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Update 3.0.4

NOTE: If starting the game just showed a blank menu background with nothing on it, that is now FIXED!


[h3]BALANCE:[/h3]
  • (perk) Alpha: Instead of instakilling you when used on turrets that already have low Health Max, it will round your HP up to 1 (unless it's a Shield-only build).
  • (turret) Demon: Now also comes with a 10% chance to inflict Burn with each shot.
  • (enemy) CTT Barreola: Firerate +33%, Offspring Health +100%.
  • (enemy) CTTT Astereola: Firerate +33%, Offspring Health +100%.
  • (enemy) CCTT Craystructor: Offspring Health +200%.
  • (enemy) CGTT Freightslimer: Offspring Speed +100%, Offspring Health +100%.


[h3]CHANGES:[/h3]
  • You now see a count of how many times you've used each turret & the highest wave you've achieved with it on the TURRETS menu (NOTE: I've only just started tracking highest wave per turret as of this update).
  • Hovering over perk icons during gameplay shows their name.
  • Damage numbers are now slightly, randomly offset so that it's easier to tell how many damage numbers are appearing (it would often look like only one appeared when it could be like, 10 overlayed on top of each other).
  • Collision detection now occurs slightly more frequently (extra for Maw) - there will be fewer cases of, for example, a microbe being so fast that it moves through you.
  • Microbe & projectile movement is slightly smoother (you probably won't notice, but they were essentially capped to moving 50 times per second, but now they can move 60 times per second, which is once per frame since the game is locked to 60 FPS).


[h3]FIXES:[/h3]
  • The last update made it impossible to push microbes out of the visible area with Knockback in Shmup Mode!
  • Generally buggy behaviour when using Saturn or Psyker with weapons that have Bounce.
  • (perk) Taser & Capacitor: Now applies affects child projectiles (ex. explosions/areas), and now starts ready when wave starts.
  • (turret) Helios: Would sometimes not apply the Damage/Speed bonus from Charge.

Update 3.0.3

[h3]Here's a big heap of changes - namely, balancing for a handful of weapons, improvements to Sticky, and a whole lot of bug fixes.[/h3]

[h3]BALANCE:[/h3]
Hitscan weapons could use a little help - they all have x0.75 Damage applied to them because they have Pierce, but Pierce is significantly more effective on wider shots, so this damage reduction will be reduced somewhat for thin Hitscan shots, and increased for wide projectiles with Pierce (including the non-Hitscan ones). Additionally, a property of "CCC" is now +12.5% Range, and "CCCC" has +25% Range. 100% Range represents the edge of the visible area, but this means that you can apply Range reductions to these weapons with less consequence now.
  • (weapon) CCC Laser: Damage 50 → 54, Range 113% → 125%.
  • (weapon) CCCC Ion Laser: Damage 80 → 87, Range 125% → 150%.
  • (weapon) ACCC Laser Repeater: Damage 28 → 30, Range 113% → 125%.
  • (weapon) CCCG Laser Shotgun: Damage 14 → 15, Range 113% → 125%.
  • (weapon) CCCT Tracking Laser: Damage 50 → 46, Range 113% → 125%.
  • (weapon) ACCG Broadbeam: Damage 2.9 → 2.7.
  • (weapon) AACC Hyperbeam: Damage 1.4 → 1.5.
  • (weapon) Flamethrower: Damage 5.6 → 5.2.
  • (weapon) Frostthrower: Damage 6.3 → 5.8.
  • (weapon) Plasmathrower: Damage 7.1 → 6.5.
  • (weapon) ACC Beam: Damage 2.1 → 2.3.

The weapon below has roughly x5 Range instead of Sticky - the x5 was because Sticky normally lasts 5s so I figured this would be "fair", but it turned ACTT into WAY too much of a monster in some scenarios. I'll let it have x2.5 Range though, which will still be pretty amazing, trust me.
  • (weapon) ACTT Anti-Air Torpedo: Range 400% → 219%


[h3]CHANGES:[/h3]
  • The Sticky mod is now applied to the "childmost" projectile (for example, Sticky on CGGT Splitter Spitter now applies Sticky to the smallest projectiles instead of the ones that are fired directly from the barrel). This will make Sticky behave more like how you'd expect, and will make it more useful for a number of weapons.
  • (perk) Bulb: Is now "-40% Heat Increase from firing while at or below 50% Heat & +400% Heat Increase from firing otherwise".
  • You will now see "NEW!" beside tips you haven't seen (for at least 5s) before (although I've only started tracking which tips you've seen as of this update).


[h3]FIXES:[/h3]
  • Weird things used to occur if you locked a free item, then picked a different free item to equip.
  • Size changes to AGTT weren't abiding by the rule that Size modifiers on explosions and areas affect them half as much.
  • (perk) Hammer: If Hammer could activate but your weapon(s) weren't ready to be fired yet, holding fire would just rapidly drain Shield (but not anymore).
  • (perk) Emerald: It was working regardless of your Health 😅
  • (perk) Capacitor: It would trigger & starts its cooldown even if you couldn't fire a weapon yet.
  • (perk) Taser: Same as above.
  • (weapon) AAGT Heatseeker Swarm: I… regret to inform you… that the DPS was actually twice what it should have been (it was just being calculated wrong). Look: It's still a really great weapon, now it's just actually balanced.
  • Some projectiles were fading out sooner than they actually dissappeared (namely Flak projectiles).
  • (weapon) CCGT: The split projectiles themselves now also deal damage, not just the explosions they produce (without this change, it looks like a bug that they aren't dealing damage when the split projectile hits a microbe).
  • (perk) Defibrillator: I figured out how to make it work while in the shop, so I've removed the "during a wave" stipulation.
  • When you have the "insane" mutation, microbes no longer leave the visible area once they enter it (unless it's Shmup Mode and they reach the bottom).
  • (turret) Boomerang: Projectiles no longer get destroyed when leaving the visible area in Shmup Mode (this is already how it works in the other modes for Boomerang).
  • (perk) Blossom: Now affects projectile "squiggliness" (as it always should have). This means it'll properly affect weapons like AAG Flamethrower.

Update 3.0.2

[h3]Working on daily runs (called "Daily Dives") - that'll likely be in 3.1.0, which should be ready within the next few days! Until then though...:[/h3]

[h3]BALANCE:[/h3]
  • (weapon) Broadbeam: Range 87.5% → 75%, Size 75 → 100. This mostly makes it better than before, but the main reason for this change was to differentiate it more from other Hitscan weapons.


[h3]CHANGES:[/h3]
  • STATS added to RECORDS: "Daily Dive's Completed" & "Items Banished". That first one is a hint at what's coming next!


[h3]FIXES:[/h3]
  • For some players, Shmup Mode was starting at Depth 1 instead of "Surface", and victory in that wasn't unlocking any depths.
  • There was a way to skip the shop via the Banish system in Classic Mode.
  • Some effects would simply never fade away (or expand indefinitely) while your FPS was below 50. Sounds like a weird connection, I know, but that's what was happening.


P.S. I'm aware that Hitscan does kinda work on the Dragoon turret - I didn't actually intend on releasing it with that functionality, since I never finished getting it working 😅 people seem to like it though, so I might leave it in, but just tweak it a little so that it's balanced.

Update 3.0.1

[h3]A bunch of changes & fixes following the BANISHED UPDATE.[/h3]

[h3]BALANCE:[/h3]
  • (perk) Bandage: Now works while you have Shield again, but has a 6s cooldown (so you'll be invulnerable for 3s, then you have to wait 3s before it can activate again).

[h3]CHANGES:[/h3]
  • It's generally easier to get started in a run now. Many turrets are balanced well after they get past the early-game but struggled really hard just to get past the first 1 or 2 waves. Let's face it: The hardest part of a run shouldn't be the start.
  • Slots are more visible now (especially empty weapon slots).
  • Click the buttons on the microbes menu for something cool 😮

[h3]FIXES:[/h3]
  • Shmup Mode was starting at Depth 1 instead of "Surface", and victory in that wasn't unlocking any depths. (if you thought Shmup Mode didn't have more Depths, it does!)
  • (turret) Chrono: The unlock conditions were stated incorrectly.
  • Banishing all 4 weapons could result in none of them being banished anymore - the only scenario where this is intended to occur is during Classic Mode when you've filled all weapon mod and turret mod slots but not all weapon slots.
  • (perk) Capacitor: Was making projectiles look weird/reversed when used on projectiles that grow in size as they travel (ex. CCGG Supersonic Wave).
  • (perk) Bulb: It was supposed to be able to unlock with a Depth 5 Swap victory, and now it can.
  • The heat circle was (once again) occasionally not scaling with the turret properly.

🧬 Update 3.0.0 BANISHED: 8 New Turrets, 19 New Perks, and MORE! 🦠


[h3]I've been patiently waiting until the game got more exposure before unleashing this beast of an update...and now, THAT DAY HAS COME.[/h3]

8 NEW TURRETS:
  • [h3]Warp:[/h3] "Bend space, pick place."
    Teleport projectiles to wherever your crosshair is, no matter the distance!
  • [h3]Fortress:[/h3] "The best offense is a good defense."
    A giant fortress with 3 spinning barrels to keep microbes at bay.
  • [h3]Shuriken:[/h3] "Strike from the shadows."
    Enter stealth to avoid shots, then exit with a flurry of rounds!
  • [h3]Tempest:[/h3] "Gale force winds."
    Knockback is SHARED among all microbes at once.
  • [h3]Helios:[/h3] "Rise and radiate."
    Charge up and unleash solar radiation on your foes.
  • [h3]Chrono:[/h3] "Make every second count."
    Stop the clock to fire (Chrono is NOT FOR THE FAINT OF HEART).
  • [h3]Avarice:[/h3] "SUPER...HOT...SUPER...HOT...SUPER...HOT..."
    Yep, that's right, I just kinda stole their idea. Only true guardians of the genome will be unlocking Avarice...
  • [h3]Dragoon:[/h3] "Echoes of the dragon's roar."
    Critical hits ricochet towards nearby microbes! Look, let's face it, this is your favourite.


19 NEW PERKS:
  • [h3]Binoculars:[/h3] +50% Range, but +10% Heat whenever you miss...
  • [h3]Turbine:[/h3] Cooling Rate +60%, but don't let yourself completely cool or you'll take damage!
  • [h3]Subwoofer:[/h3] DOUBLE EXPLOSION (& Area) SIZE (for a price).
  • [h3]Amaryllis:[/h3] Gain Health Max each wave, but lose Health...
  • [h3]Slug:[/h3] Speed -75%. Yep, that's it. It's a slug.
  • [h3]Clover:[/h3] Power-ups grant 3 rerolls each instead.
  • [h3]Capacitor:[/h3] Wait 2s before firing and you'll deal double Damage/Knockback/Speed.
  • [h3]Telescope:[/h3] +30% Range, -50% Size.
  • [h3]Tape:[/h3] Grants all weapons (shorter-lasting) Sticky.
  • [h3]Chloroplast:[/h3] Size scales with Heat!
  • [h3]Hammer:[/h3] Spend Shield to fire TRIPLE DAMAGE shots.
  • [h3]Taser:[/h3] Charge for 2s then fire to stun any microbe hit.
  • [h3]Bulb:[/h3] Below half Heat, you ignore damage, but overheat when hit.
  • [h3]Poison:[/h3] Above half Health you have DOUBLE FIRERATE but Health slowly drains...
  • [h3]Bloodbag:[/h3] Health can exceed the max (but is capped back to max at wave end).
  • [h3]Hemostat:[/h3] Double Healing, but you have to wait until the wave ends to receive it (+another con...)
  • [h3]Radiator:[/h3] Faster cooling while above half Heat, slower below it.
  • [h3]Briefcase:[/h3] Firerate reductions = Knockback increases.
  • [h3]Saline:[/h3] -20% Heat whenever you lose Health while below half Health.


10 NEW MUSIC TRACKS:
  • Space Age by AlexZavesa (wave 1-10)
  • Machinery by Lightning Traveler (wave 1-10)
  • Movement by Oleg Fedak (wave 1-10)
  • Business Party by Vlad Krotov (wave 1-10)
  • DIRTY PHONK MUSIC by Euphxria (wave 11-20)
  • Fashion Electronic Pop - Red Tape by Keyframe_Audio (wave 11-20)
  • Be and Obey by Rockot (wave 11-20)
  • 1980 by Syouki Takahashi (wave 21-30, this one actually goes so hard)
  • Endlessly by saavane (new menu music!)
  • Ambient Relaxing music for You by Sergey Safikanov (new menu music!)


BANISH SYSTEM:

You now start runs with "Banishes", the amount of which is based on how many modes you've complete at Depth 5. Spend Banishes during a run to disallow an item you see in the shop from ever appearing again during that run - this gives you more control over what's offered, and is especially useful on weapon letters if you already know what weapons you want.


[h3]BALANCE:[/h3]
  • (turret) Commander: Range +0% → +100%, Firerate -45% → -50%.

[h3]CHANGES:[/h3]
  • Tips have been added to the SETUP menu for the new turrets and perks.

[h3]FIXES:[/h3]
  • Having the heat circle on crosshair setting toggled on won't work on some turrets (on purpose, since you can't manually aim their shots), but this was causing the heat circle to not properly scale to the turret (which could even result in it being completely hidden).
  • If you filled all slots of a certain type but had an item of that type locked in the shop, the lock button will disappear (as it should, since you shouldn't be able to lock an item you can never equip), but it wasn't actually unlocking the item, until now.


[h3]Let me know your thoughts or how sad you are that you still have to actually UNLOCK all these turrets and perks in the Discord! (you can also find a bunch of my big future update ideas there)[/h3]