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Update 5.1.4

[h3]⚖ BALANCE[/h3]
  • (weapon) GGGG Wakequake: I think (after much discussion with expert players) that Wavequake's innate 360 Accuracy is genuinely a huge advantage, so I'm increasing the amount that that trait of the weapon decreases its stats. Thus: Damage 13.4 → 12.5 (DPS 160/s → 150/s). Now the second highest DPS tier-4 weapon (which is pretty darn good).
  • (weapon) AACT Burst Anti-Air Missile: I've felt this weapon was lacking for quite some time - I've given it a new trait that should help immensely, based on a suggestion in the Discord: Now, each missile produces 3 explosions in a row. I think it's on-theme with the whole '3-burst' aspect of it.
  • (weapon) AGGG Wavespread Repeater: Actually just made a typo when setting its Damage. Fixing it brings its DPS from 148/s → 144/s.
  • (turret) Crane, (perk) Shell: If you have 0 Health Max at the start of a run or any time during a run, you won't be destroyed by having -100% (or lower) Health Max. If, however, you used turret mods or something else to go above 0 Health Max and Health hits 0, you will be destroyed.
  • (perk) Tweezers: Accuracy +75% → +80%.
  • (weapon mod) Size +200%, Speed -70%: $30 → $35.
  • (weapon mod) Range +100%, Damage -25%: $30 → $25.
  • (weapon mod) Damage +90%, Range -60%: $35 → $30.
  • (weapon mod) Homing +100%, Firerate -20%: $30 → $35.
  • (weapon mod) Damage +90%, Firerate -30%: $25 → $30.
  • (weapon mod) Firerate +90%, Damage -30%: $25 → $30.
  • (weapon mod) Speed +200%: $15 → $10.
  • (weapon mod) Projectiles +100%, Accuracy -100%: $35 → $40.
  • (weapon mod) Projectiles +100%, Range -35%: $35 → $40.
  • (weapon mod) Burn: $35 → $40.
  • (weapon mod) Sticky: $25 → $30.
  • (turret mod) Heat -10% per elimination, Heat Max -20%: $35 → $40.
  • (turret mod) Firerate +50% for 1s on elimination: $35 → $40.
  • (turret mod) Power-up Duration +100%: $15 → $10.


[h3]🔄 CHANGES[/h3]
  • Let's face it: It's always optimal to banish all 4 weapons once you've filled all weapon slots. This means that, even after clearing all 6 currently live modes at Depth 5, you're left with only 2 Banishes to use on weapon or turret mods. This kind of defeats the purpose of the system, it's not just supposed to be a means of removing weapons. Thus, I'm now granting 2 Banishes per mode first cleared at Depth 5 instead of just 1! That'll mean you'll have 8 Banishes to use after banishing 4 weapon letters - in other words, you'll actually be able to engage with the system in the way that I originally intended.
  • The Biomass price for opening slots now doubles with each subsequent slot opened in a row instead of simply increasing by 5. This is primarily to address how quickly turrets with few weapon mounts (like Focus, which only has 1) can attain a completed build (before this update, it would take a lot longer to have all slots filled on, say, Guardian, than on Focus, if you're not playing Classic Mode).
  • The "you have 0% Heat Max" and "you have 0% Health Max" popups will no longer only be shown once - they'll appear each time they're triggered.
  • The shield visual on the turret is now slightly less pronounced, because its opacity scales between 1-16 Shield now instead of 1-10 Shield.
  • When about to add the "Bounce, Range +50%" weapon mod to a weapon that already has Bounce, the warning that appears in top left will say "MOD WILL ONLY ADD RANGE" instead of "MOD WILL DO NOTHING".
  • (mode) Extract: Reduced microbe stat scaling when trying to approach The Abyss.


[h3]🔨 FIXES[/h3]
  • The recently-added shield visual would display underneath some turrets.
  • Arsenal Accuracy stats for Hitscan weapons would be incorrect if you had Saturn selected.
  • (mode) Gameshow: Having Skip Shop enabled and 3 Targets with more than 1 wave remaining at the time of achieving victory would completely skip the victory screen.
  • (Hopefully) fixed a rare bug that would cause your total runs in a mode to increment by more than 1 per run.
  • (mode) Shmup: (Hopefully) fixed a rare bug that would cause 1 extinct microbe to appear at some point during a wave.
  • UI elements will no longer dissappear while the game is out of focus (if you were experiencing that).
  • (turret) Tower: Fixed instances of hitting a marked microbe and it not being eliminated. This includes cases where this was a genuine bug and allows for eliminating a marked microbe with a projectile that already hit the microbe before it became marked. (the only time that a marked microbe won't be eliminated when it seemingly should is if it gets marked while inside of a projectile - the collision can't occur again until it leaves it...)

Update 5.1.3

[h3]Super small update, but still includes some nice QoL.[/h3]

[h3]🔄 CHANGES[/h3]
  • Perk icons during gameplay for perks that fade in and out will expand+contract quickly when their status changes (so that it's more noticeable).
  • There's now a visual indicator on the turret for when you have Shield.
  • (Turret Trial) Superstar: Calculator → Blubber. It'll still be fairly challenging, but I recommend that Health Max increasing turret mod if you can get it.


[h3]🔨 FIXES[/h3]
  • Hover-over stats when you have a DNA letter selected from the shop and ready to place it onto an empty mount would display the stats of your top mount's weapon, not the weapon you're about to place.
  • (turret) Avarice: Fixed growing explosions bug again.

Update 5.1.2

[h3]ENDLESS[/h3]
  • You guys just keep making a mockery of Endless Mode's difficulty, I swear… I'm trying to END YOU. After wave 30, microbe stats will now scale by 5% each wave instead of 2%.
  • This means that highest wave records above 30 have been reset again, sorry 😬. I swear I won't do it again.
  • Not sure if I ever officially mentioned this, but when heading towards The Abyss for the first time, that rate is lessened - it was 1% instead of 2% before, now it'll be 1.666% instead of 5%. Not relevant to you if you've already learned your true purpose. Oh, and this is why you can't set wave records during this sequence.


[h3]⚖ BALANCE[/h3]
  • Projectiles with both Sticky + Bounce (which the Crane turret has innately) will be slightly harder for microbes to 'push'. It'll be more likely that they bring microbes to a halt now.
  • (perk) Backpack: In Shmup Mode, it'll face forward. (I don't plan on changing other perks based on mode-specific viability, this is a one-off thing - think of it as an easter egg). Also added auditory feedback when it triggers, and made the visual feedback more noticeable.
  • (perk) Bandage: Ignore hits for 3s → 4s.
  • (perk) Saline: Changed to "Heat -25% each time you lose Health" (no longer have to be below half Health).
  • (microbe) CCGG Cramshell: Doubled the accuracy of its shotgun blast.
  • (mode) Shmup: I am once again increasing how fast you move vertically with turrets that have Movespeed.


[h3]🔄 CHANGES[/h3]
  • Changed some Daily Dive stuff again, which (like last time) has ended up changing the current Daily Dive modifiers.


[h3]🔨 FIXES[/h3]
  • Microbes spiralling towards you no longer "jitter/vibrate".
  • (microbe) CCGG Cramshell: No longer does that weird thing where it just sits there inching towards you in a jerky fashion that's always been a bug tbh).
  • (mode) Abyss Mode: Thought I fixed it before, but now (for real this time) projectile submunitions will always be cleared when he starts entering view.
  • (perk) Bandage: wasn't adding Heat when triggered.

Update 5.1.1

[h3]I MAY have finally diagnosed the source of the performance problems - there is a quality option in SETTINGS that I want you to try if you've been suffering from low framerate. Let me know how much of a difference it makes for you if the game was chugging before. Depending on the response, I'll see what else I can do in terms of actual performance improvements, but I'm hopeful that this will make a big difference for many players.[/h3]


[h3]⚖ BALANCE[/h3]
  • (perk) Emerald: Shell + Stone + Emerald is nearly invincible… This perk was never intended to synergize THAT much with Shield perks (I didn't have Shield in mind at all when I came up with it, honestly). Emerald is changing to "70% chance to ignore hits while at or below 10 Health & 5 Shield".
  • (mode) Shmup Mode: Turrets with Movespeed now move vertically twice as fast as they used to.
  • (turret) Tank: Should feel better in Shmup Mode now.



[h3]🔄 CHANGES[/h3]
  • Daily Dive: Made some changes (including expanding upon the list of potential "modifiers" with some potentially really crazy ones). This has resulted in today's Daily Dive modifiers changing.
  • The SETTINGS menu has been completely re-organized, and now features a "quality" option.


[h3]🔨 FIXES[/h3]
  • More fixes that close the gap in terms of how the game behaves at different framerates.
  • If the Daily Dive changed while you were playing it and you won the run, it would count as a daily win on the new Daily Dive.
  • (mode) Classic: (Hopefully) fixed the rare chance that an item would appear in the shop that you can't equip (because you've filled all slots of that type).
  • (turret) Helix, (mode) Brood: Helix was able to get extinction mutations in Brood Mode, which shouldn't be possible.
  • (turret) Helix: Projectiles no longer warp to mid-range when Sticky activates.
  • The GUIDE stated that Bounce adds 400% width to Hitscan weapons (this was recently changed to 500%).
  • It's no longer possible for your values representing Biomass gained & Biomass spent to decrease (a certain turret was capable of this…).
  • (turret) Jester: Item prices in the shop will no longer be red if purchasing an item increased your current total Biomass.

Update 5.1.0: Daily Dive

[h3]🆕 DAILY DIVE[/h3]
    After achieving victory in at least 3 different modes at Depth 5, you'll unlock Daily Dive, accessible from the main menu!
  • They are completely randomly generated - I make no guarantees that they'll even be completable. In that case they'll serve as a good laugh. (seriously, maybe it generates a run with 2 -50% Range modifiers 😂... ooor 3 +300% Homing modifiers 😮, it's possible!)
  • You'll get 1000 Research for completing a Daily Dive for the first time. I know, not a whole lot of use for Research currently, but hey, could still be fun - like Turret Trials, these can have modifiers that may let you experience a run you otherwise never could!
  • Even if you don't have the turret or perks in the Daily Dive unlocked, you can still play it! it can serve as a preview.
  • Daily Dives could end up being a great way to knock off certain unlocks, depending on what gets generated.
  • Oh, and the Daily Dive is the same for all players, and resets at 12:00AM EST.


[h3]⚖ BALANCE[/h3]
  • (perk) Saline: Heat -25% -+ -30%.
  • (perk) Turbine: Cooling Rate +60% → +70%.
  • (perk) Chloroplast: Size scales from -30% to 70% → -25% to 75%.
  • (turret) Helios: Size Charge Scaling 100% to 150% → 75% to 150%.


[h3]🔨 FIXES[/h3]
  • A bunch more improvements & fixes to how the game behaves when at below 60 FPS.
  • (perk) Condenser: Starts as faded out, since it's not initially active.
  • (perk) Bulb: Wasn't fading in/out properly.
  • (perk) Radiator: Now fades in/out.
  • (perk) Amethyst: The description has been updated (its behaviour completely unchanged) to reflect the fact that it does not increase DPS. The time between bursts is such that DPS over many bursts is equal to not having Burst Fire.
  • (turret) Helix: Projectiles with Bounce would have their hitbox super offset (resulting in missing shots that should hit).
  • (mutation) Abyssian Hunters join the Fray: Abyssian Hunters are now kept inside the walls in Shmup Mode (just like microbes are).
  • (turret) Helios: Knockback on child projectiles (or "submunitions") wasn't scaling with Charge.
  • Completing a Turret Trial that you've already won would still award bonus Research, which wasn't intended.