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Gravity Circuit (Switch): all the updates (latest: Ver. 1.1.1a / Next: Ver. 1.2.0)

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)!

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Gravity Circuit – Ver. 1.2.0

  • Release date: TBA
  • Patch notes:
  • New game modifiers to spice up the game experience
  • Additional QoL, like a toggleable aiming arrow setting
  • Ability to replay a cleared level from any checkpoint
  • Various bug fixes or adjustments
  • and more…

Gravity Circuit – Ver. 1.1.1a

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

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.
Gameplay
  • 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.
Localization
  • 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.
Misc
  • 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.
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.
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
Misc:
  • Adjusted language handling, and how it is saved in player’s user configuration files
  • Slight modifications to Japanese localization (eq. one achievement erronously using the wrong name for a certain character)
  • Working on improving text rendering performance. This was done for console ports, but may help with running the game on older PCs.
  • GAME COMPLETE screen now shows clear time down to centisecond accuracy, as opposed to just seconds.
  • GAME COMPLETE screen now also shows your research completion rate for compendium (in ###%), not just your data chip collection rate (in ##/80)

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:

 GAME CONTENT

  • 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!

GAMEPLAY

  • 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.

  BALANCE CHANGES

  • 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.

CRASHES AND BUG FIXES

  • 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.

KNOWN ISSUES TO BE FIXED IN FUTURE VERSIONS

  • 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;

OR

  • 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.

Lite_Agent

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