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Genome Guardian News

Update 4.2.0: Before→After Stats

[h3]🆕 BEFORE→AFTER STATS[/h3]
When hovering over a slot to add a DNA Letter, Weapon Mod or Turret Mod, you'll now see BEFORE→AFTER STATS!

You won't get to see the new stats of an undiscovered weapon though, but still: The experience of picking & adding mods should feel much better with this feature. This feature is especially helpful considering it's not always obvious how Weapon Mods that affect Damage / Firerate will influence your DPS. Oh, and this is super helpful during Endless too, to see stats before→after replacing a mod.

Note that, this feature isn't perfect - for instance, you won't see how weapon stats will change if you've got that "+50% Size to weapons with G DNA" turret mod selected - the turret mod before→after really only shows heat-related changes. No plans to expand upon this later, but I might.


[h3]🔄 CHANGES[/h3]
  • Weapon mods would immediately get sorted by colour when you add one to a row, but I'm removing this because it just doesn't serve any purpose. DNA Letters need to display in order though, of course.
  • There's now a hint before you set out to find your true purpose that states the kind of build you'll need before you proceed.


[h3]🔨 FIXES[/h3]
  • (award) 10000 Unspent Research: will now trigger more reliably.
  • Things that check if a projectile "missed" will now work properly on projectiles with Bounce.
  • Fixed a rare scenario where you wouldn't get the unlocks associated with finishing the story (if this happens to you, restart the game and you'll get them).
  • Large projectiles with both Proximity and Sticky would stick to the sides (or never move at all) when you fired them in Shmup Mode.
  • (perk) Briefcase: there wasn't a bug with the perk, but rather, everyone was experiencing the effects of this perk regardless of whether it was equipped (and this has been going on for a while now and nobody noticed 😅).
  • Speed reduction on explosive weapons was affecting the Knockback value displayed when hovering over the weapon during gameplay (note that it never actually changed the Knockback value itself).
  • The Arsenal's weapon stats were being affected by having the Inferno turret selected.
  • I may have fixed a bug where music/sound would still play when muted under some circumstances (this bug was seemingly specific to Windows 11 users).
  • The button for adding the Pierce weapon mod to a weapon that already has Pierce would sometimes be green, when it was supposed to be red (like how it works for Burn).
  • In general there's less "flickeryness" when hovering over DNA Letters and mod slots.
  • Sometimes sound (and music) would cut out temporarily if too many sounds played in a short amount of time (looking at you, CCGT Rail Splitshot) - this is handled now, and in a very elegant manner that you'll never notice.
  • (I thought I fixed this in a previous patch, sorry!) Power-ups will no longer count as "hitting" you if they touch you or reach the bottom of the screen in Shmup Mode.

Update 4.1.2 (+ New Game Mode Teaser)

[h3]Currently in the middle of making big decisions regarding what my focus should be for the next major updates - gears are likely shifting towards that being centered around Gameshow Mode - this 6th mode will feature brand new mechanics that reward you based on how you play, and which Targets you select.[/h3]





No idea when it'll be out, but when it is, it'll be pretty sick. For now though, just some little things.

[h3]⚖ BALANCE[/h3]

Price Increase Coming Soon

Genome Guardian has grown a lot since its initial release, and with the arrival of Major Update 5: XY Variants, there will be support for 98 new turrets & 196 new perks in the form of variants. Only a handful of new turrets & perks will be released at the time of that update, but the idea is that I'll be able to add loads more gradually over time.

I also feel that a price increase is warranted considering just how much game you're getting - to anyone reading this that hasn't bought the full game yet, check out people's playtime in reviews.

Think of it this way: I'm increasing the base price instead of making future turrets & perks be DLC purchases 😉


[h3]SO WHEN IS MAJOR UPDATE 5?[/h3]
Uhhh... Not sure yet. Working on it. If I had to guess, near the end of July.

Updates might be a bit slow until then - my goal was to do a bunch of QoL / bug fix updates so that I could focus on 5.0.0, which is what I'm doing now!


Little teaser for you:

Update 4.1.1

[h3]🆕 CONTENT[/h3]
  • New Menu Music: "Synthesism" by 4NoteClover, from our very own Discord! (might wanna listen closely to this one 😉)


[h3]⚖ BALANCE[/h3]
  • (weapons) Various weapons with "A" in them have had their Accuracy improved (I'm removing A's minor "Accuracy reduction" quality):
    • AA Assault Rifle: Accuracy 25.3° → 22.5°.
    • AC Scout Rifle: Accuracy 12.7° → 11.3°.
    • AAA Light Machinegun: Accuracy 28.5° → 22.5°.
    • AAC Burst Rifle: Accuracy 14.2° → 11.3°.
    • AAT Micromissile Repeater: Accuracy 25.3° → 22.5°.
    • ACG Bouncey Ball: Accuracy 25.3° → 22.5°.
    • ACT Anti-Air Cannon: Accuracy 16.9° → 11.3°.
    • AAAA Minigun: Accuracy 32° → 22.5°.
    • AAAC Burst Machinegun: Accuracy 16° → 11.3°.
    • AAAT Micromissile Machinegun: Accuracy 28.5° → 22.5°.
    • AAGT Heatseeker Swarm: Accuracy 50.6° → 45°.
    • AACT Burst Anti-Air Missile: Accuracy 15.6° → 11.3°.
    • AATT Homing Mine Launcher: Accuracy 25.3° → 22.5°.
    • ACGT Four Horsemen: Accuracy 16.9° → 22.5° (yes, this one lost Accuracy).
    • ACTT Anti-Air Torpedo: Accuracy 16.9° → 12.3°.


[h3]⏩ PERFORMANCE[/h3]
  • Much less of a performance hit from Area weapons when Damage Numbers is on in SETTINGS.
  • Various minor performance tweaks… And I enabled some multithreading setting in Unity, hard to tell what difference it'll make.
  • Look, I know - the game demands unusually high CPU/GPU utilization for what it is. You can thank my inexperience with Unity for that. I'm working on improvements but, well, it's tough. I'm sorry to the players that can barely run the game - wish I knew what to do to change that. Maybe I'll figure something out eventually though, haven't given up on improving performance.


[h3]🔄 CHANGES[/h3]
  • The popup on the RESEARCH menu telling you that you can change cursor, crosshair, heat style and barrel light in SETTINGS now goes away when you actually change one of them as opposed to simply entering SETTINGS after one has been purchased.
  • Area damage numbers are a bit smaller than others now.
  • Damage numbers in general are easier to make out.
  • It's stated on the buttons for purchasing the Funnel perk and Spyglass turret what they are (since it's not really clear considering they're on the "Miscellaneous" page).
  • (turret) Jester: No longer immune to Lava Damage.


[h3]🔨 FIXES[/h3]
  • (turret) Fortress: I meant to set its Firerate from -30% to -25% last update but forgot - it's set now.
  • Weapon Accuracy in the ARSENAL menu (not the one you see when paused mid-run) was incorrect if your selected mode was Shmup.
  • (turret) Boomerang: Fixed Bounce causing projectiles to have less Range (again).
  • (turret) Boomerang: Fixed Hitscan weapons having double Range.
  • The "Range +100% to weapons with Bounce" turret mod now also affects Hitscan weapons with Bounce.
  • (turret) Helios: Weapons CGT Splitzooka and CGGT Splitter Spitter would sometimes deal no Damage with their projectiles.
  • Burn damage would be much lower if things like flak pellets hit a microbe instead of the main projectile.
  • There would occasionally be a 1-wave delay for Health Max or Shield Max changes to take effect when replacing a turret mod that affected those stats.

Update 4.1.0: Hitscan & Bounce

[h3]GET THE 🧬 Genome Guardian × Antipaint 🎨 BUNDLE! (you can get Antipaint for 20% OFF even if you already own Genome Guardian)[/h3]

[h3]So: I really tried, but (due to how Hitscan is implemented), it really is impossible for them to bounce… HOWEVER… This update officially gives you a reason to add Bounce to lasers!

It will change how the laser looks & increase its BASE width by 400%.

Think of it this way: A CCC Laser has a Size (width) of 10. Add Bounce and it's effectively Size 50. Add a +200% Size mod to THAT and NOW it's 150. That's 50% wider than ACCG Broadbeam.

Which, speaking of… Broadbeam is going to have Bounce innately, and its current width/sprite will be considered its Bounce version. This is only fair, considering it can evolve from ACG Bouncey Ball - it makes sense that it would already have Bounce.
[/h3]

[h3]⚖ BALANCE[/h3]
  • (weapon) AACG Frostthrower: This, too, should have always had Bounce innately (since it also can evolve from ACG Bouncey Ball). It This will mean DPS 45/s → 42/s and Range 75% → 94%.
  • (weapon) Wavequake: It's incredibly powerful. If you know how I balance weapons, however, I strictly adhere to a DPS formula - there's not many ways I can change the weapon that wouldn't make me feel obligated to propogate that change to a bunch of others, but, I'm willing to multiply its DPS by x0.9375 solely based on the fact that it has innate 360° Accuracy. Any other weapon has to rely on outside sources of Accuracy reduction to achieve that if you desire 360° coverage, so it's definitely an advantage this weapon has. Thus, DPS 171 → 160.
  • (turret) Colossus: Damage +30% → +40%, Firerate -30% → -40%, Size +30% → +40%, Speed -30% → -40%.
  • (turret) Fortress: Firerate -30% → -25%.
  • Endless: I've tweaked some Endless Mutations to be more punishing.
  • (turret) Maw: Eating microbes that burst into a bunch of Offspring when eliminated will no longer let those Offspring appear.


[h3]🔄 CHANGES[/h3]
  • As explained above, Hitscan + Bounce are now compatible (as in, it at least does something now)!


[h3]🔨 FIXES[/h3]
  • Some players that had a save from long ago (early to mid May) couldn't reach the main menu - this is FINALLY FIXED NOW… Kind of. I think if you haven't encountered this yet, but are the person I'm describing, you'll be safe - otherwise, I think your save would be corrupted 😔 just ask me for help and I'll tell you what to do if that's the case for you.
  • When you make microbes with particular DNA extinct, sometimes 1 microbe with that DNA would still spawn on the next wave.
  • Hovering over CHECKLIST icons while the game is paused (mid-run) would sometimes not show their description if a large microbe was underneath it.
  • In Classic Mode, if you had all slots full and then picked a mutation, there was a chance that it would show you the SHOP instead of skipping past it, which could softlock your run.
  • If a weapon had greater than 6.7/s Firerate and had Burst Fire, additional Firerate increases wouldn't increase DPS and would result in less Heat build-up, but this has been fixed - Burst Fire now behaves like you'd expect regardless of Firerate… kind of - it visually won't look different at Firerates above 6.7/s, but (just like I do when a weapon's Firerate exceeds 60/s) the DPS is now accounted for.
  • Microbes that stick to your turret would grow or shrink in size if they get damaged and if your turret had non-default turret scale.