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Genome Guardian News

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!


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Update 5.3.1

[h2]🚨 It's difficult for me to catch bugs relating to playing at framerates above 60 (all my monitors are 59Hz), so please let me know if this (or the last) update has broken any visual effects or gameplay elements for you! I won't know bugs exist unless someone tells me about them.[/h2]


[h3]⚖ BALANCE[/h3]
  • (turret mod) +30% Firerate to weapons with ːadnaː DNA: Firerate +30% → +50%, Added Damage -15%.
  • (turret mod) +40% Range & +40% Accuracy to weapons with ːcdnaː DNA: Added +40% Speed.
  • (turret mod) +60% Damage & -15% Firerate to weapons with ːtdnaː DNA: Damage +60% → +75%, Firerate -15% → -25%.
  • (perk) Stamp, (turret) Riptide: Shredding a Stamped microbe will count as dealing Critical Damage.


[h3]🔄 CHANGES[/h3]
  • The RECORDS menu no longer lists defeats. This isn't Call of Duty, don't stress over your "win:loss" - few defeats just means you never experiment.


[h3]🔨 FIXES[/h3]
  • The FPS Counter would sometimes show unusually low values while paused.
  • Fixed various effects breaking due to 5.3.0's changes. Hopefully I didn't just break more of them 😬
  • Microbe stats in the MICROBES menu were partially being affected by things during a run, but they were never supposed to be.
  • (perk) Stamp: Stamp effects would last twice as long during Doubletime.
  • (turret) Tower: Mark effects would last twice as long during Doubletime.
  • (turret) Avarice: Now fades in when starting a run even if you aren't moving or aiming.
  • If your highest wave cleared is 999, it'll say that in RECORDS (instead of 998).
  • Hover-over menus won't show when transitioning to a pause submenu.
  • (perk) Turbine: Won't damage you while invulnerable.

Update 5.3.0: x2 Gamespeed Toggle ("Doubletime"), FPS Limit, FPS Counter

[h3]Recent changes to my code have finally enabled me to add the below new feature & 2 new settings![/h3]


[h3]🆕 FEATURE[/h3]
Doubletime: Press LShift, Z, or the north button on your gamepad to toggle "Doubletime" during play, which sets the gamespeed to x2. Great if you're having an easy run and want to make it more intense, or if you've got an especially effective build that practically plays itself.


[h3]🆕 SETTINGS[/h3]
  • FPS Limit: Now you can limit FPS to 60, 75, 90, 120, 144, 165, or 240!
  • FPS Counter: Adds a small FPS counter to the top right.


[h3]⚖ BALANCE[/h3]
  • (turret mod) Burn Duration +3s on weapons with Burn: Burn Duration +3s → +5s, ːbiomassː20 → ːbiomassː15.
  • (perk) Nitro, Nitrate: Their "Range" in Shmup Mode works the same way as the Protractor and Ruler perks now - horizontal, not a circular radius.


[h3]🔄 CHANGES[/h3]
  • When unpausing the game mid-wave, time starts slow and builds back up to full speed (to give you a moment to find your bearings) - I'm extending this a wee bit.


[h3]🔨 FIXES[/h3]
  • Removed the early SETUP tip stating that there's 8 weapon mods that only appear after Depth 1 (that stopped being the case a while ago).
  • If you have Beginner Popups enabled in SETTINGS, you won't see the one for overheating if you're using a Charge-based turret (like Helios).
  • If you have Beginner Popups enabled in SETTINGS, the overheat popup will always appear above your turret (for cases when the turret isn't in the center).
  • (turret) Tower: Will no longer show a damage number when you hit a marked microbe (since it doesn't deal any damage, it just eliminates).
  • A Speed modifier of -100% (or lower) was reducing Range on ːcdnaːːgdnaːːtdnaːːtdnaː Bubble Burster - it still does to some extent (for reasons I don't fully understand), but this effect has been significantly lessened to the point that the bubbles will last almost the full duration of a wave regardless.
  • (turret) Jester: Jester does many unexpected things during a run, but a recent change I made accidentally re-enabled its ability to destroy you when you eliminate something. It is now (once again) impossible to actually die from Jester's heal-or-health-loss on elimination.
  • The "check filters!" popup will no longer show when the filter buttons are disabled (ex. if you clicked the name of a tier-4 weapon during play).
  • (mutation) Mucus Membrane: if it was behind the CHECKLIST while you were paused, it would block being able to hover over icons to see unlock conditions.


[h3]🎨 FAN ART[/h3]
"Spirits Of the Deep" by @vr_the_great3546 "Bobby Comics" by @splathero "Microbots" by @le_veee "FEED ME FOOB" by @hextaalt