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Chasm Turns Five!



I can hardly believe it, but Chasm officially turns five years old today! On top of that, it was over 10 years ago now that Chasm's Kickstarter was successfully funded. Where does the time go? In celebration of the anniversary, we'll be doing a giveaway today with our last copy of the Switch Deluxe Edition by Limited Run. Please join our Discord if you haven't already, and get your entry in!

I'd like to once again thank both the team who worked their hardest to make Chasm a reality, as well as all the fans that helped make it such a success. But just how big of a success was it? Well, I'm honored to say that to date Chasm has sold 200,000 copies worldwide! That is a huge achievement for an indie game, and far beyond what we ever thought would be possible for our first major title.

So, what have we been up to since launch? Immediately after launch in the fall of 2018 we focused on the Switch and Xbox ports, while trying to fix all the major issues that were reported by the community. New translations, game modes, content and much more were also released. Then in 2019, Chasm's engine & tool programmer (and longtime friend) Tim decided to leave the company. It was a major blow for me, but I continued working on Chasm throughout that year fixing bugs, adding content, and generally improving the experience until the last major update was released in the fall.

Engine Improvement: Vertical Transitions (Bonus: 8-bit style Daltyn!)

Going into 2020, I was back on my own again with no clear path forward. In a lot of ways, it felt like I was starting over from scratch. During that period, I worked on a few different prototypes while I improved the engine with new features and optimizations to speed up content creation. Among the prototypes were a sequel to Chasm that picked up right where the last one left off, a "pick up and play" Spelunky-ish spin-off, and, finally, a hand-designed Metroid-inspired game.

A character creator for a scrapped prototype.

While all the ideas showed promise, I was burned out on both fantasy and procedural generation, so the hand-designed idea seemed the most appealing at the time. All the pieces started to come together as I worked on it, and by the summer of 2021 I had a brand-new team assembled with a 30-minute prototype showcasing the intro and first area (similar to Chasm's that I used to pitch at GDC and the Kickstarter). After proving to myself the concept was solid and the new team could realize the vision, I decided to commit to it and officially went into pre-production on my next title.

Jumping up to the present, the game is now a good way into development and I'm bursting to finally announce it to the world. However, there is still that pesky little problem of the right timing! Unfortunately, it's not quite here yet, but we're getting closer every day now. Thank you again for your continued support over the years, and I'll be back in touch soon!

-James

Patch 1.086 Released

A quick patch with more framework updates, as well as updated controller mappings.

1.086 Change List
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- removed redundant loading of gamecontrollerdb.txt
- updated game controller database
- updated to FNA 23.07

Patch 1.085 Released

This update includes the latest FNA framework libraries and gamepad database.

I've also been made aware of new audio issues in Windows with popping, crackling and other strange artifacts. This is due to a recent change in Windows, and has made some trouble with SDL-based games like Chasm. A proper fix should be coming along, but this update contains an optional fix if you are experiencing this.

First, make sure you are on 1.085 since it is required (check in the main menu in the game if you are unsure). With the game closed, right click it in Steam and go to Properties. Under "Launch Options" paste in the following:

/audiodriver:wasapi


Please let me know if you have any trouble!

1.085
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- updated game controller database
- updated to FNA 23.04

Patch 1.084 Released

This update includes the latest FNA framework libraries, a couple Steam Deck improvements, as well as the ability to set a custom key for the console.

Tilde is not convenient for everyone's situation, so now you can set your own key via the game's config file in the Steam folder. I will try to eventually add an in-game option to change it, but in the meantime just browse to your Chasm folder (default is C:\Program Files (x86)\Steam\steamapps\common\Chasm), open the config.ini file with Notepad, and add the line "ConsoleKey=F5" to the bottom and save.

1.084
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- added detection for Steam Deck
- added customizable key for console
- added 2.0 Stereo hint to SDL audio for better sound driver compatibility
- removed "Disable Gamepad" option when played on Steam Deck
- fixed window scale not allowing higher values on some high dpi systems
- updated game controller database
- updated to FNA 22.12

Patch 1.083 Released



In this update I've rewritten the video scaling logic, and made some modifications to the available Video Options. Most notably, the Resolution option has been replaced with a new "Fit To Screen" option that will max out the game to fit the screen (while keeping a 16:9 aspect ratio).

Pixel art can be very tricky to resize without causing ugly artifacts like uneven text, squished character features, etc. so the game has only ever supported even scaling factors before (1x, 2x, 3x). For some non-16:9 monitors, this can unfortunately leave huge areas of wasted space around the playfield. The Fit To Screen method in this release was borrowed from our Vita version, which has a very odd screen size (960x544). The method we use upscales the pixel art to one scaling factor larger than what the screen can hold, then downscales it with bilinear filtering to fit. This means less wasted space and no weird artifacts, but it has the trade off of a slightly less sharp image (this may not even be detectable on high-dpi setups).

NOTE: If you are using a less common setup like an old CRT, you can still force a custom resolution by modifying the config file located in Documents\Chasm. Just add the following lines with your required resolution (these are at the game's native resolution).

CustomResX=384
CustomResY=216

I also took the opportunity to fix some other bugs I found, noted in the change log below. Please let me know how it works out for you, especially on the Steam Deck!

1.083
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- added "Fit To Screen" option for PC monitors & Steam Deck
- fixed wrong Fullscreen resolution sometimes being used when moving game to another monitor
- fixed Window Scale multiplier not going high enough on some high-dpi setups
- fixed crash when switching music styles on some systems
- removed area hub rooms from exploration percent calculation
- updated game controller database
- updated to FNA 22.07