eShopNindiesSoftware updatesSwitch

Gravity Circuit (Switch): all the updates (latest: Ver. 1.2.0b)

On this page, you will find all there is to know about the various updates for Gravity Circuit on Nintendo Switch (originally released on July 13th 2023 in North America and Europe, and in 2023 in Japan)!

Click here for more Software updates!

Gravity Circuit – Ver. 1.2.0

  • Release date: June 11th 2024 (North America, Europe) / June 18th 2024 (Japan)
  • Patch notes:
Ver. 1.2.0

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!

  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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 [SPOILER] 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.
  • 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)?

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.

  • 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.
  • 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.
  • 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.
Ver. 1.2.0a
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.
Ver. 1.2.0b
  • 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.
  • 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).

Gravity Circuit – Ver. 1.1.1a

  • Release date: April 19th 2024 (North America, Europe) / April 23rd 2024 (Japan)
  • Patch notes:
  • 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
  • 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.
  • 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.
  • 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.

Gravity Circuit – Ver. 1.1.0

  • Release date: January 30th 2024 (North America, Europe) / February 5th 2024 (Japan)
  • Patch notes:
Ver. 1.1.0
New features
  • Boss Rush: Guardian Corps HQ now features Combat Memory Bank, a computer which lets you refight any of the game’s bosses at your leisure. Good for practice, or for chasing record times!
  • Armor paints:Prim, a painter NPC that hangs around in the Guardian Corps HQ, now offers swappable armor paints, allowing further customization! These armor paints each bestow new abilities or effects, so give them all a try! Prim will explain to you how to unlock the paints to her shop.
Quality of life additions
  • Loadout swap: A dedicated button for quickly swapping loadouts on the fly. During gameplay any unset or empty loadouts are skipped when the button is pressed, so you can choose to use only two loadout slots, or all three.
  • Slide: A dedicated button has been added for sliding. Down and jump will still continue to work, but this button may be useful for those who need it.
  • Hookshot – vertical: A dedicated button that locks the hookshot’s aim only to upwards vertical directions. This may help with any platforming involving the hookshot, for those who might need it.
  • Effect Timer: An additional toggle setting has been added to the game’s system options menu. This toggle adds on-screen visuals for certain effect durations, removing ambiguity. This setting is enabled by default, but can be toggled off at any time.
Adjustments & Bug fixes


Burst techniques
  • Cycle Kick: In-game shop price reduced from 2000 to 1500.
  • Surface Render: In-game shop price reduced from 2000 to 1500.
  • Gravity Freeze: Affected area increased, damage slightly increased.
  • Piercing Drill: The chain portion now also damages enemies, not just the tip, making the technique easier to use effectively.
  • Flying Strike: Fixed an issue involving the Speedrun Mode, where it was possible to accidentally skip acquiring the technique by saving and quitting during the Opening Stage (Central Station). It was still possible to buy the technique, but Flying Strike is intended to be given to the player for free.
  • Pass-through platforms: Kai can now gain sprinting speed by holding the run button (or having “inverse” run button behavior enabled) when dropping through pass-through platforms.
  • Sprint jumping when hugging walls: Previously, if Kai was hugging a wall while grounded (holding left/right while up against a wall), Kai would be unable to gain sprinting speed when run button was held (or having “inverse” run button behavior enabled) when jumping. This behavior has been fixed.
  • Hopkick: Kai’s hopkick (up+attack while grounded) has been sped up by a few frames based on player feedback.
  • Telefragging: When Kai is struck by a hazard (lava, spikes, crushing), Kai will perform an Emergency Warp to last safe ground. Because this behavior could sometimes lead to Kai respawning inside an enemy, Kai now automatically defeats any enemy around him.
Data chips
  • “NPC” type data chips: Research cost reduced from 150 to 100.
Stage changes
  • Highway: Fixed an issue where it was possible to skip over the stage’s checkpoints with certain actions.
  • Ore Mines: Fixed a certain area not having correct camera triggers when entering it in a specific way.
  • Guardian Corps HQ (visuals): Additional sign has been added to hint towards the location of the training facilities.
  • Guardian Corps HQ (design): Additional platforms added to make reaching the Training Room easier.
  • Guardian Corps HQ (training room): When Dave the Training Dummy is hit, the Training Room door will be inoperable for a few seconds. This is to prevent players from accidentally exiting the room while performing combos.
  • Guardian Corps HQ (NPCs): “Prim” and “Shock” NPCs have switched places. Their dialogue has been adjusted slightly to match these changes.
  • Final stage: Additional respawn points added in a certain section.
  • Chinese: A certain scene had an issue where the talking characters were accidentally reversed, and there were other issues involving few untranslated words. This has been fixed.
  • English: Fixed a slight typo in Pat’s dialogue.
  • Speedrun Mode: If the in-game timer is enabled from the game’s system settings, Speedrun Mode is enabled by default when launching the game (if Speedrun Mode has been unlocked). This is so that speedrunners do not need to remember to toggle this setting every time they launch the game.
  • General code performance: Slight improvements across the board in various places, that cumulatively help the game run more smoothly on lower end hardware.
Ver. 1.1.0a
  • 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!
Ver. 1.1.0b
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.
  • 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.
Ver. 1.1.0c
  • 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.

Gravity Circuit – Ver. 1.0.8

  • Release date: October 3rd 2023 (North America, Europe) / October 4th 2023 (Japan)
  • Patch notes:
Speedrun Mode Unlocked!
  • Ready to take on the challenge of speedrunning? Now you can with our new Speedrun mode!
  • To unlock this feature, either finish the game with cleared save data or enter a cheat code at the File Select screen: Left, Left, Right, Right, Left, Right, Up, Down, Burst!
  • Speedrun mode allows you to skip various cutscenes and interactions for a smoother gameplay experience.
  • You have full control over when to toggle this mode, and it works seamlessly with both new and existing save files.
Loadout Customization
  • Introducing the ability to create and switch between three unique loadouts, complete with booster chips and techniques, right from the pause menu!
  • Now you can tailor your loadouts to suit different situations!
Stage-Specific Civilian Tracker
  • Keeping track of your heroic endeavors is easier than ever before! Check out the new in-stage tracker in the pause menu, which shows how many civilians you have rescued in a particular stage.
  • No more guessing – quickly identify which rescues you might have missed to ensure no one is left behind.
Training Room
  • Get ready to level up your skills with some exciting Training Room opportunities! You can seek the room out at the HQ.
Performance Enhancements:
  • We’ve also included various small stability improvements to make your gaming experience even smoother.

Gravity Circuit – Ver. 1.0.7

  • Release date: August 9th 2023 (North America, Europe) / August 10th 2023 (Japan)
  • Patch notes:
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
  • 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)

Gravity Circuit – Ver. 1.0.6

  • Release date: ???
  • Patch notes:
  • Fixed several typos in English (thanks for the heads up, folks!)
  • Fixed skipping over the junkyard miniboss trigger zone. Sorry speedrunners, but there may be bugs involved if you approach this trigger zone from the wrong side. This also makes the level line up with Opening Stage and Highway, where the trigger zones are appropriately sized.
  • Fix a string ID in Chinese localization, which made the game print “NULL_STRING” for one of Nurse’s dialogues
  • Fix certain lines of text in Chinese localizations that the game’s font wasn’t able to display properly
  • Adjusted German localization
  • Fix a crash that can happen against Trace, in case she’s defeated while there’s still falling garbage blocks on the screen from her Burst Technique.
  • Fixed buggy camera behavior if falling down a certain pit with the Powered Walker in Ore Mines (Crash, Break Circuit)
  • Fixed a game crash that may happen if Trace (Patch Circuit) is defeated under certain conditions
  • Add a safety net to how cutscenes and dialogue boxes are handled, to hopefully catch some edge-case bugs or behavior
  • Added code that better ensures that Truly Healthy and Truly Energetic challenges unlock properly if playing on NG+ or Circuit Mode+
  • Fixed an issue with the Powered Walker in Crash’s stage, where the mech didn’t keep autofiring if attack button is held, and autofire is enabled in gamepad settings

Gravity Circuit – Ver. 1.0.5

  • Release date: ???
  • Patch notes:
  • Fix several typos in English text (thanks for the heads ups, folks!)
  • Fix a crash with level select screen when pressing the burst button while it’s closing
  • Made it possible to do the boss portrait “recolorize” on level select screen with additional buttons: hookshot and pause, previously only the burst button worked. This allows you to rewatch cutscenes that happen within the stages after they’re beaten. Requires beating the game.
  • Fix an issue with the game loading assets during a stage transition; may help with random crashes people are reporting
  • Fix one of the game’s cutscenes not playing after beating a certain boss, when returning to HQ. This cutscene was rather minor, but it’s quite embarrassing that we didn’t realize this cutscene wasn’t playing in retail builds of the game.
  • Fix red draining health bits being overlaid on top of “healthy” bits in player’s HUD sometimes
  • Fixed a crash where if Chain Dasher was starting up, and the target object had despawned or gotten destroyed
  • Fixed an issue where game may crash if the targets picked by Screen Interrupt are not legible ones
  • Fixed a softlock if Hash, Bit or Blade are defeated by using Heavenly Piledrive, and sending them down to the hazards surrounding their fight arenas
  • Fixed an issue where a certain boss’ health bar may have somewhat buggy visuals when damaging it during certain periods of time

Gravity Circuit – Ver. 1.0.4

  • Release date: ???
  • Patch notes:
  • Fix several typos in English text (thanks for the heads ups, folks!)
  • Fixed a floating point operation issue for one of the game’s shaders, which affected some visuals on some hardware (eq. defeated bosses in level select having their portraits purely black)
  • Fix a crash in Ore Mines (Crash, Break Circuit) stage, involving the large falling crumbling blocks
  • Fix a camera lock issue in City Center (Medley, Wave Circuit) stage
  • Fix certain section of Highway (Bit, Shift Circuit) stage not having collision, due to tiles being on the wrong layer
  • Fix a crash involving Medic and his tube
  • Fix a potential crash when the game is unloading texture memory, due to a possible race condition
  • Fix an issue with the Dodge Slider chip, as well as making it a bit stronger
  • Fix a softlock situation if boss dies after player dies, such as a bouncing enemy hitting a boss after player has died
  • Made Energy Absorber chip a bit stronger, and it now absorbs energy if player’s hits get blocked by a shield
  • Fix a buggy camera connection in one of the latter stages
  • Fix a buggy camera connection in Ore Mines (Crash, Break Circuit)
  • Fix a crash if Blade spawns ice blocks during his boss fight, and those ice blocks break in a particular manner upon his defeat

Gravity Circuit – Ver. 1.0.3b

  • Release date: July 14th 2023 (North America, Europe)
  • Patch notes:

No patch notes available yet. This update brings the following to the game:

  • In versions older than 1.0.3b: In the Junkyard stage (Patch Circuit), under certain circumstances it can randomly become impossible to proceed past a certain point in the level. Opening your pause menu and choosing to reload from last checkpoint can get around this issue. It may randomly happen again, requiring another checkpoint reload, but you should eventually be able to proceed normally. We sincerely apologize for this buggy behavior, and will get a patch out on affected platforms as soon as possible (presently: Nintendo Switch). You can check if your version is affected by checking if the title screen reads “Version: 1.0.3” or lower (eq. 1.0.2, or 1.0.3a). If the version is 1.0.3b or newer (eq. 1.0.4+), then you are not affected. 

Gravity Circuit – Ver. 1.0.3

  • Release date: July 13th 2023 (North America)
  • Patch notes:


  • First you had the demo, now it’s the full game! Oh my!
  • Data Chips drops from enemies and bosses are now enabled, as these were disabled for demo builds.
  • Hard Mode is now available. Modifies enemy health, damage player takes, as well as boss behavior. Demo previously only had easy and normal modes.
  • Game now asks for player’s language at boot up. The selection is saved, so it won’t be shown on subsequent boots. However, it can be forced to be shown by holding the burst or hookshot buttons during the game’s initial splash screens. Language can also be changed in the options menu.
  • Other stuff. Play the game to find out!


  • More actions can be cancelled more smoothly, or actions that were not cancellable before now are. 
  • Divekick (down+attack in air) now moves faster (both horizontally and vertically) 
  • Divekick (down+attack in air) can now be cancelled by pressing jump. This can be done once per-jump even if player has no double jump available. This is so to give a way to prevent accidents if you accidentally perform a divekick in a situation you didn’t mean to. If a double jump chip is equipped, player can gain sprinting speed by holding down the sprint button before hitting the jump button. 
  • Can retain sprinting speed from divekick (down+attack in air) by holding the sprint button upon landing, or hitting an enemy/object. 
  • Burst knockback (the state in which Kai does a backwards flip, after things Flying Strike hitting an enemy), this state can now be cancelled to a Burst Technique. 
  • Said burst knockback can also now be cancelled with a jump immediately. Player can gain sprinting speed by holding down the sprint button before hitting the jump button. 
  • Can now jump or drop out of ledge-grab-jab before the attack finishes. – When a boss is struck by a Burst Technique, the next hit (so long it’s not the same Burst Technique) is guaranteed to not cause the boss to become invulnerable (unless the hit puts the boss below the thresold to enter next phase). 
  • Other various adjustments to how boss invulnerabilities work, that can be elaborated on at a later time. 
  • When grabbing an enemy or object mid-air, player’s double jump actions are refeshed. 
  • You can now weave Kai left/right after throwing an object, instead of being forced into a fixed trajectory. 
  • “Start stage from beginning” option now always visible in pause menu, when available. 
  • If speedrun timer is enabled via options, restarting from beginning of the level or checkpoint now doesn’t have the “yes/no” pop-up.


  • Chain Booster chip has been nerfed: Instead of always giving your hookshot +1dmg for a total of 2dmg, the chip now gives +1 against regular enemies, and +0.5 against bosses. “Half-pip” damage is signified by a fractured hp bit in the boss’ health bar. The original values as seen in the demo may have been a tad too strong, so that’s why this path was taken.
  • Chain Dasher chip has been buffed: The dash attack from this chip is now significantly faster, making it more useful. It can be further buffed by equipping the Chain Booster chip. 
  • Levels now have stage-specific goals for kills to get max score (1000). The kill count to aim for is displayed on mission complete screen. 
  • Health Pickups now have slightly bigger boxes, making them easier to pick up with attacks/hookshot. 
  • Clone Array Burst Technique now doesn’t drain up as quickly when hitting enemies or bosses. 

VISUALS (between demo and full release) 

  • Some added visual flair to Power Plant (Cable) and Steelworks (Ray) stages. 
  • Kai’s portrait in equip screen of the pause menu touched up a bit.


  • Fixed a bug where an electrified floor in Power Plant stage would become “stuck” and never re-electrify if you reloaded from a checkpoint at a certain time. 
  • Fixed an issue where hookshot could cancel actions like Burst Techniques prematurely. 
  • Shielded Virus Soldiers: An issue where they stopped tracking player position after shield was bounced off has been fixed. 
  • Money spawns from pickup boxes: There was a bug that made money boxes drop less money than intended. 
  • Sprite overlay issue on Kai: When doing a walking jab, then pressing attack to queue a new attack, and then jumping, Kai would get a black overlaid sprite on his jumping animation. Issue has been fixed. 
  • Spikey (enemy): Fixed incorrect sprite offset value fixed when Heavenly Piledriving them. 
  • Surface sweeper (enemy, all versions): Incorrect sprite offset value fixed when Heavenly Piledriving them. 
  • Fix crashing issues if player’s save data files have become corrupted. 
  • Other crashes and bugs present in the demo should all be accounted for, and fixed for full game.


  • There are certain slowdown issues when playing the game on Switch, particularly during the game’s latter levels (dipping from 60fps to ~50fps). We’re actively looking into improving the game’s performance, so we ask for your patience and understanding in this matter. 
  • For those releases with Korean localization available (consoles, Stove on PC), Korean text has been found to have incorrect spacing in various places. We apologize to any Korean players for this, and are working with the corresponding people to have these localization issues fixed.
  • During the tutorial if the game language is set to Japanese, the prompts explaining running controls do not show the buttons in the hint box. This is due to a slight error in the localization files for Japanese. 
  • If player dies, and then during that death animation the boss dies, the game can become softlocked – requiring a restart. The issue has been identified and will be fixed in next version. 
  • During a certain boss fight, if attacking the boss at specific times, their health bar can appear to have more health than what the boss actually has. This is purely visual and the game corrects this boss health display when you keep hitting the boss when this occurs.

How to download updates for Gravity Circuit for the Nintendo Switch?

To download the updates for Gravity Circuit, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;


  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.


Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.