Chasm (video game)
A procedurally generated Metroidvania with handmade room sequences.
Chasm is a Metroidvania game created and published by Bit Kid, Inc. It launched in July 2018 for Microsoft Windows, macOS, Linux, PlayStation 4, and PlayStation Vita, followed by a Nintendo Switch release in October 2018 and an Xbox One version in November 2018. The game blends procedurally generated areas with handcrafted room sequences, so each player’s world map is different even though the story stays the same.
Inspired by *Castlevania: Symphony of the Night*, the game follows an aspiring knight who travels to a mining town to secure vital resources. Combat uses a melee weapon and a sub-weapon, similar to that series. As players descend into the mine, they gain levels, collect weapons like swords and whips, and find artifacts that unlock new areas. Boss fights require learning attack patterns. The game also includes moving platforms, disappearing platforms, traps, and environmental hazards, balancing combat with platforming. Trapped townspeople can be freed, sending them back to town to offer shops or services, which in turn unlock new sidequests. The map is divided into themed sections such as catacombs and gardens.
Development began in 2012 with a prototype where the main character could only fight and jump—a design that barely changed afterward. Bit Kid, Inc., based in Maryland, USA, tried to pitch the game to publishers at the Game Developers Conference but received no funding. The team then turned to Kickstarter in 2013, successfully crowdfunding the project.
Critical reception for the PC version was mixed to positive. Jeremy Peeples of *Hardcore Gamer* called it “one of the finest Metroidvanias ever created.” Tom Marks of *IGN* said it is “a lovely and fun Metroidvania with a lot of cool new ideas, even if its randomized maps are uninteresting.” Tom McShea of *GameSpot* described it as “a well-crafted adventure” and praised its “superb combat and visual design.”
Quick Facts
- State
- expanded
- Title
- Chasm
- Developer
- Bit Kid, Inc.
- Platforms
- Linux · macOS · Microsoft Windows · PlayStation 4 · PlayStation Vita · Nintendo Switch · Xbox One
- Released
- Linux, macOS, Windows, PS4, PS Vita · July 31, 2018 · Nintendo Switch · October 11, 2018 · Xbox One · November 9, 2018
- Genre
- Metroidvania
- Modes
- Single-player
- Designer
- James Petruzzi
- Programmer
- Tim Dodd
- Artist
- Dan Fessler · Tony Redmer · Glauber Kotaki
- Composer
- James Stevulak
Facts from the source article.
Lore & Background
Chasm tells the story of an aspiring knight eager to prove their worth, on a quest to a mining town whose resources are essential. Inspired by Castlevania: Symphony of the Night, the game offers combat with a melee weapon and a sub-weapon, and players can level up, collect new weapons from swords to whips, and use artifacts to explore new areas. Boss fights rely on memorizing attack patterns, and the game balances combat with platforming challenges such as moving or disappearing platforms, environmental hazards, and traps. Releasing trapped townspeople sends them back to the town, where they offer a shop or service and unlock a new sidequest. Each map is segmented into themed sections like catacombs and gardens.
Development began in 2012 with a prototype where the main character could only fight and jump, a design that barely changed since then. Bit Kid, Inc., based in Maryland, USA, initially sought funding from publishers at the Game Developers Conference but received no offers. The team then successfully crowdfunded the game through Kickstarter in 2013.
Critical reception for the PC version was mixed to positive. Jeremy Peeples of Hardcore Gamer called it 'one of the finest Metroidvanias ever created.' Tom Marks of IGN said: 'Chasm is a lovely and fun Metroidvania with a lot of cool new ideas, even if its randomized maps are uninteresting.' Tom McShea of GameSpot praised its 'superb combat and visual design.'
Reader's Guide
Chasm represents an attempt to merge procedural generation with the handcrafted level design typical of Metroidvanias. The article notes that while the story remains the same for all players, the exact layout of the world map is unique for each adventure, achieved through procedural generation combined with handmade room sequences. This approach received mixed reactions: some critics praised the game's combat and visual design, while others found the randomized maps uninteresting. The game's development history highlights the challenges of indie game funding, as Bit Kid, Inc. failed to secure publisher support at the Game Developers Conference and turned to a successful Kickstarter campaign in 2013. The game's legacy lies in its attempt to balance the replayability of randomized levels with the structured progression expected in the Metroidvania genre, though the article does not indicate whether this approach was widely adopted or influential.
Did You Know?
- Chasm was successfully crowdfunded through Kickstarter in 2013 after failing to secure publisher funding.
- The main character's design barely changed from the 2012 prototype, where he could only fight and jump.
- Each player's world map is unique due to procedural generation combined with handmade room sequences.
- Releasing trapped townspeople unlocks new sidequests and services in the town.
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