Patch 1.112 Released
This is a quick update with the latest SDL3 libraries for improved performance and compatibility. 1.112 -------------------- - updated game controller database - updated to FNA 26.08

This is a quick update with the latest SDL3 libraries for improved performance and compatibility. 1.112 -------------------- - updated game controller database - updated to FNA 26.08
First, apologies for the flurry of updates this past spring! Between Vulkan issues, audio crashes, Deck audio dropouts, etc. it seemed like the issues were never ending. However, thanks to the perseverance of a few community members and the amazing folks at the FNA and SDL projec
SpeedrunRGBA=255,255,255,255
Also included in this update are some more tweaks for Arcade mode. There have been a few changes this year to make it more competitive, which means less branching paths and farming, and more focus on player skill and speed. This latest update reduces the points given by minion enemies to fix farming being the dominating strat for the high score. A big shout-out goes to community members Sen and CWX for the testing and feedback.
1.111
--------------------
- added Speedrun option with on-screen timer
- fixed Traveler's Cape sometimes giving incorrect DEF
- arcade: reduced points from minions to discourage farming
- arcade: quitting now returns you to the leaderboard instead of the main menu
- updated game controller database
- updated to FNA 26.06This release contains a crash fix and the latest FNA & SDL libraries. Of special note for Mac users, there's also a fix in SDL for the Metal renderer failing and causing the game to crash. 1.110 ------------------ - fix for crash when using weapons that cause bleed against a
A huge thanks goes out to FNA dev extraordinaire Ethan Lee and community members Sugartaru & Sen for helping track down the nefarious crash that has been plaguing players for months. 1.109 ------------------ - fix for recent audio related crashes
A huge thanks goes out to FNA dev extraordinaire Ethan Lee and community members Sugartaru & Sen for helping track down the nefarious crash that has been plaguing players for months. 1.109 ------------------ - fix for recent audio related crashes
1.108 ------------------ - possible fix for recent audio related crashes
1.107 ------------------ - fix for Steam Deck audio drop outs
This is a quick update with the latest SDL3 and FNA libraries. You will also notice a new pop-up when you launch the game on Windows. The long and short of it is that in version 1.094, the game was updated to FNA 25.05, which in turn was upgrading from SDL 2.0 to 3.0. One of the
This is a quick update with the latest SDL3 and FNA libraries. You will also notice a new pop-up when you launch the game on Windows. The long and short of it is that in version 1.094, the game was updated to FNA 25.05, which in turn was upgrading from SDL 2.0 to 3.0. One of the major changes was that Vulkan (the successor to OpenGL) became the new default renderer on both Windows and Linux.
Unfortunately, we found out the hard way that device driver support for Vulkan is still very hit and miss. On some GPUs crashes and other strange behavior can occur. Updating to the latest graphics drivers may resolve the issues, but just in case, I've added a launch option where you can use the old Direct3d11 renderer instead. I'm hoping as things progress the driver kinks will eventually be worked out. I apologize for the inconvenience, and appreciate your patience and understanding with the situation.
1.106
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- updated game controller database
- updated to FNA 26.04
1.105 ------------------ - fixed rare race condition on game boot where main menu appears, disappears, and then fades in - updated game controller database - updated to latest SDL3 libraries
1.104 ------------------ - arcade/race: fixed a bug where the wrong enemies spawn if a new single player game was created just before - arcade: experimental change with a single route instead of multiple - updated game controller database
1.104
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- arcade/race: fixed a bug where the wrong enemies spawn if a new single player game was created just before
- arcade: experimental change with a single route instead of multiple
- updated game controller database
A quick library update. 1.102 ------------------ - updated game controller database - updated to FNA 26.03
This update contains various system compatibility fixes, as well as a fix for more Macbook models to use the native Metal renderer instead of OpenGL, which seems to be having major issues lately. 1.101 ------------------ updated game controller database updated to FNA 26.02
This update contains various system compatibility fixes, as well as a fix for more Macbook models to use the native Metal renderer instead of OpenGL, which seems to be having major issues lately.
1.101
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updated game controller database
updated to FNA 26.02
Happy new year! Thanks so much for your continued support and enthusiasm. It really means a lot and helps keep me going! This build has the latest FNA libraries with fixes for some audio compatibility issues, as well as an update to SDL 3.4 . 1.100 ------------------ updated game
Happy new year! Thanks so much for your continued support and enthusiasm. It really means a lot and helps keep me going!
This build has the latest FNA libraries with fixes for some audio compatibility issues, as well as an update to SDL 3.4.
1.100
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updated game controller database
updated to FNA 26.01 & SDL 3.4
Chasm has gone 64-bit! Well, truth be told, the Mac and Linux builds have long been 64-bit, while the Windows version remained 32. However, Steam has recently announced that they are phasing out 32-bit Windows support , and after feeling the memory limitations of 32-bit in my dev
Chasm has gone 64-bit! Well, truth be told, the Mac and Linux builds have long been 64-bit, while the Windows version remained 32. However, Steam has recently announced that they are phasing out 32-bit Windows support, and after feeling the memory limitations of 32-bit in my development environment, I decided it's finally time to embrace the future as well and go fully 64-bit.
Thanks to the modernization work that's been done over the past couple years (including the FNA transition and SDL 3 upgrade), Chasm should be running comfortably on modern systems for years to come. Apologies again to anyone that's been affected by the recent growing pains, and please let me know if you run into any issues.
1.099
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first 64-bit Windows release
updated game controller database
updated to FNA 25.12
This is a quick update with latest SDL3 and FNA libraries. 1.098 ------------------ - CRT effect tweaks - updated game controller database - updated to FNA 25.11
This is a quick update with latest SDL3 and FNA libraries.
1.098
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- CRT effect tweaks
- updated game controller database
- updated to FNA 25.11
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 d
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!
1.097
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fix for player movement rounding bug
updated game controller database
updated to FNA 25.09
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 Authen

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.
The Handhled effect in WOLFHOUND.
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!
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.
1.096
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- added Handheld display effect
- tweaked and improved CRT & Smooth effects
- fixed Fullscreen on Macs not using the highest resolution possible
- fixed Window Scale slider possibly having lower max than current value
- updated game controller database (Switch 2 Pro Controller now supported!)
- updated to FNA 25.07
This is a quick update with the latest libraries to hopefully fix a few compatibility issues introduced with last month's big SDL3 update. 1.095 ------------------ - updated game controller database - updated to FNA 25.06
This is a quick update with the latest libraries to hopefully fix a few compatibility issues introduced with last month's big SDL3 update.
1.095
------------------
- updated game controller database
- updated to FNA 25.06
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
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:
/gldevice:D3D11
/gldevice:OpenGLIf 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
------------------
added quantity sort option to Inventory
fixed the game crashing on some Macs when exiting
fixed dialogue text spacing issue introduced in 1.092
removed some duplicate routines that already existed in libraries
updated game controller database
updated to SDL 3.0 (Windows & Linux use Vulkan by default now)
updated to FNA 25.05
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 t
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.
“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.
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.
A quick update with the latest libraries, as well as some small fixes & improvements. 1.093 ------------------ - fixed graphical glitches in NPC shops - tweaked CRT settings - added Italian translations for Race mode (thanks hexaae!) - updated game controller database - updat