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Chasm News

Patch 1.097 Released

[p]This update contains the latest FNA and SDL3 libraries, as well as a fix for a weird rounding bug I encountered while working on WOLFHOUND. The per-pixel movement of the player uses 3 operations to determine the absolute pixel position each frame, but for some reason (possibly due to CPU optimizations) if all are done as a single line of code, an incorrect result is sometimes returned. Hopefully this prevents anymore poor souls from getting stuck in a wall![/p][p][/p][p] 1.097 [/p][p]------------------[/p]
  • [p]fix for player movement rounding bug[/p]
  • [p]updated game controller database[/p]
  • [p]updated to FNA 25.09[/p]

Patch 1.096 Released

[p][/p][p]After a few boring releases with framework and compatibility updates, I'm happy to finally share something a bit more exciting! One of the effects I've always wanted was a handheld LCD style, and after checking out a bunch of different options, I ultimately decided to port Authentic GBC by fishku. Handheld effects have a similar problem to CRT effects where the grid lines decrease the overall brightness of the scene, so I tried to push it as much as possible to minimize the grid and retain brightness. I also gave the CRT and Smooth effects a fresh look, and did some tweaks and improvements to them.[/p][p][/p][p]The Handhled effect in WOLFHOUND.[/p][p][/p][p]Believe it or not, this month also marks the 7th anniversary of Chasm's release! I just wanted to quickly thank everyone once again for the continued support over the years. I'm still busy trying to get WOLFHOUND to the finish line, but I've been backporting the improvements from its engine (including this Handheld effect) to Chasm as I go. Please lend a hand and make sure it's on your Wishlist, as it will really help out! [/p][p][/p][p]Also, please be sure to let me know if you encounter any issues. The "default_previous" beta branch is still running the old SDL 2.0 version, so you can still give that a shot if you are having issues with these newer SDL 3 releases.[/p][p][/p][p]1.096[/p][p]------------------[/p][p]- added Handheld display effect[/p][p]- tweaked and improved CRT & Smooth effects[/p][p]- fixed Fullscreen on Macs not using the highest resolution possible[/p][p]- fixed Window Scale slider possibly having lower max than current value[/p][p]- updated game controller database (Switch 2 Pro Controller now supported!)[/p][p]- updated to FNA 25.07[/p]

Patch 1.095 Released

[p]This is a quick update with the latest libraries to hopefully fix a few compatibility issues introduced with last month's big SDL3 update. [/p][p][/p][p]1.095 [/p][p]------------------ [/p][p]- updated game controller database [/p][p]- updated to FNA 25.06[/p]

Patch 1.094 Released

[p]It's a never ending battle keeping PC games running comfortably on the latest hardware, but thankfully, SDL exists and makes it very easy to target a large amount of input, sound, and graphics hardware on all major platforms. In this vein, SDL 3.0 has recently been released, and now Chasm is taking the step up to it!

The biggest change by far in SDL 3.0 is the new graphics backend called SDL GPU. With it, Windows and Linux have moved up to Vulkan from D3D11 & OpenGL, while OSX remains on its native Metal. If you are on older hardware or would like to force a particular graphics backend, you can do that as well in the Steam launch options with one of the following: [/p]
/gldevice:D3D11
/gldevice:OpenGL
[p]If you encounter any graphical glitches or other issues with the upgrade, please let me know and we'll get it looked at ASAP. Also note that for now if you have showstopper issues you can switch to the default_previous public beta branch to continue playing the previous release using SDL 2.0.

Thanks for your continued support!

1.094 [/p][p]------------------ [/p]
  • [p]added quantity sort option to Inventory [/p]
  • [p]fixed the game crashing on some Macs when exiting [/p]
  • [p]fixed dialogue text spacing issue introduced in 1.092[/p]
  • [p]removed some duplicate routines that already existed in libraries[/p]
  • [p]updated game controller database[/p]
  • [p]updated to SDL 3.0 (Windows & Linux use Vulkan by default now)[/p]
  • [p]updated to FNA 25.05[/p]

Bit Kid's End Of Year Update

The last few years have been pretty quiet for Bit Kid, but this year we finally broke the silence with the announcement of our next title, WOLFHOUND. It may have seemed like it came out of nowhere, but it’s been in the works for quite some time now. It was honestly a bit scary to secretly work on something for so long, not knowing whether anyone would be interested in it when it was finally announced, but thankfully, the overwhelmingly positive response from you all and the world put that lingering sense of dread to rest. Now we can march towards the finish line with the confidence that we’re on the right track!

The announcement trailer did a great job of getting across what WOLFHOUND is and how it plays, but I thought I’d take a moment in this update to focus on a few key design decisions and gameplay details that may not have been so obvious.

[h2]WORLD[/h2]



While I’ve been striving to make each area of WOLFHOUND distinct, my goal was for it to feel like one massive, seamless locale. This meant the entire island, from the snowy mountain peaks at the top to the lava-filled chasms at the bottom, needed to fit on a single map. There are some other changes in this game as well to further enhance that feeling of interconnectedness, such as the camera panning smoothly between rooms as you explore, and no transition or loading screens between areas.

[h2]GAMEPLAY[/h2]



“Contravania” was a humorous (yet endearing!) term we often saw used to describe the game when the trailer was released. And while the military themes and weapons do call Contra to mind, the primary influence on everything from the art style to the gameplay was the mother of all Metroidvania games: the original Metroid on NES. Like Metroid, the pacing in WOLFHOUND is much more deliberate than a typical run ‘n gun game. The limited reach of your weapons, the reloading mechanic, and the intentional lack of diagonal firing all require you to carefully approach each encounter.

[h2]ARSENAL[/h2]



You begin your mission with only a standard-issue handgun and your trusty combat knife, but as you explore the island, you will soon build a powerful arsenal. There are three main types of weapons to find: Sidearms, Rifles, and Explosives. Only one of each can be equipped at a time, and each type has its own distinct advantages. For example, Sidearms typically have shorter reach and less punch than Rifles, but have the benefit of unlimited ammo. Also, keep an eye out for the Armory rooms found throughout the world that allow you to change your loadout, refill ammo, and upgrade your arsenal with Weapon Kits you find off the beaten path.

[h2]WRAP UP[/h2]

And that’s it for this year! We’ve gone heads down on developing WOLFHOUND, but will have further updates to share throughout 2025. If you have any more questions or thoughts, please let me know, and I’ll consider them for a future update. And as always, thanks again for all your support. We hope you have a great holiday season, and we’ll see you in 2025!