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Gravity Circuit News

Gravity Circuit - Open Beta Patch 1.1.1a

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 - Open Beta Patch 1.1.1



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?
  1. Right Click ''Gravity Circuit'' on your Steam Library
  2. Go to "Properties"
  3. Click on ''Betas''
  4. Input openbetatest into the code field --> Check Code (as shown in the screenshot below)
  5. Opt in the beta version and start playing!


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.


[h2]For more updates on Gravity Circuit, feel free to join our discord server and follow us on Twitter/X @GravityCircuit[/h2]

https://store.steampowered.com/app/858710/Gravity_Circuit/

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".