
Gravity Field
Portal's budget cousin with a gravity-flip gimmick and a community split between genuine fans and fraud allegations. Approach with calibrated expectations.
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About Gravity Field
My first red flag with Gravity Field wasn't the game itself. It was the review section. The Steam rating sits around 78-80% positive across hundreds of reviews, but dig past the summary number and you find vocal critics alleging the positive votes are inflated, assets lifted from third-party Unreal packs without credit, and a tutorial that amounts to a two-minute text-to-speech video. That context matters before you spend a single minute inside it. What you actually get, stripped of the controversy, is a first-person spatial puzzle game built around two core mechanics. Each room contains multiple gravity fields, and every field pulls you in its own direction. Step outside all of them and you float in weightlessness. The interplay between those zones is the puzzle. On top of that sits a time inversion mechanic where specific cubes can have their personal timelines rewound. In theory, layering gravity manipulation with per-object temporal reversal should produce genuinely interesting decision chains. In practice, the execution is rough. The gravity fields are visually translucent and difficult to read at a glance, the directional arrows are low-contrast against the minimalist environments, and when multiple fields overlap in a small cubic room, parsing which zone does what becomes a matter of brute-force trial rather than planned deduction. For someone like me who spends recreational time in systems that reward pre-planning, that gap between concept and implementation is genuinely frustrating. The toolset is simple: cubes, buttons, and connectors to open locked doors, plus the time inversion icon when the puzzle calls for it. There is no narrative, which is a defensible choice. Portal had no story for most of its runtime either. The difference is that Portal made the spatial logic legible. Here, objects occasionally disappear on throw, gravity transitions produce motion sickness for a meaningful portion of players based on community reports, and the lack of clear field boundaries means that solving a level can feel accidental rather than earned. A completionist run is reportedly short, with some players clearing the content in under two hours even on a first attempt. That is not inherently a mark against any puzzle game, but it compounds the value calculation here. Who should actually consider it? If you are a puzzle collector hunting ideas rather than polish, the dual-axis mechanic of simultaneous gravity-flip plus time reversal is conceptually novel enough to be worth thirty minutes of your attention. Casual players who want a low-stakes physics toy at sub-dollar pricing after discounts will not feel burned. Anyone expecting the spatial rigor of The Talos Principle or the tactile clarity of Portal should adjust expectations substantially downward. The asset sourcing controversy surrounding Kazakov Studios is also a real consideration if developer ethics factor into your purchasing habits at all. There is no mod ecosystem, no post-launch content roadmap visible in community discussions, and no meaningful AI to speak of since it is a pure solo puzzle game. The Steam Deck is technically supported with caveats around performance. Twenty-nine languages are available. The bones of an interesting game exist here, buried under presentation problems and production questions that never fully got answered after launch. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows 7, 8, 10
- Memory
- 4096 MB RAM
- Storage
- 2 GB available space
- Graphics
- GTX 1030
- Processor
- Intel Core i3 /AMD 8
Recommended
- OS
- Windows 10
- Memory
- 8192 MB RAM
- Storage
- 2 GB available space
- Graphics
- GTX 1050 TI 4GB
- Processor
- Intel Core i5
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Kazakov Studios
- Publisher
- Kazakov Studios
- Release Date
- Feb 22, 2023