Mikey of Legend

Gravity

Coming soon
Steam
tl;dr

Gravity is a multiplayer climbing game where every step matters. I led Game Design on this project as a contractor, working with Scape, the developer and studio behind the game.

About the game

Precision Platformer 3D Platformer Multiplayer

Up to 100 players climb the same broken world at the same time, racing for the summit and trying not to fall. There are no checkpoints. One wrong step can send you into free fall, and it's up to you to catch a ledge, find somewhere to land, or start the climb again. Waiting at the top is a door no one has opened yet.

Core Gameplay

A climb with no checkpoints

Every Step Matters

No checkpoints to save you. Every fall is a scramble to recover.

Players sharing the same world

A Shared Climb

You're never climbing alone. Follow other players, learn from their mistakes, or find your own way.

Players face everything to lose or save

Risk and Reward

The difficult shortcut or the safer path? Every choice can change your climb.

The unopened door at the summit

Something is up there

Something is waiting at the summit. Nobody knows what yet.

My Role

Lead Designer (Contract) ยท Scape

I led the level design for Gravity and managed a small team of designers.

Design

Gravity is built around a simple idea: the climb is the game.

The shared world means you're never completely alone. Other players become part of your experience as you watch them climb, fall, discover routes, and occasionally show you a way forward.

The world is designed to make players constantly weigh risk against reward. Do you take the difficult shortcut? Follow someone else's route? Or try something completely different? Every decision can change how your climb unfolds.

What I Learned

Gravity gave me the opportunity to work on a multiplayer game where the environment itself creates much of the tension and excitement.

It pushed me to think about how level design, player movement, failure, and other players can work together to create memorable moments without relying on traditional combat or progression systems.

It was also a great opportunity to lead design on a game built around a very simple idea and explore just how much depth can come from it.