With the new update, it comes a new system to handle 0 gravity environments. That's a cool adition, because in the past, the 0 gravity environments (Like the asteroid fields from FU) looked a little bit clunky, with the NPC and the PC stucked in the jump animation. Now, whit this update, also come new problems. Zero gravity is not just an invisible buff that changes the gravity multiplier to 0, it's a more deep and hardcoded mechanic. If we understand and found ways to alternate between 0G and Normal G, we could do some cools things like, I don't know, a space rifle that inflicts a zero gravity debuff on it's enemy? Just use your imagination. Now, I open this topic so we can share our discoveries in the matter. I did a little investigation, and I do not found very much, but I will share my little research. New Lua Bidings: bool mcontroller.zeroG() : Returns `true` if the movement controller is at a world position without gravity or if gravity has been disabled. Returns False otherwise. void world.setDungeonGravity(`DungeonId` dungeonId, `Maybe<float>` gravity) : Sets the overriding gravity for the specified dungeon id, or returns it to the world default if unspecified. Old mechanic for asteroid fields removed: Now, they do not use a global status effect to inflict in you low gravity (or no gravity), so you couldn't set an "Inmmunity status effect" anymore. Dungeons Manages Gravity: As far as I know, for localy manage the gravity, you should use a dungeon. While I wait for your answers, I will keep investigating. For now, I have two paths to follow. One, is find a way to directly change the gravity influence in a PC or NPC; This is ideal and it could be the best solution. The other, is find a way to dinamically set a group of tiles into a dungeon, without spawning a new dungeon; If it works right, it could be a nice workaround, but I don't know if that's possible.