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Get ready for an adrenaline-pumping ride as the Gravity Circuit Re-Run Sale kicks off!
Nows your chance to experience high-flying action like never before, up to 50% OFF on Steam!
Dive into the world of Gravity Circuit, where youll blast through intense levels, take on powerful enemies, and master the art of gravity manipulation. Whether you're dodging obstacles, unleashing powerful attacks, or exploring dynamic environments, every moment is packed with heart-racing excitement.
Dont miss out on this electrifying offer! Now's the time to grab your copy and unleash your gravity-defying adventure!
https://store.steampowered.com/app/858710/Gravity_Circuit/
Hello everyone!
As some of you may remember, a little while back we announced that we were partnering with Makeship to produce plush of Kai, the Gravity Circuit. Well, he's now real, and available for order! We even prepared a little video to show him off, check it out below!
[previewyoutube=AACSd3ywudE;full][/previewyoutube]
This plush is a limited time offer, with the campaign for ordering him running until December 22nd 2024. After this date, the production starts, and expected shipping date is May, 2025! So, if you want a huggably soft Kai, better act while you still can!
Additionally, we've also partnered up with CASSETRON, a Japanese music label to produce physical releases of Gravity Circuit's soundtrack. Coming in two flavors, CD and Vinyl, both versions come on two discs covering the entirety of the game's soundtrack - as well as an Eurobeat remix as a bonus track. Also included is a short text interview with Dominic Ninmark, our composer.
You can order your own copy of the Soundtrack from various places; see our posts on our X/Twitter or Bluesky accounts for examples.
Even if you are not interested in grabbing either the plush or the soundtrack, spreading the word around is much appreciated, too.
Hello everyone. This is not a game patch, but rather an announcement about a new, alternate public branch for Linux users. Windows and macOS users are unaffected. Recently, an user approached us about how the AppImage the game was delivered with didn't launch on their linux system. AppImages are essentially containers that contain most every dependency the game needs to run, which makes it handy for distribution in the Linux ecosystem; covering some of the most popular distros (including Steamdeck). However, for any edge-cases, users may not be so lucky, and additional tinkering is needed. To help alleviate that tinkering process, we made a new separate branch (linux-appdir). You can find this new branch under:
Hello everyone. This is a small patch that addresses a few game crashes, couple small issues, and adds one tiny bit of QoL based on player feedback. QUALITY OF LIFE
Hello everyone!
Today, we're announcing a partnership Makeship, with the goal of producing a plush of Kai, the Gravity Circuit you all know and love!
Plush design illustration by Dominic Ninmark, our composer and character designer. Final plush may vary.
However, before we can produce anything, the first phase involves a petition: Click here to find the petition page for Kai!
Essentially, Makeship wants us to receive 200 pledges before September 9th, 2024, so to show that there's enough community support to make the plush real. Each pledge costs just $2 dollars, and you'll later be charged the full price (+ shipping and tax) of the final product when the plush is ready for launch. If the petition fails to gather the necessary pledges, you'll receive a refund.
Ever since we started working on Gravity Circuit, we couldn't help but imagine some of the characters as these cute, adorable plushies. With your help, we can make a little bit of that a reality, and get Kai to deliver you fine folks some Heavenly Hugs!
Even if you are not interested in pledging yourself, spreading the word around is much appreciated, too.
Hello everyone. This is an addendum patch, 1,2.0c, which mostly addresses a few issues identified by our players:
Hello everyone. This is an addendum patch, 1,2.0b, which mostly addresses a few issues identified by our players: Levels
Hello everyone. This is an addendum patch to the major patch 1.2.0 we released a couple days ago. This mostly addresses a few issues identified by our players: Fixes to things introduced in 1.2.0:
Starting from today, Gravity Circuit will be on sale, 35% off until May 27th!
This is taking part in a larger sale from our publisher - so feel free to check their catalogue here!
In addition, we are publishing a new update to the game, version 1.2.0! So, without further ado...
https://store.steampowered.com/app/858710/Gravity_Circuit/
This is a minor addendum to the latest patch, that we put in Open Beta a couple of weeks ago (see the link for details for how to opt in!). These were minor enough issues or changes, that we felt were worth including in the beta. Here's what has changed:
Hello everyone. This a fairly small patch, that addresses some issues in the Chinese localization (traditional and simplified):
Following the 1.1.0 patch before the holidays, here's a small minor update. This only fixes some minor edge-cases, and addresses one little request from players:
Following the 1.1.0 patch from last week, here's a little small addendum update to fix following issues: Armor Paints
Following the 1.1.0 patch from yesterday, here's a little small addendum update to fix following issues:
Gravity Circuit is participating in this year's Steam Winter sale - for a total off 25% off until January 4th! If you haven't had the chance to grab the game yet, perhaps now's the time. Or who knows, maybe you could use this opportunity to gift the game to a friend! We're also coming out with a new update soon, very soon, that adds a variety of things!
Hello everyone. Based on player feedback, we bring you version 1.0.7a, which addresses an issue that was identified by our Chinese players. Game issues:
This is the second Steam patch for the game following the game's launch! Following things have been fixed or tweaked: - Fix several typos in English text (thanks for the heads ups, folks!) - Fix a crash with level select screen when pressing the burst button while it's closing - Made it possible to do the boss portrait "recolorize" on level select screen with additional buttons: hookshot and pause, previously only the burst button worked. This allows you to rewatch cutscenes that happen within the stages after they're beaten. Requires beating the game. - Fix an issue with the game loading assets during a stage transition; may help with random crashes people are reporting - Fix one of the game's cutscenes not playing after beating a certain boss, when returning to HQ. This cutscene was rather minor, but it's quite embarrassing that we didn't realize this cutscene wasn't playing in retail builds of the game. - Fix red draining health bits being overlaid on top of "healthy" bits in player's HUD sometimes - Fixed a crash where if Chain Dasher was starting up, and the target object had despawned or gotten destroyed - Fixed an issue where game may crash if the targets picked by Screen Interrupt are not legible ones - Fixed a softlock if Hash, Bit or Blade are defeated by using Heavenly Piledrive, and sending them down to the hazards surrounding their fight arenas - Fixed an issue where a certain boss' health bar may have somewhat buggy visuals when damaging it during certain periods of time Note: We are still looking into the issues experienced by macOS users - hang on tight! Let us know if you find any new issues or bugs.
This is the first Steam patch for the game following the game's launch! Following things have been fixed or tweaked: - Fix several typos in English text (thanks for the heads ups, folks!) - Fixed a floating point operation issue for one of the game's shaders, which affected some visuals on some hardware (eq. defeated bosses in level select having their portraits purely black) - Fix a crash in Ore Mines (Crash, Break Circuit) stage, involving the large falling crumbling blocks - Fix a camera lock issue in City Center (Medley, Wave Circuit) stage - Fix certain section of Highway (Bit, Shift Circuit) stage not having collision, due to tiles being on the wrong layer - Fix a crash involving Medic and his tube - Fix a potential crash when the game is unloading texture memory, due to a possible race condition - Fix an issue with the Dodge Slider chip, as well as making it a bit stronger - Fix a softlock situation if boss dies after player dies, such as a bouncing enemy hitting a boss after player has died - Made Energy Absorber chip a bit stronger, and it now absorbs energy if player's hits get blocked by a shield - Fix a buggy camera connection in one of the latter stages - Fix a buggy camera connection in Ore Mines (Crash, Break Circuit) - Fix a crash if Blade spawns ice blocks during his boss fight, and those ice blocks break in a particular manner upon his defeat Note: We are still looking into the issues experienced by macOS users - hang on tight! Let us know if you find any new issues or bugs.
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