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Gravity Circuit News

Gravity Circuit - Patch 1.0.7

[h3]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:[/h3]

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


Gameplay adjustments:
  • 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


Misc:
  • 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)


Let us know if you find any new issues.

Community's Q&A with the Game Dev Part 1 of 2

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!


[h3]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 hack 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.
[/h3]

[h2]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![/h2]

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

We are going to Gamescom in Cologne, Germany!

[h2]Step into the extraordinary world of Gravity Circuit at the Indie Arena Booth during Gamescom 2023 in Cologne, Germany, from 23rd to 27th August.
[/h2]



[h2]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. [/h2]



[h2]Don't miss this opportunity to experience the excitement firsthand - we can't wait to see you there!

Buy your tickets here![/h2]

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

Character Highlights Part 2 of 2

[h3]
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!


[/h3]

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![/h3]

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

Character Highlights Part 1 of 2

[h3]
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!


[/h3]

[h2]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/[/h2]