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Early access update patchnote

Dear Psycogs,
The big day has arrived! Mutants: Genesis is now available on Steam. You will find below our first patchnote, related to this early access release.

Thank you for your support and enjoy our game!

The Mutants: Genesis team

Early Access Patchnote - May 10th, 2023.


[h3]Mechanics changes[/h3]
A number of new keywords have been introduced in the game, either to clarify how some abilities work, or because enough cards share a common game mechanic to make it a keyword.

Unstable
A mutant with Unstable is stronger than average. However, it has an ability with a negative effect (like damaging your Psycore when played, self-inflicting damage…)
Ex : Robot, Steam Warlord

Dual Core
A mutant with Dual Core can both attack and use its Action Ability during the same turn.
Ex : Android

Execution (new version)
Execution abilities now trigger whenever the mutant destroys another mutant.

Reaper
Reaper abilities trigger whenever another mutant dies (usually any mutant, but there can be exceptions).
Replaces some previous Execution abilities.
Ex : Cerberus, The Forgotten One

Ossuary
Ossuary abilities become active while you have at least 10 cards in your discard.
Ex : Bushi, The Collector

The Equip former keyword disappears, to be replaced by 2 new keywords.

Equipped
Equipped abilities are active while the mutant has at least one Orb equipped.
Replaces some Equip abilities.
Ex : Barbarian

Unsheathe
Unsheathe abilities trigger whenever you attach an Orb to the mutant.
Replaces some Equip abilities.
Ex : Master Shinzo, El Gringo (new version)

Adapt (new version)
The former Adapt format changes to facilitate integration of mutants with Adapt abilities in multiple archetypes.

The new keyword : Adapt - Mutants with Adapt abilities can gain EVO when specific conditions are met.

Former abilities with the Invasion keywords are modified :

Invasion (new version)
Invasion abilities now trigger whenever the mutant damages a building.
Ex : Shell Shock, Marship Mallow

Demolition
Demolition abilities trigger whenever the mutant destroys a building.
Replaces some Invasion abilities
Ex : Planet Cleaner (new version)

Cityscape
Cityscape abilities are linked to the presence of non-Psycore buildings on the board.
Replaces some Invasion abilities
Ex : Alien, Behemoth (new version)

Aura
Aura abilities grant bonuses or abilities to multiple mutants.
Numerous mutants with Squad now have their Passive abilities become Auras.

Status Condition
The bold gameplay term is added to encompass Burning, Stasis, ATK/HP decreases, and numerous other effects in the future.

Cleanse

The gameplay term bold is added, and means “Remove all status conditions”.

[h3]New cards[/h3]
New cards added to the game.

Building Cards

Planning Table
5 HP
1 EVO
Passive - All your mutants with an active Tactics have +1ATK and +1HP.

This card reinforces the Blades archetype around the cards with Tactics, which did not have a dedicated building.

Missile Turret
4 HP
1 EVO
Passive - At the end of your turn, this building deals 2 damage to the Primary Objective.

An aggressive card to put constant pressure on the opponent. Reminder: the Primary Objective is the Psycore or Boss, depending on the game mode.

Engineering Lab
5 HV
1 EVO
Passive - Whevener one of your mutants is healed by Autorepair, it obtains +1ATK.

This card brings a dedicated building around the cards with Autorepair.

Support cards

Battle Plan
For each mutant with an active Tactics on your board, draw a card.

This card reinforces the Blades archetype around the cards with Tactics, which did not have a dedicated support card.

Strength in Numbers
Each mutant you control obtains +1ATK this turn. Each Summoned mutant obtains an additional +1ATK.

We were missing cards to carry a mass attack, so we chose to make it a version that particularly strengthens decks based on filling the board with Summons.

Reconstruction
Discard a Building: Add a Building from your deck to your hand.

A very efficient card that allows recycling a building during the game (such as an additional incubator). It also reinforces the theme of Buildings in the Space gene.

Savage Strike
Discard a card: Target a Zoo mutant you control which deals its ATK as damage to a random opposing entity.

An aggressive card for Zoo mutants, also usable in PvE against a boss. It remains playable in all decks, if you have mutants with the Zoo gene on the battlefield.

Basic Troopers
Discard a Space mutant: Summon 2 Basic Troopers with Squad.

A card that completes the Support card cycle with a discard cost of a certain gene, as well as fixing one of the problems identified around the Squad deck.

[h3]Modified/Replaced cards[/h3]
Completely modified cards (major effect/concept change)

Mutant Cards
A large number of mutants without abilities or with only basic keywords have been modified to better fit with the different archetypes of the game.

Starters

Robot - Tech
ATK 2/3/4/5/7
HP 2/3/4/5/7

Autorepair 1/1/2/2/4
Unstable - When this mutant enters play, your Psycore takes 2 damage.
The old Robot design did not allow us to have a sufficiently interesting card. Creating an ability with the new keyword Unstable allows us to have a starter with higher base stats, but with a drawback.

Warrior - Blades
ATK 1/2/3/4/6
HP 1/2/3/4/6

Tactics - While an opposing mutant is damaged, this mutant has +1/1/2/3/4 ATK.
The previous design of the Warrior wasn’t convincing enough for us with its actual form, we wanted to push more of the Tactics archetype through this starter.

Basic

Halbeard - Tech/Mystic
ATK 1/3/5/7/9
HP 2/3/5/7/10

Armor 1/1/1/1/2
Guardian
Unstable - When this mutant attacks, it gets -2 ATK after the fight until the end of your opponent’s turn.

This mutant was lacking impact in his previous version. We gave it a place as a Basic Guardian in Tech and Mystic, while giving it the Unstable trait to have a more defensive mutant.

Ghostmonaut - Necro/Space
ATK 2/4/6/8/11
HP 2/3/5/7/11

Evasion
Passive - When one of your Buildings is destroyed, inflicts 2/2/3/4/6 damages to the mutant with the least HP.

This mutant was lacking impact. Now it has a spot in decks with buildings that selfdestroy to trigger abilities.

Wampara - Space/Zoo
ATK 1/2/4/6/9
HP 3/5/7/9/13

Squad
Passive - At the start of the turn, give 1 EVO randomly to one of your mutants with Squad.
This card reinforces Squad with the Zoo evolution thematic.

Micky Krueger - Necro/Blades
ATK 2/4/6/8/10
HP 2/3/4/6/8

Piercing
Reaper - When an opponent mutant is destroyed, inflicts 1/1/2/2/3 damages to the opponent’s Psycore.

This mutant now applies important pressure on the opponent with small passive damage, preventing their ability to do reckless trades with his own mutants.

Arachno - Zoo/Tech
ATK 1/2/3/4/6
HP 1/2/3/4/6

Armor 1/1/2/2/3
Dual Core
Action, discard a Tech, Zoo or a Part card: the targeted mutant has -1/2/2/3/5 ATK this turn.

Arachno becomes less passive but also more easy to deal with for your opponent.

Steam Warlord - Tech/Mystic
ATK 1/2/4/5/7
HP 3/4/6/7/10

Armor 1/2/2/3/3
Ignite 1/2/2/3/5
Unstable - When this mutant attacks, it inflicts Burning 1/2/2/3/3 to itself.

A complete rework of this Mutant’s design that will need to be played alongside cards dedicated to Purge to prevent it from damaging itself too easily.

Kung Chow - Mystic/Zoo
ATK 1/3/4/6/8
HP 2/4/5/7/10

Ignite 1/1/2/2/3
Passive - Whenever an opposing mutant becomes Burning, this mutants gains 1/1/2/2/0 EVO. (Platinum: Whenever an opposing mutant becomes Burning, you mutants gain 1 EVO)
Adaptation

Kung Chow get stronger with the Adaptation ability and an interaction with Burning mutants. Yes its ability works when the Burning Stacks come from a Support card.

Men'ki Guard - Blades/Zoo
ATK 1/2/3/5/8
HP 2/4/5/7/10

Guardian
Tactics - While you have another mutant without Guardian, this mutant has +1/2/3/4/5 ATK and Piercing.

We decided to reinforce this mutant’s theme by giving it a Tactics ability associated to it’s Guardian’s role. It gets stronger when it has a mutant to protect.

El Gringo - Blades
ATK 2/3/4/5/7
HP 2/3/4/5/7

Unsheathe - Whenever this mutant is equipped with an Orb, it deals 1/1/2/2/4 damage to the opposing mutant with the least HP.

El Gringo was too powerful and too redundant with the Barbarian starter. We thus decided to modify its ability to give it Unsheathe fitting more with its visual style.

Captain Patriot - Space/Tech
ATK 1/3/4/6/9
HP 2/3/5/7/10

Guardian
Space
Passive - For every other mutant with Squad on your board, this mutant gains Autorepair 1/1/2/2/3.

The fundamental mechanic of Captain Patriot still revolves around being a Guardian with Squad and Autorepair but now we tie it to the Squad ability making it more fitting in decks featuring multiple Squad mutants.

Advanced

Cernunnos - Zoo
ATK 2/4/6/8/10
HP 3/5/7/10/13

Guardian
Piercing
Passive - When this mutant defends, it deals 1/2/3/4/6 damage to a random opposing mutant.

The previous ability of Cernunnos was too close to how Tactics work and was too close to Sir Puggington’s ability, this is why we decided to modify it to play more on the random aspect of the Zoo.

Undead Dragon - Necro/Zoo
ATK 3/5/7/10/12
HP 2/4/6/8/10

Last Will - When this mutant dies, it inflicts -1/2/3/4/5 ATK to all the mutants.
Undead Dragon had no ability. It now has a powerful but dangerous Last Will effect.

Behemoth - Space/Blades
ATK 3/4/5/7/9
HP 3/5/7/10/12

Cityscape - For every Building on your board, this mutant has +1/1/2/2/3 ATK and +0/1/1/2/3 HP.
Behemoth was only a mutant without any ability. Now it works well in a deck with a lot of buildings along with the Alien starter.

Dezinger - Tech/Blades
ATK 2/3/5/6/9
HP 4/5/7/9/13

Autorepair 1/1/2/2/4
Equipped- While this mutant is equipped, it has Guardian and +0/2/2/3/4 HP.
Dezinger only had stats, it now fits with the Autorepair and Orbs archetypes from those two genes.

Nordic Knightmare - Blades
ATK 2/4/5/7/9
HP 2/4/6/8/11

Armor 1
Piercing
Tactics - While an opposing mutant has Armor, this mutant has +2/2/3/4/6 ATK.

Nordic Knightmare simply had Armor and Piercing. We are giving it back a place in the Tactics archetype while limiting its Armor.

Amarok - Mystic/Blades
ATK 3/4/5/6/9
HP 3/4/6/8/12

Piercing
Tactics - While you don’t have any other mutant, this mutant has +1/2/3/4/5 ATK and+1/2/3/4/5 HP.
Amarok is now a lone wolf. It must be alone to trigger its Tactics but the boost he gets is very important

Planet Cleaner -Space/Tech
ATK 3/5/7/10/13
HP 2/4/6/8/10

Piercing
Demolition - When this mutant destroys a building, add 2/2/3/3/5 random Parts to your hand.

Before this mutant didn’t have any stats, it now has a Parts generation ability and its high stats allow it to destroy buildings easily.

Raptoid - Zoo/Tech
ATK 3/5/6/8/11
HP 2/3/4/6/8

Autorepair 1/1/2/2/3
Passive - Whenever this mutant is targeted by a Parts card, it gains 1 EVO. (Platinum: Whenever one of your mutants is targeted by a Parts card, it gains 1 EVO).

Before, this mutant only had Autorepair. We chose to give it an Adaptation ability tied to Parts, giving it more flexibility in the possible archetypes it can be played in.

R0B-H4N Sentinel - Tech
ATK 3/6/8/11/13
HP 3/5/6/9/11

Autorepair 1/1/2/2/3
Passive - At the start of the Autorepair phase, if this mutant is undamaged, it gains +1/1/2/2/3 HP.

This mutant only had the Armor and Autorepair keywords. It no longer has Armor but can increase its maximum HP as long as it’s kept at full health.

Horus - Mystic/Zoo
ATK 1/2/3/4/6
HP 4/6/7/9/12

Action : Inflicts Burning1/1/2/3/4 to each opposing mutant.

We decided to modify Horus' ability. Instead of inflicting Burning through Ignite and a Passive at the end of the turn, we decided to give it the ability to do so through an Action Ability. It reinforces its Mystic theme and allows more control to the player.

Building Cards

Junkyard Crane
5 HP
2 EVO

Passive - Whenever one of your Tech mutants is destroyed, create a random Parts card in your hand.

The old version of this card had a too complicated trigger (to have a Part in hand at the start of the turn). We decided to keep the idea to get Parts back but associated with the thematic of mutant destruction.

Recycling Tower
5 HP
2 EVO

Passive - Whenever an Ephemeral card is erased from your hand, heal 1 from your Psycore.

The old version of Recycling Tower often had the same use as the Repair Nanite Parts card. We decided to remove the Part Card Reinforced Structure allowing the Psycore to be healed while adding its effect to this new version of the Recycling Tower.

World-Tree
5 HP
2 EVO

Passive - At the beginning of your turn, heal 1 to your Psycore and draw a card.
We felt that the card was largely lacking in power. So we decided to replace its ability to self-maintain with a draw effect.

Support Cards

Orbs

Repair Orb
The equipped mutant has +1 HP and Autorepair 2.

This highly defensive orb replaces the old version of the Repair Orb. The power of the card has been greatly increased.

Fury Orb
The equipped mutant has +3 ATK and you immediately deal 2 damage to it.
This risky offensive orb replaces the old version of the Fury Orb. The old version was an obsolete design.

Invasion Orb
The equipped mutant has +1 ATK and +1 HP for each non-Psycore building on your opponent's battlefield.
This orb is consistent with the new version of the Alien. The old version was an obsolete design.

Vampiric Orb (replaces Sacrifice orb)
When the equipped mutant damages another mutant, it heals 2 from itself.

This orb replaces the Sacrificial Orb. The former version was a mash-up of test-mechanics moved to other cards during development (Protector Orb and Power Orb).

Blazing Orb (replaces Ignite)
Whenever the mutant equipped with this orb deals damage to another mutant, il also inflicts Burning 1.

This orb replaces the Ignite Orb. Instead of limiting the orb to triggering on attacks, it works on all damage dealt (including with abilities).

Gadgets

Nano-bomb
Deals 1 damage to any target.

This Gadget card replaces the Gadget - Reinforced Structure card. The previous one didn't work as well as expected, and in order not to change the number of gadgets available, we have chosen to introduce a gadget capable of inflicting direct damage. The damage is limited, however, so as not to make it an overpowered card.

Other Support cards

Psycore Overload
Your Psycore takes 3 damage. Summon a Basic copy of your Starter mutant.
The card was too powerful in its previous version. So we made the choice to change from a card dedicated to the draw to a card allowing to play more mutants.

Second Chance
Discard a Necro Mutant. Summon a Zombie.

The previous version allowing to recover a mutant from the discard pile did not work as expected. So we chose to reinforce the swarming aspect of the Necro.

Remelt Steel
Add an Orb card fro your discard pile to your hand.
We have removed the cost of discarding the card, to make it more interesting.

Spoils of War
Discard a Blades Mutant. Add an orb deck from your deck to your hand.

We removed the randomness, by adding a discard cost. This makes the card more reliable in a deck with many different orb cards.

[h3]Rebalanced Cards[/h3]
Cards with more minor changes, often only numerical.

Mutant Cards

Honey Bunny -Basic - Blades/Zoo
ATK 2/3/5/6/9
HP 1/2/4/5/8

Evasion
Tactics - while you have another mutant without Evasion, this mutant has +1/2/3/4/5 ATK
Honey Bunny is now more fragile (while still taking advantage of her Evasion).

The Devourer - Advanced - Necro/Space
ATK 3/5/7/10/13
HP 3/5/7/10/13

Passive - Once per turn, when a Bones would be added to your discard pile, instead it is erased and this mutant gains +1/1/1/1/2 ATK and +1/1/1/1/2 HP until the end of turn.
This mutant took advantage far too easily of effects that put several bones in the discard pile, even at the lowest ranks.

Retribution - Basic - Mystic
ATK 1/2/3/4/5
HP 2/3/5/7/9

Action: Heals 2/3/4/5/8 to target allied mutant and Cleanse all the Status Conditions of the target.
This mutant was too passive, so we decided to increase its ATK at the expense of its HP. We've also increased its active ability, both in magnitude and by adding the Cleanse effect to all ranks (instead of keeping it only on high ranks).

Cyber-Agent - Advanced - Blades/Tech
ATK 2/3/4/6/9
HP 2/4/6/8/11

Autorepair 1/1/1/1/2
Tactics - While this mutant is undamaged, this mutant has +2/3/4/5/6 ATK.
The mutant has been adjusted to give more value to its Tactics, while giving it Autorepair from the Basic rank.

Support Cards

Darwinism
Target Mutant gains 2 EVO.

The card gives 2 EVO instead of 3, because it was too powerful compared to the power level we wanted for this card.

Small Medpack
Heals 1 damage from target damaged allied mutant, then draw 1 card.

The card was used more for its draw effect than for its healing effect. In order to rebalance this, it now requires a wounded mutant to be healed in order to work, and can no longer be played on an intact mutant.