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Update 5.3.7

🚨 EDIT 🚨
  • Tried to fix FPS Limit in this patch, didn't work, but now it DOES! It's still 5.3.7 but uploaded new ver of it @ 5:00PM EST.
  • I'm aware of a bug that causes orbit speed of projectiles (like for Saturn and Psyker) to be affected by monitor refresh rate - will try to have it fixed soon. At the very least, it kinda just ends up being a buff at the moment.


[h3]First I'd like to mention that Genome Guardian been partnering with various roguelites & shooters to bring you various discounted bundles, including...[/h3]


I'll do a proper announcement bringing attention to various other notable bundles & discounts soon.
Current owners of Genome Guardian can purchase these bundles to get the other game at a discount!


[h3]⚖ BALANCE[/h3]
  • (turret) Bouncer:
    • Adding a fun new mechanic: Each time a projectile bounces off of a microbe, it gets +50% Damage (up to +250%).
    • Firerate -50% → -60%.
    • Removed Knockback +50%.

[h3]🔄 CHANGES[/h3]
  • Critical Chance is calculated per shot instead of per projectile now, which makes more sense (and prevents some bugs) considering that projectile submunitions inherit their parent projectile's crit status.


[h3]🔨 FIXES[/h3]
  • (turret) Tempest: Its unique Knockback effect now applies to Abyssian Hunters.
  • (turret) Dragoon: There were instances where non-critting projectiles fired from multi-projectile weapons could ricochet.
  • (mode) Abyss Mode: After winning a run and immediately returning to SETUP, pressing the buttons on the MICROBES menu would make Abyssian Hunters appear instead of the microbe.
  • Green (or red) buttons for adding weapons & mods to mounts pulse slightly - this pulsing would vary based on how many of those buttons were active at a time, but the rate should be the same (so it is now).
  • Microbes that spiral towards you that should be able to stick to your turret, now can.

Update 5.3.6

[h3]🔄 CHANGES[/h3]
  • (weapon) ːadnaːːtdnaː Auto Cannon: Renamed to "Autocannon".
  • (weapon) ːadnaːːadnaːːadnaː Light Machinegun: Renamed to "Light Machine Gun".
  • (weapon) ːadnaːːadnaːːadnaːːcdnaː Burst Machinegun: Renamed to "Burst Machine Gun".
  • (weapon) ːadnaːːadnaːːadnaːːtdnaː Micromissile Machinegun: Renamed to "Micromissile Machine Gun".
  • These weapons are being renamed because they don't (and shouldn't) inflict Burn:
    • (weapon) ːgdnaːːtdnaːːtdnaː Molotov: Renamed to "Acid Launcher".
    • (weapon) ːgdnaːːgdnaːːtdnaːːtdnaː Moloflak: Renamed to "Acid Rain".
    • (weapon) ːgdnaːːtdnaːːtdnaːːtdnaː Megatov: Renamed to "Antacid Launcher".


[h3]🔨 FIXES[/h3]
  • The main menu only shows 3 buttons in the center if you haven't done a run yet; If you closed the game and re-opened it before doing a run, the buttons would show scrunched together vertically instead of with space between them.
  • There were some cases where that delay that doesn't let you place an incompatible weapon mod for a few seconds would end up lasting indefinitely (or not let you place the weapon mod on a weapon it is compatible with until you've de-selected and re-selected the item).
  • (turret) Viper: If Beginner Tips is on, it would look like Viper's second weapon slot on its second mount from the top comes pre-purchased in the TURRETS menu.
  • (perk) Poison: Fixed description, wasn't accurate.
  • (perk) Pot: The Size Variation it applied would affect projectiles and their submunitions (which includes explosions) independently - this was a problem, since it could result in things like anti-air weapons having a proximity detonation radius larger than the explosion it produces, which would often cause that explosion to not hit anything.
  • Burst Fire would occasionally cause muzzle flashes to appear white.
  • (weapon) ːadnaːːcdnaːːgdnaː Bouncey Ball: Uhhh… Yeaaah… That's supposed to be "Bouncy", not "Bouncey"…
  • (turret) Dragoon: Explosive projectiles that didn't crit would deal damage twice.

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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.