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Update 6.0.6

EDIT: I'm aware of the "dissappearing cursor" issue for Steam Deck users - it's a result of the 24 Oct Steam Deck stable branch update, not something I can fix on my end. I expect Steam will patch this soon because it's broken cursor function for a number of other games as well. In the meantime you can still use the touchscreen to navigate menus. If you desperately want to fix it on YOUR end, there's some instructions here that supposedly work



[h3]I put a ⭐ next to the most notable changes.[/h3]

[h3]⚖ BALANCE[/h3]
  • ⭐These weapons now have innate Critical Chance:
    • (weapon) ːadnaːːgdnaːːtdnaː Stardust Blaster: Critical Chance 0% → +30%, Damage 14.9 → 11.2 (DPS 104/s → 102/s).
    • (weapon) ːadnaːːadnaːːgdnaːːtdnaː Heatseeker Swarm: Critical Chance 0% → +30%, Damage 6.7 → 5.1 (DPS unchanged).
    • (weapon) ːadnaːːgdnaːːgdnaːːtdnaː Stardust Mortar: Critical Chance 0% → +30%, Damage 25 → 18 (DPS 110/s → 108/s).
    • (weapon) ːadnaːːgdnaːːtdnaːːtdnaː Bubble Blaster: Critical Chance 0% → +30%, Damage 66/s → 50/s (DPS 83/s → 81/s).
  • All flamethrowers are getting +100% Speed so that they feel more like flamethrowers:
    • (weapon) ːadnaːːadnaːːgdnaː Flamethrower: Speed 44 → 66.
    • (weapon) ːadnaːːadnaːːadnaːːgdnaː Plasmathrower: Speed 44 → 66.
    • (weapon) ːadnaːːadnaːːcdnaːːgdnaː Frostthrower: Speed 88 → 131.
    • (weapon) ːadnaːːadnaːːgdnaːːgdnaː Heatwave Repeater: Speed 38 → 47, Size 26 → 35. (it's like, a half flamethrower)
  • (turret) Dragoon: Instead of having no interaction with Hitscan weapons, now crit Hitscan shots use their wider, Bounce versions, and they'll also have x3 the lifespan.
  • (weapon mod) Accuracy +75%, Firerate -15%: Accuracy +75% → +100%, Firerate -15% → -25%.
  • (turret mod) Damage +80% to shots fired at 0% Heat: Damage +80% → +75%.
  • (turret mod) Health Max +50% (based on initial Health Max, won't refill Health): Now refills Health!
  • (Turret Trial) Guardian: Health Max -50% → Cooling Rate -50% (you'll want the Cooling Rate reduction).


[h3]🔄 CHANGES[/h3]
  • ⭐Critical projectiles now have an orange tint, and orange trail if it has a trail.
  • Changed some Intro SHOP tips.
  • Various other forms of intro experience improvement & extra guideance.
  • There will no longer be a warning popup when adding a negative Speed modifier to a Hitscan weapon.
  • Added more SETUP tips & "devs".
  • The fade from green to red when retreating after wave 30 is now much faster.
  • Lengthened a few weapon descriptions so that they all have 3-line descriptions.


[h3]🔨 FIXES[/h3]
  • (turret) Ramjet:
    • ːadnaːːadnaːːcdnaːːtdnaː Burst Anti-Air Missile wouldn't move Ramjet, as if it had no Knockback.
    • ːgdnaːːgdnaːːtdnaːːtdnaː Acid Rain wasn't being registered as a no-Knockback weapon.
  • (turret) Inferno: Hover-over weapon stats now correctly displays DPS as being X (aka 0).
  • (perk) Worm: Fixed the icon's colour (should have been less red).
  • I've finally put an end to that bug during the intro where you end up seeing an unlock popup for something twice.

Update 6.0.5

[h3]⚖ BALANCE[/h3]
  • Laser weapons will have even more excess Range:
    • (weapon) ːcdnaːːcdnaːːcdnaː Laser: Range 125% → 150%.
    • (weapon) ːadnaːːcdnaːːcdnaːːcdnaː Laser Repeater: Range 125% → 150%.
    • (weapon) ːcdnaːːcdnaːːcdnaːːcdnaː Ion Laser: Range 175% → 250%. 🔭
    • (weapon) ːcdnaːːcdnaːːcdnaːːgdnaː Laser Shotgun: Range 125% → 137.5%.
    • (weapon) ːcdnaːːcdnaːːcdnaːːtdnaː Tracking Laser: Range 125% → 150%.
  • (weapon) ːadnaːːgdnaːːgdnaːːtdnaː Stardust Mortar: To separate it more from ːcdnaːːgdnaːːgdnaːːtdnaː Splitter Spitter, Firerate 1.125/s → 1.5/s (same DPS as before).


[h3]🔄 CHANGES[/h3]
  • The doubletime reminder popup will now dissappear if you activate doubletime.
  • The sprites for lasers with Bounce now look a bit less stretched length-wise.


[h3]🔨 FIXES[/h3]
  • (weapon) ːadnaːːgdnaːːgdnaːːtdnaː Stardust Mortar: DPS in ARSENAL / on hover is now more reflective of the weapon's performance.
  • (weapon) ːcdnaːːgdnaːːgdnaːːtdnaː Splitter Spitter: DPS in ARSENAL / on hover is now more reflective of the weapon's performance.
  • Some tips were showing up as "DEVS" instead of "TIPS" on the SETUP menu.
  • Knockback can no longer display as being negative.

Update 6.0.4

[h3]🔄 CHANGES[/h3]
  • Added a few more SETUP tips.
  • More Intro / new player guidance.
  • A warning popup will now appear before you add a weapon mod with…
    • A Knockback multiplier, to a weapon without Knockback.
    • A Speed multiplier, to a Hitscan weapon.
    • Sticky, on an Area weapon (it won't extend the Area's duration).
  • Added a few more UI effects here and there.


[h3]🔨 FIXES[/h3]
  • (turret) Helios, Gauss: The Autoclave perk and other items that claim to only work on shots fired at 0% Charge were always triggering whenever these turrets would fire - that should technically be impossible.
  • (turret) Ramjet: With the Backpack perk equipped, Ramjet could avoid taking damage from microbes reaching the bottom simply by having the green Backpack barrier pointing downward.
  • The game would completely break down if you disconnected a gamepad while the game was running.

Update 6.0.3

[h3]⚖ BALANCE[/h3]
  • (turret) Helios:
    • Damage & Knockback scaling with Charge 100-300% → 50-300%.
    • Charge Delay 0.5s → 0.75s.
  • (turret) Scorch: Firerate scales with Heat up to +150% → +200%. 🔥🔥🔥
  • (turret) Bouncer: First mount mod slots 2 → 3, third mount mod slots 2 → 1.
  • (turret) Chrono:
    • Weapon mounts have changed to (4/1)(3/2)(2/3)(1/4) (DNA letter slots vs Weapon Mod slots).
    • Heat Max 100 → 150.
  • (turret) Bearclaw:
    • Added Turret Scale +25%.
    • Health Max 40 → 45.
  • (turret) Focus:
    • Added Turret Scale -25%.
    • Health Max 40 → 35.
  • (perk) Leaf: Speed Variation +50% → +30%.


[h3]🔄 CHANGES[/h3]
  • A note has been added to the DAILY DIVE screen which mentions that the random generation can potentially create truly unwinnable dives sometimes.
  • Changed how the STATS section of RECORDS handles large numbers, so that you can see more precise values.


[h3]🔨 FIXES[/h3]
  • (turret) Bouncer: It could be unlocked simply by using Frostthrower at Depth 5.
  • (cosmetic) Muzzle: Extended the light grey portion of it to line up better with certain other cosmetics.
  • The "press the lock above an item" text was still appearing even if you hadn't unlocked the Lock feature yet - fixed for real this time.

Update 6.0.2

[h3]⚖ BALANCE[/h3]
  • Proximity is an incredibly potent weapon trait - changing the trait's Damage multiplier, which has resulted in these changes:
    • (weapon) ːadnaːːcdnaːːtdnaː Anti-Air Cannon: Damage 33 → 31 (DPS 75 → 70).
    • (weapon) ːadnaːːadnaːːcdnaːːtdnaː Burst Anti-Air Missile: Damage 25 → 23 (DPS 75 → 70).
    • (weapon) ːadnaːːcdnaːːcdnaːːtdnaː Anti-Air Gatling: Damage 12 → 11 (DPS 90 → 83).
    • (weapon) ːadnaːːcdnaːːtdnaːːtdnaː Anti-Air Torpedo: Damage 39 → 37 (DPS 59 → 55).
  • I've adjusted the Damage formula such that larger base Explosion/Area radius incurs a greater Damage penalty:
    • This doesn't mean that using perks/mods/etc. to increase Size will reduce their Damage.
    • Most explosive weapons are barely affected by this change - it's primarily targeted towards weapons like Nuke, which often just feels like a tier above most (all?) other weapons.
    • Would take a long time to list all the changes but essentially the majority of explosive weapons only received a 2% DPS decrease while some big-explosion ones received a 6-8% DPS decrease.
    • Also noticed Moloflak's Damage wasn't being calculated right so I fixed that too.
  • (weapon) ːadnaːːtdnaːːtdnaː Mine Launcher: Sticky Duration 4s → 8s, Damage 37 → 31 (DPS 73 → 63).
  • (weapon) ːadnaːːtdnaːːtdnaːːtdnaː Mega Mine Launcher: Sticky Duration 4s → 8s, Damage 59 → 51 (DPS 81 → 69).
  • (weapon) ːcdnaːːcdnaːːcdnaːːtdnaː Tracking Laser: Firerate 1/s → 0.75/s, Damage 46 → 62 (DPS unchanged).
  • (turret mod) Damage +100% to shots fired while at 0% Heat: Damage +100% → +80%.
  • (turret mod) Damage +50% to projectiles with Pierce per microbe hit: ːbiomassː35 → ːbiomassː30.


[h3]🔄 CHANGES[/h3]
  • (weapon) ːadnaːːgdnaːːtdnaːːtdnaː Bubble Blaster: Slight change to sprite.
  • (weapon) ːcdnaːːgdnaːːtdnaːːtdnaː Bubble Burster: Slight change to sprite.
  • (weapon) ːcdnaːːtdnaːːtdnaːːtdnaː Mega Torpedo: Renamed to "Jumbo Torpedo".
  • (turret) Jester: Added the Jester turret to the game.
  • (perk) Bulb: Made unlock conditions easier.
  • It's now a bit more likely for a weapon mod to be white instead of a specific colour. (10% → 12.5% chance)
  • Some more subtle tweaks to how information is presented to the player during the intro phase.
  • Added a one-time reminder about Doubletime.


[h3]🔨 FIXES[/h3]
  • (turret) Jester: There was a rare chance that a certain Jester behaviour would softlock a Classic run.
  • (turret) Psyker: If you unlocked it by completing a run with the Viper turret, it would still say "UNLOCK CONDITIONS UNKNOWN" as its unlock condition in CHECKLIST.
  • (Hopefully) fixed the bug where you'd see an unlock pop-up for something you've already unlocked.
  • There was a rare chance for an Abyssian Hunter to spawn while The Abyss was entering view.