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Genome Guardian News

NOVA DRIFT x GENOME GUARDIAN

[h2]→ Nova Drift x Genome Guardian Bundle ←[/h2]


I'm sure Nova Drift needs no introduction. In fact, you probably already own it due to your amazing taste. Regardless - If you like one of these games, you're bound to love the other!



[h2]Cell Command Progress Update[/h2]
Making great headway - Steam Next Fest Demo coming 24 February! Lots has been done but still lots to do, etc etc etc. Anyways though, have some random development screenshots:



→ WISHLIST CELL COMMAND ←


Update 6.0.9

[h3]Don't forget to check out (and wishlist if interested) Cell Command![/h3]

[h3]🔄 CHANGES[/h3]
  • Added thing for Cell Command to main menu.


[h3]🔨 FIXES[/h3]
  • (turret) Jester: For some reason, it became really blurry using Jester with High Quality on in SETTINGS.
  • Fixed some silly typos.
  • Daily Dive day # was wrong for a few weeks - accurate now.

Announcing CELL COMMAND!!! (+ 40% OFF discount)



Cell Command is a turn-based tactics roguelite with a twist that exists in the Genome Guardian universe, borrowing many of its mechanics (including combining DNA to create new units).

Check out the Cell Command Steam page for details.
  • Unit health = length, moving makes you longer, attacks chop squares off a unit's tail
  • 225 different maps (in a variety of different match types)
  • Mid-run saves
  • Perks, mods, mutations, research, depths...
  • 60+ music tracks


NOTE: Development of Genome Guardian is NOT over + I still plan on making a direct sequel to Genome Guardian eventually.

Join the Discord and check out #cell-general to follow development!

Update 6.0.8

[h3]I've been cooking something new for the last little while that I'll be revealing soon (those in the Discord know what I'm talking about). In the meantime though, have this:[/h3]

[h3]⚖ BALANCE[/h3]
  • (perk) Cosmo: Critical Damage +100% → +200%, Damage -15% → -25%.
  • (perk) Radar, (turret) Spyglass: Radar will now allow Spyglass to autoaim at microbes beyond the normal visible area.
  • (weapon mod) Accuracy +100%, Firerate -25%: Accuracy +100% → +200%.
  • (weapon mod) Accuracy +75%, Damage -15%: Accuracy +75% → +90%.
  • (weapon mod) Accuracy +60%, Speed +100%: Accuracy +60% → +70%.
  • (weapon mod) Critical Chance +25%, Accuracy +40%: Critical Chance +25% → +50%, Accuracy +40% → -50%, ːbiomassː20 → ːbiomassː30.
  • (weapon mod) Critical Chance +50%, Knockback -100%: Critical Chance +50% → +40%, ːbiomassː35 → ːbiomassː25.
  • (weapon mod) Critical Chance +75%, Firerate -25%: Critical Chance +75% → +100%, Firerate -25% → -40%.
  • (weapon mod) Homing +50%, Size -30%: Size -30% → -25%, ːbiomassː25 → ːbiomassː20.
  • (weapon mod) Homing +75%, Damage -15%: ːbiomassː30 → ːbiomassː25.
  • (weapon mod) Homing +100%, Firerate -20%: ːbiomassː35 → ːbiomassː30.
  • (weapon mod) Damage +50%, Range -25%: Damage +50% → +60%.
  • (weapon mod) Range +100%, Damage -25%: ːbiomassː30 → ːbiomassː25.
  • (weapon mod) Critical Chance +30%, Speed -30%: ːbiomassː30 → ːbiomassː25.
  • (weapon mod) Sticky: ːbiomassː30 → ːbiomassː35.


[h3]🔄 CHANGES[/h3]
  • Hovering over the filter buttons at the top for weapon traits now says what it's called (ex. hovering over the one for Explosive).
  • The "feeling sick?" intro popup won't appear if you've already disabled Music Visualizer and Screenshake in SETTINGS.
  • The warning text that shows when you're about to reroll while at low Biomass will no longer appear if you don't have rerolls, or past wave 30.
  • For burst-fire weapons, a shot will now only count as a "miss" if all projectiles within the burst didn't hit a microbe.
  • Menu background patterns now have some extra effects applied to them (if "high quality" is on in SETTINGS).


[h3]🔨 FIXES[/h3]
  • (perk) Seismograph: The "MOD SPEED IGNORED" popup now says SIZE instead when this perk is equipped.
  • (weapon mod) Projectiles +100%, Range -35%: Was only reducing Range by 30%.
  • (turret mod) +100% Range on weapons with Bounce: The Turret Trial & Daily Modifier "Bounce" now properly interacts.
  • (turret) Chrono: Cosmetic previews will now properly align with the turret.
  • (mode) Shmup: A handful of microbes that were supposed to move side to side after reaching a certain distance from the bottom, now do so.

Update 6.0.7 (Controller DPad Navigation)

[h3]Adding a much-requested feature for gamepad & Steam Deck users: Proper menu navigation! Analog sticks will still move the cursor, but DPads will now snap the cursor to buttons.

It's not PERFECT yet (there's cases where the next button it snaps to isn't what you expect) but for the most part it's functional - will have a chance to improve it later.

Let me know if you encounter any bugs or oddities with D-Pad navigation - if things ever go REALLY wrong, remember you can still use the Analog sticks or touchscreen for navigation as well.

I've removed the in-game warning about the cursor dissappearing on Steam Deck since that's not really an issue with DPad navigation.
[/h3]

[h3]⚖ BALANCE[/h3]

    The thinking behind the first 3 changes below is that, for the most part, these +Firerate/-Accuracy mods felt "free", and +100% Projectiles for -100% Accuracy was basically a must-pick on any weapon.
  • (weapon mod) Firerate +60%, Accuracy -60%: Accuracy -60% → -75%.
  • (weapon mod) Firerate +80%, Accuracy -200%: Accuracy -200% → -300%.
  • (weapon mod) Projectiles +100%, Accuracy -100%: Accuracy -100% → -200%.
  • (weapon mod) Critical Chance +20%, Accuracy +40%: Critical Chance +20% → +25%.
  • (weapon mod) Firerate +40%, Size -40%: Firerate +40% → +50%, Size -40% → -50%.


[h3]🔄 CHANGES[/h3]
  • Gamepad/Steam Deck D-Pad menu navigation.
  • I guess that recently Steam Deck update ALSO tanked framerate for some reason - fixed that 👍