About the Game
Gravity Circuit - a flashy action packed 2d platformer in the spirit of console classics.
Mission: Stop the Virus Army’s Uprising!
In a futuristic world populated by sentient robots, its inhabitants are once more threatened by an old foe, the Virus Army. Defeated decades ago, it has re-emerged from the shadows with a unique goal, complete world domination. Severely weakened Guardian Corps are left with no other choice but to call upon a hero of the previous war: the lone operative, Kai, who harnesses the powers of the mysterious Gravity Circuit. As the world's last line of defense, journey through futuristic environments, and take down the evil mastermind behind this chaos.
Reminiscent of classic platformers from the 80s and 90s, with action dialed to maximum, channel your power into your fists and send foes flying, or grapple them to get up close and personal. In your quest you will acquire many new powers, which will allow you to go even further beyond!
Action packed platforming
By channeling your energy into devastating punches, perform satisfying combos and send foes flying, causing destruction and mayhem in the process!Save the innocent, and power up!
Stages are packed with secrets and innocent civilians alike. Uncover and rescue them, and unlock new powers!Single player campaign with 12 stages
Each with their unique set of mechanics, your platforming and combat skills will be tested against an armada of enemies and bosses!
Screenshots
9 imagesVersion Information
Steam Patch Notes
Official update history
ADDED
Added a banner that links to GC2 Steam store page, how exciting! If you wish to disable this banner, create a file called "disable_sequel_banner.txt" (without quotes) in the game's save folder.
FIXES
Little visual tiling fix in City Center's Master Level variant.
Fixed a visual offset bug if player is holding something while on moving platforms.
Fixed a slight wall collision animation bug (code was checking player's current velocity, rather than direction).
Fixed a typo in French localization.
Fixed the pause menu to display the correct description for a certain menu option ("quit current level") after player has used the boss rush feature at HQ.
Fixed a small rendering error relating to the achievement pop-ups in-game.
Fixed an issue where if player had disabled achievement popups in-game, they'd stop unlocking on the given platform. If you missed an achievement because of this, they should unlock by relaunching the game.
Fixed an issue where one of the late-game bosses might "glide" along the floor if player crouched or performed a slide at the right time. This made the boss invulnerable until it touched either wall within the boss room.
Fixed an issue where the final boss could crash the game, if certain Burst Techniques were used together to "skip" phases.
Fixed the audio system to be less error prone, as there seemed to be some rare null reference error at seemingly when launching the game. Usually seemed to manifest only on slower/older hardware.
Fixed an extremely rare game crash that could happen during Trace, the Patch Circuit's boss fight (1 in 65000 whenever she summons an enemy).
CHANGES
Hot-Headed Red Armor Paint received a slight buff: the "bonk" upon touching an enemy is now a heavy bounce, adding an extra bit of damage.
Made it easier to hug or grab onto walls/ledges on moving platforms that are moving away from the player. This was something that was added to GC2, so we are backporting this back into GC1.
Modified the game's shaders a bit, so that the game doesn't crash if player is trying to use Reshade (an application to apply custom on-screen shaders, usually for CRT-like filter effects) or similar applications.
(LINUX) Modified the default AppImage that it can now launch as stand-alone outside of Steam. This can help with launch issues, as AppImages may not necessarily play nice with all Linux distributions. If you run into issues on Linux, give the "linux-appdir" branch a try.
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!
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!
- 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!
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!
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!
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!
- 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.
- 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.
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".
- 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!
Game issues:
- Fixed an issue where the game would crash upon reaching a certain boss while playing in Chinese. This was caused by a formatting error in the Chinese localization script files, as well as some changes made to the text rendering between 1.0.6 and 1.0.7. As such, while the formatting error worked in versions 1.0.6 and earlier, it started crashing the game in 1.0.7, and this slipped past us in testing.
Sincerest apologies to Chinese players for any inconvenience this may have caused.
We are working on 1.0.8 which will bring more changes and even some additions, but we felt it was important to get this crash fixed when we became aware of it.
Current Release
Build 23498764
Uploaded Nov 03, 2026
System Requirements
How to Install
win64_steam\GravityCircuit.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Gravity Circuit for PC with a direct link or via torrent. Get the full version of Gravity Circuit for free. Gravity Circuit is a Action released by Domesticated Ant Games.