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:
- Open Steam library
- Find and right-click Gravity Circuit
- Pick 'Properties...'
- Pick 'Betas'
- Pick 'linux-appdir' branch from Beta Participation dropdown box
- Let Steam download and install the changes
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
- Added a number icon into player's hud when player is using more than one loadout. The icon will appear if player is currently using a loadout from any other slot than 1, or multiple slots have defined loadouts available. This number icon is not displayed while riding the Powered Walker (ex: Ore Mines).
- Fixed a game crash caused by Piercing Drill hitting a target, and Kai getting crushed on the same frame by an obstacle. This could only really happen in Cyberspace (Warehouse Area).
- Fixed a game crash caused by destroying Dave the Training Dummy with Scheming Pink Armor Paint's ability as Dave was spawning.
- Fixed a random game crash that happened whenever loading into Guardian Corps HQ area when loading a save file, or after finishing a stage. This was a race condition between regular player spawn logic, and the cutscene logic associated with the HQ. This crash happened on lower-end hardware more regularly, while newer PCs hardly ever had this issue, making it a tricky one to understand.
- Fixed hookshot (vertical) assist button to behave more consistently if mashing it.
- Fixed one visual tiling error in City Center stage.
- Fixed a visual issue if using Hardware Barrier during the boss fight in the game's second last stage.
- Fixed text overflow issues in pause menu in Chinese localization (traditional and simplified)
- Fixed a translation issue in Japanese localization during the ending sequence
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.
Celebrate the Gravity Circuit's 1st Anniversary with a 40% discount on Steam! Feel free to check it out! Thank you!
Join the giveaway for a chance to win a game key on Dear Villagers' Twitter!
For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit
https://store.steampowered.com/app/858710/Gravity_Circuit/
GRAVITY CIRCUIT - 1ST ANNIVERSARY
Message From The Dev
[quote=author] It's hard to believe, but it's already a year since Gravity Circuit's release! Time sure flies, when you're working on patches and the like. To commemorate the day, we've prepared a few things, that you can find from our X/Twitter, as well as Tumblr. But of course, before we forget, we'd like to express our sincere thanks to all our players, and your valuable feedback. Never in our wildest dreams did we expect Gravity Circuit to receive the kind of reception it did, and it's a valuable learning experience moving forward. Thank you all, you're the best.[/quote]
For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit
https://store.steampowered.com/app/858710/Gravity_Circuit/
Hello everyone. This is an addendum patch, 1,2.0c, which mostly addresses a few issues identified by our players:
- Fixed a bug where on certain screens, the displayed time may "freeze" if the save file's timer has been maxed out. This is merely a visual issue.
- Fixed a rare bug where the game might crash (only about two-in-65k chance to happen) after launch, due to a bug in the game's RNG mechanism.
- Fixed the checkpoint menu for Blade's stage at Mission Select, after he has been defeated. Picking any checkpoint led to you spawning at the first checkpoint, as opposed to the intended target.
- Fixed a minor oversight where Dave the Training dummy spawned with a different amount of hp if easy or hard mode was enabled.
- Fixed the displayed names in Chinese (traditional and simplified) for the game's last two levels, where they were using old names that were accidentally left in from earlier parts of development.
- Adjusted some camera triggers in the game's second last stage (both regular and Master Levels version)
- Adjusted jumping while holding an object: previously, while grounded and pressing down+jump, you wouldn't slide or jump at all. Now you jump normally (so long there's no pass-through platform below Kai).
Grab your chance to collect Gravity Circuit with 35% off until July 11! Feel free to check it out! Thank you!
For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit
https://store.steampowered.com/app/858710/Gravity_Circuit/
Hello everyone. This is an addendum patch, 1,2.0b, which mostly addresses a few issues identified by our players: Levels
- Fixed some spikes being on the wrong layers in two of the final levels, when Master Levels were enabled. This led to those spikes not having any collision.
- Fixed a camera connection between two screens in Cyberspace (Warehouse Area), which led to players being able to lead the camera to a place where it's not supposed to go.
- Improved performance of couple of object types in Power Plant. This should make the stage run more smoothly on lower end hardware.
- Warp Portals (the green ones) in Cyberspace (Warehouse Area) now refresh air actions like air slide when exiting them.
- Fixed an issue with the aerial version of Flying Strike, where its hitbox may spawn on the "wrong side" if player changes direction during the startup.
- Fixed an issue where Clone Array did not get its duration refreshed if it was already active, and player used a "dumb cancel" (slide on the same frame as the technique activates).
- Changed how Surface Render Burst Technique's multhit timers work, making it do a bit more damage against bosses.
- Made hazard damage calculations consistent. When player touched spikes or lava, the game would check if Surge Protector (Booster Chip) was equipped, apply its effect if it was, and then increase damage based on if player had Fading Onyx equipped. However, if player got crushed by a moving object, these two steps were done in the opposite order, which could cause some slight difference. This change makes Surge Protector apply its effect first in both cases, because the spike situation is more common than being crushed.
- Added some safety precautions into the Bestiary screen's code, if the game's Linux AppImage is being run through Proton. Specifically, one particular shader seems to not work correctly when the AppImage is running through Proton, leading to a game crash. This fix attempts to pre-empt that particular crash, though it may make the bestiary enemy/character sprites invisible if the issue does occur.
- Fixed an oversight where the description boxes did not update on the equip screen in pause menu, if the loadout swap button was used
- Fixed an issue where grabbing and throwing an icicle (Mountains stage) would break the icicle if you grab and throw it a second time.
- Fixed an issue with doors, where if some upwards vertical velocity pushed you slightly above the door (on Y axis) just as you entered it, the door transition might play out a bit weird. Fixed by forcibly moving Kai down a few pixel units if he was higher than the door upon the door transition starting.
- Fixed a minor issue where data chips may float in place, as opposed to bouncing when they spawn.
- Fixed an issue where a certain boss in the final levels might clip out of bounds, possibly softlocking the fight.
- Fixed an issue where Kai's palette may appear wrong when he dies under certain circumstances (ex: while frozen, or while Function Overload is active).
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:
- Fixed a softlock in the final stage of the game, if the "start from checkpoint" feature is used from Mission Select.
- Fixed an issue with Medley (Wave Circuit) when playing with Rude Enemies game modifier enabled, where she might lock up and freeze, if she was launched during the startup of a certain action. If this happened before or when she reaches half-way health, she'd be invincible for about three minutes, requiring you to either wait, or reload from checkpoint.
- Fixed one respawn zone in City Center leading to a bit of a weird spot when Master Levels game modifier is enabled.
- Fixed one miscolored square bracket ("]") on the Mission Complete screen.
- As per a suggestion from a player, if "manual slide" is disabled from game's control settings (and player has assigned the dedicated slide key), the only way to trigger Blade's Armor Paint's air slide is by pressing the dedicated slide key.
- Made all object types (excluding bosses) destruct when Heavenly Piledrive gets interrupted, for example through touching hazards. Previously, this was only limited to certain enemy types (eg. Lava Crawlers in Steelworks). This prevents some weird behavior from certain enemy types.
- Made it so that player needs to take more than 0 damage from any source or hit, before the "perfect" status against a boss is nullified. This is mostly to account for Trace (Patch Circuit), where touching her goop didn't deal damage, but still registered as a hit that would prevent a perfect boss clear.
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/
WHAT'S NEW?!
Version 1.2.0 introduces new Game Modifiers, that allow you to spice up the game, and provide additional challenge! When starting a new save (or New Game+), after choosing which difficulty mode you want to play on, you can choose up to five modifiers to enable. These modifiers were made based on some player suggestions or feedback. The modifiers are as follows:
- MASTER LEVELS: Remixes the game's levels to provide more challenge for those who have mastered the game's movement.
- RUDE ENEMIES: Changes up enemy and boss behavior to make them all, well, ruder. If this is picked in tandem with Hard Mode, bosses have more health.
- DOUBLE HAZARDS: Makes the game's hazards (spikes, lava, crushing) deal double damage. Ouch.
- SINGLE CREDIT: Levels need to be beaten in a single go from start, and no restarting from checkpoints via the Pause Menu. Death sends you to the Guardian Corps HQ (or beginning of level if you haven't reached that far yet). It cannot be enabled with Iron Circuit.
- IRON CIRCUIT: No saves until the game has been cleared, and no restarting from checkpoints via the Pause Menu. Death sends you to the title screen. It cannot be enabled with Single Credit.
- FLIP WORLD: Walk on... Ceilings? Who's the joker that asked for this? (Note: doesn't necessarily flip everything)
QUALITY OF LIFE ADDITIONS
- Added a checkpoint menu in the mission select screen. This allows you to warp to a checkpoint in a previously cleared level, as well as toggle any in-level cutscenes to play again (like boss confrontation dialogues). Mission rewards and certain challenges are disabled if this feature is used.
- Added an extra toggle in the game's settings, which determines if speedrun mode is enabled by default or not when starting a new save file. If the setting is set to "default", speedrun mode is enabled by default when accessing the file select screen. Otherwise, it's off. However, even if the setting is set to "off" or "default", you can manually toggle speedrun mode on/off on the file select screen, like you have been able to do up to this point. The intention is to remove any confusion caused by some players wanting to have the on-screen timer on during normal play (which determined if the speedrun mode was toggled on/off when launching the game).
- Added an additional setting for enabling an aiming arrow that appears around Kai, which can help with aiming the hookshot during platforming sections or similar. There are three different settings for its behavior. The aiming arrow is disabled by default.
- Added a toggle for adjusting double tap tolerance.
- Mission Complete screen now shows the target values for max rank in relevant categories in square brackets (clear time, enemies defeated, damage taken). Rescues, if available for the level, are displayed with the icons as usual.
GAMEPLAY CHANGES/TWEAKS
- Made it possible to cancel to divekick (down+attack while mid-air) from air jab (attack while mid-air).
- Made it possible to gain sprint speed if the run button is held down, or "inverse" run button behavior is in use, when exiting quick warp portals in cyberspace (Warehouse Area).
- Similar to above, certain aerial Armor Paint abilities are refreshed when exiting a quick warp portal.
- If Loadout Swap button is assigned to the same button as Accept or Cancel, the Accept and Cancel buttons override the Loadout Swap button on the pause screen (ex: when exiting out of the pause menu with Cancel, the game won't do double input by closing the pause menu, and also swapping loadouts).
- Fixed an issue where pressing attack after a wall jump might lock you out, and prevent you from moving back towards the wall. The game was simply treating like you were still in wall jumping state, and as such was applying some forces onto you.
- Fixed an issue where crumbling blocks (Ore Mines) may sometimes block the hookshot from going through them when they've been crumbled.
- Retracting metal spike blocks (final level) have had their hittable boxes increased in size, making them easier to clear out.
- Fixed an issue where Kai did not gain sprint speed if he jumps out of a crouch while the run button is held, by releasing the down button roughly on the same frame as the jump input is detected.
BURST TECHNIQUES
- Burst Spark's hitbox has been increased to hit a larger area. Does damage ticks slightly faster, duration slightly shorter. Essentially you're stuck in place for a shorter duration (overall duration reduced by ~25 frames, or ~0.42 seconds).
- The support Platform has been buffed. Creates three platforms to cover a wider area, the platforms take a few frames longer to start falling, side platforms do slightly less damage than the main one. You can still perform the original version by holding the Burst button during the startup.
- Cycle Kick can now be cancelled with a jump or hookshot at any point. Can gain sprint speed out of it if run button is held down.
ARMOR PAINTS
- Hot-headed Red Armor Paint's Float Beam now does its damage ticks faster. How it affects boss invulnerability times has been adjusted.
- Heavy Orange Armor Paint now grants a slight damage boost for hookshot on top of its other effects.
- Scheming Pink Armor Paint can now be set to activate by pressing and holding jump while holding up, or double tapping jump while holding up. The setting can be found in the controls menu. Shop description changes to match the selected setting.
- Fixed an issue where the "powered up" state of certain Burst Techniques (Heavenly Piledrive, Surface Render, Catch Interrupt) were not handled correctly if they whiffed, or Kai got struck by hazards, when using the ability of a certain Armor Paint. A similar fix was applied for Powered Walker's Self-Destruct ability (Ore Mines).
ENEMIES
- Contact damage has been removed from Flip Panel Turret enemies (City Center).
- Crystal Floater enemies' contact damage has been removed (Cyberspace).
- Fixed an edge-case game crash involving the Battie enemies. It was unlikely to happen, but there was some potential for it.
- Fixed an issue where the Virus Zombie and Turret Zombie enemies had their usual behavior code running when they were grabbed by the player (normally, any normal behavior is paused on grabbed objects). This led to some weird interactions at times.
BOSSES
- Trace's (Patch Circuit) Burst Technique can now hit her own minions. This is so to prevent situations where her minions might cause undodgeable damage.
- Fixed an issue with Ray (Optic Circuit), where after a certain action he always jumped towards the wrong direction from what was intended.
- Fixed an issue where Crash (Break Circuit), in rare circumstances, might wind up defeating themselves due to some of the larger falling blocks.
- Fixed a minor visual error where certain bosses' mugshots in their lifebars got mirrored on the horizontal axis during their Burst Technique activations.
- Fixed Crash's (Break Circuit) mugshot to have a "weak flinch" animation during his boss fight. He can now properly feel pain.
- [spoiler]Fixed a phantom hitbox from one of the later game bosses, where they grabbed an object off of the floor, and threw it. During this throwing animation, the boss would have a hitbox beneath them for one frame, that could hit the player if the boss jumped before the throw.[/spoiler]
- [spoiler]During the Final Battle, if you have gotten to a certain phase, the transition to the next happens much faster. This behavior happens by default on Speedrun Mode. If you hold down the run button before the transition were to occur, the transition plays normally without any skips.[/spoiler]
- [spoiler]During the Final Battle, if you have gotten to a certain phase, on subsequent attempts the game will drop a little health before the transition described above occurs. You know you'll be receiving the health drop if your opponent is a different color from before. This behavior only occurs if you are playing on Easy or Normal Mode. Hard Mode won't see this extra drop. The intention of this change is to make the Final Battle little easier for first time players, by giving them a little token of encouragement on subsequent attempts at the final portions of the game, while retaining the challenge of clearing the encounter in one go the same as before.[/spoiler]
LEVEL ADJUSTMENTS
- Adjusted the clear time goal for the main eight levels from 5min45s to flat 6 minutes for max rank.
- The final level in the game has had its target clear time increased from 6 minutes to 7 minutes for max rank.
- Adjusted the enemies killed goal count from 45 to 40 for the first two of final levels.
- Adjusted certain enemy positions in a couple of levels to make them a bit less messy or rude.
- In the Steelworks level, adjusted geometry to remove a single tile gap that was possible to squeeze into with Support Platform Burst Technique.
- The final level of the game has had its level layouts slightly touched on the blue floor.
- Am I hearing things in Cyberspace (Warehouse Area)?
GENERAL BUG FIXES
- Fixed Medley's (Wave Circuit, City Center) concert billboard's despawn and respawn radiuses, so it doesn't disappear if you weave back-and-forth between the screens.
- Fixed a minor edge-case oversight in Warehouse Area, where in a certain portion of the level, you weren't able to drop from a ledge-grab-jab with the 'up' button, like you are supposed to. Had to press 'down', like you generally have to in all other instances.
- Fixed a little oversight where during Bit's (Shift Circuit) Burst Technique, if you position yourself in certain ways, one or two of the screen slashes may not render because they're deemed "off-screen" based on their starting positions.
- Fixed a scenario where if Kai is using a certain Armor Paint to carry an object, and Kai then picks an end-of-level item, releasing the hookshot button to throw the object may softlock the game entirely.
- Fixed an issue where if Hardware Barrier Burst Technique was active at the same time as Emergency Accumulator Booster Chip, taking a hit would trigger both at once.
- Changed the order in which certain damage calculations are applied, to fix an issue with Underflow Guard (Booster Chip). Underflow Guard is supposed to prevent you from going below 1 health if you had 2 or more, but if Function Overload (Burst Technique) is active, the damage becomes fatal anyway (because Function Overload multiplied the incoming damage after Underflow Guard's reduction by 1.2, and rounded up, meaning at low enough health any damage would bypass Underflow Guard).
- Fixed an oversight where if player took damage from hazards (spikes, lava, crushing), this was not reflected in the damage number reported on the Mission Complete screen.
- Fixed an oversight where when Kai grabs a stunned (gray blinking) enemy he is standing next to, the enemy may become overkilled (red blinking) from the grab action itself. This means that upon throwing the grabbed enemy it would not do any damage to other objects, due to overkilled enemies becoming intangible.
LOCALIZATION
- Fixed one minor color tag issue in some dialogue in Japanese localization.
- Fixed some missing text strings in Chinese (traditional) localization.
- Fixed some text overflow issues in a text box in Chinese localizations.
MISC
- Applied a fix that should prevent any flickering issues while streaming the game through Discord.
- Wrote additional code to better ensure that, if in the event that the file that locally tracks player's challenges progress (ie. "Pat's Challenges") has through whatever means become corrupted, the game treats that as though starting from scratch. This prevents the game from crashing during startup.
- Made the game crash screen a little more readable with a darker blue background, as well as deploying an additional support Pat for your comfort (PC versions only).
- Improved the code efficiency of various objects (ex: gray breakable crates, explosive barrels, goop dispensers, and several others). These changes help with general performance on lower-end hardware.
Gravity Circuit 1.1.1a is basically the content of the Open Beta 1.1.1, feel free to check out the full patch notes in the previous news!
https://steamcommunity.com/games/858710/announcements/detail/4192358592283986107
In addition to that:
[olist]
For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit
https://store.steampowered.com/app/858710/Gravity_Circuit/
Gravity Circuit is now on Spring Sale with 30% off until March 21st! If you missed the last sale, now's the time! Thank you for your support!
For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit
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:
- Fixed a small contextual error in Japanese localization (thanks to a forum user for the heads up!)
- A small change to the final boss behavior (on easy/normal modes, hard mode is unaffected): [spoiler]the bosses won't regain their shield/armor until they have taken a bit of damage first. This makes the final gauntlet a bit easier for first time players.[/spoiler]
- Fixed a camera trigger in the Power Plant stage (Power Circuit), since there was a tiny gap you could slide under and this would cause the camera to behave strangely for a moment.
Patch Notes for Gravity Circuit 1.1.1
Message from the developer:
This is an open beta test, where we are ensuring that some of these new changes and additions do not cause any trouble down the line, before making the patch more widely available. If you run into any issues, let us know! Your cooperation is much appreciated.
How to opt-in product betas?
[olist]
Additions
- Added a controls option for toggling manual slide (jump+down) on/off if the dedicated slide button is set. Defaults to being enabled.
- Added a new Big Medal category for clearing a stage with maximum rank in all available categories (signified by acquiring 1000 bits in a given category). Acquired Big Medals are displayed in the Circuit Vault at Guardian Corps HQ.
Mission Result screen
The amount of defeated enemies required for getting maximum rank (1000 bits) toned down for most stages, to make them less strict:
- Steelworks (Optic Circuit): 30 25
- Junkyard (Patch Circuit): 40 30
- Mountains (Cooler Circuit): 50 35
- Power Plant (Power Circuit): 50 45
- Highway (Shift Circuit): 40 35
- City Center (Wave Circuit): 60 35
- Ore Mines (Break Circuit): 40 30
- Warehouse Area (Cipher Circuit): 30 25
- One of the final stages: 60 45
Performance
- Map loading algorithms have been tweaked, reducing load times slightly (up to 40~50% faster in some levels), while also taking less memory (generally saves between 100~400MB of RAM). The time saves vary by hardware.
- Improved music playback, which helps with BGM issues in the Guardian Corps HQ area on lower-end hardware.
- Changed how the game's text is stored and loaded. This makes the game launch faster on lower-end hardware, and switching localizations via options will also take less time.
- Slightly optimized texture loading by removing some redundant data.
- Improved Kai's rendering code speed.
- Slighty improved rendering code by removing unnecessary debug code.
Armor Paints:
- Hologram Trap Burst Technique no longer visually "consumes" the powered up state of a certain Armor Paint, since it's not affected by it.
- For whatever reason, Light Alloy chip reduced the duration of Function Overload twice as fast. This has been fixed.
- Fixed a slight animation bug if Hash's Armor Paint's ability is activated after taking damage while Catch Block is equipped. Other potential sources too, but the fix makes sure that the correct animation plays.
- Realized that a certain pick up in the Mountains stage is nigh-impossible to pick up if Electrifying Green Armor Paint is in use. Adjusted the Armor Paint so that the projectiles it shoots out do not interact with the specific stage obstacle, if Kai's divekick is used.
Data Chips
- Data chip drop rates increased across the board (base chance increased 20%30%, additional chance increased 4%15% per killed regular enemy).
- Few specific enemy types' base data chip drop chance increased (Junk Crawler, Junk Fly, Junk Fly Hive), previously 20%. Now 40% (i.e. higher than normal base chance of 30%).
- Magnet Chassis Booster Chip can now collect data chips that drop from enemies or bosses.
- Adjusted Wrecker Tank's (Central Station, i.e. opening stage boss) data chip position to stay within certain bounds, so to ensure it's always possible to pick up, even if you beat the boss off-screen.
Tweaks
- Made it possible to perform "dumb cancels" (skipping the activation animation of certain Burst Techniques, like Function Overload, by sliding on the same frame as the activation) with the slide assist key.
- Clone Array Burst Technique now be "dumb cancelled".
- Gave dedicated slide button a buffer, making it easier to slide after landing from a jump. The buffer duration is the same as normal jumps.
- Slide direction can be influenced by the held direction at the moment when the slide input is detected.
- Level Select screen now displays if you have collected the palette chip from said stage.
- Opening Stage now also grants gold medals, platinum stars, and newly added big medals (see Additions).
Bug fixes
- Fixed the dedicated slide button to work with crouching jabs. The problem was that with manual slide (jump+down), you could cancel out of the crouching jab sooner than with the dedicated slide button. This fix makes the cancel window the same.
- Fixed a small stutter Kai does if you do a crouching jab, let the crouching jab finish, and hold a downwards diagonal angle.
- Fixed a situation where Kai can't turn around to a face a wall, if his back is against it, and he's looking the other way. Usually, this would only happen if Kai took damage, or via conveyor belts in Ore Mines.
- Fixed a minor visual issue where the screen may briefly flip in Cyberspace when choosing to reload or quit the stage from the pause menu.
- Added a small precaution for a game crash that may occur if the action table in a cutscene has an unexpected value in a certain place. This is to possibly fix a very edge-case game crash, that might very rarely occur in stages like Warehouse Area (Cyberspace).
- Fixed a small bug where Kai's jump or double jump might get eaten by a Float Rider (the moving platforms in the Highway stage), if one is performed after doing an action like standing jab.
- Fixed a small visual issue with the health bar when riding a Powered Walker.
- Fixed an issue where Powered Walker's health bar may stick on-screen even after exiting it.
- Fixed a certain boss crashing the game when you throw a block at them (either one he generates, or one generated by their Armor Paint) after they have been defeated.
Steam
- Fixed an issue on Windows build, where if user's LUA_CPATH is modified (e.g. by having scoop. installed), the game may fail to launch because it fails to find the dll/so used for Steam integration.
Localizations
- Fixed some issues in Dutch localization.
- Fixed a couple of incredibly minor issues in Korean localization.
- Fixed an issue in the Japanese localization, where one of the lines during the ending was slightly off from intended meaning.
For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit
https://store.steampowered.com/app/858710/Gravity_Circuit/
Hello everyone. This a fairly small patch, that addresses some issues in the Chinese localization (traditional and simplified):
- Fixed a handful of instances where the Chinese languages displayed a "[]" when the font used by game couldn't support a given character. To address these issues, alternative translations were implemented.
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:
- Fixed an issue where Kai could be damaged by certain boss patterns after the ability of a certain Armor Paint activates. Player is supposed to be an immune during this activation, so this was an oversight.
- Against certain specific end-game bosses, fixed a potential soft-lock if they are struck with a delayed attack (eg. Hologram Trap) during specific attacks.
- Fixed a small visual issue where enemy gibs might remain on-screen after carrying certain enemy types into an "open" boss arena (Opening Stage, Highway).
- Against a specific boss, adjusted Emergency Warp (the teleport Kai does when touching hazards like spikes) to move its target position, so to prevent Kai from spawning in unintended places.
- When starting New Game+, your clear times (boss refight times via C.O.M, level clear times shown on level select screen) are carried over.
Following the 1.1.0 patch from last week, here's a little small addendum update to fix following issues: Armor Paints
- Fixed a game crash caused by one of the armor's abilities not playing nice with pass-through-platforms (eg. the ones found in Hash's boss arena).
- Fixed an issue with Catch Block and one other armor's ability accidentally granting invincibility.
- Fixed a softlock where if Kai uses Speedy Teal paint to slide around after a boss is defeated, he may get stuck against a corner.
- Fixed an issue where Hot-headed Red armor paint's ability could hit the healing chamber at HQ in unintended ways.
- Fixed an issue where if Kai is pushed around by certain things (eg. wind), the ability from Hot-headed Red armor paint might disconnect and get disjointed from Kai.
- Fixed Light Alloy particles from spawning when using the ability from Hot-headed Red armor paint. The said ability overrides Light Alloy chip, so this is more to prevent visually confusing information.
- Can no longer break K.I.D's ball with a certain armor paint's ability; plays error sound if attempting to do so.
- Fixed an issue where checkpoints or the training room at HQ do not grant full burst energy when using armor paints.
- Fixed an issue where the power up ability of a certain armor paint accidentally disabled player-on-enemy contact damage checks during it.
- Fixed a certain armor paint's ability to work with Hardware Barrier, as well as fix one visual bug relating to it.
- Added some precautions to possibly fix a bug where when Kai grabs onto a ledge, he might randomly float up to the skies while still in the ledge-gab animation/state.
- Fixed the punching bags in training room from phasing out of view because of too intense screenshaking caused by some specific armor paints or combos.
- Grabbed objects can no longer block enemy projectiles.
- Fixed an animation bug with Cable where one of his attacks might not play properly on hard mode, if he queues up the same attack twice.
- Possibly fixed an issue with Crash having a "phantom hitbox" when he activates his desperation Burst Technique. This phantom hitbox could hit the player, so it was sometimes unfair, unavoidable damage.
- Added precautions against an issue where you might be able to prematurely end Heavenly Piledriver, which may lead to situations where you can throw bosses in a way that clips them out of the arena.
- Fixed a small visual issue with the C.O.M boss refight background visuals.
- Fixed a small issue where the monitor settings menu incorrectly always displayed that the chosen fullscreen mode was "desktop" when launching the game, even if the loaded setting from player configurations stated "exclusive".
Following the 1.1.0 patch from yesterday, here's a little small addendum update to fix following issues:
- Fix a game crash when Emergency Accumulator chip is equipped, and taking damage.
- Fix a game crash when using a certain Armor Paint against a specific boss' attack pattern.
- Fixed an issue with double-tap-to-run (Command Run), where it wasn't working properly due to changes to controls code.
- Fixed an issue where one of the Armor Paints allowed hitting the healing chamber in Guardian Corps HQ in unintended ways.
- Fixed a small typo in English. Gotta remember to use a spellchecker!
- Changed C.O.M so that you can not access him immediately after clearing the Opening Stage (Central Station). This is to fix an issue where Wrecker Tank may not spawn properly when refought via C.O.M. Come back later when you have visited at least one other stage. An error beep will play when you try to step onto the platform in the room, to signify he's not available yet.
- Fixed a potential softlock where if an enemy is off-screen upon Trace's defeat, the enemy survives the "clear all enemies on-screen" check Trace's defeat does. This was not introduced by 1.1.0, but rather was a bug that nobody had noticed until now!
Patch Notes for Gravity Circuit 1.1.0
New features
-
Boss Rush: Guardian Corps HQ now features Combat Memory Bank, a computer which lets you refight any of the game's bosses at your leisure. Good for practice, or for chasing record times!
- Armor paints: Prim, a painter NPC that hangs around in the Guardian Corps HQ, now offers swappable armor paints, allowing further customization! These armor paints each bestow new abilities or effects, so give them all a try! Prim will explain to you how to unlock the paints to her shop.
Quality of life additions
- Loadout swap: A dedicated button for quickly swapping loadouts on the fly. During gameplay any unset or empty loadouts are skipped when the button is pressed, so you can choose to use only two loadout slots, or all three.
- Slide: A dedicated button has been added for sliding. Down and jump will still continue to work, but this button may be useful for those who need it.
- Hookshot - vertical: A dedicated button that locks the hookshot's aim only to upwards vertical directions. This may help with any platforming involving the hookshot, for those who might need it.
- Mouse control mapping: You can now map mouse buttons on PC, in addition to keyboard keys.
- Effect Timer: An additional toggle setting has been added to the game's system options menu. This toggle adds on-screen visuals for certain effect durations, removing ambiguity. This setting is enabled by default, but can be toggled off at any time.
Adjustments & Bug fixes
Burst techniques
- Cycle Kick: In-game shop price reduced from 2000 to 1500.
- Surface Render: In-game shop price reduced from 2000 to 1500.
- Gravity Freeze: Affected area increased, damage slightly increased.
- Piercing Drill: The chain portion now also damages enemies, not just the tip, making the technique easier to use effectively.
- Flying Strike: Fixed an issue involving the Speedrun Mode, where it was possible to accidentally skip acquiring the technique by saving and quitting during the Opening Stage (Central Station). It was still possible to buy the technique, but Flying Strike is intended to be given to the player for free.
Gameplay
- Pass-through platforms: Kai can now gain sprinting speed by holding the run button (or having "inverse" run button behavior enabled) when dropping through pass-through platforms.
- Sprint jumping when hugging walls: Previously, if Kai was hugging a wall while grounded (holding left/right while up against a wall), Kai would be unable to gain sprinting speed when run button was held (or having "inverse" run button behavior enabled) when jumping. This behavior has been fixed.
- Hopkick: Kai's hopkick (up+attack while grounded) has been sped up by a few frames based on player feedback.
- Telefragging: When Kai is struck by a hazard (lava, spikes, crushing), Kai will perform an Emergency Warp to last safe ground. Because this behavior could sometimes lead to Kai respawning inside an enemy, Kai now automatically defeats any enemy around him.
Data chips
- "NPC" type data chips: Research cost reduced from 150 to 100.
Stage changes
- Highway: Fixed an issue where it was possible to skip over the stage's checkpoints with certain actions.
- Ore Mines: Fixed a certain area not having correct camera triggers when entering it in a specific way.
- Guardian Corps HQ (visuals): Additional sign has been added to hint towards the location of the training facilities.
- Guardian Corps HQ (design): Additional platforms added to make reaching the Training Room easier.
- Guardian Corps HQ (training room): When Dave the Training Dummy is hit, the Training Room door will be inoperable for a few seconds. This is to prevent players from accidentally exiting the room while performing combos.
- Guardian Corps HQ (NPCs): "Prim" and "Shock" NPCs have switched places. Their dialogue has been adjusted slightly to match these changes.
- Final stage: Additional respawn points added in a certain section.
Localization
- Chinese: A certain scene had an issue where the talking characters were accidentally reversed, and there were other issues involving few untranslated words. This has been fixed.
- English: Fixed a slight typo in Pat's dialogue.
Misc
- macOS: Loading times improved by changing some code, that made some of the game's threads run slower on systems with M1 chips.
- Speedrun Mode: If the in-game timer is enabled from the game's system settings, Speedrun Mode is enabled by default when launching the game (if Speedrun Mode has been unlocked). This is so that speedrunners do not need to remember to toggle this setting every time they launch the game.
- General code performance: Slight improvements across the board in various places, that cumulatively help the game run more smoothly on lower end hardware.
For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit
https://store.steampowered.com/app/858710/Gravity_Circuit/
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!
- Boss rush: good for practice, or for chasing record times!
- Armor paints: an additional customization feature that lets you not just recolor Kai, but also gain new perks and benefits!
- Quality of life additions: Additional button bindings for loadout swapping on the fly, sliding and hookshotting (vertically locked). Also a toggle for displaying effect durations, such as Function Overload's timelimit!
- And other smaller tweaks and fixes!
For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit
https://store.steampowered.com/app/858710/Gravity_Circuit/
Nominate Gravity Circuit for Steam Awards 2023!
Dear Gravity Circuit community, your support has been phenomenal! If you've enjoyed the gravity-defying adventure, captivating visuals, and pulse-pounding soundtrack, give us that sweet sweet nomination.
From the Dev:
"We're incredibly grateful for all the comments and feedback we've received so far for Gravity Circuit. If it's not too much to ask, we'd be honored if you'd also consider nominating Gravity Circuit for the Best Soundtrack in the upcoming Steam awards -- Dominic Ninmark really poured his heart into making the game's score as good as it is." - Antti
[previewyoutube=jKB6_FAJxik;full][/previewyoutube]
Let's defy the ordinary and make Kai the unsung hero of the year! Help us soar to new heights by nominating us for the Steam Awards 2023.
Let's make Gravity Circuit the standout Game of the Year!
Also, as we continue to make the game worthy of award nominations, here's a sneak peak at the latest upcoming updates:
[previewyoutube=8g1F5pmviEI;full][/previewyoutube]
Nominate the indie game now and let your voice be heard amongst the mainstream . Also, this is a suggested category, do not hesitate to nominate in another category if you feel it fits better!
https://store.steampowered.com/app/858710/Gravity_Circuit/
Update Notes for Gravity Circuit 1.0.8
Speedrun Mode Unlocked!
- Ready to take on the challenge of speedrunning? Now you can with our new Speedrun mode!
- To unlock this feature, either finish the game with cleared save data or enter a cheat code at the File Select screen: Left, Left, Right, Right, Left, Right, Up, Down, Burst!
- Speedrun mode allows you to skip various cutscenes and interactions for a smoother gameplay experience.
- You have full control over when to toggle this mode, and it works seamlessly with both new and existing save files.
Loadout Customization
- Introducing the ability to create and switch between three unique loadouts, complete with booster chips and techniques, right from the pause menu!
- Now you can tailor your loadouts to suit different situations!
Stage-Specific Civilian Tracker
- Keeping track of your heroic endeavors is easier than ever before! Check out the new in-stage tracker in the pause menu, which shows how many civilians you have rescued in a particular stage.
- No more guessing - quickly identify which rescues you might have missed to ensure no one is left behind.
Training Room
- Get ready to level up your skills with some exciting Training Room opportunities! You can seek the room out at the HQ.
Performance Enhancements:
- We've also included various small stability improvements to make your gaming experience even smoother.
For more updates on Gravity Circuit, do not hesitate to join our discord server and follow us on Twitter/X @GravityCircuit
https://store.steampowered.com/app/858710/Gravity_Circuit/
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:
- Fixed an issue where the game would crash upon reaching a certain boss while playing in Chinese. This was caused by a formatting error in the Chinese localization script files, as well as some changes made to the text rendering between 1.0.6 and 1.0.7. As such, while the formatting error worked in versions 1.0.6 and earlier, it started crashing the game in 1.0.7, and this slipped past us in testing.
Hello Fellow Circuit Admirers,
We deeply appreciate the positive feedback, bug reports, and the unwavering support from our players. With the game's increasing popularity, curiosity has spiked regarding the intricate details of its history, creation, inspirations, and narrative. As you may already be aware, we've responded to this curiosity by compiling a comprehensive collection of questions sourced from our community Discord. These answers are now available here, serving as a permanent record accessible to both new and seasoned players. The responses are a blend of insights from both Antti and Dominic, mirroring the collaborative journey that shaped the game's inception. Hence, it's only natural that the answers encapsulate this collaborative spirit. Okay enough context, here you go for the Part 2 of the Q&A as we got so many questions!
Find the Part 1 HERE!
Question #17: If the Circuits could eat, what would each of their favorite foods be? Antti/Dominic:
- Ray: Spicy instant noodles, the most punctual food.
- Trace: Fruit salad, refreshing and full of vitamins.
- Blade: Shaved ice, perfect snack for a warm day.
- Cable: Sushi, he'd modify his stun baton arm to have a pair of chopsticks.
- Bit: Hotdogs, easy to eat on the go!
- Medley: Burgers, the best food according to her!
- Crash: Tomato soup, comfort food, good for the soul.
- Hash: Coffee & plain toast, whos got time for a proper meal?
- Kai: Pizza, always trying different toppings every week.
Kai: Cues were taken from works like Gundam, essentially turning those huge, humongous mecha designs to a smaller form factor. However, right from the get-go, we knew that he should have a three-pronged "V-fin", as his distinguishing feature on his head's design. This later served as the basis for the idea of a "Circuit", and how each major character in the game tends to wear one in one shape or form. Given these Gundam-inspired origins, initially Kai had normal legs, with boots and all. However, Dominic then spun up the idea to make Kai more ninja-like, by giving him more pointy legs. This idea stuck, and became a common theme throughout the game for the robots... Even if only to make their in-game sprites easier to draw and animate!
Ray: Inspirations included a bit of Magma Man from MM9, while shoulder cannon beams were inspired by series like Tekkaman Blade. His design at first did not have him wear any shades, but the portrait artist interpreted his eyes as such. We liked it, and it stuck. It just made sense for his theming, given how he shoots dangerous lasers!
Trace: Typical doctor attire inspired her design, just with the added twist of her being a roboticist necromancer, rather than a traditional healer. This then naturally led to her raising and controlling various zombies, albeit robotic ones!
Blade: The idea from the start was to combine wind and ice elements into one boss. This stemmed from the fact that the early drafts for the game made the story take place entirely inside a computer or cyberspace, and Blade was supposed to represent the cooling system of said computer or system. His Circuit is shaped almost like an ice crown which ended up looking similar to Gemini Man's helmet, while his propeller was inspired by the likes of Gyro Man. One of the first sketches had Blade wearing a fur-coat, but in his final design it was scrapped because it was hard to translate such a detail into the in-game sprite.
Cable: His in-game sprite came first, with no solid plan for his design. Basically the process was: make him green to contrast with Kai's red, give him a stun baton arm as a distinguishing feature (where the stun baton idea came from, we don't know), and make his Circuit look like a mirrored pair of lightning bolts. Finer details of his design were then extrapolated from that in-game sprite by the game's portrait artist and so on.
Bit: Obvious parallels can be drawn with Turbo Man from Mega Man 7, when you consider the visor, helmet, the theming etc. Another big inspiration was Captain Falcon from F-Zero, with a little bit of Sonic the Hedgehogs attitude to top it off.
Medley: Originally she was supposed to be a DJ, but she ended up being more of a pop idol, since this allowed her boss room to take the appearance of a concert stage. Her shades were partly inspired by Kaminas shades from Tengen Toppa Gurren Lagann. People say that she looks a little bit like Elec Man too, which I can totally see, but it wasnt intentional. Maybe it was a subconscious design choice?
Crash: A big guy that looks mean but still kind somehow. Originally he had an (American) football helmet/mask, but that was hard to translate to a sprite, so his helmet took on more of a samurai motif. The overall first draft he was supposed to be more of a brawler type robot, throwing big rocks and smashing through walls with his hands. Not sure when the drill was added, but it did add more a more distinct look to his design, so it was a good decision.
Hash: He ended up with four arms, a scope visor and a microphone, because Dominic wanted him to look like he could easily process tons of data and work multiple computers at the same time. He was given a faceplate that made him look like he was grinning, reflecting his scheming, devilish prankster-like personality better. Question #32: Are there any secret easter egg rooms in the game (akin to, say, the HAL rooms in Kirby games)? Antti: As much as I'd like to say "yes", the answer is a more simple "no". Question #33: How do I access the dating sim minigame? Antti: If you find out how, tell us! Question #34: Have you thought about the possibility of selling merchandise for Gravity Circuit? (ex: Plushies, posters, mugs, Kai's shoes but as slippers, etc.) Antti: Merchandise would be cool, but I believe any merch deals would also need to get our publisher involved. Question #35: Will gravity circuit ever receive any updates adding new gamemodes/extras? Not DLC necessarily just like bonus stuff. Antti: At the very least, a Speedrun mode that disables cutscenes and dialogue, so to make replaying the game nicer. Question #35: Considering that burst techniques were influenced in part by fighting games, was it ever considered during development to implement motion inputs in order to perform some of them (in a way reminiscent of hadouken in Mega Man X for example)? Antti: In some of the earliest drafts for ideas, yes. In fact, before the current system (inspired by the "Tales of" series) was put in place, specific burst techniques were assigned to holding down an attack button, and releasing the button after you were "charged up", with directions influencing the outcome. However, this was rather convoluted, so the directional input + separate button were implemented instead. Question #36: Ironically, which one of the circuits would be the worst with computers? (like doesn't know how to send an email or even turn the pc on) Antti: Blade would just tell someone else to do any data entry required from him, because he's forgotten how to do it. Question #37: Will some of the bosses be playable like in Mega Man Powered Up? Antti: We have heard fair plenty requests for additional playable characters, but at this time, we haven't decided anything yet.
Stay tuned for more of these super cool and interesting updates (we think?) and follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit!
https://store.steampowered.com/app/858710/Gravity_Circuit/
Hello everyone. Based on player feedback, we bring you version 1.0.7, which brings various bug fixes and other tweaks. Following things have been fixed or adjusted:
Note: Due to how language selection was adjusted for this patch, the game will ask to select your language again upon launch. This is one-time operation, however, so hopefully this won't be too bothersome! Game issues:
- Fixed an issue where in rare situations, ledge grabbing onto an object that has despawned may crash the game
- Added extra code to account for strange behavior in the pause menu, that could under very specific circumstances lead to a game crash
- Fix an issue where Hardware Barrier may not activate properly; in that the shield effect appears, but it doesn't actually shield you from damage
- Fix a visual issue where Hardware Barrier remains if you complete a stage, and the technique is active
- Fix a visual issue where Hardware Barrier being active may lead to some weird visuals during cutscenes
- Fixed an issue where, due to a coding oversight, a jump activated through the game's jump buffer may unwittingly cancel a burst technique activation
- Changed Kai's control code a bit, in that it checks for burst technique activation first before any other button input. This helps with any unintentional "double jump cancelled burst technique" bugs.
- Fixed a visual offset issue with Junk Fly Hive enemies, when they are grabbed with Heavenly Piledriver
- Fixed an issue where a certain boss, under certain circumstances, can get stuck mid-air in a way that requires you to restart the fight by reloading the checkpoint
- Fixed an issue where if you pressed crouching jab just before doing some special NPC interactions in the HQ, Kai's controls might get locked up after trying to leave that interaction
- Fixed an issue where Kai's controls may get locked up when Kai gets frozen or gooped up in Mountains or Junkyard while doing a crouching jab
- Fixed an issue relating to using Gravity Freeze against a specific attack one of the game's bosses can do
- Fixed an issue where Chain Dasher may fail to grab the target object if the hookshot button is held down at the end of the dash, and the target is eligible for a grab
- Fixed a game crash that may happen when using Support Platform
- Fixed a softlock that may happen if Kai gets crushed during Screen Interrupt, like by the toggleblocks in Cyberspace
- Fixed an issue where Chain Dasher can cause grabbed enemies warp around rather randomly if they're thrown while Kai is standing on ground
- Fix a visual issue with Virus Bruiser enemies if they're grabbed with Heavenly Piledrive while their chain is extended
- Fixed a visual issue when grabbing an enemy object with hookshot, where the enemy may be displaced for some few frames while Kai is doing the pull-in action. This tended to happen the most when grabbing an enemy after Heavenly Piledrive
- Due to a small oversight, Data Chip count may go up to 82 out of 80, due to the game interpreting wrong data as picked up data chips. This error has been fixed, and additional code has been added that corrects any affected save files when game boots up. This bug did not affect achievements, it just displayed the wrong visual on GAME COMPLETE screen, as well as file select.
- Fix a game crash in Highway caused by preserved momentum from Float Rider platforms when entering miniboss cutscene triggers
- Fix an issue where divekick can be cancelled with a burst technique, leaving a lingering attack overlay effect and lingering hitbox attached to Kai
- Fixed a case where some enemies may continue their normal behavior if they are Heavenly Piledrived into a pit of spikes or lava, or Kai getting crushed. Made the said enemies destruct in these circumstances.
- Fixed one unintentional interaction with a moving platform and one enemy type in one of the latter stages.
- Fixed a game crash that may occur if the game takes longer than expected to load Research Compendium assets, and the game attempts to update which object sprite to show.
- Added precaution to one of the cutscene triggers in one of the final stages, so to ensure that Kai doesn't fly past the cutscene trigger too hard due to any momentum shenanigans
- Gave Emergency Heal and Hardware Barrier the "invincible" status for their activation durations (ie. the time between activation and player regaining control), to better ensure that the techniques do their designated effects without some weird interactions preventing them
- Made it possible to crouch and get the crouch jab out on the same frame, since previously these had to be handled in two consuctive frames, which could lead to dropped inputs (crouching but not getting the jab out)
- Made it possible to crouch from sprint, so long you only hold the downwards direction. Previously you had to slow down enough for crouch to register.
- Heavenly Piledrive unintentionally grabs overkilled enemies. However, instead of removing this, additional code was added that ensures that an overkilled enemy destructs after the Heavenly Piledrive finishes.
- Can gain sprint speed if Kai falls off a ledge after a slide if run button is held
- Can gain sprint speed after letting go of a wall-slide if run button is held
- Added a few more "safe zones" for Kai to respawn on, if he falls into a pit near the miniboss in Junkyard
- Adjusted language handling, and how it is saved in player's user configuration files
- Slight modifications to Japanese localization (eq. one achievement erronously using the wrong name for a certain character)
- Working on improving text rendering performance. This was done for console ports, but may help with running the game on older PCs.
- GAME COMPLETE screen now shows clear time down to centisecond accuracy, as opposed to just seconds.
- GAME COMPLETE screen now also shows your research completion rate for compendium (in ###%), not just your data chip collection rate (in ##/80)
Hello Fellow Circuit Admirers,
We are very grateful for all the positive feedback, bug reports and all the support from the players. As you all already know, the game has become so popular that people are even more curious to know all the nitty-gritty details of the game, its history, conception, inspirations and story. So, we have gone and done it again and here are all these questions that have been collected from the community discord and we decided to answer them all here, in one place and to be documented into the history to be available forever to be found by players new and old! The answers are a mix of Antti, Dominic and sometimes both, just like the game's conception story. So, its only logical that the answers reflect that too. Okay enough introduction, here you go for the Part 1 of the Q&A as we got so many questions!
Question #01: Will you guys ever consider adding DLC to the game as time progresses? I love it already in its current state I am just extremely hungry for more content pertaining to it. 'CAUSE I LOVE IT SO MUCH. Antti: For now, the main focus is stability and performance patches, with the occasional adjustments to gameplay wherever necessary. Any additional content or features beyond, that is TBD. Question #02: Were there any circuits planned but rejected/replaced in the final game? Or were all of them pretty much locked in from the start? Antti: Most of the characters appeared in the final game with little to no changes from their initial concepts. There were some slight tweaks, but the broad strokes remained the same through out. No characters were left on the cutting room floor. Question #03: What was your favorite boss to make in the game? Antti: Out of the main eight, Ray, because he was the most straight-forward to code, animate and test. Question #04: The game already has a wide selection of booster chips and burst techniques, but were there a lot of cut/rejected ideas for them during development? Antti: In terms of chips, no cuts had to be made. For techniques, the last few were a struggle to come up with, where some alternative ideas were explored - but these either tended to overlap with existing techniques too much (e.g. one scrapped technique just being a weaker, short-range Flying Strike), or had to be changed to be more unique (e.g. Function Overload originally was a damage buff, but got changed to a speed and double jump buff). Question #05: Where do the robots get their source of energy from? Is it something they can regenerate over time or does it have to be fueled by something? If the latter, what exactly does fuel them? Antti: The common bots have an internal reactor that can keep them going for a fair while, only requiring occasional refueling. This fuel can be produced from the various byproducts the city's various facilities output. In a pinch, some bots may be equipped with solar panels for emergency recharges. On the other hand, Circuits can harness alternative sources on top of this, like Cable could get some extra juice out of being struck by a lightning bolt. Question #06: How tall are all the Circuits, do you have specific heights for them? Antti: Don't think we ever gave this much thought. Probably human sized? Question #07: What was the inspiration to make this game to begin with? Obviously mega man inspired it heavily, but what made you want to make a game like this? Was it due to lack of official mega man content or other reasons? Also to add rq: was there any other robot media besides mega man that influenced this game heavily? Dominic: It was partly because of lack of new mega man content, but we also wanted to make a game combining all the things we love about the mega man games and mix them with other things we love from other games and franchises. Aside from Mega Man, Gundam was a big influence when it came to the designs of the Circuits and Bots. Antti: Various fighting games also served as a source of inspiration for various attacks and techniques. Question #08: Were the circuits designed based on the levels, or the levels designed based on the circuits? Dominic: The levels were designed based on the Circuits. Most of the Rebel Circuit levels were in fact made after their respective boss fight was completed. Antti: This is why some level gimmicks tended to show up in the boss room as well as the level itself. Question #09: Out of the main guardian circuits, who would you trust most with looking after an egg? Dominic: Probably Kai. Antti: Anyone but Crash. Question #10: Why does Hash have four arms? Dominic: So he can [strike]hack[/strike] type faster. Antti: ...does he ever type, though? Question #11: Were there ever ideas to have the Rebel Circuit's techniques be each other's weaknesses, like in MegaMan/X games? Dominic: Very early on during pre-production yes, but it was never put into practice. Antti: Burst Techniques eventually became more like fighting game super or special moves, so it didn't make much sense to make any of them any particular boss' weakness. Question #12: What is in Kernel's files? Antti: Oh, they contain [REDACTED BY GUARDIAN CORPS] and [REDACTED BY GUARDIAN CORPS]. Not sure what the big deal is? Question #13: What is Dominic's favorite circuit? Dominic: I know it's a boring answer, but I like them all equally! Question #14:What music artists inspired the OST the most? This OST is an absolute bop as the kids say! Dominic: Basically most of the music written by the many artists who have worked on the Mega Man franchise, Mega Man X in particular was the main inspiration for the OST. Question #15: What came first when designing the circuits? Their abilities, name, looks, personalities, etc. Dominic: Their abilities, or rather theme/element came first in most cases, then their design and lastly their names. Antti: Trace and Medley's names and titles took particularly long to finalize. We also debated a lot about Blade's "Cooler" Circuit title. Question #16: Do you guys plan on making any more games in the future either like this or any new projects altogether? Also how did you guys manage come up with the idea for this game in the first place? P.s. Love the game so much you all put in so much love and dedication into this game. Antti: Time will tell, might need some recharging before another big project! Gravity Circuit's development happened over many years, nearly a decade in fact, but most of this time only saw on-and-off development and conceptualization, since we were busy either studying or working other jobs. The game didn't enter full-time production until early 2021, so a lot of things changed from the initial ideas or gameplay concepts, with the only real constants being melee combat, platforming and eight main stages. The hookshot wasn't there from the start! We just wanted to make a game in somewhat similar style to our favorite franchise, Mega Man, and slowly built up from there through trial and error.
Stay tuned for more updates and follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit!
https://store.steampowered.com/app/858710/Gravity_Circuit/
Step into the extraordinary world of Gravity Circuit at the Indie Arena Booth during Gamescom 2023 in Cologne, Germany, from 23rd to 27th August.
Prepare for an adventure like no other as you defy gravity, conquer unique challenges, and immerse yourself in a post-apocalyptic universe teeming with sentient robots. Be our guest at Gamescom 2023 and embark on a thrilling 2D platforming journey that will leave you captivated and craving for more.
Don't miss this opportunity to experience the excitement firsthand - we can't wait to see you there! Buy your tickets here!
https://store.steampowered.com/app/858710/Gravity_Circuit/
Continuing the Part 1, Below are rest of the highlights of the game's bosses, as illustrated by @watashi_wa_dink! Go give him a follow, as he did a stellar job with these pieces for the game's soundtrack's cover art.
For the fifth character highlight we have Bit, the Shift Circuit! Bit is a competitive speedster, always up for a race. Due to his speed though, he's nearly unmatced! Thus he often urges others to do better - so to find himself a proper rival.
Bit is named after bitshifting, a programming concept!
For the sixth highlight we have Medley, the Wave Circuit! She's got quite the playful personality, often trying to liven things up with various shows... Even if this led to her neglecting her communications duties every so often.
Medley has her title derived from waveforms that are used to describe audio in computers!
For the seventh character highlight we have Crash, the Break Circuit! Unlike his peers, Crash is more soft-spoken, and down-to-earth type. Given his gentler nature, he often finds himself listening to others' woes, and even act as a mediator. Given Crash's size, his intimidating presence worked well for this purpose - even if he himself doesn't like brute force approaches.
Crash is named after program crashes, as well as the 'break' keyword used in programming!
For the eighth character highlight we have Hash, the Cipher Circuit! Hash is a calculative one, constantly coming up with elaborate schemes... Even if these weren't exactly wholly productive, as these served more as plans for various obstacle courses, that he claimed to be security measure. Not only that, he was quick to anger if he ever was outsmarted, by clearing these courses of his or otherwise.
Hash has his name and title derived from cryptography, specifically hash tables and code ciphers!
Stay tuned for more updates and follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit!
https://store.steampowered.com/app/858710/Gravity_Circuit/
Below are some highlights of the game's bosses, as illustrated by @watashi_wa_dink! Go give him a follow, as he did a stellar job with these pieces for the game's soundtrack's cover art.
Without further ado, lets get into the highlights!
First we have Ray, the Optic Circuit. Ray's a commanding hothead who values punctuality above all else. Fitting for someone who attacks with screen-filling beams!
He is named after the laser ray inside optical CD drives!
For the second character highlight we have Trace, the Patch Circuit. Trace is quite crafty, yet a creepy scientist type, always tinkering on something. It is no surprise then that she occupies the junkyard, to raise a ghastly army of her own!
She is named after program tracebacks, with her title referring to program patches!
For the third character highlight we have Blade, the Cooler Circuit! Blade tends to be a loner, preferring to spend time on his own while he governs the skies. However, despite his rough, no-nonsense exterior, he secretly has a softer side.
Blade is named after the fan spinning inside a CPU cooler.
For the fourth character highlight we have Cable, the Power Circuit! Cable is a prideful loner who prefers to do things "his" way, whatever that may entail. He's even willing to take on larger workloads, just so to keep others off his back.
He is named after... Every computer needing a power cable!
Stay tuned for Part 2 and follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit! https://store.steampowered.com/app/858710/Gravity_Circuit/
Thank you for playing the game and everyone's overwhelming support! It means a lot to us as an indie dev, thank you to everyone who gave their feedback in the form of reviews.
Now that it's been exactly 7 days since we released this 7 years worth of hard work out in the world for everyone to enjoy and play, as with all releases and specially with indie games, we try to patch all the bugs and issues reported to us by the community as soon as possible.
So, we bring you the third Steam Patch note for the game following the game's launch!
Following bugs/issues have been fixed:
- Fixed several typos in English (thanks for the heads up, folks!)
- Fixed skipping over the junkyard miniboss trigger zone. Sorry speedrunners, but there may be bugs involved if you approach this trigger zone from the wrong side. This also makes the level line up with Opening Stage and Highway, where the trigger zones are appropriately sized.
- Fix a string ID in Chinese localization, which made the game print "NULL_STRING" for one of Nurse's dialogues
- Fix certain lines of text in Chinese localizations that the game's font wasn't able to display properly
- Adjusted German localization
- Fix a crash that can happen against Trace, in case she's defeated while there's still falling garbage blocks on the screen from her Burst Technique.
- Fixed buggy camera behavior if falling down a certain pit with the Powered Walker in Ore Mines (Crash, Break Circuit)
- Fixed a game crash that may happen if Trace (Patch Circuit) is defeated under certain conditions
- Add a safety net to how cutscenes and dialogue boxes are handled, to hopefully catch some edge-case bugs or behavior
- Added code that better ensures that Truly Healthy and Truly Energetic challenges unlock properly if playing on NG+ or Circuit Mode+
- Added code to Steam version that ensures proper syncing between Steam achievements and the game's internal challenge tracker
- Fixed an issue with the Powered Walker in Crash's stage, where the mech didn't keep autofiring if attack button is held, and autofire is enabled in gamepad settings
22/07/23 edit, to add a change that had gone unmentioned:
- Adjusted the game's garbage collector settings a little bit, which may help with performance on some hardware
PATCH CIRCUIT
Let us know if you find any new issues or bugs on discord/steam discussions. Stay tuned for more updates as we approach the post-launch frenzy!
Follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit!
https://store.steampowered.com/app/858710/Gravity_Circuit/
Here are some reviews that made us cry tears of joy and made us feel, that in the end it was all worth it:
"Very good action platformer. Being able to hook and throw enemies after beating them up makes for a very fun and unique mechanic. Can also pogo in this game. Really like how you can replay levels and boss fights on the same save file instead of needing to start a new save file. Highly recommended for any Megaman X/Zero fans." - lcwoo5 "This game rocks, from start to finish. Fluid controls, visually stunning, amazing music, perfect duration and it never, ever dips in its quality. It's nonstop kickass action and super fun bosses. The best Megaman wannabe that I can remember. Play it if you especially like the Megaman Zero games." - Sothe "Incredibly polished and a great experience overall. This was my first Megaman-like game, and I was not disappointed. It's $16 and is a glowing accomplishment for a developer's FIRST GAME. Play this now, oh my God. What are you still doing here. Buy this game. Support these people. They make actual GOOD CONTENT." - Not A Heretek "Megman but you can drop kick a robot into oblivion then pick him up and toss his exploding corpse onto his friend. 10/10 would circuit that gravity again." - Ningen04 "This scratched the Megaman itch in such a good way. Aside from the obvious Inspiration, it manages to follow the familiar formula while gameplay that feels like all it's own. The grab and throw mechanic along with the Hookshot makes it so much damn fun. And as you get better with the controls, you will feel like a pro once you start trying to go back through levels making speedy attempts. I love this game, worth every Penny." - Bos "This game is a blast! I've been looking forward to this one for a while, and it delivers! Plays like a wonderful cross between Ninja Gaiden, MegaMan X/MMZ, and classic beat-em-up games! Controls feel excellent, artwork is stellar, and the music brings joy." - owensargent
And as bonus, here are some funny reviews that made us chuckle and roll over the floor laughing!
"The game is so freaking amazing, I wish I could play it twice and high-five my past self for having such impeccable taste." - Rastaanparta "A game that doesnt hold you back. Perfect call back to older platformers but it doenst shine away from improving in many layers of fast paced art of fight mastery. If you thought that you cant do it well.by the end of this journey you will be master senpai with 10 000 deadly fist punching through walls and enemy shields, climbing walls like a wind and doing jumps with leaps of fate. Thou I think developers released this game just because they wanted to flex out and show us how freaking rad the music is in this game. Mindblown" - Purpleetea "This feels like if Strider and Megaman had a baby and it's just a beautiful baby." - General X "Great Game. Every death felt like my own fault never the game's fault." - PotatoIsLove "Who needs a buster when you can just dropkick a dude and throw him like a giant pinball" - dessicant
Show us your best memes in discord/twitter! Don't hesitate to add your own experience with the game in the reviews! Each and every single review helps indie devs. Stay tuned for more updates like these as we approach the post-launch frenzy! Follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit!
https://store.steampowered.com/app/858710/Gravity_Circuit/
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.
Prepare to experience the adrenaline-fueled world of Gravity Circuit, a flashy and action-packed 2D platformer developed by Domesticated Ants and published by PID Games.
The highly anticipated game is available now on PC, PS4/PS5, and Nintendo Switch.
Brace yourself for an unforgettable journey as you guide Kai, a lone operative war hero armed with the enigmatic powers of the Gravity Circuit, through a post-apocalyptic realm teeming with sentient robots. Gravity Circuit pays homage to the console classics of yesteryear, channeling the spirit of beloved titles like Megaman. Immerse yourself in a world where action and platforming prowess collide with breathtaking precision.
As Kai, you'll navigate treacherous terrains, vanquish formidable foes, and unravel the mysteries of a shattered world. Brace yourself for a nerve-wracking and challenging gameplay experience that will put your skills to the ultimate test.
Retro-Inspired Bliss: Immerse yourself in a mesmerizing blend of 8-bit nostalgia and futuristic aesthetics, as Gravity Circuit transports you to a pixel-perfect universe where every frame feels like a work of art. Lightning-Fast Gameplay: Get ready to embrace breakneck speed and showcase your lightning-fast reflexes as you navigate intricate levels, executing daring jumps, and mastering gravity-defying maneuvers. The Power of the Gravity Circuit: Unleash the extraordinary abilities bestowed upon Kai by the Gravity Circuit, a mysterious force that grants him control over gravity itself. Use this power to overcome obstacles, solve puzzles, and obliterate enemies. Challenge the Clock: For those seeking an additional thrill, Gravity Circuit offers an opportunity to test your mettle as a speedrunner. Race against the clock and compete for the fastest completion times, cementing your place among the elite. Captivating Soundtrack: Immerse yourself in the immersive soundscape of Gravity Circuit, where the dynamic and atmospheric music by Dominic Ninmark enhances every moment of your heroic journey.
Stay tuned for more updates as we approach the post-launch frenzy! Follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit!
https://store.steampowered.com/app/858710/Gravity_Circuit/
With just one day remaining, the countdown to the launch of Gravity Circuit is reaching its climax! Get ready to be propelled into a gravity-defying experience that will push your skills to the limit in this action-packed 2D platformer.
As the release draws near, the anticipation builds, preparing you to enter a post-apocalyptic world teeming with sentient robots. With captivating visuals, mesmerizing soundtracks, a nostalgic art style, and energetic gameplay, Gravity Circuit promises an unforgettable gaming experience.
NOTE: The demo will be removed at 17h30 CEST tomorrow. Stay tuned for more updates as we approach the last 24 hours to launch! Follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we eagerly await the launch of Gravity Circuit. Get ready to defy gravity and embark on a thrilling journey when the game releases in just 2 days!
https://store.steampowered.com/app/858710/Gravity_Circuit/
The countdown has officially begun! In just 2 days, Gravity Circuit will launch, propelling players into a gravity-defying experience like never before. Brace yourself for an action-packed 2D platformer that will test your skills and push you to the limit. As the release draws near, the anticipation builds. Prepare to enter a post-apocalyptic world teeming with sentient robots, where the fate of humanity rests in your hands. With its captivating visuals, nostalgic art style, and energetic gameplay, Gravity Circuit promises to deliver an unforgettable gaming experience. The team at Domesticated Ants, led by solo developer Antti, has poured their passion and dedication into every aspect of the game. From the meticulously designed levels to the mind-bending gravity mechanics, every detail has been carefully crafted to ensure a polished and exhilarating adventure.
NOTE: The demo will be removed at 17h30 CEST on 13th July. Stay tuned for more updates as we countdown to the final 2 days. Follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we eagerly await the launch of Gravity Circuit. Get ready to defy gravity and embark on a thrilling journey when the game releases in just 2 days!
https://store.steampowered.com/app/858710/Gravity_Circuit/
Gravity Circuit
Domesticated Ant Games
PID Games
2023-07-13
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
GameBillet
14.44 /
€
Game News Posts 36
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Overwhelmingly Positive
(2030 reviews)
https://twitter.com/GravityCircuit
https://store.steampowered.com/app/858710 
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Mission: Stop the Virus Army’s Uprising!
In a futuristic world populated by sentient robots, its inhabitants are once more threatened by an old foe, the Virus Army. Defeated decades ago, it has re-emerged from the shadows with a unique goal, complete world domination. Severely weakened Guardian Corps are left with no other choice but to call upon a hero of the previous war: the lone operative, Kai, who harnesses the powers of the mysterious Gravity Circuit. As the world's last line of defense, journey through futuristic environments, and take down the evil mastermind behind this chaos.
Reminiscent of classic platformers from the 80s and 90s, with action dialed to maximum, channel your power into your fists and send foes flying, or grapple them to get up close and personal. In your quest you will acquire many new powers, which will allow you to go even further beyond!
- Action packed platforming
By channeling your energy into devastating punches, perform satisfying combos and send foes flying, causing destruction and mayhem in the process! - Save the innocent, and power up!
Stages are packed with secrets and innocent civilians alike. Uncover and rescue them, and unlock new powers! - Single player campaign with 12 stages
Each with their unique set of mechanics, your platforming and combat skills will be tested against an armada of enemies and bosses!
Gravity Circuit is in active development by a small and dedicated core team. You can follow the game's development via Twitter.
- OS: Ubuntu 18.04 or newer. Debian 10+
- Processor: Intel or AMD 64-bit capable processorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA (Fermi graphics cards or newer). Intel. or AMD graphics card (Radeon HD 5XXX or newer)
- Storage: 500 MB available spaceAdditional Notes: Tests were performed on Ubuntu 22
- OS: Ubuntu 18.04 or newer. Debian 10+
- Processor: Intel or AMD 64-bit capable processorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA (Fermi graphics cards or newer). Intel. or AMD graphics card (Radeon HD 5XXX or newer)
- Storage: 500 MB available spaceAdditional Notes: Tests were performed on Ubuntu 22
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