太陽の欠片——SOLAR SHARD——を携え、 暗闇に沈んだ惑星ひとつひとつへ光を届けよ。 引力を自ら描き、宇宙の法則を味方につけ、 果てなき旅へと挑め。Carry the Solar Shard — a fragment of the Sun — and bring light to each planet lost in darkness. Draw gravity, harness the laws of the cosmos, and embark on a journey without end.
CARRY THE SUN'S LIGHT TO EACH PLANET.
BASICS
HOW TO PLAY
引力場を描いて、太陽のかけらをゴール惑星へ届ける。Draw gravity fields and carry the Solar Shards to the goal planet.
Gravity Weaver は、画面に引力場を描いて太陽のかけらをゴール惑星へ導くパズルゲームです。Gravity Weaver is a puzzle game where you draw gravity fields on screen to guide Solar Shards to the goal planet.
01
DRAW
画面をなぞると引力場が生まれ、太陽のかけらを引き寄せます。閉じた線と開いた線で性質が変わります(→次節)。Trace the screen to create a gravity field that pulls the Solar Shards. Closed and open strokes behave differently (see next section).
02
GOAL
太陽のかけらが1個でもゴール惑星に届けばステージクリア。残りの太陽のかけらは約5秒のあいだ追いかけて到達させられます(全部届けばすぐ次へ)。The stage is cleared once a single Solar Shard reaches the goal planet. The rest can still arrive for about 5 more seconds — and if they all make it, you move on immediately.
03
SOLAR SHARD
太陽のかけらは初期3個。ブラックホールに吸われると永続消滅——復活はありません。全て失うとゲームオーバー。You start with 3 Solar Shards. One absorbed by a black hole is gone permanently — no respawn. Lose them all and the run ends.
04
SESSION TIMER
制限時間は全ステージ共通の60秒。時間切れでゲームオーバー。コンボを決めると+5秒(→SCORING)。One 60-second timer is shared across all stages. It ends the run at zero — but combos add +5 seconds (see SCORING).
05
SCORE
到達1個ごとに加点。引力線を使うほど1個あたりの点は下がるので、少ない線で通すほど高得点。Each arrival scores points. The more Slingshots you use, the less each arrival is worth — fewer strokes, higher score.
06
STAGES
太陽系9ステージを抜けると、深宇宙の星座ステージへ。クリア後は3つのアイテムから1つを選んで次へ。Clear the nine Solar System stages to reach the deep-space constellations. After each clear, pick one of three items and move on.
GRAVITY WELL vs SLINGSHOT
なぞる線の「形」で 2 種類の重力場を使い分ける。The shape of your trace decides which of the two gravity field types you draw.
描く軌跡の「形」によって、2種類の重力場が生まれます。
The shape of your trace determines which type of gravity field you create.
Powerful gravity pulls Solar Shards in — contact means permanent loss. Appears from Stage 2, up to 3 per stage. Sizes vary; large ones are especially dangerous.
Purple-blue gas clouds. Appears from Stage 4; passing Solar Shards lose speed gradually. Slowed shards may fail to reach the goal in time or drift into a BH.
対策COUNTER
星雲を避ける軌道を描く / 引力線で加速して通り抜ける
Draw routes around the cloud / Use Slingshots to push through
Horizontal cyan gravity currents. Appears from Stage 5; the moving arrows show the direction Solar Shards (and meteors) will be accelerated. Ride the flow as a shortcut, or fight against it to avoid overshooting the goal.
対策COUNTER
流れに乗せて時間短縮を狙う / 向かい風には引力場/引力線で軌道を曲げる
Ride the flow for time savings / Bend trajectories with Gravity Wells or Slingshots when going against it
A pulsar — a neutron star that fires outward repulsion pulses on a fixed cycle. Appears from Stage 7. The pulsing central glow and concentric rings telegraph when the next blast will fire. Active pulses push Solar Shards and meteors outward (but never destroy them).
Time your passage during the cooldown (off-pulse) / Route around the effect radius / Use Slingshots to counter-thrust against the outward push
SCORING & COMBO
得点のしくみは4つ。少ない線で、続けてゴールさせるほど伸びる。Four ways to score. Fewer strokes and back-to-back goals earn the most.
01
BASE
到達1個の基本点はステージ番号 ×100 ÷(引力線の使用本数+1)。この本数はそのラン全体の累計なので、序盤で乱発すると終盤の点まで下がります。Each arrival scores stage number ×100 ÷ (Slingshots used + 1). That count is cumulative for the whole run — early overuse keeps hurting late stages.
02
COMBO
5秒以内に次の太陽のかけらをゴールさせるとコンボ。コンボ数 ×10pt に加え、そのたび残り時間 +5秒。ゴール付近に引力場を並べて、次々と吸い込まれるルートを作るのがコツ(ゴール重力 ×3 があると格段に楽)。Land the next Solar Shard within 5 seconds for a combo: combo count ×10 pts plus +5 seconds each time. Stack Gravity Wells near the goal to build a funnel route (GOAL GRAV ×3 makes it much easier).
03
NEAR MISS
ブラックホールのすれすれを通過して生還すると NEAR MISS!——ステージ番号 ×50pt。狙う価値はありますが、吸われたら元も子もありません。Skim past a black hole and survive for NEAR MISS! — stage number ×50 pts. Worth chasing, but one slip and the Shard is gone.
04
CLEAR BONUS
そのステージで描いた引力線が少ないほどクリア時のボーナスが大きくなります(1000 ÷(1+本数))。引力場は何本描いても減点なし——ルートの土台は引力場で作り、引力線はここぞの一押しに。The fewer Slingshots you draw in a stage, the bigger the clear bonus (1000 ÷ (1 + count)). Gravity Wells are free — build your route with Wells and save Slingshots for the decisive push.
スコア ×2 アイテムはこれら全てに掛かります。コンボと重ねたときの伸びが最大です。The SCORE ×2 item multiplies all of the above — biggest payoff when stacked with combos.
STAGE TIPS
太陽系(1〜9)で全ギミックを順に学び、抜けると深宇宙=星座ステージへ。各星座で主役のギミックが切り替わる。The solar system (1–9) introduces every gimmick one by one. After that, you venture into DEEP SPACE — the constellation stages — where each constellation centers on a different signature obstacle.
STAGE 1 — 9太陽系SOLAR SYSTEM
1 (水星): 引力場の練習。障害物なし
2 (金星): ブラックホール初登場。引力の強さを体感
3 (地球): 球体隕石が加わる。引力線の出番
4 (火星): 星雲が広がる。減速ゾーンを意識
5 (木星): 重力流が流れる。横方向に流される
6 (土星): 板状の大型隕石。回避が難しい
7 (天王星): パルサー登場。タイミング判断が加わる
8 (海王星): 巨大隕石が混じる。早めの軌道変更を
9 (冥王星): 全ギミックの組合せ。太陽系卒業試験
1 (Mercury): Practice drawing gravity. No obstacles
2 (Venus): First black hole. Feel the pull
3 (Earth): Meteors arrive. Slingshots come into play
4 (Mars): Nebulae spread. Watch for slow zones
5 (Jupiter): Gravity streams flow. Sideways drift
6 (Saturn): Slab meteors mix in. Hard to dodge
7 (Uranus): Pulsars enter. Timing reads added
8 (Neptune): Giant meteors. Adjust trajectories early
9 (Pluto): Everything combined. The solar-system final
STAGE 10 — 23深宇宙:星座(前半)DEEP SPACE — CONSTELLATIONS (EARLY)
Leaving the Solar System: Background and BGM shift; goals become stars of constellations
No new gimmicks here: What you learned in the solar system gets recombined under constellation themes
Themed gimmicks: Each constellation centers on one obstacle (Strong BH debuts here, plus Nebula, Stream, etc.)
Complex goal layouts: GOAL GRAV helps a lot
STAGE 24+深宇宙:星座(後半)DEEP SPACE — CONSTELLATIONS (LATE)
24〜(SCORPIUS さそり座): Stream を主役にする星座群。流路を読む力が試される
28〜(LYRA 琴座): Pulsar が主役の星座群。パルスのリズムを読むタイミング判断が重要
長期戦: 太陽のかけらを温存しつつコンボを重ねる戦略が鍵
24+ (SCORPIUS): Constellations themed around Gravity Streams; reading the flow is key
28+ (LYRA): Constellations themed around Pulsars; reading the pulse rhythm becomes critical
Long game: Preserve Shards while chaining combos for max score
スコアの仕組み: 基本点はステージ番号に比例するので、遠くまで生き残るほど1個あたりの点も上がります。式の詳細は SCORING & COMBO へ。How scoring works: Base points scale with the stage number, so surviving deeper is worth more per arrival. See SCORING & COMBO for the formulas.
Use Continue (watch an ad) to restart the same stage with 3 Solar Shards and 30 seconds on the clock (item effects reset). At high stages the base points are big — a real chance to push your score.
DEEP SPACE
CONSTELLATIONS
太陽系を越えた先に待つ30の星座。各星座の星を灯して、星座を完成させよう。30 constellations await beyond the solar system. Light up the stars of each constellation to complete them.
ゲーム終了時にランクが決定されます。最高ランクCONSTELLATION MASTERを目指せ。Your rank is determined at the end of each session. Aim for the highest: CONSTELLATION MASTER.
序盤EARLY
太陽系SOLAR
深宇宙DEEP SPACE
伝説LEGENDARY
HIGH
NAVIGATOR
重力を読み解く者Reads the pull of gravity
VOYAGER
太陽系の果てを越える者Beyond the edge of the Sun
COSMIC PIONEER
宇宙の先駆者First into the unknown
CONSTELLATION MASTER
星座を統べし者——究極Ruler of constellations
MID
SCOUT
先を見据える偵察者Eyes on the horizon
EXPLORER
未知の軌道を切り拓く者Forging new paths
ASTRONOMER
星座の理を知る者Understands the constellations
STAR KEEPER
全ての星を守護する者Guardian of every star
LOW
DRIFTER
宇宙を漂う旅人Adrift in the void
PILOT
軌道を操る操縦士Commands the orbit
STAR SEEKER
星々を追い求める者Chasing the stars
GRAVITY WEAVER
重力を織りなす者Weaves gravity itself
ランクの決定要素HOW RANK IS DETERMINED
ランクは到達ステージとスコアの2軸で決定されます。より遠くまで進み、より高いスコアを獲得するほど上位ランクに到達できます。同じステージに到達しても、スコアが高ければランクが上がります。Rank is determined by two factors: how far you reach and your score. The further you travel and the higher your score, the better your rank. Even at the same stage, a higher score earns a higher rank.
ANOTHER MODE
ENDLESS
ステージ制とは別の連続モード。太陽から太陽系の外へ、どこまで遠くへ行けるかを競う。A continuous mode separate from the campaign. Race outward from the Sun and see how far into deep space you can travel.
Controls are the same Gravity Wells and Slingshots as the campaign. Start it from the ENDLESS button on the title screen (unlocked after the tutorial). The ranking rule is “farther, and faster” — at the same distance, reaching it sooner ranks higher.