PSX 2016, Dev Update
Jimi (our composer) and Dan (our marketing/biz guy) are heading over to Anaheim for the PlayStation Experience event hosted by Sony! It will run over the weekend, and attendees will be able to check out the game. Even though it feels like we’ve been talking about Chasm forever (and you may feel like you’ve been hearing about Chasm forever!) every time we go to a show, for the majority of attendees, it’s the first they’ve heard of the game. And the reactions we get always give us that morale boost to keep the wheels turning and pushing us closer to the finish line! If you’re going to be at PSX, please come say hi to Dan and Jimi at booth B1028!
In the last update we talked about the development roadmap, and how our next goal was reaching “Pre-Beta” – a complete beginning to end experience with no placeholders (but missing all the fun side stuff, polish, and various bells and whistles). We’re still making great progress towards that goal, and pushing our hardest to reach it by the end of the year.
The Outpost Courtyard with completed backdrop. Over the past month we’ve been tightening up the boss battles, revising areas, fixing lots of bugs, finishing placeholder art, and starting to add some polish to the game. We’ve also spent a lot of time on optimizing the engine. This work isn’t glamorous, but it’s hugely important to making sure the game runs smoothly on a variety of machines and that loading times will be suitably short.
A more epic view of the Ladorian Mountains for Karthas. While there’s still a lot of small tasks to tackle, our primary focus is now on adding all the townsfolk to rescue and the end sequence of the game. We’re very excited to finally get to all the fun polish tasks and extras, but we have just a few more major tasks to finish up first!
Happy Holidays! Now it's time for us to get back to work! We hope everyone has a great holiday and a happy new year. Thank you for your continued support, and we'll see you in 2017!
[ 2016-12-01 20:58:03 CET ] [ Original post ]
Happy December, everyone! We’ve been hard at work on reaching our next milestone, but we thought we’d come up for air with a quick final update for 2016.
PlayStation Experience!
Jimi (our composer) and Dan (our marketing/biz guy) are heading over to Anaheim for the PlayStation Experience event hosted by Sony! It will run over the weekend, and attendees will be able to check out the game. Even though it feels like we’ve been talking about Chasm forever (and you may feel like you’ve been hearing about Chasm forever!) every time we go to a show, for the majority of attendees, it’s the first they’ve heard of the game. And the reactions we get always give us that morale boost to keep the wheels turning and pushing us closer to the finish line! If you’re going to be at PSX, please come say hi to Dan and Jimi at booth B1028!
Dev Status Update
In the last update we talked about the development roadmap, and how our next goal was reaching “Pre-Beta” – a complete beginning to end experience with no placeholders (but missing all the fun side stuff, polish, and various bells and whistles). We’re still making great progress towards that goal, and pushing our hardest to reach it by the end of the year.
The Outpost Courtyard with completed backdrop. Over the past month we’ve been tightening up the boss battles, revising areas, fixing lots of bugs, finishing placeholder art, and starting to add some polish to the game. We’ve also spent a lot of time on optimizing the engine. This work isn’t glamorous, but it’s hugely important to making sure the game runs smoothly on a variety of machines and that loading times will be suitably short.
A more epic view of the Ladorian Mountains for Karthas. While there’s still a lot of small tasks to tackle, our primary focus is now on adding all the townsfolk to rescue and the end sequence of the game. We’re very excited to finally get to all the fun polish tasks and extras, but we have just a few more major tasks to finish up first!
Wrap Up
Happy Holidays! Now it's time for us to get back to work! We hope everyone has a great holiday and a happy new year. Thank you for your continued support, and we'll see you in 2017!
Chasm
Bit Kid, Inc.
Bit Kid, Inc.
2018-07-30
Action Indie RPG Adventure Singleplayer
Game News Posts 67
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(1205 reviews)
http://www.chasmgame.com
https://store.steampowered.com/app/312200 
The Game includes VR Support
Chasm Linux [765.32 M]
When a small mining community falls silent, a young soldier named Daltyn is sent to investigate. Upon arriving in the remote mountain town of Karthas, he discovers that paranormal forces have sealed the town off from the outside world. Now trapped, he's left with no option but to explore the mines below the town and uncover the source of the disturbances.
Six huge procedurally-generated areas await, each lovingly crafted in a retro pixel art style. Help Daltyn gain new abilities and equipment, evade dangerous traps, and defeat hordes of deadly enemies in order to save Karthas - and possibly the world!
Six huge procedurally-generated areas await, each lovingly crafted in a retro pixel art style. Help Daltyn gain new abilities and equipment, evade dangerous traps, and defeat hordes of deadly enemies in order to save Karthas - and possibly the world!
Key Features
- Explore six massive procedurally-assembled areas from hand-crafted rooms
- Enjoy challenging retro gameplay and authentic pixel art (384x216 native res.) in 1080P
- Battle massive bosses and discover new abilities to reach previously inaccessible areas
- Customize your character by equipping armor to your body and weapons, shields, or spells to either hand
- Includes Normal, Arena, Time Trial & Hardcore Modes
- Leaderboards for Hardcore playthroughs featuring quickest time and more
- Windows, Mac, & Linux versions with Gamepad support
MINIMAL SETUP
- OS: glibc 2.28+. 64-bit. S3TC support is NOT required.
- Processor: Dual Core CPUMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
- Storage: 1 GB available space
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