Bit Kid has announced they’re finally releasing Chasm, their pixelated 2013 Kickstarter-funded action-adventure game.
The metroidvania game will launch across Windows PC, PlayStation 4, and PS Vita (both PlayStation versions including cross-buy) sometime this summer. Featured above, you can view a new trailer for the game.
Here’s a rundown on the game, via Bit Kid founder James Petruzzi, over on the PlayStation Blog:
Welcome to Chasm, an action adventure game in which you play a new recruit undertaking your first mission for the Guildean Kingdom. Thrilled to prove your worth as a knight, you track strange rumors that a mine vital to the war effort has been shut down. But what you discover in the mining town is worse than you imagined: The townspeople have begun to disappear, kidnapped by supernatural creatures emerging from the depths. Honor-bound to solve the mystery and restore peace to the Kingdom, you embark upon an epic adventure, with deadly battles against cunning monsters, exploration of ancient catacombs and castles, and powerful new equipment hidden at every turn. Though the overall story is the same for all players, your hero’s journey will be unique: each of the rooms has been hand-designed, and behind the scenes Chasm stitches these rooms together into a one-of-a-kind world map that will be your own.
We were grateful and humbled by the outpouring of enthusiasm for Chasm when we first announced it five years ago. So many people tried the demo we put out with the Kickstarter and thought that it already seemed like a finished game. In fact, we’re still using some of the assets from back then, including the main character, some of the NPCs, and a few enemies. So what have we been up to all this time?
We certainly fell prey to Hofstadter’s Law, which states that things always take longer than you expect, even when you take into account Hofstadter’s Law. A lot of our favorite games took over five years to make, including Axiom Verge, Owlboy, and Spelunky. On one hand, we may have started talking about Chasm too early, so people who were excited by it felt that development was taking forever. On the other, had we not talked about it when we did, Chasm would never have gotten made. The game exists thanks to the financial and emotional support of those early fans, and we are eternally grateful.
One of the most difficult things to get right was the underlying code base. When we made that early demo [playable at in-store PlayStation 4 kiosks in 2014], it was stitched together with bubblegum and duct tape. We wanted to make sure that everyone playing Chasm would have their own world map that was unique to them, and we also wanted to make sure that every possible world map had the right pacing, variety of gameplay, and challenge. I think we succeeded. Many of our playtesters didn’t even realize that their world was a one-of-a-kind until they started a second playthrough.
Another challenge was the sheer volume of content. We had an overall story arch and world structure in mind when we set out to develop the game, and that required a lot of content. Whereas the earliest demo had a few enemies and room types in the first area of the game, Chasm now has six fully realized areas, with tons of enemies, bosses, puzzles, and platforming challenges. Detailed backgrounds, sound effects for every enemy, puzzles, and side quests are all critical to the creation of an immersive make-believe world.