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Genome Guardian News

Update 3.2.1

[h3]CHANGES:[/h3]
  • (cosmetic) Vent: This one sucked so now it's "Copter" (helicopter rotor).
  • A handful of other minor changes to cosmetics.
  • Hovering over a shop item currently highlights slots that it can fit into with a green outline - now that outline will be red if a weapon mod is selected and its colour doesn't match any of the weapon's DNA letters.
  • Also, instead of outlining every slot, only the one slot that it would actually go into for each mount will be outlined.
  • The "MOD WILL DO NOTHING" warning will be more attention-grabbing (and say something different) if you try to add an incompatible mod to a weapon that can't gain any more DNA letters (in other words, you can't add a DNA letter to make the mod compatible later on).


[h3]FIXES:[/h3]
  • Spinning cosmetics would spin violently on turrets that spin.
  • The "MOD WILL DO NOTHING" warning sometimes wasn't triggering when it should have.

Update 3.2.0: Cosmetics!

[h3]NEW CONTENT: Cosmetics[/h3]
Finally another use for Research! Enter the RESEARCH menu and click the "Cosmetics" tab to see 49 cosmetic items that you can equip onto your turret!

To set cosmetics, enter the TURRETS menu, then click the (new) purple button in the top right. You can have any 4 cosmetics equipped at a time, and some of them move & spin! Buy them all and you'll get 1 extra cosmetic as a reward.



[h3]BALANCE:[/h3]
  • (turret) Helios: any projectiles fired from this turret now won't have any 'squiggliness' (for instance, Flamethrower shots will fly straight outward).
  • (weapon) AATT Homing Mine Launcher: Damage 26 → 22.2 (this is the DPS formula now factoring in AATT Homing Mine Launcher's unique trait of being able to stop and start moving again, and its supercharged Homing).


[h3]CHANGES:[/h3]
  • (turret) Crane: Tread now faces the direction that you're moving in if you have the Tire perk equipped.
  • (turret) Tank: Tread now faces the direction that you're moving in if you have the Tire perk equipped, and the turret's art was redesigned for this. Also Turret Scale +25% → +50%.


[h3]FIXES:[/h3]
  • (turret) Tempest: Wasn't factoring in Knockback from explosions.
  • Having Auto Heal toggled on while still in the shop let you use the heal button without limit.

Update 3.1.1

[h3]BALANCE:[/h3]
  • (perk) Coolant: Cooling Delay +50% → +100%.
  • (perk) Tweezers: Accuracy +60% → +75%. (Tweezers may still change later).
  • (perk) Reactor: It reduces Health by 2 after each wave, but now it won't be able to reduce Health to 0.


[h3]CHANGES:[/h3]
  • The completion % in CHECKLIST will now always be based on the planned final # of turrets, perks and modes (so that the goalposts don't keep moving with each content addition, and so that "Completion 100%" genuinely means that).
  • You can dismiss unlock pop-ups much more quickly on the main menu (ex. if you got like 20 "TURRET TRIAL READY" pop-ups when you started the game up).
  • (perk) Autoclave: Now fades out when you're not at 0% Heat.


[h3]FIXES:[/h3]
  • (perk) Capacitor, Leaf: Projectiles that already have high Speed would sometimes phase through microbes without hitting them.

NEW (MUCH BETTER) TRAILER

Genome Guardian's trailer has been updated to better reflect the game's variety and content additions since release!

CHECK IT OUT:
[previewyoutube][/previewyoutube]

Update 3.1.0: Turret Trials

[h3]NEW FEATURE: Turret Trials[/h3]
I've devised a fun & interesting challenge run for each turret that you can play to win (when it's implemented) a turret variant (some of which will be so unique that they're essentially a brand new turret)! Each turret trial also has modifiers that make it completely unique & unachievable via normal gameplay.


You'll unlock the Turret Trials button after achieving victory in at least 2 modes at Depth 5, and you need to have each piece of the Turret Trial unlocked to be able to attempt it. Note that some Turret Trials require turrets & perks that aren't released yet, so you'll have to wait before attempting those.


I can't say for sure when turret variants will be introduced, but rest assured, when they are implemented, you'll instantly unlock them based on what Turret Trials you've completed. Also note that "Daily Dive" is a completely separate feature that's still coming later.

[h3]NEW FEATURE: Auto Heal[/h3]
When the "Skip Shop" toggle is visible, you can now also toggle "Auto Heal" to automatically spend Biomass on heals when you skip the shop. This toggle only appears when "Skip Shop" is enabled, and gets toggled off when "Skip Shop" is disabled.


[h3]BALANCE:[/h3]
  • (turret) Tank: Changed its # of weapon & weapon mod slots. >implying you have Tank unlocked or even know how to unlock it


[h3]CHANGES:[/h3]
  • Hovering over the Perks button in the SETUP menu shows each perk's name.
  • (perk) Antifreeze: The overheat popup will no longer show while this perk is equipped (note that it also doesn't show when Beginner Tips is toggled off in SETTINGS).


[h3]FIXES:[/h3]
  • Things that increase Damage dealt to shots fired at 0% Heat now work properly.
  • (perk) Furnace: Description now accurately reflects how much Health it causes you to lose when you overheat (-2 Health).
  • (perk) Capacitor, Taser: They were only applying to 1 of your projectiles when you fire.
  • (turret) Helios, Riptide: Some weapons didn't have 360 Accuracy on these turrets.
  • (turret) Helios: Was possible to deal like 10k Burning damage per second because I was setting every weapon's Firerate to 60 so that they could always fire with Helios' charging mechanic (I handle this better now in the code).
  • The heal button in SHOP would sometimes be enabled even when at full Health.
  • (perk) Glue: Wasn't working in Shmup Mode.
  • (perk) Bloodbag: Would sometimes mess up the formatting of the Health bar.