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Gravity Assist: Initiative

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Gravity Assist: Initiative screenshot 1
Gravity Assist: Initiative trailerWatch trailer on Steam ↗

Gravity Assist: Initiative

Morozov Studios · Published by Morozov Studios

2 user reviews — 100% positive (2 reviews)

Last updated 28 Sept 2026

Inspired by the classic Gravity Wars, experience tactical turn-based space combat where gravity itself becomes the battlefield. Play with or against your friends.

Early AccessDJCTQ 6Co-opPvP

£5.89

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £5.89 · Highest: £5.894 Oct 2026

Indie, Simulation, Early Access, Casual · 2026 · More £5 - £15 games

Engage in strategic turn-based combat where every move relies on mastering gravitational forces. Gravity Assist: Initiative challenges you to outmaneuver opponents in cooperative or competitive play, pushing the boundaries of casual gaming with deep strategy.

About this game

In Gravity Assist: Initiative you are a surviving Ai warship. You wake up with no recollection of who created you and why. You face a corrupt Ai network and attempt to establish a resistance by aligning with other stable Ai warships and uncover the answers to your past.

 Tactical Space Combat

Every action matters. Position your ship carefully, manage your energy, coordinate your shots and use gravity itself to your advantage.

In a unique turn based system, each team will cycle turns where Team 1 acts: resolution phase. Team 2 acts: resolution phase. And repeat.

With the ability for all players to act simultaneously during your team turn, you will coordinate with your friends to carry out your strategies that are limited only by your imagination.

Hone Your Skills

Just like an advanced artificial intelligence, you will need to refine your skills by calculating your shots and predicting the enemy moves.

Challenging at first, you will quickly find satisfaction when you successfully (or accidentally) land that perfect shot, or simply shoot yourself or your allies in the behind!

Choose your positioning to deflect enemy shots. Set your firing angle to orbit and hit from unexpected directions. Place defenses to cover your weak sides.

Enjoy the many quality-of-life UI/UX features already in game, and look out for additional tools being added over time.

Hone Your Skills

This isn't your standard turn based system like you may be used to.
To support persistent projectiles, fair team play, and real simulation feel of "if it didn't hit something, it will keep flying until it does", This game uses a unique Phase system - 

- Team 1 turn - All human players act at the same time (ai bots act once all players hit "ready" for the sake of cpu usage etc.) consuming energy per action. you can shoot, move, then shoot again, but here is the twist, projectiles do not move, they stay frozen in the location you fired them in awaiting the "resolution phase".


- Resolution phase - there are no inputs during this phase. You can freely look around and watch all your team actions play out, projectiles hitting targets, defense nodes deploying, asteroids exploding. This proceeds for a limited time, then all the projectiles etc. freezes again.


- Team 2 turn - the same flow as when team one moved, but you already have projectiles frozen "in flight", so you have a chance to move if they haven't reached you yet!

- Resolution phase - rinse and repeat.

Play Styles 

With 5 ship classes currently in game and more already in the works - you can experience different challenges and benefits that each class provides.

Captain a light frigate to scout and cause a distraction. Provide support in a cruiser. Snipe heavy targets in a destroyer. Assault enemy lines in a battleship. Dominate the battlefield in a dreadnought.

Each class will have a different health pool, ammo count, and movement range to fit your style.

Team up with your friends to hunt down the mighty dreadnought, or set up a duel with your friends in a deadly destroyer.

Play missions in co-op or set up your own matches in sandbox mode. 

Replay-ability 

You will encounter different planets, asteroids and stars in procedurally generated system each time, or replay the ones you like using the system seed.

With already a number of types in the game already and many more in the works, you will feel like you are in a new star system each time!

Each planet, star, and black hole introduces its own unique gravity strength, size, color, and influence on the battlefield making no match the same.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: windows 11
  • Processor: 2 GHz quad core CPU
  • Memory: 2 GB RAM
  • Graphics: Graphics card with 1gb ram
  • Storage: 300 MB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Update 24 BI

    Gravity Assist Initiative Change LogNew- Changed Boss progression/creationDid a rebalance and rework of how bosses progress, difficulty of new bosses, Boss tiers/grades, and how they are created.Bosses now are graded up to SS tier then they upgrade to next up hull class, but get bumped down in tier like this - frigate starts at tier D and at SS gets upgraded to cruiser tier C. Cruiser tier SS upgraded into destroyer tier B, etc.The tier system is also now built as a 25 step ladder looking like this - frigate D = 1, then +1 for every tier up to SS, which makes a frigate ss tier 7. then cruiser, since it starts at tier C will be tier 8, and go up again +1 per tier, and this all ends with a dreadnaught SS being tier 25.- Initiative reworkComplete overhaul of how initiative works to its intended (or on track to the intended) design.Now initiative is the capacity of your fleet/s for either a delay in how bosses detect you and respond to you if you are below 100% or an increase in detection and chance of a higher tier boss responding if you are above that capacity.Think of it as the enemy's detection and response capability.Initiative cost per ship will also be effected by the amount of upgrades installed on your ship.During match, your fleet initiative will also determine how much of a threat you are to the enemy and how it will respond.Destroying enemy squads/fleets will prompt a more aggressive response, up to and including a boss.- AI ally command queue Added a command queue for your brought-along ally ai's.They will always try to complete the top most command, but if it for some reason cannot, it will attempt to complete the next one until turn ends/runs out of energy.- AI experience tiersAdded new experience tiers to ally Ai cores, making them as follows - Rookie, Trained, Veteran, Elite, Apex.Bug Fixes- Fixed tooltips collapse into a "..."- Fixed repair unlocks only at 50% hp of module left- Tuned boss hp to be logical and generally lower- Tune mission enemy wave c...
    Read full article on Community Announcements (Kraeken)
  • Patch NotesOfficial

    Update 24 AI cores

    Gravity Assist Initiative Change LogNew- Sounds removal and reworkI am still working on sounds and some of the placeholder sounds I really did not like, so I disabled them for now, and others I returned to previous classic sounds.I will work on sounds myself at some point if I do not find someone to help with that, but it is not a priority of mine at the moment.- Boos encounter reworkRedid boss encounters from random with chances based on difficulty to - zoned, higher difficulty missions are more likely to encounter bosses due to further in enemy territory.Boss chance of encounter are now displayed in mission objective text blocks and can get effected by your actions in the missions. There are also now scout enemies that if not destroy further increase likelihood of boss arriving.- Ai commands reworkReworked ai commands logic and behavior so that hopefully we now have ai that actually feel command able when you take them along on your missions!- AI ally coresYou can now construct AI cores to install on your owned hulls and it will move that hull to a different selection when in lobby.The AI cores now also level up based on completed missions and witnessed enemy kills.We may make it to where you cannot simply construct new cores, but instead need to save/recover/find them.Bug Fixes- Fixed menu panel text bugs- Fixed in match ui panel size issues and scaling mismatch- Added "jumpdrive" label to the jumpdrive button- Ui in match too small- Some text missing in match ui- Doesn't display shot mass in ship information panel- Logs do not open- Updated tutorial to match new features- Fixed, optimized, and standardized ui/panels, text etc throughout game presentation.- Tooltip stuck and persists across panels- Added ship tonnage to ship loadout stats in loadout panel
    Read full article on Community Announcements (Kraeken)
  • Patch NotesOfficial

    Large Update 23 Modules

    Change LogLarge update 23, ModulesNew- Visuals/Sounds upgradeUpgraded animations for engine, missiles, nodes, jumping, canon firing, to name some of the visual changes, and added a variety of sounds to include - Jump drive charged, ricochet, and more.- Background upgradesUpgraded backgrounds in main menu and gameplay. In gameplay, added a procedural generator for designs and styles with reworked systems for generating mood colors, background star population, effects etc.- Menu UI changesUpdated menu UI across the board.- Refit, and modulesImplemented a whole new system of modules, refitting your ship, module damage and more!To access these features, go into your "Fleet/Profile" panel in main menu, and follow the guides to learn all about it! Note, whenever you do not have a valid "flyable" ship available, you will be provided with a "Loaner" ship with default and basic stats. It doesn't cost anything and wont effect anything if you lose it, so it is perfect for practice.- Added key-binds for weapon cyclePress "Z" for weapon and "X" for sub-type.- Added player markersPlayers can now use r-click - hold to access a list of static markers to place on the map. r-click on marker to remove.- PD logic and presentation reworkPD are now missiles, with limited racks launched at once. You can now overwhelm via larger amount of missiles/nodes launched.- Reworked Shooting UI and controlsRemoved the angle dial from the controls panel, and implemented a mouse on point, and L-click-Hold-Drag for aim, as well as visual/presentation rework.- Added Tech degradingYou now have the ability to degrade higher grade tech down at the rate of 1>2. check your inventory.This is especially handy for if you destroyed a higher tier target but still need some lower tier equipment or hull.Beware though, you cannot reverse it.- Performance optimizationsA large variety of performance optimizations mainly focused at AI and network.- Implemented IconsIcons are now used to greatly reduce amount of text us...
    Read full article on Community Announcements (Kraeken)
  • AnnouncementsOfficial

    I am still here!

    Hey everyone! Just wanted to check in and let you know that I haven't forgotten about Gravity Assist: Initiative.Development is still active, but I've been very busy lately, so progress has been slower than I'd like. At the same time, I'm working on some pretty major changes behind the scenes, and they're taking longer because I want to get them right instead of rushing them.I wanted you to know the project is still very much alive. Thanks for sticking with me and for all the support—it really does mean a lot.More updates will come as soon as I have something worth showing!
    Read full article on Community Announcements (Kraeken)
  • Patch NotesOfficial

    Update 22

    Change Log New- Blackout Game modeNew game mode, low intel. discover systems, and manage what you see and keep enemies from seeing you! Play it on any mission/difficulty.- Perk ScalingAdded perk scaling when upgrading. some perks will count all upgrades in that module, and others will only scale with upgrades after you get the perk.- System Generator reworkReworked the system generator, stars, scaling, lighting, and more!- Boss GradesBosses are now graded based on stats, upgrades, encounters, etc. Make sure to keep track of the really bad ones!- Remove ship featureAdded the option to delete your built/upgraded ship and get a % of spent tech back.- Sub-selectionsAdded buttons for selecting type of movement, type of canon ammo, and type of nodes to use when applicable. (when you get a perk for a special node (like missiles), you can choose what you want to fire and still use regular d-nodes).- MissilesLarge ship classes now have missiles as a default, and when you get the perk for it, it buffs them even more. Also reworked pathfinding for missiles, nodes, etc.- New premium PerksAdded a variety of premium perks!- Armor and resistancesAll weapon types now carry damage type, added armor rating that scales with class of ship and hull upgrades, made shields account for resistances, and made ricochet and penetration be directly related to the armor rating of a ship.- Max enemy CountAdded a feature where enemies don't endlessly spawn. but after a bunch are in system, the light class ships will escape and heavier class ships will jump in.- Upgrades UI reworkRemade the UI and menu flow for upgrades and perks.Bug Fixes- Ai behavior and logic- Ricochet and penetration rework- Jump drive nerf, now being charged holds an energy cell in reserve unless you get a mitigating perk.- UI rework, especially upgrades and perk sections.- Beef up network communications
    Read full article on Community Announcements (Kraeken)

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