Mar 20, 2019
Chasm - Bit Kid


We're back with another update! The focus on this one was expanding the core room set for more path variation, as well as adding in some new background graphics for more visual variation. I also took some time to revise and clean up older rooms as well.

Change-list:
  • added over 60 rooms for more path variation (new games only)
  • added new background graphics to all areas
  • revised rooms and improved styling
  • updated game controller database
  • updated to FNA 19.03
  • balancing tweaks
  • fixed several enemies walking off platforms
  • fixed backdashing into push blocks
  • fixed poison damage cancelling warp scroll
Feb 14, 2019
Chasm - Bit Kid


Happy Valentine’s Day! We thought we’d do something a little special this year to show our appreciation for everyone’s support. As a token of our gratitude, we present to you the official Chasm Instruction Booklet! Inspired by the games we grew with, it contains everything from control diagrams to tips and tricks (and don’t forget that all important Notes page). We hope you enjoy!

Download PDF
Chasm - Bit Kid


Happy Lunar New Year! In celebration, Chasm is currently on sale for 25% off. But wait, that's not all! In addition to the sale, we have also released version 1.054 which contains new items, improved controller support, and many tweaks and fixes. The full change-list:


- added new items Throwing Sword, Summon Scroll, and Luck Scroll (new games only)
- added new Ladorian font for tablets with improved translation effect
- added profile icon for completed games (must be resaved to take effect)
- added FX for Learning scroll
- added random dark rooms to arcade mode
- updated to FNA 19.02
- updated game controller database to support several hundred more controllers
- increased speed of time slow potion
- fixed rare crash in final boss battle with time slow potion
- fixed area connection symbols drawing under room borders

Thanks for all your support, and happy new year!
Chasm - Bit Kid


Chasm has been updated again with another often requested feature: mappable gamepad controls! We also took the opportunity to revamp the button graphics and tidy up a few input related things. Here is the full change-list:

- added customizable gamepad controls
- added new button graphics for all platforms
- added button graphics to control mapping screen
- adjusted drop rates
- fixed rare crash with enemy status effects
- fixed enemy getting status effect after death
- fixed crusher collisions
- fixed treasure chest spawning animation for boss no hit in arcade mode
- fixed yes/no prompts sometimes overflowing convo bubble
- fixed keyboard key labels sometimes overflowing button graphic
Chasm - Bit Kid


Happy New Year! We're excited to announce that Chasm 1.050 is now available. While the major feature is language support for 5 new languages (Spanish, French, German, Italian and Portuguese), we’ve also made improvements to the world, backtracking, item drops, and much more. A huge thanks goes out to our community for all the feedback and support!

Here is the full list of changes:

  • added translations for Spanish, French, German, Italian and Portuguese
  • added chance for Unique and Legendary item drops with bonus stats
  • added new shortcuts in Mines and Catacombs to help with backtracking (new games only)
  • added Savepoint to Mines shortcut hub
  • added Inventory sorting by Name, Value, and Type
  • added 4th treasure chest room to Mines, Catacombs, Gardens and Keep areas (new games only)
  • added several new rooms (new games only)
  • updated to FNA 19.01 with new audio engine (fixes "Out of Memory" crashes on some machines)
  • changed Portals to ask for destination after more than 2 unlocked
  • changed Map screen Area connection labels from words to icons
  • various improvements to UI
  • various tweaks to drop rates, player speed, spell upgrades, etc
  • fixed rare glitching into ground when walljumping in corners
  • fixed interaction status message spamming
  • fixed item descriptions sometimes overflowing box bounds
  • fixed stray character on Name Entry screen when opened with keyboard
  • fixed Temple Guards glaive not being destroyed on death
  • fixed missing boss flag before final boss
  • fixed wasp buzzing playing after death
  • fixed crouching in spikes without taking damage

We'll have more coming soon, so please stay tuned!
Chasm

The first free DLC has just launched for Chasm, adding a new mode with a bizarre new twist on the game's procedurally generated maps. In the core game, each full playthrough carried out in the same, procedurally generated game world. In the new Arcade Mode, the map will re-generate every time a room is exited and returned to. In other words, there's no way to learn the lay of the land.

Oh, and each area can only be visited for a maximum of eight minutes. That means there's a rough limit of each playthrough of an hour, if you manage to complete the game. Which, chances are, you won't immediately. 

But it's not torture for no good reason: the Arcade Mode feeds into daily and weekly challenges, with players achieving the highest score getting pride of place on the leaderboard. 

Here it is in the words of the dev:

Daily Challenge: Every day you get one shot to leave your mark on Guildean history. Stay alive, progress as far as you can, and rack up your kill count and reach the next area as quickly as possible for maximum points to earn your spot at the top of the daily leaderboard.

Weekly Challenge: Same idea as the Daily Challenge, but you can take your time and get to know the map. Play through as many times as you like, finding the best shortcuts, loot, and power-ups along the way. Your highest score for the week will be recorded for posterity.

Practice: No one’s keeping score but you, so just have fun in this mode. Use the randomly generated seed to explore a new dungeon just for you, or enter your own seed number to explore a dungeon you’re already familiar with.

Andy quite enjoyed Chasm when it released, rewarding it a 78 percent score.  

Chasm - Bit Kid


It's 1992, and the arcade is the place to be for the most advanced and challenging experiences around. A mysterious new game has appeared that has all the kids at school talking. This game is different every time you play it, and the leaderboards reflect only those with the quickest wits to combat its twisting dungeons, ferocious enemies, and unpredictable nature.

When people first play Chasm, many don’t realize that there is a robust world building engine powering it. After all, it plays like a good old fashioned dungeon crawling Metroidvania. We had tons of ideas of ways we could leverage the procedural dungeon creation engine, so we set to work and built our first DLC for Chasm: the Guilean Arcade Pack. And best of all, it’s free!

Unlike the main mode, which generates a full world map when you start up your campaign, the new Arcade Mode generates a new layout of the world on the fly. Leave a room and come back, and it’ll be a completely new room. You have 8 minutes to explore each area of the world. If you don’t reach the next area or die along the way, your game is over.

The Arcade Mode is really three modes in one:

  • Daily Challenge: Every day you get one shot to leave your mark on Karthas history. Stay alive, progress as far as you can, and rack up your kill count and reach the next area as quickly as possible for maximum points to earn your spot at the top of the daily leaderboard.
  • Weekly Challenge: Same idea as the Daily Challenge, but you can take your time and get to know the map. Play through as many times as you like, finding the best shortcuts, loot, and power-ups along the way. Your highest score for the week will be recorded for posterity.
  • Practice: No one’s keeping score but you, so just have fun in this mode. Use the randomly generated seed to explore a new dungeon just for you, or enter your own seed number to explore a dungeon you’re already familiar with.

The Guildean Arcade Pack is currently only available on Steam, but we are working hard to bring it to all platforms as soon as we are able.

BUT THAT’S NOT ALL!

In addition to the new Arcade Mode, we’ve been adding a bunch of improvements to the game based on player feedback since launch. Combat should feel a lot more responsive, and enemies will react more realistically. (Well, as realistic as we think a zombie in an underground catacomb might react!) We won’t go into all the little tweaks and adjustments here, but if you’d like to find out all of the detail, you can check out our release notes page.



Lastly, we'd like to quickly mention that we are participating in the Steam Halloween sale and the game is currently 10% off. Grab it while it's hot!

Happy hunting!
Chasm - Bit Kid
https://www.youtube.com/watch?v=shTHtaF4ASA

That’s a wrap everyone! Chasm is done, and it’s now being played by people worldwide. To say that it’s a surreal feeling would be an understatement. I’ve done pretty much nothing but Chasm for the last 5-6 years and now it’s out of my hands.

Thank you so much for joining me on this journey. Some of you may have heard about us years ago and some just recently. Regardless of when you became a part of this community, you were part of something special. Even in the indie scene, it’s rare for a ragtag group of aspiring developers to be able to keep hammering away at a project year after year until it was done right. We learned a ton along the way and never compromised. With the help of my best friends and teammates, we all made Chasm the best we could.

I wrote a retrospective recap of our development journey for the PlayStation Blog, which you can read here. If you’re too PCMR to check out a PlayStation blog, the tl;dr version is that the Bit Kid team is composed of old friends. Our lead programmer, Tim, and I have been friends since high school. Our composer, Jimi, and I have been friends since college. And the rest of the team - Glauber, Dan, and other Dan - have all become lifelong friends too.

Even though Chasm is now officially out, we’re not done yet. We’ve already got ideas for new game modes we’d like to add. New platforms to be on. We’ll be sure to keep you in the loop every step of the way.

Thanks for being a part of this journey, and stay tuned for more!

James
Chasm - contact@rockpapershotgun.com (Brendan Caldwell)

Chasm is that dungeon ‘sploring action-adventure game set in a Metroidvanian mining town where all the civvies keep disappearing, dragged into the depths by bad things. You play as a knight who is investigating this unsettling trend, descending into the caverns and catacombs to see what s up. It first dug itself in on Kickstarter in 2013 but it s finally finished and has crawled out of its rocky hole, covered in pixels. Come on, clean yourself up, mate.

(more…)

Jul 31, 2018
Chasm

It seems like a simple job. Travel to a nearby town, rescue a few villagers who’ve gotten themselves lost in the local coal mine. But when your rookie knight arrives in the snowy hamlet of Karthas, he learns the true horror of what has happened. Something terrible has been awakened in those deep mines—something evil—and it’s a good thing you brought your sword.

Chasm is a challenging side-scrolling platformer in the tried and tested Metroid mould, with games such as Castlevania, Zelda, and Spelunky also hard-coded into its DNA. It's like a Metroidvania best of, relying on no particular gimmick or hook, which is a little concerning at first, because, honestly, it doesn't really do anything that exciting with the genre.

The titular chasm is the complex, maze-like, procedurally generated network of tunnels that yawns beneath Karthas, from the dusty coal mine just below the surface, to the ancient dungeons and arcane temples hidden in the depths. The feeling of plunging into a mysterious, dangerous world, of being an intruder, is a powerful one. You can’t help but wonder what lies at the very bottom of the labyrinth, but the deeper you go, the more dangerous it gets.

Later foes are fast and deadly, requiring patience and precision to slay

Enemies on the first few floors are easy to outsmart and kill. Rats, skeletons, bats, kobolds. The usual suspects. Later foes, however, are fast and deadly, requiring patience and precision to slay. But they’re always predictable in some way, and learning their patterns is where the skill in Chasm lies. Memorising and dodging a volley of deadly fireballs from a flying skeleton demon, then sneaking through a brief hole in its defences to deal the killing blow, is immensely satisfying.

But your fumbling early attempts to learn those patterns can be frustrating. When you die in Chasm you’re kicked brutally back to the main menu and forced to reload a save. Getting back into the game only takes a few seconds, but it feels like a lifetime when you’ve died at a boss for the tenth time and want to just get it over with. And save points are often far apart, which means repeatedly retracing your steps can repetitive.

But whenever I’m annoyed by something in Chasm, I’m won back over by how wonderful it feels to play. Everything you do is brilliantly snappy and precise, and it’s clear developer Bit Kid spent considerable time tweaking the controls to make them feel just right. Your move set is basic at first, but as you explore the chasm you unlock moves such as grabbing ledges, sliding, and double-jumping that steadily increase the complexity of the level design.

There’s a procedural element to Chasm, meaning every playthrough is different. But it doesn’t feel like a load of machine-generated tunnels stuck clumsily together. I never once got the sense that I was playing something dreamed up by a computer, and if you told me my particular version of the map was hand-crafted by the developer, I’d have believed you. And if you like a particular layout, you can save the seed to play it again or share with friends.

In the spirit of Metroid, keeping a mental map of the world, in conjunction with a simple map that’s filled in as you explore, is essential. Thankfully there’s also a cleverly-designed teleport system that makes quickly returning to Karthas to resupply and talk to any villagers you’ve rescued fairly easy. Opening these shortcuts up is a huge relief, because it means you can save, and refill your mana before diving into the next, more difficult level of the chasm.

And so your journey continues, down, down, ever down, fighting bosses and minibosses, uncovering secrets, unlocking new abilities, finding new weapons. Weapons radically change how Chasm plays. A short, stubby knife means you have to get uncomfortably close to enemies to attack, but it does lot of damage. The satisfying crack of the Castlevania-inspired whip gives you a bit of distance. The club is slow to swing, but hits hard. Sometimes if I was struggling with a boss, switching to another weapon would suddenly make it much easier, which adds a nice, simple layer of strategy to the game.

There are some light RPG elements too, with enemies spewing out XP orbs that boost your health, strength, and so on. But otherwise it’s a deeply old-fashioned game—by design, of course—and that means it can be quite gruelling at times. You’ll have to repeat sections over and over again to master them, and I found my patience wearing thin more than once. But that’s part of the deal in these kinds of games, and if it’s a quality, polished Metroidvania adventure you want, you can’t do much better than Chasm, even if it does play it a little safe.

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