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Update 1.2.0



[h3]LOADS MORE CONTENT TO UNLOCK!!! This update comes jam-packed with 14 new pieces of content, all for free. Like last time, remember that you need to actually UNLOCK them first (some you may already qualify for, so you'll unlock them as soon as you boot the game up).[/h3]

NEW CONTENT:
  • [h2]TURRETS:[/h2]
    • [h3]Saturn:[/h3]"all aboard the cosmic carousel."
      Get ready for an all-new experience: Saturn's projectiles orbit around it, and you manually control how fast they spin + the radius of the projectile "rings"!
    • [h3]Crane:[/h3]"cells are the building blocks of life."
      A wildly new approach to Genome Guardian: instead of shooting at microbes, Crane builds WALLS of death to protect itself!
    • [h3]Bouncer:[/h3]"spring-loaded security."
      Innate Bounce and +200% Range always makes for a fun time!
    • [h3]Tower:[/h3]"enemy spotted, dispatching."
      A turret that can eliminate any microbe with a single shot... of course, that's not the full story - you'll have to unlock it to find out!
    • [h3]Riptide:[/h3]"Twist and turn, the riptide churns."
      Riptide also offers a unique playstyle - revealing any more about it would give away late-game spoilers though!
    • [h3]Jester:[/h3]????????????????
      ??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
  • [h2]PERKS:[/h2]
    • [h3]Kettle:[/h3] Cooling Delay -30%! ...but don't overheat - the delay when overheated is 4 times as long.
    • [h3]Stamp:[/h3] "Stamp" a random microbe every 3s - it's guaranteed to take Critical Damage!
    • [h3]Cosmo:[/h3] An increase to Critical Damage at the cost of regular Damage - worthwhile if you're going all-in on crits.
    • [h3]Backpack:[/h3] puts a little green backpack (just a curved line lul) behind you that blocks hits!
    • [h3]Worm:[/h3] Firerate boost, but projectiles become squiggly...
    • [h3]Pot:[/h3] Size boost, and (for better or for worse) Size varies with each shot.
    • [h3]Leaf:[/h3] Speed boost, and (for better or for worse) Speed varies with each shot.
    • [h3]Nitrate:[/h3] eliminates offspring (babies/projectiles) within 50% range when hit by offspring.

[h3]BALANCE:[/h3]
  • (perk) Extinguisher: Cooling Rate -60% → -70%
  • (turret) Commander: Firerate -50% → -45%
  • (perk) Stone: no longer prevents the Ferrofluid perk from taking away all of your Shield when you're hit.
  • (perk) Nitro: now only triggers when hit by microbes, not offspring (microbe projectiles/babies), and now only eliminates microbes, but its range is being extended from 40% to 50% (which means it'll now eliminate the microbes that stop to shoot you at mid-range).

[h3]CHANGES:[/h3]
  • The icons for the Nitro and Nitrate perks were swapped (so that the smaller-looking one is for offspring, while the big bottle is for microbes).


[h3]FIXES:[/h3]
  • Fixed the locking system breaking if you had an item locked in Classic Mode, then filled all slots of that item type (it would make the button to unlock it dissappear, effectively disabling the locking system).
  • The perks introduced in 1.1.0 would say "NEW!" on their icon even after using them.
  • Fixed 2 songs that never ended up playing ("Cyberpunk Computer Game | IDRA" and "Informa - Sleep Paralysis").
  • Fixed Satellite not being able to trigger power-ups sometimes.

Update 1.1.2

[h3]Adding the much-requested shop item locking feature! Last patch also broke Classic Mode - to make up for it, have 7 new music tracks![/h3]

[h3]NEW CONTENT:[/h3]
  • (feature) Shop Item Locking: You can now lock an item in the shop so that it appears again in subsequent shop visits, and to prevent it from getting rerolled. There's no Biomass cost for locking an item, but only 1 item can be locked at a time. The primary purpose of locking is for when you can't afford an item - you can lock it, then buy it later.
  • (music) 7 New Songs: 2 for wave 1-10, 2 for wave 11-20, 2 for wave 21-30, and 1 new menu track!
    • penguinmusic - Space Chillout
    • Sergii Pavkin - Interstellar Space
    • Roman Gim - On The Top
    • Music Unlimited - Take My Love
    • Umasha Pros - Neon Fury
    • FASSounds - The Drive
    • Yurii Semchyshyn - Chill Ambient

[h3]BALANCE:[/h3]
  • (perk) Microscope: Turret Scale -40% → -50%.


[h3]FIXES:[/h3]
  • Classic Mode fixed.

Update 1.1.1

[h3]If you haven't used Maw yet (and you can check how in the CHECKLIST), NOW give it a shot - various issues with the Maw experience have been resolved, and additional effects have been added! Also some good important fixes.[/h3]

[h3]CHANGES:[/h3]
  • (mutation) blank!: Now says "benign!" so as not to be confused with being an error.
  • (turret) Maw: Eating sounds & effects!
  • The option to skip the shop will now appear the moment you fill all of your turret's slots (as opposed to only appearing once ENDLESS begins).


[h3]FIXES:[/h3]
  • Microbes will no longer get pulled past the turret if pulled in with the Magnet perk. (this was especially a problem for the new "Maw" turret!)
  • (achievement) 1000 Knockback: Now triggers much more reliably.
  • The text above the title on the TURRETS & PERKS menus now accurately reflects how many are currently unlockable.
  • (weapon) AATT Homing Mine Launcher: its homing has been restored.
  • At aspect ratios narrower than 16:9, weapon range was getting reduced - you'll now be able to play at any aspect ratio without any weird range changes.

Watch Idle Cub's Beginner Gameplay Deep-Dive!

WATCH IT HERE: Weirdly ADDICTING No Movement Roguelite! | Genome Guardian

It really warms my heart how much people have been enjoying the full game since its release - which is why I've been so busy working on content additions, balancing and bug-fixing!



I want to bombard you with more turrets and perks that have cool, unique functions like Commander and Maw introduced in 1.1.0 (P.S. I'll have 1.1.1 out today probably, with Maw-related fixes and additional effects for it!).

[h3]ARE YOU A CONTENT CREATOR?[/h3]
Feel free to reach out to me at [email protected]. I welcome anyone and everyone to make videos about the game, though - and don't forget I've also made the Press Kit available, which contains stuff you'd need for making a nice video thumbnail.

Update 1.1.0

[h3]Here come the first turret & perk additions (and there's lots more to come, including new game modes)! Not sure how I'll deliver content additions in the future, but for now, have some new turrets & perks to tide you over. Don't forget, you still need to meet their unlock conditions before you can use them - you can see their unlock conditions in the CHECKLIST menu.[/h3]

[h3]NEW CONTENT:[/h3]
  • (Turret) Commander: All projectiles fired seek towards your crosshair, so you can manually guide them into microbes!
  • (Turret) Maw: A giant, monstrous turret(?) that eats microbes to gain Health! (try pairing Maw with the Magnet perk!)
  • (Perk) Mushroom: Overheating eliminates all microbes (can be used once per wave).
  • (Perk) Tweezers: Accuracy +60%, but there's a 10% chance that you lose 1 Health every time a projectile dissappears before it could hit a microbe.
  • (Perk) Cherry: +50% chance for +1 Health per elimination with a Critical Hit, but Critical Damage is reduced by 50%. There's some crazy healing potential with this one…


[h3]BALANCE:[/h3]
  • (mutation) microbes are completely insane: Now a bit less insane (microbes won't move quite as fast).


[h3]CHANGES:[/h3]
  • Checklist, Turret & Perk menus have been expanded to show empty placeholders for future content - as new game modes / turrets / perks are added to the game, they will appear in those spots (after you meet their unlock conditions, that is). (NOTE: these menus will look busier now, but I felt that having all icons on-screen at once would still offer a better play experience than if I were to, for example, separate them onto different pages.)
  • Barrel Light "Cone" would practically dissappear if Accuracy was too good, but not anymore.


[h3]FIXES:[/h3]
  • Fixed some cases where, when Range was reduced by more than 50%, it would apply an extra steep Range reduction.
  • The Radar perk will now properly reveal invisible microbes (they were appearing totally black previously).


[h3]EDIT: Working on resolving issues with Maw + Magnet causing microbes to get pulled through/past the turret - found a fix and it will be implemented soon![/h3]