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The first PlayTest of Gennady has come to an end!

We distributed half a thousand access keys and received nearly a hundred completed feedback forms from the first PlayTest of Gennady! 90% of participants said they would recommend the game to their friends or someone else. Considering the balance issues identified and thoroughly described during the test, we’ll take this rating as an advance payment — one that we’ll spend on refining and polishing the documented rough edges.

A huge thank you to all participants! Your (and our) efforts were not in vain, but there’s no time to relax: the inevitable approach of the public demo must not end in an unexpected crash into the unknown.

Full speed ahead, powered by pure underpants energy! What are your thoughts on the PlayTest?

The first playtest of Gennady begins!

The world will open its doors very soon, but only for a limited time. Are you ready to dive headfirst into the green slurry? Then tighten your underpants, set your tasks aside, and hit the playtest button on the game's main page.

The playtest will include:
- Full English and Russian localization
- The first biome, "Meat Processing Plant"
- The first biome’s boss
- Standard weapon: furious fists
- 30 artifacts
- 13 perks
- Over 100 rooms
- Tons of blood, green slurry, and fun

Features of this version:
- Cannot change control settings for gamepad
- Playable on Steam Deck
- Minor graphical discrepancies on widescreen monitors
- Rage mode is absent as a game mechanic
- The game is still in development, so some mechanics are being fine-tuned

The Gennady playtest will run from March 17 (07:00 UTC) to March 31 (07:00 UTC) inclusive.

Thank you for participating in this playtest! We'll be waiting for you on our Discord server and look forward to your feedback via the Google form, which will open after you finish the game.

What are you liquidating, Liquidator?

As we approach the release of the game's demo version, we've managed to add a new mob for the first biome – the Liquidator.



Unlike his colleagues, his appearance isn't tied to a specific point — he spawns from any spilled drop of green slurry. He's more mobile and, upon spawning, immediately moves toward the player, attempting to overcome obstacles in his way.



Though, he doesn’t always succeed.



If you're lucky (or unlucky), a whole swarm of them might appear. While they don’t have much health, their persistence in chasing the player can be incredibly annoying.



The open demo version of the game is launching soon, so follow us and add the game to your wishlist so you don’t miss out!

What's in the box?

As players progress through the biome, they will occasionally come across metallic containers — chests.



We’ve developed a highly flexible system for configuring chests. It allows us to set the drop rate for various items, their quantities, and even how frequently players encounter these chests.



In addition to consumables that restore health or shields, chests can contain unique artifacts of varying degrees of usefulness. Players can also unlock new artifacts in the chests, which, once acquired, become permanently available for purchase in Sho’s shop. Each biome will have its own unique pool of artifacts.



We’re currently working hard to release the game’s demo version, so stay tuned for updates and follow our social media channels to make sure you don’t miss it!

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They Crawl Inside

Initially, the currency in our game consisted of classic coins scattered across the rooms. Then we transformed them into larvae — a living currency inhabiting bio-blocks and enemies. Now the larvae have become more selective, organizing themselves into clusters within arrays of bio-blocks. Along the way, the bio-blocks themselves have undergone visual changes. Why all this fuss? Let us explain.

Surrounded but not broken

When we first came up with the idea of "living money," it seemed flawless. The larvae quietly lived an invisible life inside the bio-blocks, evenly filling their interiors and scattering when destroyed. In the early stages of the game, when players were just getting familiar with the mechanics, they happily destroyed hundreds of compressed blocks to collect the cherished golden larvae. However, as runs repeated, the monotonous farming began to wear thin.

Aimless acts of violence against bio-blocks

So, we revamped the larva distribution system in our block structures. First, we ensured players could visually distinguish empty zones from those filled with coveted gold. Second, we taught the larvae to form large clusters within sections rather than being scattered into isolated points. This helps players focus on their mercantile goals without getting bogged down in trivialities. We implemented this by applying a noise map generator to the layers of bio-blocks, creating a pulsating, dynamic pattern for your financial prosperity.

Purposeful acts of violence against bio-blocks

Additionally, we updated the design of the bio-blocks, making them stand out more clearly against the background of regular tiles. We hope this makes navigation easier for players.

Meanwhile, the grills in the dining hall were being lit.



Add the game to your wishlist, subscribe to our social networks, leave comments and share your opinion, it's very important for us, especially during the development phase. Thanks for reading and see you soon!

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