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Mutants: Genesis News

Update - V 0.6.9

Update - V 0.6.9

๐ŸŽด CARDS
  • Anubis can no longer attack after casting "Remnant Revenge", as was originally intended.
  • Dreadnought and Gargantua have been reactivated, and their effects have been corrected.


โŒ› TIME RIFTS
  • The boss under the effect of the Metallic superior mutation now correctly has Armor 2.


๐Ÿ–น TEXTS
  • Correction of various translation errors in German, Spanish, and Italian.

What's next?

Hello Psycogs everywhere!

As the end of the year approaches and the first Time Rifts have made their appearance, it is the moment chosen by our Game Director, Arthur Riolland, to inform you in detail about what we are planning for the beginning of 2024.

Originally posted by Arthur
Dear Psycogs,

First of all, on behalf of the entire Mutants: Genesis team, I'd like to thank you for our first year together.

What a journey it has been since the demo at the Steam Neo Fest in February... There was the Early Access release in May, the first ranked seasons, the introduction of the Hard and Extreme modes of the Dungeon, lots of new cards, and finally, the release of the Time Rifts!

This year has been very important for us and for Mutants: Genesis, and we are extremely grateful for the welcome you've given us and the passion you have for our game.

As the end of the year approaches, it was important for me to touch base with all of you to tell you where we are, and where we are all going together with Mutants: Genesis.

As previously announced, the Time Rifts were the last major update of the year. Today, our teams' priority is to expand the game's reach, and to that end we're now focusing all our efforts on the release of Mutants: Genesis on iOS, Android and as a standalone Windows version, which means porting the game to all three platforms.

It's a long-term project, started a long time ago, but which, to be brought to completion, requires the full attention of our teams.

Therefore, unfortunately, there won't be any new content added to the game until these three versions are released.

Where do we stand today, and when can we expect these versions?

Well, actually, we're pretty close!

Internally, we can already play Mutants: Genesis on our Android and iOS phones.

However, as you probably know, the devil is in the detail and there are still a few important things we need to do before we can start having you test these versions. In any case, we will be keeping you regularly informed of our progress.

As for a release date, it is still too early to say, but we are confident in our ability to have you play Mutants: Genesis on your phones in the first quarter of 2024.

What's next?

You've been waiting a long time (and so have we)! Arc 2 and a new dungeon, with its new PvE boss, are currently being finalized, and as soon as our attention is less focused on mobile ports and the standalone version for Windows, the continuation of the Mutants: Genesis' story will be revealed, with lots of new challenges and, we hope, lots of new Psycogs to overcome them with!

I wanted to thank you once again for your unwavering support since the launch of this Early Access, and we are all extremely excited to continue sharing this adventure with you.

2024 will be a rich and crucial year for Mutants: Genesis, so stay tuned!

3, 2, 1, deploy the Psycores!

Arthur Riolland.

Update - V 0.6.8

Mise ร  Jour V 0.6.8

โš–๏ธ BALANCE PATCH
  • The mid-season balance patch has arrived! You can find all the information and changes in our Steam Article

https://store.steampowered.com/news/app/2138570/view/6697477099278714199).

โŒ› TIME RIFTS
  • Improvements to the Time Rifts shop, in particular regarding the preview popup window, which now displays the Shards required for a purchase.


๐ŸŽด CARDS
  • The mutant Cabloid could also inflict Stasis on buildings. This was not an intended effect and has been corrected.
  • Altaris' effect could work on all battlefields. Stasis is now only applied on the battlefield of its direct opponent. In addition, his Stasis was 3 instead of 2, which has been corrected.


๐Ÿ’Ž SHOP
  • Fixed issues relating to the preview of certain items in the shop.


๐ŸŽฎ USER EXPERIENCE
  • The options menu has had a makeover!
  • The indicator for the number of cards in the opponent's hand now shows the correct total.
  • Improved readability of Extreme boss skills.
  • Deck thumbnails on the deckbuilding screen have been improved.
  • Short nicknames are now correctly centered under the player's frame.
  • Optimised performance, particularly on the Campaign, Quest, Deckbuilding, Shop and Capsule screens.


๐Ÿ–น TEXTS
  • Correction of certain styles applied to tutorial dialogues.
  • The Spanish text of the Undead Dragon now clearly indicates that its effect also affects the player's mutants.

Psycog 101 - Buildings

Hello once again friends of knowledge!

Originally posted by Victor
Huh.. What?


I just wanted to add a creative twist to my greeting. So, welcome back, Psycogs, to a brand-new Psycog 101, where we'll discuss something we haven't yet covered: buildings!

Originally posted by Victor
Oh I love to smash them! But it is true that they are very useful... Wait a second though, what if today's students are new here?


You're right! My name is R. , I'm a friend of Victor and a former Student of Panakeรฏa. But, my professionnal carreer might not be as interesting as our estimeed professor here!

Originally posted by Victor
Oh you flatterer...


As for today's course, we will not talk about every buildings in the game as it would be slightly tedious. Still, there are a few cards that you'll get quite early in the game that we want to highlight!

Originally posted by Victor
Yep! And you and I even came up with categories to fit them in!


Without further ado, let's dive in it!

We can start with what we call : Walls. Those are defensive buildings with the intent to protect your Psycore.

Originally posted by Victor
And they come in 3 flavours!


You can't eat Buildings Victor, but you're right.



Defensive Shield is your standard big HP, bulky defender. It is supposed to be strong and require ressources and commitment from your opponent to be delt with.

Originally posted by Victor
I personally prefer the destructive power of the Void Turret!




This Building will deal 3 damages to a random Mutant on your opponent's board. Making it a difficult choice : do I accept the potential trade or not?
On my side, I'm more of a Terror Tower type of guy.



Originally posted by Victor
Ah, that one wreaked havoc on my Zoo mutants back in the day... A -2 Attack on the entire board is no laughing matter.


This specific building will work miracle if placed at the right time to punish an opponent that expanded too quickly.

Originally posted by Victor
When walls are not enough though, you can always use other tools to get an advantage!




Incubator Pods are essential when your deck is heavy on advanced mutants. Be careful though as if they are destroyed, your mutant is lost!

Originally posted by Victor
When it comes to spawning mutants though, I can't get enough of my Old Printer!




Not surprising, but it's true that it's a great tool for gaining a numerical advantage by generating an additional starter mutant at the start of your turn. Still, if you manage to grab a copy of Laser Printer, it is a valuable upgrade. It offers more value if it stays on the board, but be aware, it also gives more XP to the opponent!



Now, building can also be agressive tools.

Originally posted by Victor
That's right, have you ever heard the sound of missiles crashing into your opponent's Psycore? It's crisp!




And Missile Turret is the perfect card to do just that, every turns it deals 2 damages, making it a dangerous affair that must be dealt with when settled on board.

Originally posted by Victor
We do have my favourite category of buildings to talk about though, Accelerators!


Accelerators are building that will help you generate card advantage, a concept we discussed in previous articles by drawing more cards.



Data Bank is your standard high risk, high reward type of card. By placing it you can generate 2 more cards next turn.

Originally posted by Victor
If it doesn't get destroyed though.


Exactly! But if on the other hand you want a sure draw, Data Fuse allows you to draw and protect your other buildings.



But you have to keep in mind that it has less drawing power than its counterpart, it's basically cycling itself.

Originally posted by Victor
You play one, you get one!


Finally we have another very nice pick in the form of the World Tree.



Originally posted by Victor
Easily one of the first cards I recommend crafting! It's a bit bulky and if protected correctly will give you a ton of value!


Still, if its destroyed, the XP reward for your opponent is very important.

Obviously, there are a lot of different buildings that exist and most can fit in a lot of decks, you can even build some around them!

Originally posted by Victor
Some buildings will for example be great in Zoo decks as they will reward evolution!


Play around with them, experiment! Creativity is often rewarded in Mutants: Genesis!

As for us, we'll see you later, have a great day Psycogs!

___

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Balance Patch Season 4

Hello Psycogs!

Here's the balancing patch that will be released on Wednesday, November 22. Here are a few words from the Dev team to help you find out more, as well as the list of Buffs and Nerfs.

Let's get started!


[h2]Objectives[/h2]

In this patch, we've chosen to rebalance certain archetypes that had a few too many options for inflicting an OTK (One-Turn Kill, a combination of cards and actions to reduce the opponent's Psycore HP to 0 in a single turn) on the opponent and preparing for the release of new cards. In particular, the archetypes linked to Summoning had options that were a little too effective for the difficulty of setting them up.

[h3]Balancing down (Nerfs)[/h3] ๐Ÿ“‰

___________________________________________________________________

Mephisto
  • The demonic mutant has too much defensive capacity, as he uses summons to get better stats and his Evasion ability. We've decided to make it targetable again in standard situations.
Evasion keyword: Removed

___________________________________________________________________

Battle Plan
  • The support card for Mutants with Tactics has a power cap that is a little too high given that it has no cost. Rather than adding a cost to this card, we prefer to limit its excesses by adding a limit to the number of cards drawn.
Draw effect: Limited to 3 cards.

___________________________________________________________________

Mass Cannon Like the previous card, the Mass Cannon has too high a power cap, given that the card is mainly used as a tool to end a game. We are therefore limiting its power to a maximum of 6 damage.

Damage inflicted by its effect: Limited to 6 damage.

___________________________________________________________________

Bio Recycling
  • The Bio Recycling card is a little too easy to use by sacrificing summons, so we've decided to limit its use to non-summoned mutants.


Before: Destroy one of your mutants: Draw 2 cards.

After: Destroy one of your non-summoned mutants: Draw 2 cards.
___________________________________________________________________

Pandavinci
  • The little painter panda proved to be a little too powerful in his defensive capacities in pvp. We have therefore decided to add a negative counterpart to his summoning.


EVO given by Shinigami : 0 โ†’ 1

___________________________________________________________________

Sun-Duke
  • Mutant Squad Commander Heroic was a little too effective on his own compared to his incubation time. We're therefore reducing the bonus he gets depending on the other mutants with Squad in the field.


Fleet Commander ability:

Before: This mutant has +2 ATK and +2 HP for each mutant with Squad on your field.