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MAJOR UPDATE 5: GAMESHOW MODE

🚨 I'm aware of the "reversed Knockback" Target never turning off, fixing tomorrow (for now just avoid it).






[h3]🆕 GAMESHOW MODE[/h3]
Get ready for the ultimate test of your abilities and decision-making! This new mode has a bit of a learning curve, but there's in-game explanations of the mechanics when you first start playing it.



You'll need 40 perks unlocked to unlock Gameshow Mode - it's intended for experienced players that already know the ropes, which is why it's not a super early unlock like Shmup Mode. I know some players aren't super keen on starting a new mode at Surface Depth, but this time, I think you'll appreciate it a fair bit.

There may still be bugs - I did lots of testing myself, but hey, it's the first time it's going public. Also note that balance is not final (before you ask for certain Targets to be buffed/nerfed, know that there there's an advanced formula for determining their Score/Biomass rewards, and that while they're influenced by the type of Target, they can still vary wildly for the exact same Target).


[h3]🆕 CONTENT[/h3]
As always, the addition of a new mode means 2 new perks and 1 new turret to unlock:
  • (perk) Tarantula: Achieve victory in Gameshow Mode at Depth 1. (the Jester Turret Trial can actually be done now that this perk is in the game!)
  • (turret) Helix: Achieve victory in Gameshow Mode at Depth 3.
  • (perk) Condenser: Achieve victory in Gameshow Mode at Depth 5.
Super excited to finally unleash Helix - you'll have to unlock it to see its full description and set of unique traits (one of which will make those extinction-related Awards significantly easier to obtain), but here's a little taste:



[h3]🔄 CHANGES[/h3]
  • (turret) Tank:
    • Instead of needing to stop to shoot and cool, now it's "stop to shoot, move to cool". This feels a lot better.
    • Firerate -50% → -60%.
    • Size +60%.
    • Speed +60%.
    • Cooling Delay 1s → 0.5s.
    • Cooling Rate 25/s → 12.5/s.
  • (turret) Surge: I'm reverting the Recharge Rate buff (so it's going from 3.75/s → 3/s), BUT I'm adding "Damage +30% to shots fired at 100% Electricity".
  • (turret) Diesel: Buddy, you gotta learn how to use this without Antifreeze. Its low-Fuel Damage bonus now only applies above 0% & below 50% Fuel, but I'm upping it to +50% instead of +40%.
  • (turret) Saturn: If a projectile has Homing + Bounce, after it Bounces, it will have regular Homing behaviour (since projectiles with Bounce stop orbiting after they hit something).
  • (perk) Stamp: Changed description to clarify that hits on Stamped microbes don't count as Critical Hits.
  • Added a bunch of new TIPS to the SETUP menu.
  • (mode) Brood: A tad easier now.


[h3]🔨 FIXES[/h3]
  • (perk) Backpack: No longer triggers Mirror, Pacemaker, Mixer, etc.
  • (turret) Avarice: Last update pretty much broke it entirely - fixed!
  • Abyssian Hunters are no longer immune to Knockback (they were never supposed to be).
  • (perk) Bloodbag: It was letting players use the heal button multiple times (which was never intended).
  • projectiles would sometimes not disappear when The Abyss is entering the area.
  • (perk) Ruler, Protractor: Now affects Burn Damage.
  • (turret) Boomerang: Bounce wasn't honouring Boomerang's Pierce, and now it does. Due to how Boomerang works, however, Bounce works somewhat differently - essentially all it does is prevent projectiles from leaving the visible area, so what'll happen is, projectiles you fire at the edge will sit there for a while until falling back to you.
  • (turret) Surge: Weapons with 60/s Firerate wouldn't drain Electricity in some scenarios.
  • Music visualizer effects are supposed to be disabled while in the shop, but pressing the "Onward!" button after victory wouldn't stop those effects.