Compare Defy Gravity Extended prices across 50+ stores and find the best deal. Developed by Paul Fisch. Published by Fish Factory Games. Released on 3/18/2016. Available on PC. Genres: Action, Casual, Indie.

A one-person indie that asks a single question - what if your jump was also a grapple, a repulsor, and a physics toy - and answers it across 24 levels with surprising elegance.

My first instinct when I loaded Defy Gravity Extended was to dismiss it. The visuals are bare-bones GameMaker sprites, the story is essentially nonexistent, and the whole thing carries the faint whiff of a weekend project. Then I fired the gravity gun for the first time, watched Kara arc through the air on an invisible tether, and quietly lost an evening to it. The loop is built on a genuinely small toolkit. You jump, you double-jump with a cooldown, you plant a gravity well that pulls you and physics-sensitive objects toward it, and you plant an anti-gravity well that pushes everything away. A third tool - a shield that makes you immune to all gravitational fields - shows up in specific level contexts and quietly reshapes the puzzle logic when it does. That is essentially the whole game, and Paul Fisch knows it. Rather than piling on new systems, the design keeps finding fresh spatial problems for those same three tools to solve. Moving platforms, gold-colored enemies that react to your wells versus grey ones that ignore them, advancing hazards that force momentum decisions in real time - the level set is compact at 24 stages but each one introduces a small wrinkle that keeps the muscle memory honest. The soundtrack, which reviewers have consistently singled out as a pleasant surprise for a game this modest, gives the whole thing an atmospheric electronic pulse that makes the traversal feel more kinetic than the visuals suggest. Where the game earns real respect is in its hard mode, which unlocks after the credits. Anti-gravity wells are removed entirely, all enemies become gravity-sensitive, and suddenly every route you memorized needs rethinking from scratch. It is not just a difficulty slider - it is closer to a second quest with the same map and different physics rules. Completion runs around ninety minutes to two hours for the base game, and hard mode roughly doubles that if you choose to engage with it. For players who want the full 8 Steam achievements, both modes need finishing, which is a reasonable ask. The weaknesses are real and worth naming. The presentation is sparse enough to feel unfinished to eyes trained on modern pixel art. There is no narrative payoff - Kara is testing herself in something called the Gauntlet and that is the entirety of the story investment required. Checkpoints are generous through most of the run but the penultimate level stretches them out in a way that feels slightly miscalibrated compared to the rest of the pacing. And the game never hits a wow moment, a set-piece or visual flourish that makes you reach for a screenshot. It is a mechanics-first experience with no interest in spectacle. For the kind of player I keep an eye out for - someone who finds quiet satisfaction in a system clicking into place, who does not need lore to stay curious, who appreciates that a sub-two-hour game can be a complete and considered thing - this is exactly that kind of find. It sits confidently in the same conceptual neighborhood as Portal and Braid without pretending to match their production values. It knows its size and fills it well. Kai, Scout Team

Defy Gravity Extended
ActionCasualIndie

Defy Gravity Extended

Mar 18, 2016Paul FischFish Factory Games
GamerScout Says

A one-person indie that asks a single question - what if your jump was also a grapple, a repulsor, and a physics toy - and answers it across 24 levels with surprising elegance.

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About Defy Gravity Extended

My first instinct when I loaded Defy Gravity Extended was to dismiss it. The visuals are bare-bones GameMaker sprites, the story is essentially nonexistent, and the whole thing carries the faint whiff of a weekend project. Then I fired the gravity gun for the first time, watched Kara arc through the air on an invisible tether, and quietly lost an evening to it. The loop is built on a genuinely small toolkit. You jump, you double-jump with a cooldown, you plant a gravity well that pulls you and physics-sensitive objects toward it, and you plant an anti-gravity well that pushes everything away. A third tool - a shield that makes you immune to all gravitational fields - shows up in specific level contexts and quietly reshapes the puzzle logic when it does. That is essentially the whole game, and Paul Fisch knows it. Rather than piling on new systems, the design keeps finding fresh spatial problems for those same three tools to solve. Moving platforms, gold-colored enemies that react to your wells versus grey ones that ignore them, advancing hazards that force momentum decisions in real time - the level set is compact at 24 stages but each one introduces a small wrinkle that keeps the muscle memory honest. The soundtrack, which reviewers have consistently singled out as a pleasant surprise for a game this modest, gives the whole thing an atmospheric electronic pulse that makes the traversal feel more kinetic than the visuals suggest. Where the game earns real respect is in its hard mode, which unlocks after the credits. Anti-gravity wells are removed entirely, all enemies become gravity-sensitive, and suddenly every route you memorized needs rethinking from scratch. It is not just a difficulty slider - it is closer to a second quest with the same map and different physics rules. Completion runs around ninety minutes to two hours for the base game, and hard mode roughly doubles that if you choose to engage with it. For players who want the full 8 Steam achievements, both modes need finishing, which is a reasonable ask. The weaknesses are real and worth naming. The presentation is sparse enough to feel unfinished to eyes trained on modern pixel art. There is no narrative payoff - Kara is testing herself in something called the Gauntlet and that is the entirety of the story investment required. Checkpoints are generous through most of the run but the penultimate level stretches them out in a way that feels slightly miscalibrated compared to the rest of the pacing. And the game never hits a wow moment, a set-piece or visual flourish that makes you reach for a screenshot. It is a mechanics-first experience with no interest in spectacle. For the kind of player I keep an eye out for - someone who finds quiet satisfaction in a system clicking into place, who does not need lore to stay curious, who appreciates that a sub-two-hour game can be a complete and considered thing - this is exactly that kind of find. It sits confidently in the same conceptual neighborhood as Portal and Braid without pretending to match their production values. It knows its size and fills it well. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Physics PlatformerGravity MechanicsHard Mode UnlockSub-2-Hour CompletionMinimalist DesignAchievement-FriendlySkill-Based

Steam Deck & Linux

Steam Deck UnsupportedProtonDB Borked

Valve rates this game Steam Deck Unsupported. Doesn't currently run on Linux. Based on 21 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Vista/7/10
Memory
512Mb
DirectX®
9.0c
Processor
1.5Ghz
Video Card
128 MB Graphics Card that supports Shader Model 1.1
Hard Disk Space
50Mb

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Game Info

Developer
Paul Fisch
Publisher
Fish Factory Games
Release Date
Mar 18, 2016

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What platforms is Defy Gravity Extended available on?

Defy Gravity Extended is available on PC.

When was Defy Gravity Extended released?

Defy Gravity Extended was released on 18 March 2016.

Who developed Defy Gravity Extended?

Defy Gravity Extended was developed by Paul Fisch and published by Fish Factory Games.