Today’s a big day for us. After years of work, we’re finally confident enough in our estimates for the remaining tasks that we can officially confirm a release time window of this summer! To commemorate this occasion, we put together our first new trailer since around the days of our Kickstarter. Hope you like it:
The good folks at Sony were nice enough to let us announce the summer release window on their PS Blog, which gets tons of visitors every day.
Speaking of the PS Blog, we also made another major announcement there. We’re releasing a PS Vita version which will be cross-buy with the PS4 version. Just to anticipate the obvious question, I can assure everyone that adding the Vita sku did not add any time to our development schedule. Tom Spilman from Sickhead Games, who did the PS Vita port for Axiom Verge and many other titles, took our existing code base, ported it to Vita, and as we updated the main game, he’s been updating the Vita branch. So the good thing is that anyone who gets the PS4 version will automatically get the Vita version at no additional cost.
Speaking of Sony, I should also mention that they were gracious enough to include Chasm in their booth at PAX East. So if any of you are going to be in Boston next week, please be sure to stop by and say hi to Dan, our business and marketing guy. And be sure to let him know you’re a backer!
Just to anticipate a few more questions in no particular order:
Q: How can people who prefer a PS4/Vita code can get that instead of a Steam code?
A: We’re not 100% sure yet. We’re going to discuss with Sony and see how we can make that happen. My understanding is that they will charge us a small fee to generate those codes, so we will just allow backers to get a PS4 code at cost.
Q: What’s the timing of the Beta?
A: Managing and releasing a beta is a lot of work, and we want to make sure we can prioritize getting everything done and ready for this summer. There is a sizeable delay between the time we submit the final version to Sony and the launch day, so we’re hoping to use that time for the beta release. Because no game is ever really finished, we’ll be taking the beta feedback for use in the first rounds of updates.
Q: What have you completed since the last update and what do you still need to do between now and summer?
A: All of the spawn system changes are done, as is the key background art, placeholder animations and enemy sound effects. We still have to complete the sound effects for the final boss and final cutscene, beef up the items, and polish out NPCs and side quests, along with general balancing and game polish.
This has been an incredibly arduous undertaking - one that I’ve loved (almost) every minute of, but one that wound up being an even bigger challenge than I expected. I’m grateful for everyone’s support and patience. This community is what has been driving me. I know you guys are all looking for the most kick-ass action-adventure ever to grace a gaming system, and we’re doing everything we can to deliver on that promise. And now, we’re almost there!