Compara los precios de Art Of Gravity en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Hamster On Coke Games. Publicado por Hamster On Coke Games. Lanzado el 13/6/2017. Disponible en PC, Mac, Linux. Géneros: Casual, Indie, Strategy.

Ninety percent of Steam reviewers approved it, the whole thing fits in a lunch break, and the no-tutorial design either clicks instantly or bricks you on level four.

My spreadsheet instincts told me to dismiss this one outright. A physics puzzler with no tutorial, no score system, and a runtime measured in minutes rather than hours sits about as far from grand strategy as you can get. But I sat down with Art Of Gravity on a slow afternoon and found something worth talking about, specifically because of what it refuses to do. The loop is simple on its surface: voxel-built abstract structures sit in space, and you interact with them to trigger their collapse. What keeps it interesting is that each structure introduces a new rule or a new object type without ever explaining itself. You work out that certain ball projectiles behave differently depending on what they hit, that string-and-partition assemblies have their own collapse logic, and that the order of your actions matters more than raw force. The physics engine carries real weight here. Watching a blocky figure disaggregate into individual voxel components that tumble and settle under gravity is genuinely satisfying in the same way a well-executed demolition video is satisfying. It is less about puzzle-solving in the chess sense and more about reading a physical system and finding its weak point. The no-tutorial philosophy is the game's biggest gamble and its most polarising trait. Community feedback splits cleanly: players who enjoy treating each level as a small experiment love it, while players who expect any kind of onboarding bounce off it hard. Some players report stalling as early as level four when string-connected partition elements appear with zero context. On PC, where you are clicking a mouse rather than tapping a touchscreen, the controls translate well enough, but the discovery curve feels steeper than it probably needed to be. A single contextual hint system would not have broken the zen atmosphere and might have retained a chunk of the audience that quits early. Also worth flagging: the game notes that it performs heavy physics calculations and recommends a quality CPU, so do not expect a totally silent fan even during what looks like a minimalist experience. The audio side is serviceable. The soundtrack is a looping ambient track that suits the slow-destruction tone well for the first twenty minutes, but it wears out its welcome on longer sessions. There is no volume slider inside the game itself, only an on/off toggle, which means you will be reaching for the Windows volume mixer if you want background music at a comfortable level. These are minor friction points in an otherwise polished micro-package, and they matter more precisely because the game is short enough that every small annoyance gets amplified by proportion. Who should actually buy this? Anyone after a 60-to-90-minute decompression session who does not need hand-holding, likes physics systems, and appreciates a clean voxel aesthetic. It is a reasonable lunch-break game with a Steam rating sitting at 90 percent positive across several hundred reviews, which tells you the audience that found it loved it. If you need replayability, build variety, or systems depth, look elsewhere. This is a one-sitting experience that does its single thing with enough craft to justify existing. Just know what you are signing up for before the level-four brick wall arrives. Diego, Scout Team

Art Of Gravity

Art Of Gravity

13 jun 2017Hamster On Coke Games
GamerScout opina

Ninety percent of Steam reviewers approved it, the whole thing fits in a lunch break, and the no-tutorial design either clicks instantly or bricks you on level four.

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My spreadsheet instincts told me to dismiss this one outright. A physics puzzler with no tutorial, no score system, and a runtime measured in minutes rather than hours sits about as far from grand strategy as you can get. But I sat down with Art Of Gravity on a slow afternoon and found something worth talking about, specifically because of what it refuses to do. The loop is simple on its surface: voxel-built abstract structures sit in space, and you interact with them to trigger their collapse. What keeps it interesting is that each structure introduces a new rule or a new object type without ever explaining itself. You work out that certain ball projectiles behave differently depending on what they hit, that string-and-partition assemblies have their own collapse logic, and that the order of your actions matters more than raw force. The physics engine carries real weight here. Watching a blocky figure disaggregate into individual voxel components that tumble and settle under gravity is genuinely satisfying in the same way a well-executed demolition video is satisfying. It is less about puzzle-solving in the chess sense and more about reading a physical system and finding its weak point. The no-tutorial philosophy is the game's biggest gamble and its most polarising trait. Community feedback splits cleanly: players who enjoy treating each level as a small experiment love it, while players who expect any kind of onboarding bounce off it hard. Some players report stalling as early as level four when string-connected partition elements appear with zero context. On PC, where you are clicking a mouse rather than tapping a touchscreen, the controls translate well enough, but the discovery curve feels steeper than it probably needed to be. A single contextual hint system would not have broken the zen atmosphere and might have retained a chunk of the audience that quits early. Also worth flagging: the game notes that it performs heavy physics calculations and recommends a quality CPU, so do not expect a totally silent fan even during what looks like a minimalist experience. The audio side is serviceable. The soundtrack is a looping ambient track that suits the slow-destruction tone well for the first twenty minutes, but it wears out its welcome on longer sessions. There is no volume slider inside the game itself, only an on/off toggle, which means you will be reaching for the Windows volume mixer if you want background music at a comfortable level. These are minor friction points in an otherwise polished micro-package, and they matter more precisely because the game is short enough that every small annoyance gets amplified by proportion. Who should actually buy this? Anyone after a 60-to-90-minute decompression session who does not need hand-holding, likes physics systems, and appreciates a clean voxel aesthetic. It is a reasonable lunch-break game with a Steam rating sitting at 90 percent positive across several hundred reviews, which tells you the audience that found it loved it. If you need replayability, build variety, or systems depth, look elsewhere. This is a one-sitting experience that does its single thing with enough craft to justify existing. Just know what you are signing up for before the level-four brick wall arrives.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:aaaPhysics PuzzlerVoxelNo TutorialShort PlaytimeZenMouse-DrivenDiscovery-Based

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
1 GB RAM
DirectX
Version 9.0
Storage
200 MB available space
Graphics
Intel HD4000
Processor
i3

Recomendados

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 10
Storage
200 MB available space
Graphics
GF 1070
Processor
i5

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Información del juego

Desarrolladora
Hamster On Coke Games
Distribuidora
Hamster On Coke Games
Fecha de lanzamiento
13 jun 2017

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¿En qué plataformas está disponible Art Of Gravity?

Art Of Gravity está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Art Of Gravity?

Art Of Gravity se lanzó el 13 de junio de 2017.

¿Quién desarrolló Art Of Gravity?

Art Of Gravity fue desarrollado por Hamster On Coke Games.