September Update 1.11.0 - New button activation mechanic - New free locomotion mode - Improved font rendering - Support for custom radio stations - Added area to practice throwing/deleting items in reception - Fixed hand animation - Potential fix for game freezing due to low memo
September Update 1.11.0
- New button activation mechanic
- New free locomotion mode
- Improved font rendering
- Support for custom radio stations
- Added area to practice throwing/deleting items in reception
- Fixed hand animation
- Potential fix for game freezing due to low memory
- New glass shader
- Minor bug fixes
Follow the game's updates and roadmap at http://gravitylab-game.com/roadmap
Hey everyone, Gravity lab is fully ready for your shiny new Index headset and controllers! With a lot of optimization and available options, the game can be customized to run up to 144fps (tested on a GTX1080) while the internal puzzle physics timestep remains compatible across a
Hey everyone,
Gravity lab is fully ready for your shiny new Index headset and controllers!
With a lot of optimization and available options, the game can be customized to run up to 144fps (tested on a GTX1080) while the internal puzzle physics timestep remains compatible across all systems (90hz).
We also support full finger tracking on the new controllers!
See you in Gen2 of VR!
Hey everyone, getting close to v2.0 now! V1.9 is available in the beta channel and adds cloud sync and reworks the new SteamVR Input system with default binding for Vive, Touch, WMR controllers and Index Controllers.
Hey everyone,
getting close to v2.0 now! V1.9 is available in the beta channel and adds cloud sync and reworks the new SteamVR Input system with default binding for Vive, Touch, WMR controllers and Index Controllers.
Hey everyone, just a quick update ont he upcoming v1.75 of the game. You can now find the Beta3 in the beta channel. I recently updated the game to the very new SteamVR2.0 plugin, which includes the new controller input mapping and I am looking for feedback on the new input schem
Hey everyone,
just a quick update ont he upcoming v1.75 of the game. You can now find the Beta3 in the beta channel.
I recently updated the game to the very new SteamVR2.0 plugin, which includes the new controller input mapping and I am looking for feedback on the new input scheme. It would be great if people could try out the default mapping and see if it makes sense on their controllers, especially if people are using WMR ones.
This now also supports Knuckles DV controllers.
To get the beta, go to your Steam library select Properties -> Beta in your library and you should be downloading the new version in no time :).
Thanks!
Mark
Hey everyone, a new beta version of the upcoming 1.75 Update is available in the beta channel. There is no password, so just select Properties -> Beta in your library and you should be downloading the new version in no time! This update includes the new locomotion options, adj
Hey everyone,
a new beta version of the upcoming 1.75 Update is available in the beta channel. There is no password, so just select Properties -> Beta in your library and you should be downloading the new version in no time!
This update includes the new locomotion options, adjusted by the feedback received from the last beta version.
There are also new graphical and sound effects for some of the items, as well optional CTAA for super smooth graphics!
https://www.youtube.com/watch?v=20g-EuUC3bE
Performance Improvements, new Locomotion Options and very shiny Graphics Hey everyone, a beta version of the upcoming 1.75 Update is available in the beta channel. There is no password, so just select Properties -> Beta in your library and you should be downloading the new ver
Performance Improvements, new Locomotion Options and very shiny Graphics
Hey everyone,
a beta version of the upcoming 1.75 Update is available in the beta channel. There is no password, so just select Properties -> Beta in your library and you should be downloading the new version in no time!
Quick Overview of new Settings and Graphical Updates:
https://www.youtube.com/watch?v=mV2TtUzmFOg
Highlights
Overhauled Graphics
Severely improved performance and load times
Plenty new locomotion options ('Onward style', traditional gamepad style, armswinger, world grab, cloudstep)
"Neutron Star" Preview Hey everyone, I have been working on some more content for Gravity Lab! The "Neutron Star" update will bring 9 new levels, a new environment and a new mechanic. I am still fine-tuning the levels, but if you are keen, you can check out the first level by swi
"Neutron Star" Preview
Hey everyone,
I have been working on some more content for Gravity Lab!
The "Neutron Star" update will bring 9 new levels, a new environment and a new mechanic.
I am still fine-tuning the levels, but if you are keen, you can check out the first level by switching to the the Beta branch on Steam!
Includes Knuckles Support
1.6 does include support for Knuckles controllers! However, this support is based on the curl values reported pre-EV2. To use your EV2 Knuckles, you need to manually bind the curl values to the axes in the rebind tool. You need to unhide them in this file though: steamapps\common\SteamVRKnucklesDriver\resources\input\knuckles_profile.json
Hey everyone, I have uploaded a new version just now (version number 1.51, Build ID 2554420) which should fix the grip button issue. For anyone who is interested in what caused the bug, I filed an issue on the SteamVR github page with more details: Thank you to everyone who repor
Hey everyone,
I have uploaded a new version just now (version number 1.51, Build ID 2554420) which should fix the grip button issue.
For anyone who is interested in what caused the bug, I filed an issue on the SteamVR github page with more details: https://github.com/ValveSoftware/openvr/issues/754
Thank you to everyone who reported this issue.
Hey everyone, I have uploaded a new version just now (version number 1.51, Build ID 2554420) which should fix the grip button issue. For anyone who is interested in what caused the bug, I filed an issue on the SteamVR github page with more details: Thank you to everyone who repor
Hey everyone,
I have uploaded a new version just now (version number 1.51, Build ID 2554420) which should fix the grip button issue.
For anyone who is interested in what caused the bug, I filed an issue on the SteamVR github page with more details: https://github.com/ValveSoftware/openvr/issues/754
Thank you to everyone who reported this issue.
// Update Feb 25th This issue has now been fixed: // Original Post Hey everyone, I am working on a new fix for this. Sorry if the game isn't working currently. Something has changed in the SteamVR backend and the method to get the grip buttons (which has worked for the last 2 yea
// Update Feb 25th
This issue has now been fixed: http://steamcommunity.com/games/408340/announcements/detail/1664514804457959904
// Original Post
Hey everyone,
I am working on a new fix for this. Sorry if the game isn't working currently. Something has changed in the SteamVR backend and the method to get the grip buttons (which has worked for the last 2 years) stopped working reliably. I was hoping this was just a fluke in the SteamVR beta, but it looks like it went now into the main branch....
Feel free to refund the game. Sorry for the broken teleport :(
Will update the store page ASAP once I have fixed it.
// Update Feb 25th This issue has now been fixed: // Original Post Hey everyone, I am working on a new fix for this. Sorry if the game isn't working currently. Something has changed in the SteamVR backend and the method to get the grip buttons (which has worked for the last 2 yea
// Update Feb 25th
This issue has now been fixed: http://steamcommunity.com/games/408340/announcements/detail/1664514804457959904
// Original Post
Hey everyone,
I am working on a new fix for this. Sorry if the game isn't working currently. Something has changed in the SteamVR backend and the method to get the grip buttons (which has worked for the last 2 years) stopped working reliably. I was hoping this was just a fluke in the SteamVR beta, but it looks like it went now into the main branch....
Feel free to refund the game. Sorry for the broken teleport :(
Will update the store page ASAP once I have fixed it.
Hey folks, I have just pushed update 1.1, which replaces the laser pointer UI and controllers with actual hands. It looks like this: There are also some minor bug fixes as well as the ability to grab two items at once. The game has also been renamed to "Gravity Lab - Gravitationa
Hey folks,
I have just pushed update 1.1, which replaces the laser pointer UI and controllers with actual hands.
It looks like this: https://twitter.com/skyworxx/status/884345937094561792
There are also some minor bug fixes as well as the ability to grab two items at once.
The game has also been renamed to "Gravity Lab - Gravitational Testing Facility & Observations".
Hey folks, I have just pushed update 1.1, which replaces the laser pointer UI and controllers with actual hands. It looks like this: There are also some minor bug fixes as well as the ability to grab two items at once. The game has also been renamed to "Gravity Lab - Gravitationa
Hey folks,
I have just pushed update 1.1, which replaces the laser pointer UI and controllers with actual hands.
It looks like this: https://twitter.com/skyworxx/status/884345937094561792
There are also some minor bug fixes as well as the ability to grab two items at once.
The game has also been renamed to "Gravity Lab - Gravitational Testing Facility & Observations".
Hey everyone, version 1.0 is out now :). It brings 7 new levels with 3 difficulty settings each. With this update, Grav|Lab transitions from Early Access to Full Release, but that doesn't mean the updates will stop! :) For the coming months, I am planning to release more levels v
Hey everyone,
version 1.0 is out now :). It brings 7 new levels with 3 difficulty settings each.
With this update, Grav|Lab transitions from Early Access to Full Release, but that doesn't mean the updates will stop! :)
For the coming months, I am planning to release more levels via the built-in Workshop and add more features and probably a bit more polish to the existing gameplay.
I'd like to thank everybody who played Grav|Lab during its Early Access phase. The game would have been very different with your feedback and input :).
Cheers,
Mark
Hey everyone, version 1.0 is out now :). It brings 7 new levels with 3 difficulty settings each. With this update, Grav|Lab transitions from Early Access to Full Release, but that doesn't mean the updates will stop! :) For the coming months, I am planning to release more levels v
Hey everyone,
version 1.0 is out now :). It brings 7 new levels with 3 difficulty settings each.
With this update, Grav|Lab transitions from Early Access to Full Release, but that doesn't mean the updates will stop! :)
For the coming months, I am planning to release more levels via the built-in Workshop and add more features and probably a bit more polish to the existing gameplay.
I'd like to thank everybody who played Grav|Lab during its Early Access phase. The game would have been very different with your feedback and input :).
Cheers,
Mark
The Gravitational Testing Facility & Observations would like to welcome you to our new lunar testing facility. new intro environment new reception environment new level environments recreated most Basic Testing levels and changed sequence new item: bouncer (in Professional Te
The Gravitational Testing Facility & Observations would like to welcome you to our new lunar testing facility.
[Highlights]
new intro environment
new reception environment
new level environments
[Level Changes]
recreated most Basic Testing levels and changed sequence
[Item Changes]
new item: bouncer (in Professional Testing)
new item: tubes (for level creators)
new item: spinner (for level creators)
spawner has now a max number of balls produced
signal generators have now a speed setting and clocks are synced
upgraded acceleration tube (removes inconsistency added by the tube)
signal generator has now a better indication on when it is off
gate can now be set inverted or not inverted
[Community Features]
level editor with progression indicators
custom workshop (experimental)
[Misc]
balls now make sounds
music player
camera can now tweet gifs (need to be saved first)
hand smoothing
[Quality of Life features]
level progression save
height offset
miniature mode (experimental)
[Game Changes]
new intro environment
new reception environment
new level environments
new audio for each level
[Menu Changes]
new graphic options
new startup dialog for graphics settings
controller labels turned off by default; added proper tutorial cards
The Gravitational Testing Facility & Observations would like to welcome you to our new lunar testing facility. new intro environment new reception environment new level environments recreated most Basic Testing levels and changed sequence new item: bouncer (in Professional Te
The Gravitational Testing Facility & Observations would like to welcome you to our new lunar testing facility.
[Highlights]
new intro environment
new reception environment
new level environments
[Level Changes]
recreated most Basic Testing levels and changed sequence
[Item Changes]
new item: bouncer (in Professional Testing)
new item: tubes (for level creators)
new item: spinner (for level creators)
spawner has now a max number of balls produced
signal generators have now a speed setting and clocks are synced
upgraded acceleration tube (removes inconsistency added by the tube)
signal generator has now a better indication on when it is off
gate can now be set inverted or not inverted
[Community Features]
level editor with progression indicators
custom workshop (experimental)
[Misc]
balls now make sounds
music player
camera can now tweet gifs (need to be saved first)
hand smoothing
[Quality of Life features]
level progression save
height offset
miniature mode (experimental)
[Game Changes]
new intro environment
new reception environment
new level environments
new audio for each level
[Menu Changes]
new graphic options
new startup dialog for graphics settings
controller labels turned off by default; added proper tutorial cards
Hey Folks, I have been working on a new website that will list all campaign levels and display the highscore lists: Let me know what you think :)
Hey Folks,
I have been working on a new website that will list all campaign levels and display the highscore lists: http://gravlab-game.com/included.php
Let me know what you think :)