Gravity Circuit cover
Gravity Circuit screenshot
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Genre: Platform, Indie

Gravity Circuit

πŸ€– Dear Villagers Publisher Sale – Gravity Circuit 50% OFF πŸ€–



Get ready for an adrenaline-pumping ride as the Gravity Circuit Re-Run Sale kicks off! ⚑

Now’s your chance to experience high-flying action like never before, up to 50% OFF on Steam!

Dive into the world of Gravity Circuit, where you’ll 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.

Don’t 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/

Kai plushie and physical OST releases now available for order!

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!



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.

Alternate Linux branch

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

Try this if you find that the AppImage is not launching on your linux distro, for a reason or another.
To revert back to default branch, just pick 'None' from said dropdown box.
Save files and achievements are not affected even if you hop between the two.

For a technical explanation: instead of delivering the default AppImage, the AppImage was extracted (with --appimage-extract), resulting in an AppDir folder. This is just the contents of the AppImage, with all the dependencies, executables and necessary scripts. The linux-appdir branch was then configured to launch the AppRun script directly (which is what an AppImage does under the hood). This appeared to fix the issue for the afore-mentioned user.

Do note, that you'll need FUSE to use either the default AppImage or AppDir. This is just a requirement of the underlying methods AppImages use.

As always, if you find any other issues, let us know. In the meanwhile, happy gaming!

Gravity Circuit - Patch 1.2.1

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).


GAME CRASHES

  • 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.


MISC

  • 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


As always, if you find any other issues, let us know. In the meanwhile, happy gaming!

Help us make Kai real - as a plushie!

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.

1ST ANNIVERSARY SALE

πŸŽ‰ GRAVITY CIRCUIT - 1ST ANNIVERSARY πŸŽ‰



πŸŽ‰ GRAVITY CIRCUIT - 1ST ANNIVERSARY πŸŽ‰



Message From The Dev



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.



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 - Patch 1.2.0c

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).


As always, if you find any other issues, let us know. In the meanwhile, happy gaming!

πŸ€– Summer Sale πŸ€–

Gravity Circuit - Patch 1.2.0b

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.


Burst Techniques

  • 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.


Misc

  • 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).


As always, if you find any other issues, let us know. In the meanwhile, happy gaming!