1. Gravity Circuit
  2. News

Gravity Circuit News

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...

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

[h2]WHAT'S NEW?![/h2]
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!

[h3]QUALITY OF LIFE ADDITIONS[/h3]
  • 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.

[h3]GAMEPLAY CHANGES/TWEAKS[/h3]
  • 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.

[h3]BURST TECHNIQUES[/h3]
  • 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.

[h3]ARMOR PAINTS[/h3]
  • 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).

[h3]ENEMIES[/h3]
  • 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.

[h3]BOSSES[/h3]
  • 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.

[h3]LEVEL ADJUSTMENTS[/h3]
  • 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.

[h3]GENERAL BUG FIXES[/h3]
  • 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.

[h3]LOCALIZATION[/h3]
  • 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.

[h3]MISC[/h3]
  • 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)!



[h2]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![/h2]
https://steamcommunity.com/games/858710/announcements/detail/4192358592283986107

[h2]In addition to that: [/h2]
  1. Fix a small contextual error in JP localization
  2. 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.
  3. 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

[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/

Spring Sale



[h3]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! [/h3]

[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 - 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/