

Gravity Circuit
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Gravity Circuit
Gravity Circuit is an action-packed 2D platformer starring Kai, a lone robot hero facing the returning Virus Army. Fight with powerful punches and grapples, cross futuristic environments, rescue civilians, and unlock abilities. Its single-player campaign spans twelve stages, each with distinct mechanics, enemies, and bosses. Steam player reviews: 94% positive from 3,046 reviews. Interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, and Dutch. Released July 13, 2023.
Credits
Lowest recorded in 36 months
$0.002025-10-09 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Dutch | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language and controls
Steam PC lists eight interface languages, including English; full audio is not listed. Full controller support is supported.
Play mode
The campaign is single-player and has 12 stages.
03Frequently asked questions
How does combat work?
Kai fights with powerful punches and grapples, and gains new abilities during the adventure.
Is there a campaign?
Yes. The Steam PC version has a 12-stage single-player campaign.
What can I find in stages?
Stages contain secrets and civilians to rescue.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Gravity Circuit feels as if someone has found a lost cartridge from an alternate universe where the platformer genre didn’t die out but continued to evolve for another 30 years. While other games tell me about the fate of the world, robot politics, and the meaning of artificial intelligence, Gravity Circuit offers a more effective approach: — See a problem? — Hit it. And you know what? It works.Show moreShow less
Devs DO NOT UNDERSTAND MEGA MAN. So many games like this are just punishing difficulty because people think that's ALL Mega Man was. But the old Mega Man games started as tricky but challenging, and didn't require you buying specific upgrades right off the bat to have a chance to survive, or instant mastery of the controls because the environmental hazards are ridiculous. I've beaten Mega Man 2, 3, 4, X, and probably more, but this is just ridiculous. The controls for the grapple are also really iffy, even with the aim assist on. You're stuck in melee against enemies that damage you on contact and throw environmental hazards around constantly, especially bosses, and so many more flaws that just sap the fun from the gameplay.Show moreShow less
I'm gonna pretend that this was the true spiritual successor to Megaman instead of Mighty No. 9.Show moreShow less
TL;DR When this game is good, it's REALLY good. When this game is bad, it's absolutely terrible. It's like the enemy placement in some levels were designed specifically to break the flow and frustrate you. It's hard for me to recommend a product that has such variance in its quality, but if you think it looks kinda cool, you can give it a try. Gravity Circuit is bundled with Berserk Boy and recommend that game for sure. ----Summary You play as Kai, the robot designated "Gravity Circuit". His cohorts are for some reason evil now, and you need to stop them from... doing bad things in various places. Why are they doing bad things? Why don't you remember anything? Guess we'll just have to kill all our old friends to figure it out. I played on the Normal difficulty. ----Positives Pixel Graphics Look Incredible Finally, a pixel art game that has the decency to not turn the ugly blur filters on that people with bad eyesight like. While the background are fully colored, the characters and enemies use only a few colors. It looks very good. they didn't cheap out on the number of frames either. For the first time in a while, I would say that the choice of limited colors for the characters is a stylistic choice, and not a limitation of the artist. I absolutely love how expressive the game is, one of my favorite things being enemies spinning like crazy when you beat them or punch them with a special power. It's easy to see where my guy is at all times. Finally, the aesthetic itself is pretty cool. The bulky robots with simplistic, but neat designs is very nice to look at. This gets a 7/7 metal slugs from me. Side note, this game does not have a 16:9 resolution. The sides get cut off slightly unless you stretch it, and you SHOULD NOT. Music Is Amazing Reminds me of music from Mega Man X and Power Rangers - The Movie (SNES) for some reason. It's very, VERY good electronic music, and isn't going for a "retro" style, even if visually the game is kind of going for that. This is the quality of stuff you'd get from PS1 Era Capcom. Dominic Ninmark, the composer, did a fantastic job. He has a YouTube channel you should check out if you liked this music. Part of the reason I know about the game at all was because he posted the soundtrack on his channel. The soundtrack is definitely worth a purchase. Lots of Depth The gameplay reminds me a lot of Ninja Gaiden, Mega Man and Shatterhand. If you've never played Shatterhand before, you should give it a try, it's great. Anyway... Gravity Circuit certainly does it's own thing in terms of speed and platforming challenge. It attempts (attempts) to create its own flow out by allowing you to dash around, jump off of walls, pick up enemies to throw them and swing from your hookshot. When it works, it works great. Kai is fairly customizable with mix and match upgrades, and the game does a decent job of letting you get about 70% of them without having to grind at all. That's an economy I can get behind. The very generous parry move you can buy was a stand out for me. There are some upgrades that I think should be made part of the base kit, like the one that causes collectible objects to fly to you, or maybe the one that charges your special meter when hitting enemies, but to each his own I guess. PROTIP: The paint jobs aren't cosmetic, they give you additional abilities, some of which are VERY helpful. So if you find one, you should get it. You Can Rebind The Downward Slide Finally, someone with a brain figured out you can assign a single button to something that would require two buttons... on an NES controller. Kai has the Mega Man slide, and uses the same button combination to activate it (Down+Jump). Problem is, sometimes, you don't want to slide when you want to jump. Specifically right after I use the downward kick on an enemy. Well, we aren't using NES controllers anymore, so being able to put it on another button is the objectively correct approach. The triangle button goes unused, so put it on that, and never slide when you meant to jump every again. Why this is under "Accessibility" options is a mystery. THANK YOU SO MUCH FOR THIS, I'M NOT EVEN JOKING!!!! ----Negatives Obnoxious Level Design Not every level is bad; some are honestly fantastic. But every level that is bad is obnoxiously bad. Awful enemy placement, bulky enemies stuck in tight space so you have to wait to move on, in a few instances, the game will spawn you right next to an enemy when you fall in a pit or get hit by spikes. At least the spikes don't kill you instantly. I'd say about 50% of the levels are good, while the other 50% are awful. The final gauntlet of stages are particularly awful. Ledge Grabbing Causes Problems This is the second game I've played that messes with Mega Man X's wall sliding. STOP. The most obnoxious thing that would often get me killed is that I would approach the wall slightly too high and not be able to kick off of it. This is due to detection for the wall slide conflicting with the detection for the ledge grab. NEVER at any point did I want to grab a ledge instead of wall slide or wall jump in my entire playthrough. I don't understand. Mega Man X figured this out in the 90's, why do we feel the need to try and fix what isn't broken? And it's not like you can avoid this problem, as many stages are designed around using the wall jump mechanic. The edge grab mechanic feels like jank and is NOT an improvement in any way. Enemies Take Way To Many Hits To Kill For a fast paced game, you'd think the majority of enemies you face would be easy to destroy on your way to the objective. That's not the case in Gravity Circuit. Every enemy requires at least 2 hits to defeat, often more. Some of the turret enemies take 4 hits to kill. WHY???? My guess would be to incentivize you to use the throw mechanic, which while mostly functional is not as nice as it could be. Otherwise, this is time wasting nonsense and a test of my patience. Another game where zooming past enemies is better than engaging with them. Which is probably why the level design often forces you to deal with an enemy that takes several hits to kill to progress. What a shame. Most enemy behaviors are fair enough if you see them a couple of times. This wouldn't be as much of a problem if ending up inside enemies wasn't as easy as it is. I'm so tired of running into enemies because I miscounted the number of hits the enemy takes to kill. To Many Things To Keep Track Of On Screen This doesn't apply to every boss or level, but there'll be times where you are expected to keep track of a lot of moving objects on screen. Like way too many. That drill boss is something else. I have to wonder if this was tested on a smaller screen because it's a lot to handle if you don't know what's coming. I sometimes think this game is way too much. It's not all the time, but enough to annoy. ----Conclusion I hate to say it, but I don't think I can recommend this game. It looks and sounds so good. It's performant and full of depth, but I just can't reconcile the frustrating bits. When I think of a good game, it's a game that I want to play again. Even though the game has no lives, allowing me to try parts I'm struggling with over and over again until I get it, the game is still very frustrating and often boring as a result. Not getting the hookshot exactly right in a do or die section is only thrilling for so long. As short as Gravity Circuit is (took me about 5 hours to beat), I currently have no desire to play it again, nor do I think I'll be returning some time in the future. And I think that's a real shame.Show moreShow less
wake up autism bros, new hyperfixiation droppedShow moreShow less
I had no expectations coming into this game I only learned of Gravity Circuit's existence within the recent weeks, and I thought it'd be nice to give something fresh a play through. Unfortunately this game subverted all early optimistic impressions after finishing my first run through, leaving a rather bad taste in my mouth. Most of this games' identity is from borrowed ideas, with the main titles having inspiration taken from being of course the Megaman (mostly Zero) series; while also not adding anything of value to the mix. What it does right The combat is the most developed part of the game, being able to string dead enemies into others, and linking into each-other in a fluid manner works well into feeding dopamine to the player. The control of your character in the game feels relatively nice, from wall clinging to grappling around, it's a good mix of speed and control (though the levels utilization of your movement capabilities is much to be desired upon). The backgrounds and tiles are very good looking as well, not one stage looked visually too bland or too busy. Unfortunately that's where my positivity ends, as in my humble opinion, Gravity Circuit doesn't do a lot well; as almost every idea it touches, it trips on itself. What it does wrong As I said before, this game borrows a lot from its inspiration, but not in any unique way. The hook for example has very few tricks that get pulled out for platforming (moving platform while hooked, moving conveyor while hooked, hooking from ceiling to ceiling, etc.); and the ones that do get utilized are used again and again and again. There's too little variety and unique uses of it to justify it being as a base kit move; which was much of the same story for Megaman Zero 2 with its chain rod (though at least this one has more than two use case scenarios). Levels too lend themselves up to be either long and drawn out, or not getting to a complete conclusion of the introduced stage gimmick. The worst offenders of the drawn out gimmick were definitely the Cyber space level and the final Ark level, they just drag on and on without having a rhyme or reason for going as long as they did. On the other hand you have levels like the Ray Circuits' level never completed its 3 gimmicks, they just come and go in the level. And speaking of Ray, the character designs are extremely uninspired. A friend of mine put it best: it's like they took the designs of Kamen Rider and Megaman, and only chose to utilize the worst aspects of both. They all mesh into each-other, each one looking the same as the last one you fought. The worst part is, the music is just as uninspired as the character designs; none of them being memorable in any good or bad way. The times I noticed the music I was unamused by the choice of instrumentation. Unfortunately that's kinda how I felt when playing the entire game, just either playing without reason or annoyed. From going to Bit Circuit and being extremely annoyed by its double standard level design, to not remembering a single thing about Trace Circuit's level, it's an inconsistent mess that leaves me feeling robbed for buying this game. Should I not buy it? I do believe there is some level of enjoyment to be had in this game, especially if you have never played the games Gravity Circuit was inspired by. I've been spoiled by the likes of Megaman 8, Megaman X4, Zero 3, and others like it, so I have some surface idea of what I want from a platforming action game; which this game did not deliver. I don't regret my purchase but I do have a strong feeling of disappointment paying $16 for a megaman maker level pack. I do not recommend this game to anyone in the same position I'm in, as you will likely be disappointed the same way I have been.Show moreShow less
It's a mega man zero clone that is very good and responsive. Hard mode isn't the best tuned so maybe stick with normal.Show moreShow less
The controls should feel super cool and fun, and most of them do, but the levels/enemies kinda kill it. Every enemy takes two normal melee hits to kill, but since your normal melees are so ridiculously short-ranged and deal no knockback/stun time to enemies, they end up drifting towards your hitbox even if you hit them first. The only way to one-shot enemies (other than using specials) is to throw another enemy's corpse at them, which can lead to really cool moments where you get to chain-kill a bunch of enemies if you have your movement down. The only problem with that is holding an enemy restricts some of your movement options for seemingly no reason, specifically ground sliding, meaning you have to drop your chain and go back to your normal melee. Another problem is that certain movement options, specifically the dash, grapple hook, ledge grab, and ground slide, aren't as consistent as the level design seems to be anticipating. The dash works for flat areas with no (or small) pits, but the medium/larger pits seem to require really inconsistent speed to cross (i.e. gaps that look jumpable with walking speed just barely weren't, gaps that look jumpable with dashing speed were over/undershot). The grapple hook sometimes doesn't reach as far as it feels like it should, especially when crossing large pits, and that's likely because the travel/return time is weirdly slow. Jumping from a swing also doesn't consistently retain momentum. Ledge grabbing feels useless at best and in-the-way at worst, since most of the time it's better to quickly slide down a wall rather than be glued to the top of it. Ground sliding feels especially annoying, since the distance traveled depends on how long you hold the button, making it really easy to undershoot crawlspaces or accidentally slide twice. I do like how many options there are, but the menus are laid out in a pretty convoluted way. It's also sometimes really hard to tell the red and orange player character apart from the red and orange level backgrounds, the red and orange enemies, or the red and orange afterimages you leave behind.Show moreShow less
What if Mega Man had hands instead of lemonsShow moreShow less
In some respects, this is a challenging and incredible megaman style robot platformer. A lot of things are sharp about it, boss battles have depth, when it moves it can really feel good. As on the tin and all. It's also got: - Spikes and pits as a big thing that are just obnoxiously damaging. - Long walk backs from checkpoints where the only real danger is trying to their little side puzzle of doom to rescue someone. - controls that every so often leave you swinging or going the wrong direction with generally unforgiving results. - Gotcha style stage design. Move fast...oh we set something to punish that. Move slow, oh wait now we're punishing that. Hey which enemy is coming out of the ground here? Dunno! - A vast array of equipment and moves and paint that by and large you just really can't use most of the time. - It being incredibly easy to miss with the super moves. Almost all of them. It got the heart beating, but too often I was going 'god that was obnoxious'. So, that's my take away post beating it. Obnoxious.. It's a good challenging game that I don't recommend and copies ♥♥♥♥ from megaman constantly. MMX 1 Sigma fight for finisher? Really?Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.