
Gravity Circuit is a flashy action packed 2D platformer in the spirit of console classics. Follow Kai, a lone operative war hero who harnesses the mysterious powers of the Gravity Circuit, on an adventure in a futuristic world inhabited by sentient robots.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 7.71/day in the week to Aug 27 → 6.57/day in the week after.
About
Gravity Circuit - a flashy action packed 2d platformer in the spirit of console classics.
Mission: Stop the Virus Army’s Uprising!
In a futuristic world populated by sentient robots, its inhabitants are once more threatened by an old foe, the Virus Army. Defeated decades ago, it has re-emerged from the shadows with a unique goal, complete world domination. Severely weakened Guardian Corps are left with no other choice but to call upon a hero of the previous war: the lone operative, Kai, who harnesses the powers of the mysterious Gravity Circuit. As the world's last line of defense, journey through futuristic environments, and take down the evil mastermind behind this chaos.
Reminiscent of classic platformers from the 80s and 90s, with action dialed to maximum, channel your power into your fists and send foes flying, or grapple them to get up close and personal. In your quest you will acquire many new powers, which will allow you to go even further beyond!
Action packed platforming
By channeling your energy into devastating punches, perform satisfying combos and send foes flying, causing destruction and mayhem in the process!
Save the innocent, and power up!
Stages are packed with secrets and innocent civilians alike. Uncover and rescue them, and unlock new powers!
Single player campaign with 12 stages
Each with their unique set of mechanics, your platforming and combat skills will be tested against an armada of enemies and bosses!
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99 | 3Kreviews | 95% | — | $1.1M |
| $21.99 | 319ratings | 92% | — | not modelled | |
Engagement
Reviews
Themes across 678 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
2D横スクロールアクションゲーム。難易度選択あり。 ロックマンのゼロのような近接攻撃が主体。 ステージをクリアしてアップグレードを繰り返しながらストーリーを進める。 まだ序盤ですが気になったことがあるので最後に書いています。 [h1]よかったところ[/h1] 同じステージを周回して素材を集められる ロックマンと違って穴に落ちてもHPが減るだけで即死じゃない 常時ダッシュがオプションで設定できるので動きが軽快 BGMが超かっこいい [h1]気になったところ[/h1] 近接主体なので被弾が多い フックショットをはじめとするアクションに慣れが必要 実績フルコンプするには本編を複数回クリアする必要があり 中にはノーダメージクリアなどの超難しい項目がある ロックマン知らない人でもアクションが好きならおすすめです。 逆にアクションが苦手という方や実績達成率を気にする方は 動画等を見てから購入を検討するといいと思います。
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.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 19: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese, Dutch
| $16.99 |
| 46ratings |
| 94% |
| — |
| not modelled |
| $5.94−65% | — | 93% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 680 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating - Mediocre ★★★☆☆[/h1] [h1]First Impressions[/h1] The developers of Gravity Circuit (GC) offered free copies for a short time as a way to build excitement for its sequel. Admittedly, it doesn't really reward those who supported the original release by purchasing the game, but that's how I acquired this wishlisted title of mine. All things considered, I'm glad I didn't pay anything for it, as the platforming was more annoying than I'd have expected. [h1]Gameplay[/h1] My opinion on this game shifted as I progressed, largely due to how much you can modify how your character plays, as well as how weak you are at first. For example, acquiring double jump made many platforming areas significantly easier, as you're expected to use the grapple to latch onto ceilings and swing across gaps. This doesn't work incredibly well when you don't have any projectiles, while enemies are perfectly content to take cheap shots at you while you're vulnerable. Not having much health available also means you'll likely die before reaching a checkpoint, having to learn the right way to advance safely, while trying to hunt down secrets. It makes getting a bad mark for going too slow or taking a lot of damage feel kind of insulting, when I was trying to find hidden items. When first approaching GC, the biggest mistake I was making was not using the grapple more frequently, treating it solely as a tool to get past mandatory platforming sections. Unless you use your super attacks or pick one of the rare abilities to shoot projectiles, it's almost the only way you can attack enemies from a distance. Technically, an enemy you've defeated will turn gray, and can be used as a projectile, but it's not necessarily that easy to continually carry a defeated enemy while platforming. https://steamcommunity.com/sharedfiles/filedetails/?id=3791523279 [h1]Controls[/h1] Since you can customize your abilities and attacks, it can alter how the game handles. Theoretically, there's quite a few optional effects you could utilize, which I don't think works in the game's best interest. Instead of including so many features you could make use of, it would have made more sense to tighten the level design around the core mechanics that were universal. As the robot nicknamed “Gravity,” I would expect greater mastery of airborne maneuvers than what the grapple system allowed for, especially when the level design seemed like it was based on you having the ability to double jump. Once I had that ability, I never wanted to handicap myself by removing it, and could only imagine some of the annoying platforming I'd have had to deal with otherwise. [h1]Story[/h1] I find the story a bit all over the place. It seems like there's a fairly straightforward set-up, with an army of uncoordinated minions striking out against the city. However, they suddenly cease their attacks, and everything calms down for several decades. With such a large lull in the fight, I would think the surviving forces could not only repair a decent amount of whatever was lost, but more importantly, establish compelling defenses and perhaps counter-measures. You must have learned something about the enemy's weapons, units, and abilities during the battle. Nothing substantive seems to have occurred during that large gap though, other than an entire team of specialists switching sides. If our side is going to let such a golden opportunity slip out of our hands, we don't really deserve to win. The final boss also brings up a lot of backstory that seems entirely out of nowhere, as even your former allies never revealed all that much about the bigger picture, or what their motives were. https://steamcommunity.com/sharedfiles/filedetails/?id=3791522906 [h1]Visuals[/h1] As I look at GC, it makes me think of either SNES titles, or a later generation of handheld consoles, like the Nintendo DS. Important NPCs have striking features in their designs, and even a decent amount of the bots around the base you speak with don't come across as too generic. One minor flaw is that each robot's palette is centered around a single color, with slight variations in the shade. Contrast can do a lot to make such visuals more interesting and compelling, as their entire body slightly blends together due to having only one color. Also, there's no denying the clear influence and inspiration that was taken from the Mega Man games, between the level select function, having eight main bosses, and even how levels are generally laid out. [h1]Sound Design[/h1] There seems to be a level of complexity to the music, as I noticed quite a few songs would have two distinct parts playing on top of each other. However, the trade-off seemed to be that the song loops on itself fairly quickly, as you'll hear the same parts repeatedly. Because the music is often high tempo, with powerful instrumentation, it fits the gameplay and action well. I wouldn't say it's an exact match for the robot-centric world, but it's still enjoyable to listen to. https://steamcommunity.com/sharedfiles/filedetails/?id=3791523051 [h1]Pros[/h1] 🌟 You can earn all the achievements, no matter what difficulty level you select. It'd be nice if the game clearly outlined what the difference is between each option though. 🌟 If you're missing something from a stage, you can go there, start from any checkpoint, get it, and exit the stage without having to beat it again. [h1]Cons[/h1] ❌ Despite having a tutorial, it doesn't go into detail about all of the game's unique mechanics. For example, how you can use currency to refill all your health or energy charges at checkpoints. ❌ If you start on the wrong stage or set the difficulty too high, I could see players getting stuck. With such low health, the first half of the game was quite challenging for me. ❌ Not all boss fights are created equal. Some of the fights seem much easier than others, including how well telegraphed their attacks are. [h1]Tips[/h1] 🔍 It's definitely worthwhile to find all the health and burst upgrades in each level. The game is much more tolerable when you have max health. 🔍 You can equip three abilities at once, with the most expensive option also being the most valuable. Always use the double jump. [h1]Final Thoughts[/h1] When designing the stages and features of the main character, at some point more attention was given to having a lot of optional super attacks and abilities than whether or not the game was well designed for the core mechanics that always apply. If it weren't for the ability to double jump, I probably would have rage quit at an annoying platforming section that the grapple mechanic isn't well-equipped to handle. I think an example of the game tacking on too many ideas is having enemies be defeated, but can then be attacked further in order to blow them up. There's no point to this lore wise, and throwing an enemy isn't a better option than merely having a reliable projectile would have been, but it's an attempt to make the core grapple system beefier. For me, it was never a highlight of the experience, and made me wish I was another member of the team instead of Gravity. Perhaps the sequel will be more focused and prove worthwhile, but I wouldn't recommend getting the first release. [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - GC is healthy [/td] [/tr] [/table]
Goated parkour. Very addicting. Finished in one sitting.
Gravity Circuit is one hell of a game, and i think if you claimed it while it was free, you have to do it justice by playing this wonderful game!. In Gravity Circuit, you play as Kai, as the world is recovering after a devastating conflict with the Virus Army, and peace has largely returned thanks to powerful robotic guardians known as Guardians. When a new threat suddenly emerges and old enemies begin stirring once more. Its up to Kai to fight 8 bosses and travel to the Ark to finish this mission, once and for all. Seems familiar right? well this game itself is pretty much Mega Man X, with a new skin and coat added to it. Instead of hanging back and peppering enemies with projectiles, combat here is all about getting in close. Kai punches, grabs, slams, and launches enemies around and it feels so, so, clean. Dashing through stages, chaining attacks together, grappling across hazards, and maintaining momentum gives this game an almost rhythmic flow. Gravity Circuit isn't content with being a retro throwback. It takes the spirit of classic action platformers, injects it with speed, style, and modern design sensibilities, and creates something that stands proudly beside the games that inspired it. Just do yourself a favor and enjoy this amazing 10+ hr experience.
Se você é fã de megaman, esse game é um prato cheio. Gameplay fluida, gráficos bonitinhos, diversas inspirações e referências às sagas X/ZERO, boa música, platina divertida de fazer e diversas mecânicas para variar o estilo de jogo. 10/10!
Para quem é da época do Megaman do snes vai se sentir em casa - com aquele sentimento bom de nostalgia. Se você gosta de [strike] sofrer e morrer nos espinhos e quedas [/strike] megaman, jogos plataforma 2D oldschool então é uma boa pedida!
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Tight controls, good visuals, all around a good time if you enjoy MMX/MMZ style gameplay. And they're giving it out for free??? Talk about good advertising for their sequel which I'm now looking forward to.
This is a fantastic action platformer with a sensible attitude towards accessibility/difficulty. A hotpot of borrowed ideas that perhaps don't culminate into something totally new, but the style and level of polish with which it is executed deserves praise. This is not one of those indie games that just mildly evokes the aesthetics of a 90s-00s classic hit, it shares a great deal of the uncompromising attitude and sensibility towards level design, character controls and difficulty that originates from arcades. One may find it easy to get frustrated at, but it is equally rewarding once you begin to thrive in these stages, zipping around at mach 5, juggling and tossing projectiles and enemies alike, interrupting boss super moves by screwing them into the ground, it's all very satisfying.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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