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Genome Guardian News

Cell Command is RELEASED

[h3]TURN-BASED TACTICS meets SNAKE in Cell Command: A new roguelike in the Genome Guardian universe.[/h3]
  • [p]Combine ːadnaːːcdnaːːgdnaːːtdnaː to create 70 unicellular warriors[/p]
  • [p]A multitude of commanders, gadgets, perks & modes[/p]
  • [p]Brand new 80-song soundtrack[/p]
  • [p]Take on the Abyss virus once more in this significantly expanded-upon story[/p]
  • [p]Full Steam Deck & Controller support (it's really good this time, seriously)[/p]
[previewyoutube][/previewyoutube][p][h3]GET CELL COMMAND[/h3][/p][p]
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Note: Cell Command ISN'T replacing Genome Guardian 2, which may or may not be my next project.[/p]

Update 7.0.3

[p]EDIT: Update 7.0.4 is live, which just fixes a softlock related to perks / perk slots for new players.[/p][p][/p][hr][/hr][p][/p][h3]Genome Guardian is finally Steam Deck verified! Only reason it shows as just "Playable" is because some text in Checklist / Records / Credits is kinda small.[/h3][p][/p][h3]⚖ BALANCE[/h3]
  • [p](Mutation) microbes are completely insane: less erratic movement in Shmup mode.[/p]
[p][/p][h3]🔄 CHANGES[/h3]
  • [p]Various tweaks to the Steam Deck experience.[/p]
  • [p]Major performance increases on Steam Deck.[/p]
  • [p]Minor performance increases on PC.[/p]
  • [p](early game only) game will make sure you've used all your perk slots before starting a run.[/p]
  • [p]There's now a warning before adding an Accuracy-increasing mod to a pinpoint-Accuracy weapon (yes, new players need this).[/p]
  • [p]Larger perk name text in CHECKLIST. [/p]
[p][/p][h3]🔨 FIXES[/h3]
  • [p](Mode) Gameshow: The "AFTER WAVE" text would eventually start slowly moving left after each wave deep into endless.[/p]
  • [p](Weapon) ːcdnaːːcdnaːːgdnaːːtdnaː Rail Splitshot: now deals the correct amount of damage when landing the main, initial slug on a microbe.[/p]
[p][/p][hr][/hr][p][/p][p]Cell Command (essentially the sequel) releases in 12 days.[/p][p]WISHLIST CELL COMMAND[/p]

Update 7.0.2

[h3]🔒 UNLOCK CONDITION CHANGES[/h3]
Everything below that's become harder to unlock is stuff new players often struggle with and genuinely shouldn't have access to until later:
  • (turret) Diesel: overheat 300 → 500 times. This turret becomes a lot easier to use after you have more perks.
  • (perk) Magnet: now only triggers at Depth 1+. It has VERY niche use but I still want it to unlock early on since it works so well with the Maw turret.
  • (perk) Hourglass: now only triggers at Depth 3+. New players will use it without knowing how to properly utilize this (+50% Damage with -50% Firerate is -25% DPS, after all).
These are all easier to unlock now:
  • (turret) Buckler: no triggers at Depth 3+ → 1+.
  • (turret) Boomerang: no triggers at Depth 3+ → 1+.
  • (perk) Backpack: buy 500 → 100 items from the shop.
  • (perk) Amber: gain 50000 → 30000 biomass.
  • (perk) Cosmo: land 50000 → 30000 Critical Hits.
  • (perk) Subwoofer: eliminate 2000 → 1000 Oversized microbes.
  • (perk) Nitro: take 150 → 100 hits from microbes.
  • (perk) Mushroom: take 500 → 300 hits or overheat 500 → 100 times.
  • (perk) Microwave: eliminate any one microbe species 5000 → 3000 times.
  • (perk) Microscope: triggers at Depth 5 → 3+.


[h3]🔨 FIXES[/h3]
  • (turret) Fortress: Burst Fire was causing weapons to only fire through 1 of its 3 barrels.

Update 7.0.1

[h3]⚖ BALANCE[/h3]
  • (Mode) Brood: won't go into specifics but it's "generally a bit easier",
  • (Mode) Gameshow: won't go into specifics but it's "generally a bit easier".
  • (Turret) Scorch: Firerate scales with Heat up to +200% → +300%. 🔥🔥🔥🔥🔥
  • (Turret) Helios: removed "-1 Health each time you reach full Charge".
  • (Turret) Diesel: while below 50% Fuel, Damage +70% → +100%.
  • (Turret) Deadeye: Speed +100% → +200%.
  • (Perk) Bulb: -40% → -50% Heat Increase from firing while at or below 50% Heat & +400% → +500% Heat Increase from firing otherwise. (this is a buff)
  • (Perk) Gyroscope: Damage -45% → -40%.
  • (Perk) Calculator: Damage +25% → +30% while at full Health & Damage -25% → -30% otherwise.
  • (Perk) Turbine: Cooling Rate +70% → +75%.
  • (Turret Trial) Castle: Damage -50% → -30%.
  • (Turret Trial) Bearclaw: Damage -50% → -30%.
  • (Turret Trial) Riptide: Fuel Max -50% → Knockback +50%.


[h3]🔒 UNLOCK CONDITIONS[/h3]
  • various changes (aka made easier) to unlock conditions like "achieve victory with # turrets/perks/weapons".
  • (Perk) Stamp: eliminate 2000 → 1000 microbes with Critical Damage.
  • (Perk) Cosmo: land 100000 → 50000 Critical Hits.
  • (Perk) Amber: gain 80000 → 50000 Biomass.
  • (Perk) Pot: synthesize 300 → 100 weapons.
  • (Perk) Subwoofer: eliminate 3000 → 2000 oversized microbes.
  • (Perk) Backpack: buy 1000 → 500 items from the shop.
  • (Perk) Emerald: spend 50000 → 30000 Biomass.
  • (Perk) Glue: endure 300 → 100 mutations.
  • (Perk) Burner: survive 2000 → 1000 waves.
  • (Perk) Coolant: fire for 120s → 90s without stopping during a Depth 3 (or deeper) run.
  • (Perk) Worm: fire 50000 → 30000 projectiles.
    [


[h3]🔨 FIXES[/h3]
  • (Perk) Antifreeze: It was reducing Firerate by 17% per second instead of 15%.
  • Having "DNA Letter On Items" enabled in SETTINGS will no longer show weapons in RECORDS with DNA letters next to their name.


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[h3]WISHLIST CELL COMMAND[/h3]
This is my next game, releasing 19 June 2025!!


Update 7.0.0: 🃏🃏🃏ThE jEsTeR uPdAtE🃏🃏🃏

I fixed a typo.