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.
General fixes and adjustments
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.
As always, if you find any other issues, let us know. In the meanwhile, happy gaming!
Gravity Circuit - Patch 1.2.0, and Publisher Sale!
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...
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)
Game Modifiers become available upon completing the game on any difficulty, or by inputting the following code on File Select screen: LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, UP, DOWN, BURST! A legend has it that if you beat the game with any of these modifiers enabled (or when "Everyone is There"), you might even see something a little extra? Only one way to find out! Just make sure Speedrun Mode is disabled!
Of course, this is not all. Below is a list of other things that have been added, tweaked or fixed!
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.
And a few worthy changes...
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.
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.
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.
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)?
Note: When playing levels with the Master Levels modifier (or Easy Mode), target clear times are increased by one minute. Playing with Rude Enemies modifier adds another extra minute. This is to account for the more difficult platforming, and giving players more leeway during boss fights if playing with self-imposed minimalist challenge in mind.
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.
...And maybe some few smaller things. This has been a big patch (bigger than we anticipated), so might have forgotten to list a thing or two!
As always, if you run into issues, just let us know.
Happy gaming!
Gravity Circuit - Patch 1.1.1a (out of beta)!
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!
A small change to the final boss behavior (easy/normal modes, hard mode is unaffected), where they won't regain their shield/armor until they have taken a bit of damage first. This makes these bosses a bit easier for first time players.
Fix a camera trigger in the Power Plant stage, since there was a tiny gap you could slide under and this would cause the camera to behave strangely for a moment
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): 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.
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.
If no major game breaking issues are found, 1.1.1a will be merged to the default branch later this week. After this, we'll be focusing our efforts on working on extra features and content. Stay tuned!
Gravity Circuit - Patch 1.1.0d
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.
If you happen to notice any more of these instances, or any other localization issues, just let us know - and we'll get them fixed.
Gravity Circuit - Patch 1.1.0c
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.
As always, let us know if you find any issues.
Gravity Circuit - Patch 1.1.0b
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.
Misc
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".
Gravity Circuit - Patch 1.1.0a
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!
Gravity Circuit - Patch 1.1.0
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.