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

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March Update

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We've been incredibly busy this past month working away on the game, but we're happy to report that things are progressing smoothly! With the Alpha completed and all the design problems out of the way, we've been able to dedicate 100% of our energy on content. We were planning on doing a big production update this month for everyone, but there are so many things wrapping up in the next few weeks that we thought it would make more sense to just hold off until next month. In the meantime, here's a look at a few cool things we've been working on: 

A test Achievement (they won't really be this easy!)
A test Achievement (they won't really be this easy!)

Achievements are now working on all platforms, both Steam and DRM-free! The framework has been set up and the unlocks work, so we're basically just down to creating the list itself. We're looking forward to brainstorming some fun and challenging feats for you to perform! (original GIF if you can't see image)

A prototype secret nook.
A prototype secret nook.

Secret areas have been prototyped! We went back and forth on how to do them for a while, but we ended up with something inspired by one of our favorite series about an Italian plumber. Walls, floors, and ceilings can be fake, and you can move behind them to discover hidden treasure and passage-ways! (original GIF if you can't see image)

A test for fancier transition effects.
A test for fancier transition effects.

We've been thinking about fancier transitions for a while now, so we tried out something reminiscent of some of our favorite 16-bit games. What do you think? (original GIF if you can't see image)

PRESS ROUNDUP 

If you haven't had a chance to check out anything about Chasm recently and don't have a lot of time, definitely check out Super Pawsitive's brief 5 minute review of the Alpha. He does a great job quickly encapsulating how the game plays, and showing off a lot of the stuff you can do in the early version!

Gamespot highlighted a few games from this year's GDC MIX event on their on their livestream, and Chasm was among them! In this clip, Chasm biz man Dan Adelman talks about the game while Axiom Verge creator Tom Happ plays the demo!

Other sightings:

February Update

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Alpha Feedback / Final Patch

We've gotten a lot of feedback about the final Alpha update from the community over the past couple weeks, and we're very happy to report that the reception has been overwhelmingly positive! It's a huge relief to know that we've finally gotten the game to a place where everyone feels that it's not only fun and exciting, but also very close to what we originally promised. We really appreciate everyone's patience and help during this long and difficult process.

We've released a few patches in the past couple weeks with various bugs fixes and improvements, and just yesterday we just pushed out 0.53. We've fixed every reported bug and things are very stable now, so we've decided to call it the final Alpha patch. It's hard for us to walk away from the Alpha, but we know it's time for us to move on and finish up the rest of the game. Here are the past few change-logs since the 0.5 release:

0.53 Change-list (Final)  

  • Fixed possible crash when backing up from 3rd option on Crone or Blacksmith shop menu and pressing Confirm
  • Fixed Critical Hits not working for Cut damage weapons
  • Fixed foreground decorations covering button label in Catacomb lock room
  • Fixed Candles appearing in front of Shrines
  • Fixed game showing as Normal if you start Hardcore game and quit before first Campfire
  • Changed music to fade low on pause
  • Added deer back in (!)
  • Tweaked Wraith sound effects and positioning
  • Tweaked Keep prison and Catacomb tutorial sections

0.52 Change-list  

  • Fixed crash when creating a new save where outdated save file is
  • Fixed not being able to sell a non-equipped item if you have the same kind equipped
  • Fixed Skeleton's boomerang disappearing after returning sometimes
  • Fixed Maggot flash if you hit him when you first enter
  • Changed Boss doors to not open until you pick up their crystal
  • Changed magic weapons to not die when hitting lanterns

0.51 Change-list  

  • Fixed bug where endcap rooms were treated as branches in dungeons
  • Fixed bug in dungeon generator that would sometimes leave unblocked doorways to nothing
  • Fixed crash when backing out of Potion menus and then selecting one
  • Fixed Elemental FX on knife and two-hand
  • Swapped green and purple gold bag colors
  • Limited Altars to items from their respective area
  • Removed tier 3 items from Scavenger
  • Reduced mana potion price to 50 gold
  • Fixed Boomerang being included in random treasure chests
  • Fixed Wraith materializing with hands in ceiling and set minimum distance when teleporting

Indiecade East 2015

We're returning to Indiecade East this weekend for the second year in a row! Last year we hauled our equipment up for a one hour slot in the Show and Tell (and met the Sony reps that would eventually hook us up with PS4 devkits), and this year James Petruzzi (Director) and Tim Dodd (Programmer) will be there Saturday and Sunday representing the Chasm kiosk featured in Sony's PS4 section. What a difference a year can make! If you're in the NYC area please stop by the Museum of the Moving Image and check out the new Chasm demo. If you're a member of the press and would like to meet up for an interview, please schedule some time to meet with us.

PC Gamer Feature

Chasm was picked as one of PC Gamer's four under-the-radar games to watch for in 2015! They requested some new 1080P footage for the piece, so we recorded a couple minutes of gameplay from the latest Alpha for them. It's a big honor to be featured by a publication we've been reading since we were kids!

Next Steps

As of this week, the entire team has transitioned back into new content creation. We've got a couple tilesets to finish up, a few more songs to record, a couple more bosses to design, and a whole bunch more enemies, platforming challenges, and puzzles to program and animate. We'll be working as hard as we can to finish up the core content this spring to put us in position for the final lap this summer. We're super excited for everyone to see beyond the Catacombs, so stay tuned for the next production update in March!

Chasm Alpha 0.5 Release Date, Livestream Celebration

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Hello again everyone! We're excited to announce that Chasm Alpha 0.5 is finally coming on January 28th for our Early Access backers. This last Alpha update was a long time coming, and we want to apologize for the wait. We decided to make some final changes to the gameplay after analyzing the feedback our amazing Early Access backers gave us, and it took a bit longer than expected to get it out the door. 

It was a hard decision to go back to the drawing board on some different facets of the game instead of moving on, but we feel that what we have now is finally up to our expectations and much closer to our initial vision. It was also important for us to get things right so we can move on to the final content push without worrying about systems changing. We think the Alpha access phase was a huge success, and we can't thank everyone enough for participating and giving their honest feedback!

While there's hundreds of small changes, the biggest differences between 0.4 to 0.5 are:

  • Changed Essence back to classic XP and Gold currency systems.
  • Changed Level Ups to happen automatically with health refill & random stat increases for auto-balancing.
  • Changed dying in Normal mode to require loading last save file.
  • Changed save system to PSX-style slot system with animated profile icons (more unlockables!).
  • Changed NPCs so all except Crone are captured when you first arrive in town and must be rescued.
  • Changed Innkeeper to collect Treasure, will reward you with Elixirs for so many pieces of treasure turned in.
  • Changed Spells to scale with player's power and stay useful as you progress. Gotta collect them all!
  • Changed Scavenger to always be in Save Rooms after rescuing him.
  • Changed Altars to only have one item, priced at extreme discount for blind buy.
  • Added 5 types of elemental Gems (Ruby/Fire, Sapphire/Ice, Topaz/Lightning, Emerald/Poison, Diamond/Holy) with various quality levels (Chipped, Flawed, etc) that can be added to weapons and armor to customize gear (ie. Fire Chain Whip or Holy Brass Knuckles).
  • Added more portals to areas and removed inter-Area portal travel.
  • Added canary NPC that will carry you back to town from Save Rooms, and vice versa.
  • Added breakable Hanging Lights that provide player with Mana for magic weapons and Gold drops.
  • Added progressive enemy respawning in previously cleared rooms.
  • Added Shrines back into the game with several types (temporary stat buffs, restore health/mana, Gem, etc.)
  • Added Undead Crusader enemy and Wraith miniboss to Catacombs.
  • Added new hint to Catacombs puzzle and fixed symbols causing unintended confusion.
  • Added new Magic Molotov spell.
  • Added new game intro.
  • Added base support for Marcel's Fan Translation tool.
  • Removed plant ingredients. Finding Recipes unlocks new potions in Crone's shop.
  • Improved game text with single sans-serif font family for visual consistency.
  • Improved dialogue and note text with custom formatting, keyword highlighting and new graphics.
  • Improved area layouts and pacing.
  • Improved parallax depth effect.
  • Improved dungeon generation with stronger core paths and less long branches to dead ends.
  • Improved combat with new enemy strafe behaviors and more combat areas.
  • Improved Pause menu design and function.
Improved background layers.
Improved background layers.
Added parallax effect and integrated side doors.
Added parallax effect and integrated side doors.
Your new best friend.
Your new best friend.
Unlocking a portal in the Mines.
Unlocking a portal in the Mines.
Improved Menu Design
Improved Menu Design
Warning!
Warning!
I found the Slide ability!
I found the Slide ability!
What could this be?
What could this be?
Kobold guarding a Shrine (also, new hanging lights!)
Kobold guarding a Shrine (also, new hanging lights!)
Hmm... should I?
Hmm... should I?

Livestream Event

We're going to throw a little celebration for the Alpha release on January 27th at 9:30 PM EST on our Twitch channel. We'll have the team there to answer your questions, and also be giving out prizes so be sure to stop by and say hi!

We'll have a production update here in a couple weeks looping everyone in on where things are in the broader scheme of things, so stay tuned. As always, thanks so much for your support and patience!

Happy Holidays!

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We just wanted to take a second to wish everyone a safe and happy holiday! 2014 was a big year for both Discord and Chasm, and 2015 is only looking better. Thank you so much for your continued support and patience while we make Chasm the game we've all been dying to play!

We're still working away on the last Alpha update, but we're getting close to wrapping it up now. We'll have more news soon about the exact date it will go live, but in the meantime here's a few new screenshots!

A new undead Catacomb enemy, and the return of Shrines!
A new undead Catacomb enemy, and the return of Shrines!
A new fearsome Catacomb miniboss called the Wraith.
A new fearsome Catacomb miniboss called the Wraith.
Improved text rendering, journal, and keyword highlighting.
Improved text rendering, journal, and keyword highlighting.

Dan Adelman Joins the Chasm Team!

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