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.

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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.

Chasm - Valve
Chasm is Now Available on Steam and is 10% off!*

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.

*Offer ends August 6 at 10AM Pacific Time
Chasm

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

Chasm - contact@rockpapershotgun.com (Dominic Tarason)

Chasm

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.

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Chasm - Bit Kid


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!

Chasm - Bit Kid

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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