After more than five years in development, Bit Kid announced today that the procedurally-generated Metroidvania called Chasm will be out on July 31. The studio also went into detail about what exactly "procedurally generated" means, saying that the feature "has led to a lot of questions and confusion."
The developers opted for procedural generation in order to help keep the experience fresh over multiple replays: It's impossible to memorize a map, after all, if the map changes every time. At the same time, it needed to ensure that the game still feels hand-crafted, so that players "have no idea that there's anything procedural about it." To accomplish that, the basic layout of Chasm's objectives and plot points remain the same in every game, but the path you follow to reach them will change.
"Chasm has a bunch of pre-designed rooms that are slotted in modularly in different combinations," the studio explained. "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."
That still left "a ton of balancing" to ensure the pieces all came together properly. Combat and platforming has to be appropriately spaced, save points have to be sufficiently close together (but not too close), required skills and abilities must be available when needed, "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."
Those of you who prefer the more consistent experience of a fixed map are covered too. The randomized elements are all generated based off of a seed number, so if you want to recreate a specific layout, to follow along with a streamer, for instance, or to replay a map you particularly enjoyed, just enter the seed number and you'll be all set.
Chasm is listed, but not yet available for pre-purchase, on Steam, and there's also a website up with more info at chasmgame.com.
April 2013: Metroidvania roguelike Chasm lands on Kickstarter, with a demo.February 2014: After going quiet for a time, Chasm resurfaces with a new trailer.July 2018: Chasm finally sees the light of day, releasing July 31st (or 16th for backers).
They say good things come to those who wait, and Bit Kid’s Chasm has always looked very good indeed. While a multitude of other games have grasped for that metroidvania roguelike crown in the interim (such as Dead Cells), Chasm staked its claim early. and thanks to its detailed and smoothly animated pixel-art, it doesn’t look like it’s aged a day, as you can see in the new trailer below.
UPDATE 9/7/18: Chasm, developer Bit Kid's promising, procedurally generated platform adventure, finally has a release date: it's coming to PC, PlayStation 4, and Vita, on July 31st - somewhat later than it's originally anticipated launch window of 2014.
"Honor-bound to solve the mystery and restore peace to the Kingdom," explains Bit Kid, "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."