
Prepare for terror in this ground-breaking classic old-school FPS. Following the destruction of Time you are left to battle in this horrific hellhole of multilevel interconnected missions populated by gruesome grotesque creatures.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Prepare for terror in this ground-breaking classic old-school FPS. Following the destruction of Time you are left to battle in this horrific hellhole of multilevel interconnected missions populated by gruesome grotesque creatures.
Having its roots in 1997 and developed in Ukraine, Chasm: The Rift is one of the most thrilling and innovative FPS from this era and the first Eastern European boomer shooter ever made.
Feeling you are no longer alone, you turn, with just enough time to shoot, killing the mutation charging mercilessly toward you. You begin to sense an eerie feeling of fear in the air, but your skin crawls as you realize it's your own...What was that thing?
Again and again you shoot, battling more strange beasts; all grotesque mutations of creatures you once knew. Suddenly the inexplicable becomes clear. Time channels have formed in the Earth's atmosphere, turning once normal life forms into something they were never meant to be. As part of a special commando unit, you must not only ward off and eradicate the beasts, but destroy the time channels to finally rid the Earth of these deadly mutations.
Along with the heart-pounding adventure through the Corridors of Time and the satisfaction of ripping limbs from hideous monsters with the iconic BladeGun and an innovative weather system, the player will now be able to enjoy this late 90’s FPS classic, which has been localized into twelve languages and which offers full 4K support, improved sound design, and multiple achievements.
Blow off monsters' limbs even as they continue to attack with remaining appendages
Different effects including water, rain, snow, wind, smoke, dust, sparks, explosions and distant fades
Awesome array of weapons, including unique Blade Gun
Enhanced graphics
Improved sound design
The original Chasm: The Rift version powered by DOSBox is included as a bonus.
Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−75% | 511reviews | 82% | — | $44.7K |
| $7.99−60% | 160ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Pros:[/h1] ✅ [b]Decent game, but has major issues.[/b] ✅ [b]Runs without any issues.[/b] ✅ [b]Good music.[/b] ✅ [b]The decapitation system is nicely done.[/b] ✅ [b]Achievements.[/b] [h1]Cons:[/h1] ❌ [b]Horrible map design. There are way too many switches scattered randomly around the map and some of them are extremely frustratingly hidden.[/b] ❌ [b]Every single boss fight is a gimmick... Instead of testing your skill, most bosses turn into trial and error puzzles where you're forced to run around the area looking for hidden switches, secret doors, or obscure triggers.[/b] ❌ [b]The enemy A.I. is poor. The only enemies that pose any real threat are the human soldiers. All other enemies are either melee only or attack with slow moving projectiles that are easy to dodge.[/b] ❌ [b]You can easily beat this game in ~3 hours, so the 20 euro price tag is ridiculous (buy it only on sale).[/b]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian +1 more
| $19.99 |
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| — |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра плохо состарилась. Уровни короткие, оружие слабое и почти никакого урона не наносит. Сбалансирована отвратительно. Не понимаю зачем было делать так, что все враги атакуют нас хитсканом, а не проджектайлами, даже камни львов, которые они бросают в игрока, попадают мгновенно - от этого невозможно уклониться. Входящий урон слишком высокий, вообще не ясно, тестировал ли это кто-то. Не стоит своих денег
Fun until you get to egypt. It drops dead off a cliff with horrible level design that never recovers. Forget it. Just play quake.
There is an achievement for completing the game with just basic pistol that hits like a peashooter on hard (it takes 5-20 shots to kill an enemy) without dying, the game constantly puts you in situations where you have multiple enemies in tight space without possibility of kiting or leaving (closed door etc), the only chance to survive is to luck out on stupid ai and bodycheck your way out, yeaaa, otherwise youre probably better off just playing quake
Level design from hell
1. Объективно это кривая и странная игра. Левел-дизайн создавался в некотором угаре, потому что вся суть каждого уровня — нажать кнопку, чтобы открыть проход в противоположном конце локации, прийти туда, нажать ещё кнопку, искать, где же открылся проход на этот раз, многократно повторить. (К счастью, есть карта. Когда понимаешь, как на ней различать закрытые двери и не посещённые коридоры, становится легче.) Оружие работает не так, как должно. У супердробовика нет разброса, его можно использовать как снайперскую винтовку. У РПГшки крошечный радиус поражения. У БФГшки радиус чуть больше, но тоже смешной, а на высокой сложности для убийства многих типов врагов одного заряда не хватает, и это совершенно нелепо. Болты арбалета летят сильно ниже прицела даже при нахождении впритык к врагу. Игра обожает запирать игрока в крошечных комнатах с врагами и загонять в ловушки или коридоры с отравленной водой, где невозможно не получить урона. ИИ врагов поразительный. Они прыгают в ядовитую воду и умирают. Они не умеют открывать двери, но при этом застревают в открытых проходах; дверь закрывается — их раздавливает. Они игнорируют игрока и могут просто ходить из стороны в сторону, не пытаясь атаковать. Если стрелять из-за стены, находящейся слева от игрока, то всё нормально. Если стрелять из-за стены, находящейся справа, то снаряды будут лупить в эту стену. 2. Субъективно это наделённая странным очарованием игра. Саундтрек здесь в стиле эмбиента, не подходящий подобному жанру игр, но очень атмосферный. У врагов отстреливаются головы и некоторые конечности. Можно отрывать им руку с оружием. В целом сносить бошки крайне удовлетворительно. Супердробовик, пусть он и сломан, максимально приятен, я с ним бегала 90% времени (в оставшиеся 10% у меня просто заканчивались для него патроны и приходилось переключаться на что-то другое). В конце каждого четвёртого уровня поджидает босс, и игра [spoiler]ломает стереотипы. Оказывается, в боссов не надо стрелять, оружие против них бесполезно. Все босс-файты — это небольшие пространственные задачки на сообразительность или скорость. Особенно понравился самый первый босс (засосать его в работающий вентилятор? это же гениально!) и последний (из «экстра» уровней): «Так, ну я открыла новую комнату, и? Здесь ничего нет, кроме отражателя. Ах вот оно что!»[/spoiler] Несмотря на кривости и странности игры, я прекрасно провела за ней время. С фулпрайсом ребята, конечно, угарнули.
Я один из немногих наверно играл в эту игру на релизе ))))) Я жил в эпоху Quake шутеров, начав с Doom в 1997 году на первом ПК. И конечно Chasm попал в руки, как - вы в Кваку играли и это вам зайдет. Ну как бы не зашло тогда ))))) да и сейчас это играется мега душно. Кто помнит еще был Российский треш шутер Kreed ))) Такой же шедевр к слову как и Chasm. Примечательно одно - я как в то время тупил на первом уровне Chasm не понимая, что от меня требуется , так и сейчас не сразу вспомнил, что надо стрельнуть в щиток и дверь откроется. Надо сказать, что с первых секунд Bad Design этой игры сразу вам ломает мозг ))) Я даже сейчас прошел 2ой уровень Chasm - это что-то. Такой дизайн уровней мог только создать Шизофреник ))))) Ну а сторожили скажут - это хардкор шутер!!!!! Действительно хардкор, потому искать двери и включатели с рубильниками к ним в этой игре это что-то с чем-то. А враги которые дамажут тебя просто потому что так надо - вообще верх дизайнерского хардкор искусства. На фоне этого шутера Джон Ромеро и Джон Кармак действительно гении со своим DOOM и Quake. Оценка конечно отрицательная, но за ностальгию конечно Плюсик. Ведь молодое поколение должно осознать, через какие игры прошли их отцы. Это вам не казуальное говнище с указателями и точками интереса )))))))) 1 незаметный щиток из 10
Chasm: The Rift is a modernized revival of a lesser-known but historically significant first-person shooter originally created by Action Forms, with the updated edition developed in collaboration with General Arcade and published by SNEG. Released decades after its original debut in 1997, this enhanced version introduces technical improvements while preserving the fast-paced gameplay, dark atmosphere, and unconventional ideas that helped the game stand apart from many of its contemporaries. Although it was often overshadowed by genre-defining titles such as Quake and Doom, Chasm: The Rift remains an intriguing piece of FPS history that demonstrates remarkable ambition for its era. The game's narrative follows a military operative tasked with confronting catastrophic temporal distortions that have begun tearing apart reality. These rifts have unleashed horrific creatures and transformed once-familiar locations into dangerous battlegrounds. The story is intentionally straightforward and largely serves as a framework for the action. Like many classic shooters from the 1990s, the focus is not on complex storytelling but on creating a compelling reason to move from one hostile environment to the next while eliminating everything in sight. What immediately stands out is the game's commitment to old-school shooter design. Players navigate sprawling levels filled with enemies, hidden secrets, keycards, switches, and environmental hazards. The experience emphasizes movement, exploration, and combat rather than cinematic presentation. There are no extensive tutorials or modern progression systems. Instead, players are expected to learn through experience, search every corner of the map, and rely on their own instincts to survive. This approach gives the game a distinctive retro identity that remains appealing to fans of classic first-person shooters. Combat is where Chasm: The Rift truly establishes its individuality. The game features a varied arsenal of weapons that range from conventional firearms to more unusual tools of destruction. Each weapon serves a practical purpose, encouraging players to adapt their approach depending on the enemies they encounter. Battles are often intense, forcing constant movement and quick decision-making. The fast pace keeps encounters exciting and reinforces the feeling of being trapped in a hostile world where danger lurks around every corner. Perhaps the game's most famous innovation is its advanced enemy damage system. Long before dismemberment became a common feature in modern shooters, Chasm allowed players to target specific body parts and visibly damage enemies in dramatic ways. Opponents could continue fighting even after losing limbs, creating combat scenarios that felt both brutal and unpredictable. This mechanic was remarkably advanced for its time and remains one of the game's most memorable features today. Even decades later, it helps distinguish Chasm from many of its contemporaries. The enemy roster contributes significantly to the game's atmosphere. Players face grotesque mutants, twisted creatures, and bizarre monsters created by the distortions affecting reality. These enemies are visually memorable and fit the dark science-fiction horror themes that define the game. Combined with the dismemberment system, encounters often feel chaotic and intense, creating a level of tension that remains effective despite the game's age. Level design follows the philosophy of many classic shooters, emphasizing exploration and environmental awareness. Maps frequently feature interconnected pathways, hidden areas, and objectives that require careful observation. Progression is rarely handed directly to the player, and discovering the correct route often becomes part of the challenge. While this approach can occasionally lead to confusion, it also creates a rewarding sense of accomplishment when players uncover secrets or finally solve a navigation puzzle. Fans of old-school FPS design will likely appreciate this emphasis on exploration. The remastered version does an admirable job of modernizing the experience without sacrificing its original character. Improved lighting, enhanced textures, higher resolutions, and widescreen support make the game significantly more accessible on modern hardware. Performance is smooth, controls are responsive, and visual upgrades help make the environments more immersive. Importantly, these improvements never feel intrusive. The game still looks and plays like a product of the late 1990s, preserving its identity while benefiting from modern conveniences. Atmosphere remains one of the game's strongest qualities. The environments are dark, claustrophobic, and often unsettling. Industrial facilities, underground complexes, military installations, and other distorted locations create a constant sense of tension. The world feels damaged and unstable, reflecting the catastrophic events unfolding within the story. This environmental storytelling helps maintain immersion even when the narrative itself takes a back seat to the action. The audio design further strengthens the experience. Weapon effects deliver satisfying impact, while ambient sounds contribute to the oppressive mood of each location. The soundtrack complements the action effectively, enhancing both combat sequences and exploration. Together, the visual and audio elements create a world that feels dangerous and hostile from beginning to end. Of course, the game still shows signs of its age. Some levels can be difficult to navigate, certain enemy encounters feel unfair by modern standards, and the overall structure lacks many of the conveniences found in contemporary shooters. However, these elements are also part of what makes Chasm: The Rift feel authentic. Rather than redesigning the experience to match current trends, the remaster preserves the original challenge and philosophy, allowing players to experience the game largely as it was intended. Chasm: The Rift succeeds not only as a nostalgic return to a forgotten shooter but also as a reminder of how creative the genre could be during its formative years. Its innovative damage system, memorable enemy designs, atmospheric environments, and satisfying combat demonstrate that it was far more than a simple imitation of better-known games. The remastered edition successfully introduces these strengths to a new audience while preserving the qualities that made the original noteworthy. For fans of retro shooters, Chasm: The Rift offers a compelling blend of fast-paced action, exploration, horror-inspired atmosphere, and historical significance. It may not possess the polish or recognition of the genre's biggest classics, but it remains an enjoyable and distinctive experience that deserves far more attention than it originally received. The remaster serves as both an entertaining shooter and an important act of preservation, ensuring that one of the more interesting FPS releases of the 1990s continues to be remembered. Rating: 8/10
Лвл диз крайне дикий, то, что могло бы подразумеваться как секретка, выйдет вашим единственным путем дальше, оружие на харде наносит крайне мало урона, а вот тебя хитсканить в ответ будут уже жоско, при том, что аптечек и брони ты если и найдешь, то этого будет крайне мало, даже на среднем уровне ракетчик тебя на фулхп шотнет, при том, что есть летающие мобы, которые стреляют аж двумя такими приколами и тебя НЕ шотают. Прочему? Не знаю. геймдизайн крайне непонятный, но если делать нечего то, возьми лучше чего другого
I get why this game is loved the way it is. It's such a tight package. The gameplay works well enough but the general feeling of this game is unreal (no, not that one). It's really eerie. The levels may be vastly different between episodes but the general feel of the game is always alone in a way I think that expands beyond what Quake did. It really is a different beast when your double barrel pump-action shotgun(??) sounds so average. The thing which probably adds to this the most is the technical advancements in the game. This is probably what the game's most famous for and it's no surprise why. Being so advanced with 3d models but still being a glorified Wolf3D engine game is... it's something else. The whole game is dripping with interactivity which I think is what gives the game such a unique taste. It's atmospheric to a wonderful degree. Every little moving part feels like exploring a forgotten pyramid or medieval town or what have you... it's such a great feeling. Gameplay's pretty good. Sounds are pretty nice; the ambient tracks go a long way to adding to the feeling and the like two techno tracks are sick. Okay, I should probably talk about the gameplay. It's great. The weapons are all fun; the death cannon laser thingy rules and the handheld sawblades are very fun to use. The low ammo counts make you cherish every bullet lest you be stuck with the shotgun that, while workable, can definitely get you killed if you use it in poor places. It's neat. The dismemberment also rules. It's beyond satisfying to blow an arm cannon off and just have the enemy flail around like an idiot. The levels are also somewhat maze-y but if you're used to classic boomshoots it's nothing [i]too[/i] crazy. But all in all this is a great game. Short. Really short, like <20 levels short, but it's worth it. Wonderful little game I'd kiss on the forehead. It's depressed and lonely and makes you feel somewhere inbetween strong and fearful. Love it.
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