Compare Gravity Error prices across 50+ stores and find the best deal. Developed by Faris Mohammed. Published by Faris Mohammed. Released on 8/12/2015. Available on PC, Mac. Genres: Indie.

A solo-dev puzzle experiment that nails a specific mood: quiet, meditative, and over before you're ready to let it go. Worth knowing what you're signing up for before you click play.

I went into Gravity Error expecting a bite-sized curiosity and came out of it with a complicated fondness for something genuinely unpolished but oddly sincere. Faris Mohammed built this entirely alone, and that one-person fingerprint is everywhere: in the stripped-back minimalism of the visuals, in the weird little googly-eyed square protagonist named Force, in a story so thin it exists only in the Steam description. None of that is a disqualifier. It is just the texture of what this is. The central mechanic is genuinely clever. Before each single-screen level starts, you place gravity modifier arrows around the stage. When Force runs into one, gravity snaps to whichever direction the arrow points. You get a limited supply of arrows per level, often locked to specific directions, so the puzzle is really about geometry and sequence: working backward from the exit, figuring out which trajectory gets you there while still sweeping up the three white orbs scattered around the room. Momentum matters too. If Force is carrying speed when he hits a modifier, the game bleeds that momentum out gradually before redirecting him, which means placing arrows too close to walls will get you crushed. It is a small wrinkle but it gives the placement decisions real texture. The difficulty is where honest opinions split. Most of the 50 levels are not hard. The solutions tend to reveal themselves within a minute of staring at the room, and the platforming in between is forgiving enough that failing usually comes down to timing rather than a wrong plan. Completionists chasing all three orbs per level will find a bit more resistance, but there is no in-game reward for a full collection sweep beyond the achievement ping. Critics have also flagged the UI, and that criticism lands. Dragging and dropping arrow modifiers with a mouse can feel sluggish, and the interface carries the aesthetic of something built fast. A movement bug involving horizontally moving platforms can strand Force mid-stage and force a restart. These are not game-breaking, but they are real friction in an experience short enough that every minute counts. The soundtrack, composed by Agent Whiskers, is the thing I keep thinking about. Calm, slightly ethereal, and tuned to the monochrome grid-and-gradient visuals in a way that feels intentional rather than coincidental. The five worlds each shift color scheme, giving the progression a quiet sense of journey even when the actual level design stays similarly structured throughout. The whole runtime sits around two hours, maybe a touch more if you hunt orbs. That is not a warning so much as a calibration: this is a palate cleanser, not a destination. If you want a gravity puzzler with serious difficulty scaling and tight, modern UI, look elsewhere. But if you are drawn to the kind of small, handmade thing that exists mostly because one person needed to make it, Gravity Error has a mellow sincerity that is hard to dislike. Kai, Scout Team

Gravity Error
Indie

Gravity Error

Aug 12, 2015Faris Mohammed
GamerScout Says

A solo-dev puzzle experiment that nails a specific mood: quiet, meditative, and over before you're ready to let it go. Worth knowing what you're signing up for before you click play.

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About Gravity Error

I went into Gravity Error expecting a bite-sized curiosity and came out of it with a complicated fondness for something genuinely unpolished but oddly sincere. Faris Mohammed built this entirely alone, and that one-person fingerprint is everywhere: in the stripped-back minimalism of the visuals, in the weird little googly-eyed square protagonist named Force, in a story so thin it exists only in the Steam description. None of that is a disqualifier. It is just the texture of what this is. The central mechanic is genuinely clever. Before each single-screen level starts, you place gravity modifier arrows around the stage. When Force runs into one, gravity snaps to whichever direction the arrow points. You get a limited supply of arrows per level, often locked to specific directions, so the puzzle is really about geometry and sequence: working backward from the exit, figuring out which trajectory gets you there while still sweeping up the three white orbs scattered around the room. Momentum matters too. If Force is carrying speed when he hits a modifier, the game bleeds that momentum out gradually before redirecting him, which means placing arrows too close to walls will get you crushed. It is a small wrinkle but it gives the placement decisions real texture. The difficulty is where honest opinions split. Most of the 50 levels are not hard. The solutions tend to reveal themselves within a minute of staring at the room, and the platforming in between is forgiving enough that failing usually comes down to timing rather than a wrong plan. Completionists chasing all three orbs per level will find a bit more resistance, but there is no in-game reward for a full collection sweep beyond the achievement ping. Critics have also flagged the UI, and that criticism lands. Dragging and dropping arrow modifiers with a mouse can feel sluggish, and the interface carries the aesthetic of something built fast. A movement bug involving horizontally moving platforms can strand Force mid-stage and force a restart. These are not game-breaking, but they are real friction in an experience short enough that every minute counts. The soundtrack, composed by Agent Whiskers, is the thing I keep thinking about. Calm, slightly ethereal, and tuned to the monochrome grid-and-gradient visuals in a way that feels intentional rather than coincidental. The five worlds each shift color scheme, giving the progression a quiet sense of journey even when the actual level design stays similarly structured throughout. The whole runtime sits around two hours, maybe a touch more if you hunt orbs. That is not a warning so much as a calibration: this is a palate cleanser, not a destination. If you want a gravity puzzler with serious difficulty scaling and tight, modern UI, look elsewhere. But if you are drawn to the kind of small, handmade thing that exists mostly because one person needed to make it, Gravity Error has a mellow sincerity that is hard to dislike. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Gravity ManipulationSingle-Screen LevelsMinimalist VisualsPre-placement PuzzleRelaxing DifficultyOrb CollectionMomentum PhysicsSolo DeveloperShort Completable

System Requirements

Minimum

OS
Windows XP or later (Vista sucks.)
Memory
1 GB RAM
Storage
400 MB available space
Graphics
Integrated Graphics (512MB)
Processor
2.0 GHz Dual Core Processor

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Game Info

Developer
Faris Mohammed
Publisher
Faris Mohammed
Release Date
Aug 12, 2015

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Where can I buy Gravity Error cheapest?

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What platforms is Gravity Error available on?

Gravity Error is available on PC, Mac.

When was Gravity Error released?

Gravity Error was released on 12 August 2015.

Who developed Gravity Error?

Gravity Error was developed by Faris Mohammed.