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
Fixed crash when creating a new save where outdated save file is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
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
We now have a monthly Chasm newsletter for those who would like to stay up to date with the latest! Sign up now to receive monthly updates about Chasm with an inside look at production, heads up on what events we’ll be attending, and more.
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!
As of last 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!
There are few things scarier to a game developer than the thought of releasing a game that slips under the radar. More and more amazing indie games are coming out every year, making it increasingly difficult to stand out from the crowd. As we’ve gotten farther in the development process of Chasm, we’ve had to start thinking more seriously about things like marketing, PR, business development, and merchandising. We know that properly handling these aspects is just as important as making a good game, and for this reason we have decided to partner up with Dan Adelman.
As the former head of Nintendo of America’s digital distribution business, Dan helped bring hundreds of titles to Nintendo platforms. Earlier this year he decided to strike out on his own, and began looking for upcoming indie games that could use his expertise. The amazing Metroidvania Axiom Verge was announced as his first project this past fall, and we’re excited to announce that Chasm will be his second. Dan will be helping primarily with business and marketing, allowing us to focus on delivering a quality title to the broadest audience possible. Please join us in welcoming Dan to the team!
I just wanted to take a moment and thank everyone for playing through the alpha builds of the game – sometimes multiple times – and writing up a ton of constructive feedback. You have made Chasm far better than it would have been if it were developed in a vacuum, and your support has made it possible for us to keep focusing on delivering on that vision we set out to achieve years ago.
We’re strong believers that alpha access should have really clear goals. In our case, it was to foster a community of like-minded gamers who shared our passion for Chasm and to get early feedback on the gameplay to make sure the game is as good as it can be. We feel like we’ve achieved both of these goals. As a result, we don’t want to muddy the waters by adding more people, so we’ve taken down the link to purchase access to the alpha. The next time people will have an opportunity to buy the game is when the game is finished.
Also, as a team, we recently took a step back and asked ourselves how we want to deliver this game to our earliest and most enthusiastic supporters as well as newcomers who may not have even heard of Chasm. Our original plan when we developed the Kickstarter was to hold Alpha Access roughly 6-8 weeks before the final release of the game. At the end of this past summer, we decided it was time to get something out to you all to play, both as a sanity check and for an initial round of feedback. The idea to cut the game up into releasable chunks sounded great (and we liked that it would help keep us on track), but we’ve come to realize that things really aren’t so cut and dry. Everything becomes much more intertwined in the second half of the game, and attempting to separate out content and get things polished enough to release will only slow us down in the long run. Therefore, we believe it is in the project’s best interest for us to churn through the content for the remaining areas before opening things back up. This will allow us to focus on the game as a whole instead of in chunks, and also ensures you have fresh eyes and the excitement to play non-stop when the full game is finally released.
We will have one last alpha build to share with everyone next month. Rather than spoil some of the upcoming secrets, we wanted to show you the impact you had on the game by showing you the two areas you’ve already seen, but modified based on your feedback. Some of the feedback that we’ve implemented includes:
Gear customization with elemental Gems
Slot-based Save Game system
Hanging Lights to break for Gold and Mana
Sealed Passages for shortcuts inside sub-areas
New Catacombs Miniboss and Enemies
Reverted Essence to separate XP and Gold systems
Reverted to auto-leveling with game determined stat increases
Removed Auto-Saving and XP drop on death (now reloads last save)
Improved Enemy behaviors and added respawning over time
Improved room layouts with less punishing platforming and more combat
Spells “flattened” so all will stay useful as you progress (collect them all!)
In addition to this last alpha build, we are planning on releasing the final build a few weeks early to our alpha backers as a way of thanking you for your support and enthusiasm. Our current timeline has us shipping sometime around Summer 2015. (Of course, these things are notoriously difficult to predict. Our plan is to ship the game when it is ready.) For those who are interested, we will continue posting about the progress we are making with development so you can stay abreast of any news, and we will of course maintain a presence on our forums.
The end is still a bit of a ways away, but it’s definitely in sight! The game is coming together better than any of us had any right to expect, so we can’t wait to show it to you when it’s good and ready!
Woah – it’s almost that time everyone! We’re super excited to get out the first alpha build of Chasm for everyone to check out. We know there’s a lot of questions, so we’ve tried to compile everything together here for reference. Let’s do it!
Q. When is it coming?!
The keys will be released on your Humble downloads page at 1PM EST on September 18th.
Q. How do I get it?
To get your Steam key, enter your Kickstarter or Humble pre-order email address on the Humble Key Resender. They will send you a link to the page that contains your Chasm downloads.
Q. What’s all included?
The initial release will contain the first two of the game’s six total areas. Our goal is to get out the remaining areas at the pace of around one a month throughout the fall and winter. The initial release includes both Normal and Hardcore game modes (no Leaderboard support yet though).
Q. What platforms is it playable on?
Windows, Mac, Linux, and Steambox should all work just fine.
Q. Is it DRM-free?
No, you will need Steam to participate in the alpha. The final release will however go out as both DRM-Free and Steam.
Q. I didn’t back the Kickstarter, can I still get in on it?
Yep! The Silver pre-order at chasmgame.com will allow you to jump right in on the fun.
Q. Can I livestream/Youtube/podcast/VHS/GIF it?
Yep! We just ask that you please let your audience know what they’re watching is technically pre-alpha, and that there’s probably unfinished stuff that will most likely change at some point.
We’re back! The trip went very well – we met a ton of press, fans, and many Kickstarter backers. A lot of people got their hands on the new demo, and the impressions were very positive! It’s hard to even reflect back on the experience now — it was over in a flash and jam packed with amazing people. A huge thanks goes out to all our friends, fans, and idols we met on the trip, we’ll remember it forever!
Jimi Stevulak (Music/SFX), Tim Dodd (Programming), James Petruzzi (Producer)
We did a bunch of interviews while we were there. Here are the first two we’ve seen posted online, by Kotaku and Destructoid respectively: