Hello again everyone! Since 1.066's release I've been sneaking out updates here and there while the porting studio worked on catching the console versions up from 1.035. It added up to be quite a bit in the end since we ran into a few delays along the way and I had extra time to fix and tune things. The above trailer is primarily meant for consoles that were farther behind than Steam, but it should give anyone who hasn't been paying close attention a good idea of what we've been up to for the last year!
1.066 -> 1.071 Change-list:
adjusted area sizes and improved generation by moving a couple rooms (new games only)
fixed glitchy archer sprites when killed during spawning in Trell battle
fixed tiling errors in several rooms
fixed walljumping up mines elevator shaft
fixed escape key on PC builds
fixed player being able to attack if gooped by hanging spider while attacking
fixed button labels glitching on some menus
fixed save icon not displaying correctly when saving after credits
fixed frozen familiars during ending
fixed rumble on certain controllers on PC
fixed CRT shader on non-16:9 aspect displays
fixed king trell spawning archers behind gates
fixed some dark rooms missing doorway light
fixed bug in unique drop bonus stat picking
fixed dark catacombs entrance sawblade damage
fixed various map errors
merged latest console optimizations
increased drop rates slightly
increased mana orb acceleration
increased mines crushers speed
increased controller rumbling intensity
reduced max spawns for spawner enemies
improved late game basden encounter scripting
improved fullscreen behavior for setups with multiple monitors
Arcade: increased lantern light radius
Arcade: misc tweaks to drop rates, area lengths, etc
We're excited to announce that Chasm is having a Weekly deal this week at 35% off! In addition to the sale, a community member has created a quick introduction video to Arcade mode for anyone that is not familiar with it yet. After you learn some tips and tricks, test your mettle against today's Daily Challenge and go for the high score!
This week marks the one year anniversary of Chasm's release! After over five years of hard work, Chasm was released to the world on July 31. In celebration, the game is 50% off on all platforms, and we will be doing giveaways every day this week (including cool new swag bags!) on our Facebook, Twitter and Discord. Thanks so much to everyone for their continued support, we couldn't do it without you!
We released an update today with a new feature request from the community, as well as a few bug fixes and tweaks. It can be tricky figuring out where that last few percent is when trying to 100% the game so we've added a checkmark next to the names of areas that are fully explored. I also made button presses a little more lenient while your character is attacking. Each weapon has a certain amount of frames you are locked into the attack, so if you push Backdash or Jump too soon it might not register. I extended the window a few more frames, so it should feel a little more responsive now if you press too early.
Change-list:
added checkmark for fully explored areas on map screen
fixed hit stun on crawlers
fixed necromancer teleport logic
fixed player not cancelling out of attacks when crouched
extended buffer for button presses during attacks for more responsiveness
Chasm's showfloor demo is now available on Steam for Windows, Mac, and Linux! It's a quick peek (~10 minutes playtime) of the first area of the game and should give a good idea of how it plays. Please note, the intro area is skipped and saving is disabled in the demo.
Thanks to our community member lostprophet.hu, Chasm now supports Hungarian! I also fixed a few more bugs that were reported, and made some tweaks to Arcade mode.
added Hungarian translation
arcade: adjusted dark room and spell drop rates, increased scavenger inventory size
arcade: fixed flying enemies sometimes spawning on top of each other
fixed glitching of left stick horizontal movement in menus
fixed font styling for characters in extended range
We released a couple patches over the weekend, including a brand new alternate Chiptune soundtrack! The soundtrack can be changed in the Audio options and works with both the normal game and Arcade mode. If you dig it be sure to check out the composers Bandcamp page!
Change-list:
- added alternate chiptune soundtrack - added glow effect for arcade lanterns containing spells - added alt powerup and levelup sfx for chip soundtrack - added missing translations - various fixes and adjustments for arcade mode - fixed HP not refilling fully after loading game with augmenting equipment - fixed several enemies detecting player through ground
We released two small updates today back to back, mainly dealing with enhancements the community requested for Arcade mode, as well as the option to skip the intro if you already completed the game.
1.057 + 1.058 Change-list:
added option to skip game intro (requires completed game)
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)