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Genome Guardian News

Update 2.0.2

[h3]Cloud Save has arrived! Your save will now sync between Windows and SteamDeck.[/h3]

[h3]NOTE: To Windows & SteamDeck users - I don't expect this to occur, but if you boot the game up and it acts like you're a new player (and you aren't a new player), DON'T FRET! Your save data still exists as it was before update 2.0.2. IF THIS HAPPENS TO YOU, LET ME KNOW IN THE DISCORD - I otherwise have no way of knowing. I'll immediately get to work on a fix.[/h3]

[h3]CHANGES:[/h3]
  • An accessibility setting has been added for "Heat Circle Shadow", which adds a black background to the heat circle. This is helpful when there's many bright projectiles underneath the heat circle, which can kinda make it dissappear.

[h3]FIXES:[/h3]
  • The "O." and "." crosshair settings were swapped.
  • Sometimes, locking a "FREE" item would result in it saying it's still FREE even after picking a different first FREE item.
  • Fixed the unlock description for Shmup Mode in the CHECKLIST (it said you need 30 turrets unlocked, but you only need 20).

Update 2.0.1

[h3]Perks & turrets weren't unlocking in Shmup Mode: Fixed! Also introducing some actual performance optimization to the game - currently a fairly basic implementation, I'll tweak it over time.[/h3]

[h3]PERFORMANCE OPTIMIZATION:[/h3]
  • The duration of visual effects will scale with performance (they'll dissipate faster when FPS is low).
  • Some visual effects won't occur when FPS drops too low.
  • Some visual effects get removed if FPS drops too low.
  • Limit on how many times a projectile with Bounce can bounce based on FPS.
  • Various other forms of dynamic performance optimization.


[h3]CHANGES:[/h3]
  • If you've filled all slots of a certain type (ex. all weapon mod slots), it will be less likely (but still possible) that you're offered an item of that type in the shop.


[h3]FIXES:[/h3]
  • Tooth, Stapler and Boombox can now be unlocked (the pop-up would appear, but they wouldn't actually unlock).
  • Victory with some post-1.0.0-release perks and turrets wasn't being saved between sessions.
  • (perk) Blossom: If you fired while at no Heat, it would only affect the Accuracy of your first weapon, but this has been fixed. It's honestly a pretty amazing perk (especially now that it's fixed), give it a shot.
  • Winning with some post-1.0.0-release perks and turrets would sometimes still show "NEW!" on their icon.

🧬 Update 2.0.0: SHMUP MODE!!! 🦠



[h3]The new 5th game mode converts Genome Guardian into a vertical shoot 'em up! All turrets, perks and weapons are compatible, and you'll unlock new content as you progress through this new mode! All you need to do to unlock Shmup Mode is finish the tutorial (aka get your first victory in Extract Mode)![/h3]

4 NEW TURRETS:
  • [h3]Boombox:[/h3] "For lovers of the game's soundtrack!"
    Stats scale with the beat of the music - it gets crazy strong while bassy in-game music is playing!
  • [h3]Fume:[/h3] "Harvest & haze."
    Runs on a toxic green gas instead of heat, which it harvests from offspring (microbe babies). The more gas you have, the larger the damage spreading radius is, which lets your shots damage all microbes within the radius.
  • [h3]Boomerang:[/h3] "Return to sender."
    Not only does it have built-in Pierce, but shots always return back to you (hence the name). If you REALLY want to see something cool, try Boomerang in the new Shmup Mode.
  • [h3]Psyker:[/h3] "Mind over matter."
    A late-game turret with the power to spin projectiles around it and fling them outward with psychokinetic force.


12 NEW PERKS:
  • [h3]Chain:[/h3] Instantly eliminate microbes near an eliminated microbe.
  • [h3]Freon:[/h3] Freeze microbes in place that were near a microbe when it was eliminated.
  • [h3]Mixer:[/h3] +1 Reroll after each hitless wave.
  • [h3]Coolant:[/h3] Firing weapons won't build heat for 1s after you get an elimination, but Cooling Delay -50%.
  • [h3]Emerald:[/h3] 50% chance to ignore hits while below 10 Health.
  • [h3]Autoclave:[/h3] +50% Damage to shots fired while you have no heat.
  • [h3]Sapphire:[/h3] -10% Heat per elimination, but Heat Max -50%.
  • [h3]Amber:[/h3] Damage +40%, but gain +30% heat upon elimination.
  • [h3]Bandage:[/h3] ignore hits for 3s when hit, but gain +30% heat when hit.
  • [h3]Stapler:[/h3] Microbes stop moving once they drop below 25% Health.
  • [h3]Tooth:[/h3] Damage is always applied to Health instead of your Shield.
  • [h3]Burner:[/h3] +100% Damage to microbes while overheated.


[h3]CHANGES:[/h3]
  • A handful of unlock conditions for turrets and perks have been adjusted (but this won't affect you if you've already unlocked them).
  • The thing that the Ghost, Tank, Riptide (and now Psyker) all do now feels a lot smoother for non-gamepad users (if you know, you know).
  • Added projectile hit effects - they're pretty subtle, but better than nothing (may revisit/improve).


[h3]FIXES:[/h3]
  • (perk) Blossom: Now works as expected on weapons that fire multiple projectiles per shot.
  • The shop heal button would be clickable, but just turn green and do nothing, if you try to heal while you have exactly the amount needed to do so.
  • Microbes that are stuck onto you will no longer grow to...x100 scale... when burning.


[h3]There may be bugs or balance concerns that I missed! Let me know in the Discord.[/h3]

Update 1.2.1

[h3]This will likely be the last update before 2.0.0, which will introduce a brand new mode that turns the game into a full-fledged vertical shoot 'em up! That will likely be ready some time between 21 - 23 May, and will contain even more new turrets and perks 🧬🧬🧬 shortly after that, I plan on implementing cloud saves.[/h3]


[h3]NEW CONTENT:[/h3]
  • 7 new background pattern options for menus and during gameplay! (9 → 16)


[h3]BALANCE:[/h3]
  • Across all modes & depths, Microbe Health -3% & Microbe Speed -3%.
  • (turret) Crane: Cooling Delay 2.5s → 2s.
  • (perk) Pacemaker: Health per wave survived without taking a hit +2 → +4.
  • (mutation) microbes are completely insane: another tiny nerf to how insane they become.


[h3]CHANGES:[/h3]
  • Purple elimination splats look a bit nicer, and are more noticable.
  • Some microbes are supposed to latch onto you on contact - it will be more clear that this is what occurred now, and more microbes are capable of doing this.


[h3]FIXES:[/h3]
  • Child projectiles that spawn from projectiles you fire would sometimes appear at the beginning of a wave, but not anymore.
  • Balloon will now trigger in more scenarios that you expect it to trigger.
  • Adding Bounce or Pierce to weapons with Split will let the un-split shot deal damage (as it always should have).
  • Fixed some big framerate issues that would occur with many Bounce projectiles.
  • Now much less likely for 2 targets to be "Stamped" or "Marked" (which was never intended).

Update 1.2.0



[h3]LOADS MORE CONTENT TO UNLOCK!!! This update comes jam-packed with 14 new pieces of content, all for free. Like last time, remember that you need to actually UNLOCK them first (some you may already qualify for, so you'll unlock them as soon as you boot the game up).[/h3]

NEW CONTENT:
  • [h2]TURRETS:[/h2]
    • [h3]Saturn:[/h3]"all aboard the cosmic carousel."
      Get ready for an all-new experience: Saturn's projectiles orbit around it, and you manually control how fast they spin + the radius of the projectile "rings"!
    • [h3]Crane:[/h3]"cells are the building blocks of life."
      A wildly new approach to Genome Guardian: instead of shooting at microbes, Crane builds WALLS of death to protect itself!
    • [h3]Bouncer:[/h3]"spring-loaded security."
      Innate Bounce and +200% Range always makes for a fun time!
    • [h3]Tower:[/h3]"enemy spotted, dispatching."
      A turret that can eliminate any microbe with a single shot... of course, that's not the full story - you'll have to unlock it to find out!
    • [h3]Riptide:[/h3]"Twist and turn, the riptide churns."
      Riptide also offers a unique playstyle - revealing any more about it would give away late-game spoilers though!
    • [h3]Jester:[/h3]????????????????
      ??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
  • [h2]PERKS:[/h2]
    • [h3]Kettle:[/h3] Cooling Delay -30%! ...but don't overheat - the delay when overheated is 4 times as long.
    • [h3]Stamp:[/h3] "Stamp" a random microbe every 3s - it's guaranteed to take Critical Damage!
    • [h3]Cosmo:[/h3] An increase to Critical Damage at the cost of regular Damage - worthwhile if you're going all-in on crits.
    • [h3]Backpack:[/h3] puts a little green backpack (just a curved line lul) behind you that blocks hits!
    • [h3]Worm:[/h3] Firerate boost, but projectiles become squiggly...
    • [h3]Pot:[/h3] Size boost, and (for better or for worse) Size varies with each shot.
    • [h3]Leaf:[/h3] Speed boost, and (for better or for worse) Speed varies with each shot.
    • [h3]Nitrate:[/h3] eliminates offspring (babies/projectiles) within 50% range when hit by offspring.

[h3]BALANCE:[/h3]
  • (perk) Extinguisher: Cooling Rate -60% → -70%
  • (turret) Commander: Firerate -50% → -45%
  • (perk) Stone: no longer prevents the Ferrofluid perk from taking away all of your Shield when you're hit.
  • (perk) Nitro: now only triggers when hit by microbes, not offspring (microbe projectiles/babies), and now only eliminates microbes, but its range is being extended from 40% to 50% (which means it'll now eliminate the microbes that stop to shoot you at mid-range).

[h3]CHANGES:[/h3]
  • The icons for the Nitro and Nitrate perks were swapped (so that the smaller-looking one is for offspring, while the big bottle is for microbes).


[h3]FIXES:[/h3]
  • Fixed the locking system breaking if you had an item locked in Classic Mode, then filled all slots of that item type (it would make the button to unlock it dissappear, effectively disabling the locking system).
  • The perks introduced in 1.1.0 would say "NEW!" on their icon even after using them.
  • Fixed 2 songs that never ended up playing ("Cyberpunk Computer Game | IDRA" and "Informa - Sleep Paralysis").
  • Fixed Satellite not being able to trigger power-ups sometimes.