Compare Gravity Spin prices across 50+ stores and find the best deal. Developed by ERMedia. Published by Plug In Digital. Released on 10/11/2018. Available on PC, Mac, Linux. Genres: Adventure, Indie.

A one-person 8-bit metroidvania that asks one genuinely unsettling question: what happens to your movement inputs when the floor becomes the ceiling?

My first thought loading up Gravity Spin was that ERMedia had picked the hardest possible hook to execute in a solo project: a metroidvania where the central gimmick actively fights your muscle memory. The gravity spin module does exactly what it says on the label. Trigger it and the entire screen rotates around you, which means the direction your thumb pushes on a pad is no longer the direction your character moves. Up becomes down, left becomes right. Enemies reorient alongside you. It is, in the best possible way, the kind of mechanic that makes you feel slightly seasick the first time and quietly triumphant the third. The bones underneath are traditional enough. You drop into a damaged asteroid research base with a wrecked powersuit and no weapon, and the loop is classic metroidvania: explore, find an upgrade, reach a door that was blocked before, push deeper. The setting, a science station gone rogue with dangerous caverns threading between its divisions, has a quiet atmosphere that leans into its cramped 8-bit palette rather than fighting it. There is something almost meditative about the early rooms before the challenge ramps, a sense of careful handcraft in how each corridor introduces you to what gravity inversion will ask of you. The developer included an easy mode that strips back enemy aggression for players who want the exploration without the punishment, which is a thoughtful call for a solo release with no tutorial hand-holding. The friction is real and worth naming honestly. The screen-flip approach to gravity inversion, rotating the whole world rather than just flipping the character sprite, is the most disorienting possible interpretation of the concept, and that is both its strength and the thing most likely to push casual players away. Community feedback flagged this exact design choice early on. Whether that disorientation is a feature or a flaw depends entirely on what you want from a 2D platformer. If spatial reorientation puzzles make your brain light up, this is built for you. If you need your directional inputs to feel stable, the nausea will outweigh the novelty. The absence of Steam achievements is a minor annoyance for completionist types, and the controller compatibility comes with caveats straight from the developer: some pads will not cooperate due to engine limitations, and keyboard may end up being the cleaner option. What makes Gravity Spin worth the attention of small-game hunters is the honesty of its ambition. This is not a game pretending to be something bigger than it is. It knows it is a compact, punishing, slightly strange experiment built around a single mechanic, and it commits fully to that premise. The 8-bit aesthetic is not a shortcut; it is the right language for a game that wants you focused on spatial logic rather than visual spectacle. The asteroid base setting has genuine personality in its layout, and the upgrade-gated progression structure respects the genre's rhythms without overcomplicating them. For the asking price at this tier, the risk of disorientation is low enough that curious genre fans can afford to find out which side of that line they land on. Kai, Scout Team

Gravity Spin
AdventureIndie

Gravity Spin

Oct 11, 2018ERMediaPlug In Digital
GamerScout Says

A one-person 8-bit metroidvania that asks one genuinely unsettling question: what happens to your movement inputs when the floor becomes the ceiling?

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About Gravity Spin

My first thought loading up Gravity Spin was that ERMedia had picked the hardest possible hook to execute in a solo project: a metroidvania where the central gimmick actively fights your muscle memory. The gravity spin module does exactly what it says on the label. Trigger it and the entire screen rotates around you, which means the direction your thumb pushes on a pad is no longer the direction your character moves. Up becomes down, left becomes right. Enemies reorient alongside you. It is, in the best possible way, the kind of mechanic that makes you feel slightly seasick the first time and quietly triumphant the third. The bones underneath are traditional enough. You drop into a damaged asteroid research base with a wrecked powersuit and no weapon, and the loop is classic metroidvania: explore, find an upgrade, reach a door that was blocked before, push deeper. The setting, a science station gone rogue with dangerous caverns threading between its divisions, has a quiet atmosphere that leans into its cramped 8-bit palette rather than fighting it. There is something almost meditative about the early rooms before the challenge ramps, a sense of careful handcraft in how each corridor introduces you to what gravity inversion will ask of you. The developer included an easy mode that strips back enemy aggression for players who want the exploration without the punishment, which is a thoughtful call for a solo release with no tutorial hand-holding. The friction is real and worth naming honestly. The screen-flip approach to gravity inversion, rotating the whole world rather than just flipping the character sprite, is the most disorienting possible interpretation of the concept, and that is both its strength and the thing most likely to push casual players away. Community feedback flagged this exact design choice early on. Whether that disorientation is a feature or a flaw depends entirely on what you want from a 2D platformer. If spatial reorientation puzzles make your brain light up, this is built for you. If you need your directional inputs to feel stable, the nausea will outweigh the novelty. The absence of Steam achievements is a minor annoyance for completionist types, and the controller compatibility comes with caveats straight from the developer: some pads will not cooperate due to engine limitations, and keyboard may end up being the cleaner option. What makes Gravity Spin worth the attention of small-game hunters is the honesty of its ambition. This is not a game pretending to be something bigger than it is. It knows it is a compact, punishing, slightly strange experiment built around a single mechanic, and it commits fully to that premise. The 8-bit aesthetic is not a shortcut; it is the right language for a game that wants you focused on spatial logic rather than visual spectacle. The asteroid base setting has genuine personality in its layout, and the upgrade-gated progression structure respects the genre's rhythms without overcomplicating them. For the asking price at this tier, the risk of disorientation is low enough that curious genre fans can afford to find out which side of that line they land on. Kai, Scout Team

Tags

singleplayercontroller-supporttier:sub-5Gravity Mechanic8-Bit AestheticSci-Fi SettingSpatial PuzzlesDifficult PlatformerSuit UpgradesCompact RuntimeExploration-First

System Requirements

Minimum

OS
Windows 7
Memory
512 MB RAM
Storage
250 MB available space
Processor
1GHz

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Game Info

Developer
ERMedia
Publisher
Plug In Digital
Release Date
Oct 11, 2018

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What platforms is Gravity Spin available on?

Gravity Spin is available on PC, Mac, Linux.

When was Gravity Spin released?

Gravity Spin was released on 11 October 2018.

Who developed Gravity Spin?

Gravity Spin was developed by ERMedia and published by Plug In Digital.