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Genome Guardian News

Update 1.1.0

[h3]Here come the first turret & perk additions (and there's lots more to come, including new game modes)! Not sure how I'll deliver content additions in the future, but for now, have some new turrets & perks to tide you over. Don't forget, you still need to meet their unlock conditions before you can use them - you can see their unlock conditions in the CHECKLIST menu.[/h3]

[h3]NEW CONTENT:[/h3]
  • (Turret) Commander: All projectiles fired seek towards your crosshair, so you can manually guide them into microbes!
  • (Turret) Maw: A giant, monstrous turret(?) that eats microbes to gain Health! (try pairing Maw with the Magnet perk!)
  • (Perk) Mushroom: Overheating eliminates all microbes (can be used once per wave).
  • (Perk) Tweezers: Accuracy +60%, but there's a 10% chance that you lose 1 Health every time a projectile dissappears before it could hit a microbe.
  • (Perk) Cherry: +50% chance for +1 Health per elimination with a Critical Hit, but Critical Damage is reduced by 50%. There's some crazy healing potential with this one…


[h3]BALANCE:[/h3]
  • (mutation) microbes are completely insane: Now a bit less insane (microbes won't move quite as fast).


[h3]CHANGES:[/h3]
  • Checklist, Turret & Perk menus have been expanded to show empty placeholders for future content - as new game modes / turrets / perks are added to the game, they will appear in those spots (after you meet their unlock conditions, that is). (NOTE: these menus will look busier now, but I felt that having all icons on-screen at once would still offer a better play experience than if I were to, for example, separate them onto different pages.)
  • Barrel Light "Cone" would practically dissappear if Accuracy was too good, but not anymore.


[h3]FIXES:[/h3]
  • Fixed some cases where, when Range was reduced by more than 50%, it would apply an extra steep Range reduction.
  • The Radar perk will now properly reveal invisible microbes (they were appearing totally black previously).


[h3]EDIT: Working on resolving issues with Maw + Magnet causing microbes to get pulled through/past the turret - found a fix and it will be implemented soon![/h3]

Update 1.0.11

[h3]First post-release update, which addresses some early player feedback.[/h3]

[h3]CHANGES:[/h3]
  • (Perk) Extinguisher: Cooling Rate -50% → -60%.
  • (Mutation) Painful Power-ups: Damage (when hit / on contact) 4 → 1.
  • 4 new (and rare) white mutations! (you'll have to play to find out what they are, and they'll only appear at Depth 1+)
  • Offspring-related mutations now appear less often.
  • Projectiles with homing no longer seek towards microbes/offspring that they've already hit (they'll feel better because of this change).
  • ENDLESS difficulty will now ramp up faster at lower depths. The 3rd GUIDE page has been updated with an explanation of this, but essentially how it works is that (like before), microbe Health/Speed/Weight will increase each wave, but even moreso the lower your selected depth is, until wave 100. This means that, regardless of depth, microbes will be of equal difficulty after wave 100 (and those 3 stats will then increase each wave by the amount that they do at Depth 5, which is 1.25%).


[h3]FIXES:[/h3]
  • (Perk) Microwave: Now fades out when inactive.


The prologue version will be updated when there's enough changes that actually affect it.

Genome Guardian is RELEASED!!!

[h3]Genome Guardian is NOW AVAILABLE (30% OFF until 21 May)![/h3]


RELEASE STATE
Play from beginning to end with 25 turrets, 48 perks, and 100 Steam Achievements at launch...and by "end", I don't mean reaching wave 30 - your first win is just the tutorial.


FUTURE CONTENT

Largely depends on Genome Guardian's success. I'd like to double the amount of available turrets (25→50) & perks (48→96) before July, but this isn't set in stone. Updates will also be based on what players actually want. Some plans include:
  • Localization (only English currently)
  • Mac & Linux versions
  • New modes
  • "ENDLESS MODE" improvements
  • More uses for research (research sinks)
  • Addressing feedback, suggestions and bug reports!
DISCORD

Give me feedback & bug reports in the Discord. Also a fun place to talk about the game, discuss builds, and the #1 place to hear what I have planned or for easily getting in touch with me!
(There's also some quick polls you can fill out based on your play experience in #feedback-polls)


GET THE WORD OUT
Tell your friends, ask your favourite streamers to give it a try - make videos & stream it yourself! Lots of players = lots of expansive, game-changing updates from me!


PRESS KIT
Download

ONLY 3 DAYS UNTIL RELEASE!

Feedback for Genome Guardian: Prologue has been super positive! Many bugs have been squashed and various QoL improvements have been made to ensure that Genome Guardian is a quality, full experience when it releases 70 hours from now.

Details regarding Release State & Future Content details were described here.

For creators that want to stream and make videos, here's the Press Kit.

Current Status: Final marketing push before release!

100 Steam Achievements!

You told me you want Steam Achievements, so there will be 100 Steam Achievements at launch!

[h3]DETAILS[/h3]
  • They're based on the unlocks and awards described in the in-game CHECKLIST.
  • Genome Guardian: Prologue won't have achievements BUT anything you accomplish in the prologue will carry over to the full version (they'll all trigger the moment you start it up)!
  • 100 is the maximum I'm currently allowed, until the game reaches a large enough audience for "profile features" to be enabled.
  • Some will be easy, others will require some serious tenacity!
  • Some may not trigger the exact moment you meet their conditions, but instead when your run ends.