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Genome Guardian News

Update 5.3.5

[h3]🔄 CHANGES[/h3]
  • The heat circle jumps out at you more when you overheat.
  • Some turrets now have a recoil multiplier attached to them (for example, turrets with orbiting projectiles don't experience recoil, Deadeye only experiences half as much recoil, and Breach experiences a bit more recoil).
  • There is now a "Recoil" toggle in SETTINGS (separate from the "Screenshake" toggle).
  • The "New Weapon Pop-ups" setting won't be visible in SETTINGS if you've already discovered all weapons.
  • Turrets on the TURRETS menu now spin slowly (just thought it looked nice).
  • The WEAPONS menu (where you select your starting weapon) shows your currently-selected weapon with a green-tinted button (just like how the TURRETS menu indicates your currently-selected turret).
  • Buttons for selected perks in the PERKS menu are also green-tinted (not on the bar at the bottom, but for the 96 buttons at the top). It's fairly subtle though - if I make it a brighter green, it becomes less clear that the button is disabled, so yeah.
  • Some more visual effect tweaks.


[h3]🔨 FIXES[/h3]
  • (the most important fix) Occasionally, waves wouldn't actually end - they'd just get stuck showing that there's 1 second remaining (this was related to new muzzle flash code).
  • The muzzle flash effect now always renders above the turret & turret cosmetics.
  • Disabling "Beginner Tips" while the "overheat!" popup was visible would cause the popup to linger forever.
  • Equipping a shop item that affects Heat Max will no longer cause the Heat Circle to display a brief cooling animation.
  • Equipping a shop item would sometimes cause the turret to rotate.
  • (turret) Jester: Its intense, glitchy shake effects could sometimes result in vital UI elements simply not appearing in the shop (ex. not being able to see weapon mounts in Classic Mode, which could lead to a softlock).
  • Ending a run during an Abyss-related cutscene would result in you being unable to fire in subsequent runs.
  • There were still some cases where things like areas and flak projectiles could spawn / exist during cutscenes.

Update 5.3.4

[h3]Here's a cool "visual effects improvement" patch before the big 40% OFF sale![/h3]


[h3]⚖ BALANCE[/h3]
  • (turret) Maw: Can now gain Health from eating Abyssian Hunters.


[h3]🔄 CHANGES[/h3]
  • The purple splats (the fast ones when eliminating a microbe and slow, more transparent ones that linger) are now more visible.
  • The purple puffs that appear when a projectile hits a microbe are now much more noticeable + positioned better (I bet a lot of you never even knew there were any - that's how subtle they used to be).
  • Assuming you have Screenshake enabled, there's now a slight (subtle) "recoil" shake when firing, which scales with weapon stats (ex. lower Firerate = more shake). (if anyone desperately wants a setting to disable just recoil shake but not other sources of screenshake, let me know)
  • There's now a simple "muzzle flash" (white poof) effect on turret barrels when firing.
  • (perk) Hemostat: Reworded the last part of its description so that it's clear that it only refers to the heals mentioned at the start of its description.


[h3]🔨 FIXES[/h3]
  • Fixed an error that could occur if you were in the middle of a run while the Daily Dive reset.
  • if you're on the DAILY DIVE screen (before starting the run) and Daily Dive resets, you now get booted to the main menu (this prevents a some bugs & unintuitive occurences).
  • (perk) Coolant: It was able to be unlocked even if you stopped firing via entering the shop.
  • The ːtdnaː Abyssian Hunter was immune to Knockback (and shouldn't have been).
  • Weapons won't continue burst-firing while in a cutscene.
  • Abyssians now render overtop of The Abyss' tendrils.
  • The "mute when paused" setting would play music in pause submenus (it still does in PAUSE → SETTINGS so that you can properly tweak music volume). The hover-over explanation reflects this now, too.
  • Some microbes would look like they're drifting sideways when entering view (primarily microbes with ːgdnaː DNA and ːtdnaː DNA).
  • The game does a much better job at keeping microbes that are supposed to stay within the visible area, inside.

Update 5.3.3

[h3]⚖ BALANCE[/h3]
  • Pierce/Bounce & Explosive: Previously, explosive projectiles wouldn't explode on expiry if they had pierced or bounced off of at least one microbe (which causes an explosion to occur). I thought, at the time, that it would be 'overpowered', but now I'm thinking that they should be allowed to just function as expected - especially because it just feels/looks wrong otherwise (TL;DR Bounce/Pierce buffed for Explosive weapons).
  • (perk) Shell: Starting a run with Shell + perks that result in negative Health Max will no longer cause Shell to reduce Shield Max.


[h3]🔄 CHANGES[/h3]
  • Added some more SETUP tips.
  • Daily Dive: Once again I've added more modifiers, which means the current Daily Dive's modifiers have changed.


[h3]🔨 FIXES[/h3]
  • Various expanding effects (purple splats, Nitro/Nitrate/Mushroom perk blasts, Fume plumes) would look weird (or not even show) at framerates above 60.
  • Fixed some typos here and there.
  • (perk) Saline: Would fade out during gameplay for no reason sometimes.
  • (weapon) ːcdnaːːcdnaːːgdnaːːtdnaː Rail Splitshot: Damage displays as #x3x3 now (instead of #x3x1).
  • (perk) Coolant: "Cooling Delay +100%" appeared in the description twice.
  • You'll no longer have 1 HP left on the DEFEAT screen if your turret was destroyed.
  • The music that plays during the end fight / Abyss Mode fight will always be "Run" now. Previously, if "Run" ended, it would pick something else.
  • (turret) Crane: Squiggly Hitscan weapons (ex. with the Worm perk) wouldn't squiggle.
  • (turret) Fume, (perk) Backpack: Backpack wasn't working when on the Fume turret in Shmup Mode.

Update 5.3.2

[h3]🔄 CHANGES[/h3]
  • The code that determines what a "miss" is has been significantly improved - now, misses aren't determined on a per-projectile basis, but rather, a shot only counts as a miss if NONE of the projectiles produced by that shot hit a microbe (per weapon).
    • This means that firing ːgdnaː Shotgun and hitting a microbe with just 1 of 6 pellets will be considered 0 misses, not 5.
    • The Tweezers and Binoculars perks below have been rebalanced due to this change.
    • There may be some bugs with this change, but from what I've tested, it appears to be working as intended.
  • The powerup text (ex. "TRIPLE FIRERATE!") now kinda 'rumbles' a bit while active.


[h3]⚖ BALANCE[/h3]
  • (turret) Helios:
    • Charge Size scaling 100%-150% → 80%-160%.
    • Charge Speed scaling 100%-150% → 80%-160%.
  • (perk) Extinguisher: Cooling Rate -70% → -75% (you and I both know this perk is still going to be amazing).
  • (turret mod) +50% Size to weapons with ːgdnaː DNA: Added +50% Knockback.
  • (turret) Psyker: Projectiles orbit a bit closer, and comes with 2 Shield now.
  • (perk) Tweezers: Accuracy +80% → +75%, -1 Health chance on miss 5% → 10%.
  • (perk) Binoculars: Heat on miss +10% → +15%.


[h3]🔨 FIXES[/h3]
  • Purple splats and other effects that "grow" before fading out should now properly scale with higher framerates.
  • (perk) Clover: The green flash effect this produces will no longer remove the green tint during the "wave ending!" sequence (last 5s of each wave).
  • Homing during Doubletime was half strength, or increased strength during the Avarice/Chrono turret's slowed timescale.
  • (perk) Mushroom: Starting a wave with 0% Heat Max will display it as transparent.
  • (perk) Rime: Starting a wave with 0% Heat Max will display it as opaque.
  • (turret) Helios: Using 0% Charge Max build will no longer cause you to lose HP when taking Targets in Gameshow Mode.
  • (perk) Chloroplast: It wasn't affecting Size properly on the Fume & Helios turrets.
  • The popup informing you that you can use filters on the ARSENAL menu wasn't triggering sometimes.
  • If you haven't completed a run yet, the music-changing button on the PAUSE menu wouldn't update the music artist/name display.
  • (perk) Poison: Updated description so that it perfectly matches the perk's function.
  • (turret) Psyker: Overheating was causing projectiles to only fly out to the right.
  • (turret) Psyker: Projectiles weren't quite orbiting in a perfect circle before.
  • (weapon) ːcdnaːːcdnaːːgdnaːːtdnaː Rail Splitshot: This weapon has been spawning 3 times as any explosions as it was supposed to. Yes, it's supposed to spawn 3 explosions for each split projectile, but each of those explosions occurred 3 times. Also, the second "x3" on the Damage value is orange now, since it refers to the explosions.
  • (weapon) ːcdnaːːgdnaːːgdnaːːtdnaː Splitter Spitter: This should display "x3x3" on the Damage number.
  • (turret) Avarice: Microbes won't shake while burning when time is stopped.

40% OFF 28 Aug - 11 Sep!!!

Genome Guardian will be 40% OFF from 28 August @ 2:00PM EST to 11 September @ 2:00PM EST!


Wishlisters: With the exception of Summer Sale, this is the steepest discount you'll ever see, so you gotta capitalize on this!