Share this project

Done

Share this project

Done
Chasm is a 2D Fantasy ARPG Platformer featuring procedurally generated Metroid-like dungeons and authentic pixel art.
Chasm is a 2D Platform Adventure featuring procedurally generated Metroid-like dungeons and authentic pixel art.
Chasm is a 2D Platform Adventure featuring procedurally generated Metroid-like dungeons and authentic pixel art.
6,938 backers pledged $191,897 to help bring this project to life.

Recent updates

Photos

Fd0df547b434a7fa25d9cd53c26bb00f original
23a72af069ba1ac9a3ca21c96123d089 original
45b8d3dd3b01dea34d7c8a96a4e064da original
85c96b6ac24f437e3765414415af7e1e original
6fb080a920b3219312ad9891b8493ac5 original
D3dfa0f037bd8f7e431286373997c519 original
E32e6c46daf278b3db7f0b7642bd40d6 original
7d4a1e78c8a4f3af999f0500d90865d0 original
32889105e24ebf857831603cf6171e8a original
4c164f300aa464a1a9a6ad52261bf715 original
974c5683d70b804952041433d0d6d4d3 original
E1c9fc388dde3d0eef24bba4bbc5f84f original

Chasm Is Coming!

57 likes

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!

Development Plan from here to Gold

89 likes

Time flies! Between the holidays and cranking away at our task list, I just realized it’s been 2 months since our last update. Lots of progress has been made, so here’s where we are right now.

Working on my cannonball in the Gardens.
Working on my cannonball in the Gardens.

 As I described several months ago, the entire team was given a couple weeks to play through the full build and write up all of our comments, required features, bugs, etc. The agreement we had as a team is that we would synthesize all of that, discuss what’s really important, and put together our final task list out of that. No new features were to be added beyond that list. We went through that exercise back in August and have been working off of that list ever since.   

I’m happy to say we’re ticking tasks off of that list at a very steady pace, and we’ve been disciplined about not adding anything new. Just to recap the progress that’s been made, here’s a partial list of what we’ve completed since going through that exercise:  

  • Improved backtracking and world traversal system
  • Implemented a system for players to upgrade their Spells 
  • Implemented auto-formatting text system for multi-lingual support
  • Programmed and animated the final boss battle
  • Animated all boss intros and deaths
  • Animated custom deaths for most enemies
  • Reworked and improved Minibosses
  • Sound FX for all bosses (except the final) and half of the enemies
  • Improved Visual FX
  • Improved scripted scenes
  • Polished the Map Screen and other UI elements
  • Improved pacing by interspersing some “breather” rooms with less challenge and more resources, as well as balancing combat, platforming, and puzzle rooms throughout the game 

There’s also a ton of other work - a lot of which took even longer to complete than those features listed here - that we got done in that time, but some of it just wouldn’t make sense as a feature in a list. Suffice it to say, those improvements make the game feel a lot tighter and encourage players to continue exploring the world.  

The final background art for the Save Rooms.
The final background art for the Save Rooms.

We’re now about 50% of the way through that final list. We have a date in mind that we think the game will be done and ready to ship, but I’m going to hold off on saying it here just in case my estimate isn’t accurate. Here are some of the remaining tasks:  

  • Replacing all remaining placeholder animations and background art
  • Improving the enemy spawn system to make sure that every enemy type shows up in every game, as well as maintaining a healthy variety
  • Sound FX for the enemies in the second half of game, the final boss, as well as environmental sounds
  • Beefing up secondary quests 
  • More Items & Weapon system improvements 
  • Additional variation in environmental art & Landmarks
  • Populate secrets in all areas 
  • Polish NPC dialog and sidequests 
  • Main Menu art
  • Economy improvements 
  • Difficulty balancing (this will be one of the last things we do)

Again, there are some other tasks on our list that probably only make sense to us, so I’m leaving them off this list for now. Whereas we often felt like the more progress we made the further the finish line pulled away, we’re now seeing it get closer and closer. 

As we cross off each of these tasks as we complete them, the list keeps getting shorter. As always, thanks for your ongoing support and patience. We’re getting close and I’m hoping you’ll feel that the wait has been worth it!

End of Year Production Update, PSX 2017

30 likes

Hello once again Chasm fans! We've had a very busy fall and have quite a few things to show off in this update, so let's not waste any time and dive right in.

Battling a Phantom in the dark.
Battling a Phantom in the dark.

In the last update I mentioned Glauber was working on death animations for all of the existing enemies. He wrapped those up in the early part of November, and then we began working on the final set of enemies that would fill in some of the sections you backtrack to later in the game. I'm proud to say we now have 90 fully animated creatures (including bosses) in the game for you to battle! With the enemy animations completed, Glauber will now turn his attention to animating the final boss battle, as well as some lower priority stuff like the boss intro and death sequences.

Getting pwned in the Arena by a Gelatinous Cube.
Getting pwned in the Arena by a Gelatinous Cube.

Dan has been working away on the last of the large backdrop pieces, and I'm happy to announce that the Arena has been completed! I mentioned it briefly in a previous update, but rather than make the Arena an additional mode, we decided to make it an optional challenge in the main game. If you want to work your way up to Grand Champion and win the grand prize, you'll have to battle through waves of beefed up enemies, as well as a couple unique creatures. The only remaining crowdfunding feature that hasn't been completed yet is the Crafting stretch goal, which we plan to tackle after the new year when we revisit the weapons and items.

The final look of the Map screen.
The final look of the Map screen.

In addition to all the new content we've been adding in, we've also been doing final revisions to various UI elements like the Map screen. It received a bit of a visual overhaul making it more compact and easier to read, while also getting a couple new features. One in particular we're excited about is items or journals that you may have missed or couldn't reach are now marked on the map with a dot ala Super Metroid.

Translation friendly bubbles, signs and journal entries.
Translation friendly bubbles, signs and journal entries.

One other slightly less glamorous thing we've been working on is full support for other languages. Many of the in-game text interfaces like the conversation bubbles, journal entries and signs were being manually formatted for display while we figured things out, but now that all the designs are finalized Tim began adding pre-processing routines to automatically format text for each of them. This mostly entailed adding automatic line breaking and key term highlighting, alignment options, and scrolling support. Now it should be fairly trivial to support any Latin-based language!

PSX 2017

Our final convention for the year will be at the PlayStation Experience 2017 in Anaheim next week. Chasm biz guy Dan Adelman and sound guru James Stevulak will be there manning the booth on December 9 and 10, so be sure to stop by and say hi!

Wrap Up

Well, that's it for this year. We'll be continuing to crunch towards the finish line throughout the holidays, but we'll be back in touch in January to let you know how things are progressing. Thank you once again for your patience and support while we strive to make Chasm the game we know it can be. Have a great holiday season, and we'll see you in 2018!

October Production Update

52 likes

Hello again everyone! I hope this update finds you well. Last month we were working on several large tasks, most of which we can't really show you without spoiling things (backgrounds for the final boss, level design for late-game sections, etc) so I decided to just hold off on the update until this month.

Various improved FX
Various improved FX

 A few exciting things have been in the works though. When we analyzed the game back over the summer and made our final list of improvements, one of the things we realized we really needed to improve was the visual FX. This meant going back through everything and beefing up FX for various things like hits, deaths, breaking props, picking up items, leveling up, etc. Check out the GIF above for a preview of this work (please note it doesn't look as smooth as the real thing since it's running at half the framerate).

Right now the team is mainly focused on finishing up the core content. Dan is working on various pieces of background art for late-game rooms, Jimi is working on boss and enemy sound effects, Glauber is working on enemy death animations, Tim is optimizing engine code and tackling the remaining programming tasks, and I'm going through the main path of the game with a fine-toothed comb to find all the stuff we missed and wrap up work on the areas.

A new platforming challenge in the Gardens
A new platforming challenge in the Gardens

I know everyone is anxious for us to reach Beta, but we still have a little further to go. Once this core stuff is done we will focus on the secondary content tasks like beefing up the backtracking and adding more weapons, items, and secrets to find. Lastly, once all the content is completed, we'll turn our attention to the final polish tasks like balancing, text cleanup, UI polishing, and of course testing.

Well, that's it for now! We'll be in touch again this fall to let you know how things are progressing as we steadily march towards the finish line. Thanks again for your support and patience!

End of Summer Production Update

27 likes

Hello again everyone! As summer comes to an end we're working hard to complete our first month-long sprint of Beta tasks. There's a lot of general cleanup, polish, and bug fixing to do, but we've also been tackling a number of improvements identified from our testing.

The 3 levels of the Knife spell.
The 3 levels of the Knife spell.

A new feature we're pretty excited about is upgradeable spells. Each spell can now be upgraded twice to improve its effectiveness. Above is an example of the Knife spell where the second and third levels add more projectiles and magical FX. When you reach the third level of a Spell you're also given the option of using a screen-filling Spell Crash that consumes half of your magic meter. We're still working on the visuals for the crashes and upgrade menus, but we'll show them off in a future update.

Collecting some resources.
Collecting some resources.

One thing we heard a lot in the backer builds was how punishing the platforming was. Not only were pixel perfect jumps everywhere, but most of the drops ended in spikes making things even less forgiving. We also had enemies and traps jam packed into every space - partly a side effect of our early dungeon generator not having a good sense of how to pace things with different kinds of rooms. I went back through the rooms one by one and improved the flow, pacing, and difficulty. A lot of the tall rooms now give you a much needed breather with some light platforming and resource collection after fighting through hallways of deadly enemies.

The Death Knight miniboss.
The Death Knight miniboss.

 Finally, we've also reworked and improved the game's minibosses. A couple just weren't up to snuff and were completely redone (like the Keep's miniboss seen above), while others were just tweaked with some new patterns and improved timing. We also changed our approach to them a bit so they feel more like tough-as-nails enemies versus weak bosses. It may seem like a pointless distinction, but in practice it feels much more organic and varied.

We also want to give everyone a heads up that Chasm will be at PAX West 2017 as part of the Playground! The Playground is a new space to hang out and play games, and we'll be sharing the space with others like Vlambleer, Finji, and Indiebox. Our biz guy Dan Adelman will be running the booth along with Musician James Stevulak and Environment Artist Dan Fessler. So if you'll be there too please stop by Booth #6111, say hi, and play some awesome games!

We'll have more updates on our progress towards the finish line next month. Thank you once again for your support and patience while we refine Chasm into the best experience possible!