Compara los precios de Gravity Den en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por DiPi. Publicado por Volens Nolens Games. Lanzado el 15/4/2016. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie.

A pocket-sized gravity-flip platformer that asks one small question - what if up, down, and sideways were all equally valid - and spends 150 levels quietly insisting you figure it out.

I have a soft spot for the kind of game that fits inside a lunch break but leaves a specific type of frustration lodged in your brain for the rest of the day. Gravity Den is exactly that. It is a 2D pixel platformer built almost entirely around one mechanic: you do not move Den the one-eyed alien directly. Instead, you shift the gravitational pull around him, coaxing him to walk along ceilings, drift through gaps in walls, or float upward through shafts that would stop a conventional character cold. The controls feel unusual for the first handful of levels, which is precisely the point. The structure is straightforward. Three locations, each containing fifty levels, totalling 150 stages of escalating trap density and obstacle variety. Early levels function as slow-burn tutorials that the game never announces as such. By the midpoint of the first location you will be rerouting gravity on the fly to thread Den through corridors that shift which direction is lethal every few seconds. The pixel art is clean without being showy - the kind of handmade visual shorthand that tells you a developer made decisions rather than just shipped assets. There is a quiet, slightly alien atmosphere to the environments that suits the subject matter well, though the narrative is practically nonexistent. Den crashed, Den needs to leave. That is your story, and the game is honest enough not to pretend otherwise. Where community sentiment gets complicated is the controls. Some players find the gravity manipulation precise and satisfying once it clicks; others report the input feel working against them on trickier sections, particularly later obstacle configurations. The star-collection system adds a secondary layer - gathering all three stars in a level unlocks bonus rooms with harder challenge layouts, and leaderboard time trials give speed-minded players something to chase once the main path is cleared. One achievement sits at a completion rate below one percent, which tells you something about the ceiling on difficulty if you push for full completion. Controller support has historically been absent, so keyboard play is the expected experience. This is not a game that will hold your hand through its rougher edges. A broken achievement tied to three-star collection has been flagged by players in the community hub, and the technical foundations are modest - the game launched in 2016 on hardware requirements light enough to run on nearly anything, but polish was never the priority. What it offers instead is a compact, mechanically singular idea executed with enough levels to develop genuine fluency in its physics. The average playtime sits around five hours, which for a game at this price point feels appropriately sized. It knows what it is, and it ends when it should. If you are drawn to puzzle-platformers where the core gimmick takes real time to internalise, Gravity Den earns its place in that small-but-focused category. Go in expecting rough edges, no story, and a challenge curve that steepens without mercy, and you will find something genuinely committed to its single strange idea. Kai, Scout Team

Gravity Den

Gravity Den

15 abr 2016DiPiVolens Nolens Games
GamerScout opina

A pocket-sized gravity-flip platformer that asks one small question - what if up, down, and sideways were all equally valid - and spends 150 levels quietly insisting you figure it out.

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I have a soft spot for the kind of game that fits inside a lunch break but leaves a specific type of frustration lodged in your brain for the rest of the day. Gravity Den is exactly that. It is a 2D pixel platformer built almost entirely around one mechanic: you do not move Den the one-eyed alien directly. Instead, you shift the gravitational pull around him, coaxing him to walk along ceilings, drift through gaps in walls, or float upward through shafts that would stop a conventional character cold. The controls feel unusual for the first handful of levels, which is precisely the point. The structure is straightforward. Three locations, each containing fifty levels, totalling 150 stages of escalating trap density and obstacle variety. Early levels function as slow-burn tutorials that the game never announces as such. By the midpoint of the first location you will be rerouting gravity on the fly to thread Den through corridors that shift which direction is lethal every few seconds. The pixel art is clean without being showy - the kind of handmade visual shorthand that tells you a developer made decisions rather than just shipped assets. There is a quiet, slightly alien atmosphere to the environments that suits the subject matter well, though the narrative is practically nonexistent. Den crashed, Den needs to leave. That is your story, and the game is honest enough not to pretend otherwise. Where community sentiment gets complicated is the controls. Some players find the gravity manipulation precise and satisfying once it clicks; others report the input feel working against them on trickier sections, particularly later obstacle configurations. The star-collection system adds a secondary layer - gathering all three stars in a level unlocks bonus rooms with harder challenge layouts, and leaderboard time trials give speed-minded players something to chase once the main path is cleared. One achievement sits at a completion rate below one percent, which tells you something about the ceiling on difficulty if you push for full completion. Controller support has historically been absent, so keyboard play is the expected experience. This is not a game that will hold your hand through its rougher edges. A broken achievement tied to three-star collection has been flagged by players in the community hub, and the technical foundations are modest - the game launched in 2016 on hardware requirements light enough to run on nearly anything, but polish was never the priority. What it offers instead is a compact, mechanically singular idea executed with enough levels to develop genuine fluency in its physics. The average playtime sits around five hours, which for a game at this price point feels appropriately sized. It knows what it is, and it ends when it should. If you are drawn to puzzle-platformers where the core gimmick takes real time to internalise, Gravity Den earns its place in that small-but-focused category. Go in expecting rough edges, no story, and a challenge curve that steepens without mercy, and you will find something genuinely committed to its single strange idea.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Gravity ManipulationPrecision PlatformerLeaderboard ChaseStar CollectiblesBonus RoomsKeyboard-FocusedLow-SpecShort-but-Complete

Requisitos del sistema

Mínimos

OS
Windows XP / Vista / 7/8/10
Memory
2 GB RAM
Storage
60 MB available space
Graphics
512mb
Processor
Intel® Core™ 2 Duo E6600 or analog

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Información del juego

Desarrolladora
DiPi
Distribuidora
Volens Nolens Games
Fecha de lanzamiento
15 abr 2016

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¿En qué plataformas está disponible Gravity Den?

Gravity Den está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Gravity Den?

Gravity Den se lanzó el 15 de abril de 2016.

¿Quién desarrolló Gravity Den?

Gravity Den fue desarrollado por DiPi y publicado por Volens Nolens Games.