Production is Finished!
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A look at the latest updates to the Tavern.
I can’t tell you how excited I am to let you know that we’ve achieved a major milestone - PRODUCTION IS FINISHED! Here’s what still has to happen between now and launch. First, we've already submitted the game for certification on PlayStation 4 and Vita. While that's in process, we are taking care of pre-launch tasks like prepping all of the text for localization (which might be released as a post-launch update), getting our public bug reporting system back up and running, catching up on paperwork (and a million other small tasks) we've put off for the last few months while we crunched, and, most importantly, coordinating with Sony and Valve to pick the ideal launch date so that we’ll be able to give Chasm the exposure it deserves. The primary factors that we’ll be looking at are dates that are relatively not too crowded and making sure we give ourselves time to reach out to press so they can write up reviews in time for launch. We’ll make a follow up announcement once we lock the final date down. In the meantime, if you have any friends who haven’t heard of Chasm, please be sure to let them know to add it to their Steam wishlist!
Gotta collect them all!
It’s been a little while since our last update since we were just laser focused on finishing up everything in the game. Here’s a quick recap of some of the tasks we completed in the last few months:
- Lots of sound effects added. With the boss and enemy SFX finally completed, we turned our attention to environmental and scripted SFX. It's always amazing to see how much more immersive just a few sounds can make a scene.
- Weapons and items improved. We added a bunch of new weapons and items, as well as re-animating the majority of the weapons with more detailed and higher frame rate animations (around double the original frame rates). In addition to the visual side, several improvements to gameplay have been added like the often requested attack cancelling (cutting your air attack short so you can immediately attack again after landing on the ground for two quick hits), as well as new Rod and Pole weapon classes.
- Remaining environment art completed. The town was the first area created for the game, and fittingly enough, the last we worked on at the end. Room had to be made for a bunch of new NPCs, as well as some re-organization to make your trips to town as convenient as possible.
- Tons of detail in NPC side quests. I think the NPCs really bring the story and game to life. All of their quests are optional, but completing them all makes the town of Karthas feel alive.
- Bestiary completed. The Bestiary is a fun little side addition with extra information about the enemies you fight. Each enemy will take a pre-determined number of kills to unlock, and if you unlock all of them you will receive the Zoologist achievement. Please note their item drops cannot be seen until you've gotten them!
- We got our ESRB rating! We’re officially E10+ with Fantasy Violence, Simulated Gambling and Alcohol Reference descriptors. So if you were 5 when we did the Kickstarter, you’re old enough to play Chasm today. (ha ha… ha ha… sigh…)
First look at Rod weapons and attack cancelling.
That’s not even to mention all of the little plumbing details - improving load times, fixing edge case bugs, testing achievements and trophies, etc. - that are part and parcel of releasing a polished game.
We plan on getting Early Access tier backers access to the full game as soon as possible. As mentioned above we have many post-production / pre-launch tasks to wrap up first, but we are moving as fast as we can. We're looking forward to everyone finally getting in there and giving us feedback for fine tuning. We anticipate it will be a couple more weeks, but we're not far off now.
Taking a break from adventuring with a card game.
A lot of you have also asked about PlayStation 4/Vita codes instead of Steam codes. When we did the Kickstarter, we didn’t realize that we’d be hitting consoles as well, so we’re retroactively coming up with a solution for that. Right now what we’re thinking is that we will set up a system whereby backers will be able to order a PS4/Vita code at cost, which will be around $6. You will still get a Steam code, so the PS4 code would be an additional copy of the game.
Our next update will be a confirmation of the official launch date. That update could come next week, or it may come a few weeks from now. As soon as we know, you’ll know. Thank you again for sticking with us over these many years. This game literally would not exist without your support!