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Genome Guardian News

Update 3.2.0: Cosmetics!

[h3]NEW CONTENT: Cosmetics[/h3]
Finally another use for Research! Enter the RESEARCH menu and click the "Cosmetics" tab to see 49 cosmetic items that you can equip onto your turret!

To set cosmetics, enter the TURRETS menu, then click the (new) purple button in the top right. You can have any 4 cosmetics equipped at a time, and some of them move & spin! Buy them all and you'll get 1 extra cosmetic as a reward.



[h3]BALANCE:[/h3]
  • (turret) Helios: any projectiles fired from this turret now won't have any 'squiggliness' (for instance, Flamethrower shots will fly straight outward).
  • (weapon) AATT Homing Mine Launcher: Damage 26 → 22.2 (this is the DPS formula now factoring in AATT Homing Mine Launcher's unique trait of being able to stop and start moving again, and its supercharged Homing).


[h3]CHANGES:[/h3]
  • (turret) Crane: Tread now faces the direction that you're moving in if you have the Tire perk equipped.
  • (turret) Tank: Tread now faces the direction that you're moving in if you have the Tire perk equipped, and the turret's art was redesigned for this. Also Turret Scale +25% → +50%.


[h3]FIXES:[/h3]
  • (turret) Tempest: Wasn't factoring in Knockback from explosions.
  • Having Auto Heal toggled on while still in the shop let you use the heal button without limit.

Update 3.1.1

[h3]BALANCE:[/h3]
  • (perk) Coolant: Cooling Delay +50% → +100%.
  • (perk) Tweezers: Accuracy +60% → +75%. (Tweezers may still change later).
  • (perk) Reactor: It reduces Health by 2 after each wave, but now it won't be able to reduce Health to 0.


[h3]CHANGES:[/h3]
  • The completion % in CHECKLIST will now always be based on the planned final # of turrets, perks and modes (so that the goalposts don't keep moving with each content addition, and so that "Completion 100%" genuinely means that).
  • You can dismiss unlock pop-ups much more quickly on the main menu (ex. if you got like 20 "TURRET TRIAL READY" pop-ups when you started the game up).
  • (perk) Autoclave: Now fades out when you're not at 0% Heat.


[h3]FIXES:[/h3]
  • (perk) Capacitor, Leaf: Projectiles that already have high Speed would sometimes phase through microbes without hitting them.

NEW (MUCH BETTER) TRAILER

Genome Guardian's trailer has been updated to better reflect the game's variety and content additions since release!

CHECK IT OUT:
[previewyoutube][/previewyoutube]

Update 3.1.0: Turret Trials

[h3]NEW FEATURE: Turret Trials[/h3]
I've devised a fun & interesting challenge run for each turret that you can play to win (when it's implemented) a turret variant (some of which will be so unique that they're essentially a brand new turret)! Each turret trial also has modifiers that make it completely unique & unachievable via normal gameplay.


You'll unlock the Turret Trials button after achieving victory in at least 2 modes at Depth 5, and you need to have each piece of the Turret Trial unlocked to be able to attempt it. Note that some Turret Trials require turrets & perks that aren't released yet, so you'll have to wait before attempting those.


I can't say for sure when turret variants will be introduced, but rest assured, when they are implemented, you'll instantly unlock them based on what Turret Trials you've completed. Also note that "Daily Dive" is a completely separate feature that's still coming later.

[h3]NEW FEATURE: Auto Heal[/h3]
When the "Skip Shop" toggle is visible, you can now also toggle "Auto Heal" to automatically spend Biomass on heals when you skip the shop. This toggle only appears when "Skip Shop" is enabled, and gets toggled off when "Skip Shop" is disabled.


[h3]BALANCE:[/h3]
  • (turret) Tank: Changed its # of weapon & weapon mod slots. >implying you have Tank unlocked or even know how to unlock it


[h3]CHANGES:[/h3]
  • Hovering over the Perks button in the SETUP menu shows each perk's name.
  • (perk) Antifreeze: The overheat popup will no longer show while this perk is equipped (note that it also doesn't show when Beginner Tips is toggled off in SETTINGS).


[h3]FIXES:[/h3]
  • Things that increase Damage dealt to shots fired at 0% Heat now work properly.
  • (perk) Furnace: Description now accurately reflects how much Health it causes you to lose when you overheat (-2 Health).
  • (perk) Capacitor, Taser: They were only applying to 1 of your projectiles when you fire.
  • (turret) Helios, Riptide: Some weapons didn't have 360 Accuracy on these turrets.
  • (turret) Helios: Was possible to deal like 10k Burning damage per second because I was setting every weapon's Firerate to 60 so that they could always fire with Helios' charging mechanic (I handle this better now in the code).
  • The heal button in SHOP would sometimes be enabled even when at full Health.
  • (perk) Glue: Wasn't working in Shmup Mode.
  • (perk) Bloodbag: Would sometimes mess up the formatting of the Health bar.

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.