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Genome Guardian News

Update 4.2.7

[h3]3 πŸ†• WEAPON MODS[/h3]
  • (weapon mod) Accuracy +50%, Size +50%: $20
  • (weapon mod) Homing +50%, Size -50%: $25
  • (weapon mod) Critical Chance +75%, Firerate -25%: $25


[h3]βš– BALANCE[/h3]
  • (turret) Inferno: Weapon mount slots changed from (4/3)(4/3)(4/3) β†’ (4/4)(4/3)(4/2).
  • (turret) Hotdog: Accuracy +30% β†’ +40%.
  • (turret) Viper: Heat Max 100 β†’ 75. This turret is absolutely godly and I think change suits it.
  • (turret) Commander: Now that it's insanely 🐐ed, I think it's appropriate that I revert these 2 stats to what they were previously: Firerate -45% β†’ -50%, Speed -45% β†’ -50%.
  • (perk) Glue: Eh screw it, instead of lasting 5s, I'll just let it be permanent.
  • (weapon mod) Projectiles +100%, Accuracy -75%: Accuracy -75% β†’ -100%.
  • (weapon mod) Projectiles +100%, Range -30%: Range -30% β†’ -35%.
  • (weapon mod) Critical Chance +20%, Accuracy +35%: Accuracy +35% β†’ +40%.
  • (weapon mod) Homing +50%, Damage -10%: Homing +50% β†’ +75%, Damage -10% β†’ -15%.
  • (weapon mod) Homing +75%, Firerate -15%: Homing +75% β†’ +100%, Firerate -15% β†’ -20%.


[h3]πŸ”„ CHANGES[/h3]
  • "Beginner Tips" are now named "Beginner Popups" so as not to be confused with the "TIPS" you see in the SETUP menu.


[h3]πŸ”¨ FIXES[/h3]
  • (mode) Shmup: Fixed some weird homing behaviour, where homing projectiles would be somewhat influenced by your turret's position (only Commander is allowed to do that). Some other difficult-to-describe homing issues in this mode have been fixed aswell.
  • If you have skip shop enabled and pick an Endless Mutation, the cursor sometimes wouldn't change into a crosshair.
  • (turret) Tank: The body wasn't moving with it in its Turret Trial.
  • (perk) Stamp: If a projectile had Bounce and hit a microbe that was Stamped, that projectile would produce damage numbers that display in the critical style (redder with an exclamation point) when hitting other microbes afterwards.

Update 4.2.6

[h3]Still making progress on Gameshow mode (which is coming along quite well). For now I have:[/h3]

[h3]βš– BALANCE[/h3]
  • (mutation) A DNA Extinction: Microbe Health +20% β†’ +30%. yeah, that's right, I'm evil.
  • (mutation) G DNA Extinction: Microbe Health +10% β†’ +15%.
  • (mutation) T DNA Extinction: Microbe Health +20% β†’ +15%.


[h3]πŸ”„ CHANGES[/h3]
  • Tweaked Intro Research prices a bit.
  • The first purple text appearance you see is pretty much unmissable now.
  • Added text bubbles for new players:
    • Informing them they still have something to research if they leave the Intro Research menu without buying Classic Mode when it becomes available to unlock.
    • Informing them that they can see turret & perk unlocks in the Checklist (these appear on TURRETS & PERKS).
    • Explanation that Depths aren't optional ascensions for replayability, but rather, the way that you progress in this game.
  • (If you haven't researched it yet) there's a hover-over explanation for the "Reveal Unknown Unlock Conditions" research button now (which explains that most of them are hidden because they contain story spoilers, and that you'll passively unlock them all if you just continue progressing anyways).
  • The "click to add it anyways" text below the "MOD WILL DO NOTHING" warning popup is much more noticeable now.


[h3]πŸ”¨ FIXES[/h3]
  • If you want to play Genome Guardian on a touchscreen (or use Steamdeck's touchscreen), aiming/shooting feels a lot better now because your turret will aim BEFORE it fires now, instead of firing in the direction you were previously facing.
  • (perk) Antidote: You'd see "ENDLESS" at the top during a run (even when it wasn't) with this perk equipped.
  • (weapon) Railguns: They now properly continue to produce explosions even after you have a negative Speed modifier.
  • A projectile that was large enough to fill the entire visible area that had Bounce would bring the game to a crawl :P

Update 4.2.5

[h3]I know these patch notes are likely only read by those that still own the game, but there's been a surprising number of refunds this last 5 days and I genuinely have no idea why.

I don't think performance has gotten any worse, and I've only been improving the new player experience, squashing bugs and adding polish. The reasons provided for refunds don't paint any kind of consistent picture (ex. I would notice if everyone was saying that the game couldn't start or that something was broken). It's disheartening and confusing not knowing exactly what's going on… But, maybe it's nothing, or just a coincidence.

Still - If anyone has any insight (or if you're someone that has refunded or is considering doing so), please let me know your reasons.

Anyways...
[/h3]

[h3]🎡 NEW MUSIC[/h3]
  • Wave 1-10: Oleksandr Stepanov - Light Drum and Bass
  • Wave 1-10: KbamWillis - ALCHEMY
  • Wave 1-10: Ilya Myagkov - future
  • Wave 11-20: Eidunn - Riviera
  • Wave 11-20: Evgeny Bardyuzha - Entropy
  • Wave 11-20: FASSounds - Techno (Vocal Gaming EDM)
  • Wave 11-20: Praz Khanal - Blame Me (UK Drill Music)
  • Wave 11-20: Lost Reflection - Distorted Steps (a member of our Discord!)
  • Wave 21+: Anomy5 - Neon Night
  • Wave 21+: FASSounds - The Fighter
  • Wave 21+: BLACKBOX - Human AGI 18
  • Wave 21+: BLACKBOX - Drum Drum Drum
  • Menu: Timothy Kulig - Artificial Emotions


[h3]βš– BALANCE[/h3]
  • (turret) Fortress: -50% Range β†’ -40% Range
  • (turret) Riptide: Time added for buffs Riptide recieves when shredding a microbe +4s β†’ +5s.
  • (turret) Tank: Movespeed 10 β†’ 15.
  • (turret) Commander: NEW MECHANIC: When not firing (aka left mouse not held down), projectiles have regular Homing behaviour, but +2000% Homing!
  • (turret) Deadeye: Cooling Delay 1s β†’ 0.75s.
  • (turret) Breach: Cooling Rate 1s β†’ 0.75s.
  • (turret mod) Heat -10% per elimination, Heat Max -15%: Heat Max -15% β†’ -20%.
  • (turret mod) Shield Max +4: Price 25 β†’ 20.
  • (turret mod) +5 Biomass from oversized microbes: Price 20 β†’ 25.
  • (turret mod) Homing +100% to weapons with Homing: Price 15 β†’ 20.


[h3]πŸ”„ CHANGES[/h3]
  • The description for Brood Mode now mentions that extinction mutations can't occur in it.
  • You'll now see the name of the currently playing menu music in the top left of the main menu.


[h3]πŸ”¨ FIXES[/h3]
  • "Try a new weapon!" text won't show past the point that it's supposed to if you still have "Beginner Tips" enabled in SETTINGS after the Intro.
  • (weapon) CCGT Rail Splitshot: you'll no longer experience instances of firing a shot and it producing no explosions.
  • Projectiles with lots of Homing (especially Hitscan ones) would sometimes "vibrate" around a target instead of point directly at it.
  • When you have a weapon mod selected and you're ready to replace a weapon mod, hovering over the locations of where mod slots would be IF you had 6 mod slots would make the beforeβ†’after stats appear, even if you have fewer than 6 weapon mod slots on that mount.


EDIT: Fixed the before->after no hover bug thing.

Update 4.2.4

[h3]βš– BALANCE[/h3]
  • (weapon) Minigun: Many players still aren't satisfied with it, so here's what I decided upon: Minigun now spools up over 3s to reach its full Firerate, and its Damage has been adjusted so that, after spooling up, DPS will be 156.25/s instead of 125/s! It will spool down at the same rate that it spools up (so it's not just like the Turbo perk), and it will always start unspooled at the start of each wave. (P.S. I know that real Miniguns don't actually spool up, but it's still a great mechanic for this weapon and I don't want to change the name πŸ˜…)
  • (perk) Glue: 3s β†’ 5s effect time.
  • (perk) Saline: Heat when losing Health while at or below half Health -20% β†’ -25%.
  • (turret) Hotdog: Now also has +30% Accuracy.
  • (mutation) Oversized Microbe Chance +200%: this is often a total freebie, so it now also increases Oversized Microbe Damage by 4.


[h3]πŸ”₯ PERFORMANCE[/h3]
  • Tweaked a few things, hopefully a bit better performance for some people…


[h3]πŸ”„ CHANGES[/h3]
  • Added a text bubble for new players that essentially informs them that the game does not in fact have only 4 weapons (with an explanation of how to combine weapons). Yes, it's stated elsewhere during the intro experience, but this one is much harder to miss.
  • I state clearly now that the Award requiring a weapon with 1000 Damage can only be achieved if it's 1000 Damage on a single projectile.
  • Tweaked some beginner SETUP tips.


[h3]πŸ”¨ FIXES[/h3]
  • I've now truly, FINALLY, ACTUALLY, fixed the bug where weapon stats on the WEAPONS menu (where you pick a starting weapon) would sometimes display as "999". It was still occuring if you had "Extra Stat Decimals" enabled n SETTINGs.
  • (turret) Avarice: It would sometimes continue to drift even while time is stopped. That, and Hitscan weapons would wobble + explosions would continue to grow while time was stopped.
  • (turret) Fume: Strange things would (still) occur if you had 0 Heat Max.
  • (turret) Dragoon: Weapons with Proximity (anti-air weapons) would seemingly vanish for no reason right before hitting an enemy sometimes.

Update 4.2.3

[h3]βš– BALANCE[/h3]
  • (perk) Antrifreeze: Firerate while overheated -50% β†’ -60%. (look, this perk was designed super early in the game's development before it had so many broken setups)
  • (turret) Commander: Homing +200% β†’ +400%, Firerate -50% β†’ -45%, Speed -50% β†’ Speed -45% (the fix that prevented Speed from influencing Homing strength inadvertently nerfed Commander, and people really struggle with Commander regardless).
  • (turret) Diesel: Even if you subvert its limited Fuel struggles, it still doesn't offer a whole lot, so I'm adding a trait: "+40% Damage while below 50% Fuel". This should add an extra layer to Diesel's gameplay experience while decentivizing builds that always keep you at high Fuel.
  • (weapon) CCCC Ion Laser: I'm going to double down on its excess base Range by increasing it from 150% β†’ 175%.
  • (weapon) AAGG Heatwave Repeater: I wasn't keen on how similar this weapon feels to flamethrowers, so I'm changing it to fill the niche of "rapidfire wave weapon":
    • Accuracy 67.5Β° β†’ Accuracy 33.75Β°.
    • DPS 68/s (+Burn) β†’ 65/s (+Burn).
    • Damage 5.7 β†’ 8.2.
    • Knockback 23 β†’ 33.
    • Firerate 12/s β†’ 8/s.
    • less squiggly.


[h3]πŸ”„ CHANGES[/h3]
  • (turret) Jester: Just... play a Jester run with music enabled.
  • The "Heat Circle Shadow" (activated via SETTINGS β†’ Accessibility) is more opaque now (which increases visibility).


[h3]πŸ”¨ FIXES[/h3]
  • (turret) Fume, Helios: Using a setup that has 0 Gas/Charge Max would cause strange, buggy things to occur.
  • (turret) Demon: Its Burn ability would sometimes add 0 Burn Damage to enemies.
  • I've finally fixed the bug where microbes would essentially rotate on the y-axis, which makes them appear thinner (or dissappear entirely). This primarily affected microbes with both A & G DNA.