the Night you may recall that first you get the Jewel of Open, then the Leap Stone, then the Soul of Bat - in that order. As you get these upgrades, new areas of the map become accessible. Chasm, like all Metroidvanias, follows this structure. When you start up a campaign, the game always has these key upgrades and plot points in the same place. What’s different is how you get from one key point to the other. Chasm has a bunch of pre-designed rooms that are slotted in modularly in different combinations. So you won’t have any rooms that feel like they were designed by a computer - instead, you’ll encounter rooms in a different order and even encounter new rooms you never saw the first time, and your path will be different each time you start up a new campaign.



Getting that to feel right was way easier said than done. There was a ton of balancing we needed to make sure the procedural engine took into account when it builds a world map. There’s pacing - you don’t want to have a string of combat rooms with lots of enemies and no platforming to break it up, nor do you want the opposite. You don’t want the system to block your progress by requiring a certain ability upgrade that you don’t have yet. You don’t want to have the save points too far apart. (To address a common misconception, Chasm is not a roguelike with permadeath, though there is an option for that for veteran players. Permadeath combined with the changing dungeons makes for a tense experience since you never know how many more rooms you need to make it to the end.) And you want to make sure that there’s just the right amount of treasures and surprises along the way to encourage exploration of every little nook and cranny of the game.

There are some people who like the comfort of getting to know a single map by playing it over and over or being able to follow their favorite YouTuber’s walkthrough of the game. We have an option for that too. Everything randomly generated by the game engine is based off of a seed number. If you enter a specific seed number, you can guarantee a specific map. So if you want to follow a walkthrough, just check their seed number and enter that when you set up your campaign.



We’re very excited - and not a little bit nervous - to send our baby out into the world. We’ve polished and fine tuned every little bit of that game to make sure there were no compromises to our original vision over 5 years ago. We can’t wait to hear what you think on July 31st!

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June 21

Production is Finished!


A look at the latest updates to the Tavern.

I can’t tell you how excited I am to let you know that we’ve achieved a major milestone - PRODUCTION IS FINISHED! Here’s what still has to happen between now and launch. First, we've already submitted the game for certification on PlayStation 4 and Vita. While that's in process, we are taking care of pre-launch tasks like prepping all of the text for localization (which might be released as a post-launch update), getting our public bug reporting system back up and running, catching up on paperwork (and a million other small tasks) we've put off for the last few months while we crunched, and, most importantly, coordinating with Sony and Valve to pick the ideal launch date so that we’ll be able to give Chasm the exposure it deserves. The primary factors that we’ll be looking at are dates that are relatively not too crowded and making sure we give ourselves time to reach out to press so they can write up reviews in time for launch. We’ll make a follow up announcement once we lock the final date down. In the meantime, if you have any friends who haven’t heard of Chasm, please be sure to let them know to add it to their Steam wishlist!


Gotta collect them all!

It’s been a little while since our last update since we were just laser focused on finishing up everything in the game. Here’s a quick recap of some of the tasks we completed in the last few months:

  • Lots of sound effects added. With the boss and enemy SFX finally completed, we turned our attention to environmental and scripted SFX. It's always amazing to see how much more immersive just a few sounds can make a scene.
  • Weapons and items improved. We added a bunch of new weapons and items, as well as re-animating the majority of the weapons with more detailed and higher frame rate animations (around double the original frame rates). In addition to the visual side, several improvements to gameplay have been added like the often requested attack cancelling (cutting your air attack short so you can immediately attack again after landing on the ground for two quick hits), as well as new Rod and Pole weapon classes.
  • Remaining environment art completed. The town was the first area created for the game, and fittingly enough, the last we worked on at the end. Room had to be made for a bunch of new NPCs, as well as some re-organization to make your trips to town as convenient as possible.
  • Tons of detail in NPC side quests. I think the NPCs really bring the story and game to life. All of their quests are optional, but completing them all makes the town of Karthas feel alive.
  • Bestiary completed. The Bestiary is a fun little side addition with extra information about the enemies you fight. Each enemy will take a pre-determined number of kills to unlock, and if you unlock all of them you will receive the Zoologist achievement. Please note their item drops cannot be seen until you've gotten them!
  • We got our ESRB rating! We’re officially E10+ with Fantasy Violence, Simulated Gambling and Alcohol Reference descriptors. So if you were 5 when we did the Kickstarter, you’re old enough to play Chasm today. (ha ha… ha ha… sigh…)



    First look at Rod weapons and attack cancelling.

    That’s not even to mention all of the little plumbing details - improving load times, fixing edge case bugs, testing achievements and trophies, etc. - that are part and parcel of releasing a polished game.

    We plan on getting Alpha-tier backers access to the full game as soon as possible. As mentioned above we have many post-production / pre-launch tasks to wrap up first, but we are moving as fast as we can. We're looking forward to everyone finally getting their hands on the game and giving us feedback for fine tuning. We anticipate it will be a couple more weeks, but we're not far off now.


    Taking a break from adventuring with a card game.

    Our next update will be a confirmation of the official launch date. That update could come next week, or it may come a few weeks from now. As soon as we know, you’ll know. Thank you again for sticking with us over these many years!
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About This Game

Welcome to Chasm, an action-adventure game in which you play a new recruit undertaking your first mission for the Guildean Kingdom. Thrilled to prove your worth as a knight, you track strange rumors that a mine vital to the Kingdom has been shut down. But what you discover in the mining town is worse than you imagined: The townspeople have disappeared, kidnapped by supernatural creatures emerging from the depths.

Honor-bound to solve the mystery and restore peace to the Kingdom, you embark upon an epic adventure, with deadly battles against cunning monsters, exploration of ancient catacombs and castles, and powerful new equipment hidden at every turn. Though the overall story is the same for all players, your hero's journey will be unique: each of the rooms has been hand-designed, and behind the scenes Chasm stitches these rooms together into a one-of-a-kind world map that will be your own.

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 full 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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