The Kickstarter-funded game has been anticipated for years since the Best Buy and Target demos were unleashed four years ago. Bit Kid founder James Petruzzi explained the delay, saying, “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.” He added, “One of the most difficult things to get right was the underlying code base. When we made that early demo, it was stitched together with bubblegum and duct tape.” The code came from the company wanting “everyone playing Chasm would have their own world map that was unique to them.” In addition to the messy code base, Petruzzi mentioned the amount of content increased from “a few enemies and room types in the first area of the game” to “six fully realized areas, with tons of enemies, bosses, puzzles, and platforming challenges.”
After explaining the delay, he showed gratitude to the fans by stating, “The game exists thanks to the financial and emotional support of those early fans, and we are eternally grateful.” In the meantime, Chasm’s release depended on the success of Axiom Verge on PS Vita (which it was). The coder behind Axiom Verge helped to get Chasm’s codebase up and running, allowing for cross-buy, which allows players to receive the game digitally on both Vita and PS4.
Fans of the early Chasm demos will get everything they want and more when the game launches this summer. Check out the Chasm trailer below, along with a sneak peek of the world map.
