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Genome Guardian News

Please Add A Review!

So much has been added & fixed since release thanks to your feedback & discussions in the Discord - Lots of QoL and turrets/perks are because players requested them.

It's still crazy to me how many players enjoy it (and how many have 100%'d it), I really love you guys. I pushed myself harder than I ever have to release this game (my first game and my first time ever using Unity or doing gamedev in any capacity) and it's wild that this has become my career now.

Most of you don't know that Genome Guardian actually started as a group project for a university class - I got so into it that I basically told my 3 other group members "hey, how about you just let me do everything and I give you an A+". I literally got to submit the release ver. of GG and got 100/100 😂

We're close to 500 reviews and a 95%+ score (which is when it says "Overwhelmingly Positive"). Please consider adding one yourself 🙏 I read each one (whether they're 10 paragraphs or 1 word)

I'm always open to hear your thoughts and chat in the Discord so don't be shy! There's many devs that never interact with their community or only do on rare occasions and I am not one of them.

Update 6.0.12

[h3]⚖ BALANCE[/h3]
  • (mutation) Microbe Weight -60%, Microbe Speed +40%: Weight -60% → -70%, Speed +40% → +30%.
  • (mutation) Speed +40% to microbes with A DNA: Speed +40% → +30%.
  • (turret trial) Ramjet: Health Max -50% → Range -50%. (given how this turret trial is intended to be played, this makes it easier overall)


[h3]🔓 UNLOCK CONDITIONS[/h3]
  • (perk) Amber: Gain 100000 → 80000 ːbiomassː to unlock.
  • (perk) Backpack: Purchase 2000 → 1000 items to unlock.
  • (perk) Leaf: Discover 50 → 35 weapons to unlock.
  • (perk) Blubber: Use the heal button in the shop 50 → 30 times to unlock.
  • (perk) Stamp: eliminate 3000 → 2000 microbes with Critical Damage to unlock.
  • (turret) Commander: achieve victory in any mode at Depth 5 → 3 (or deeper) with the Gyroscope perk to unlock.
  • (turret) Inferno: achieve victory in any mode at Depth 5 → 3 (or deeper) with a Burn weapon that didn't originally have Burn to unlock.



[h3]🔄 CHANGES[/h3]
  • (perk) Generator, (turret) Gauss: This perk now lets Gauss fire once it reaches full charge.


[h3]🔨 FIXES[/h3]
  • The demo was uh… not working correctly, I'll put it that way.


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Wishlist the 2nd game in the series, Cell Command!

Update 6.0.11

[h3]Not a super eventful patch, but had to fix Heatwave Repeater as soon as I found out about it![/h3]

[h3]🔨 FIXES[/h3]
  • (weapon) ːadnaːːadnaːːgdnaːːgdnaː Heatwave Repeater: It wasn't dealing Damage, Knockback or Burn - fixed. (I broke it while fixing hitboxes for projectiles in the last update)
  • (endless mutation) Health Max -1 after each wave It was resetting Health Max back to full upon adding a new mutation or adding/swapping turret mods.
  • Some intro popups were re-worded & made more readable.


Oh, and of course thanks to everyone who tried Cell Command's demo during Next Fest! (the demo is still available btw)

Got lots of wishlists and feedback. Super glad people are liking it.

Cell Command Demo LIVE + Update 6.0.10

[h2]CELL COMMAND DEMO IS LIVE![/h2]check it out (trailer is done too)


[h3]taking a few weeks off from dev finally (been busy making Cell Command and I haven't had a day off since November 20 2024), but was able to get some Genome Guardian update stuff done. Still have other stuff planned.[/h3]

[h3]ːguardianturretː TURRET TRIAL MODIFIERS[/h3]
  • Bearclaw: Range +50% → +100%
  • Viper: Health Max -50% → Power-up Duration +100%


[h3]🔄 CHANGES[/h3]
  • Each Abyss health checkpoint now clears all currently-active projectiles.
  • During the intro, it's now impossible to be confused by the need to open a slot first before adding a DNA letter to it.
  • Many references to "Health +[value]" have been changed to "heal [value] Health" since new players kept confusing it with Health Max.


[h3]🔨 FIXES[/h3]
  • (perk) Antifreeze: No longer prevents the Fume turret from firing when it's ran out of Gas.
  • An intro shop tip would show "" instead of the Heat icon.
  • Various hitscan projectile hitboxes weren't as long as they appeared (so their hitboxes were lengthened).
  • The "feeling sick?" intro popup would sometimes linger on-screen after exiting a run.
  • Daily Dive could set your depth in a mode to 5 outside of Daily Dive even if you haven't unlocked that depth yet.
  • Correct a couple outdated SETUP tips.

Status Update And Stuff And Things

I do still have update plans for Genome Guardian.

Just been 100% focused on Cell Command for a while now - grinding to have a playable public demo ready for 24 Feb Steam Next Fest, which I guess I haven't publicly stated until now.

I am going to be meeting that demo deadline and things are shaping up so well.

But yeah, do still have GG stuff in the works. Just, y'know, hope everyone's been patient - I literally don't take days off. I will for a bit when Cell Command demo is live but a GG update will come shortly after.

Can show some more stuff though for CC:



And it's definitely like, a TOTALLY DIFFERENT GENRE but at the same time kind of like a sequel to Genome Guardian (and by no means whatsoever replaces a future Genome Guardian sequel which is more or less guaranteed at this point), but in CC you're still making things by combining DNA, there's "Commanders" instead of "Turrets", a checklist of unlocks, fighting the Abyss...

So, yeah, wishlist it, do the things, etc. love you all