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Genome Guardian News

Update 2.0.4

[h3]I'm saving a bunch of new turrets and perks for a later update (there's already 4 new turrets and 10 new perks ready!) - it'll be a big update that MIGHT include a new mode, or just be focused on adding a ton of turrets/perks.[/h3]

[h3]CHANGES:[/h3]
  • "Beginner Tips" will no longer be toggled back on in SETTINGS if you reset progress after achieving 1 victory in Extract Mode.
  • New players will now gradually unlock shop features (Reroll Button, Lock Buttons, Heal Buttons). This is primarily to prevent inexperienced players from blowing all of their Biomass on heals, then getting frustrated when they can never afford shop items as a result.
  • You can now skip the shop completely up to 3 times in Classic Mode (to reduce the odds that you have to pick something you don't want).
  • If multiple projectiles hit a microbe at the same time, and it only takes a few of those projectiles to eliminate the microbe, then the remaining projectiles won't be destroyed (this will make things like shotgun-type weapons feel and perform better).


[h3]FIXES:[/h3]
  • Fixed some more oddities that would occur when locking free shop items.
  • Fixed stuck enemies becoming larger if damaged, on turrets with Turret Scale modifiers.
  • Fixed spinning turrets exhibiting jerky spinning behaviour sometimes.
  • Fixed a crash relating to The Abyss.

Update 2.0.3

[h3]I made this Imgur album to showcase some of Genome Guardian's coolest turrets! Also QoL changes and bug fixes.[/h3]

[h3]CHANGES:[/h3]
  • The names of Modes, Turrets & Perks are no longer hidden until unlocked in the CHECKLIST. The CHECKLIST still won't tell you any more details about them, but you'll at least know how to get things if you know what they're called from outside the game (ex. hearing about a cool turret in an update and wanting to b-line towards unlocking it).
  • A setting has been added that makes the heat circle follow your crosshair!
  • (turret) Jester: More jestery 🃏
  • (turret) Surge: Redesign.

[h3]FIXES:[/h3]
  • The newly-added heat circle shadow would always end up being enabled when you start a run.
  • The perk unlocked for firing for 120s without stopping can actually be unlocked now.
  • The perk unlocked by having 30 turrets unlocked can actually be unlocked now.
  • Bounce projectiles were getting a speed boost when they hit things at an angle, which was never intended.

Update 2.0.2

[h3]Cloud Save has arrived! Your save will now sync between Windows and SteamDeck.[/h3]

[h3]NOTE: To Windows & SteamDeck users - I don't expect this to occur, but if you boot the game up and it acts like you're a new player (and you aren't a new player), DON'T FRET! Your save data still exists as it was before update 2.0.2. IF THIS HAPPENS TO YOU, LET ME KNOW IN THE DISCORD - I otherwise have no way of knowing. I'll immediately get to work on a fix.[/h3]

[h3]CHANGES:[/h3]
  • An accessibility setting has been added for "Heat Circle Shadow", which adds a black background to the heat circle. This is helpful when there's many bright projectiles underneath the heat circle, which can kinda make it dissappear.

[h3]FIXES:[/h3]
  • The "O." and "." crosshair settings were swapped.
  • Sometimes, locking a "FREE" item would result in it saying it's still FREE even after picking a different first FREE item.
  • Fixed the unlock description for Shmup Mode in the CHECKLIST (it said you need 30 turrets unlocked, but you only need 20).

Update 2.0.1

[h3]Perks & turrets weren't unlocking in Shmup Mode: Fixed! Also introducing some actual performance optimization to the game - currently a fairly basic implementation, I'll tweak it over time.[/h3]

[h3]PERFORMANCE OPTIMIZATION:[/h3]
  • The duration of visual effects will scale with performance (they'll dissipate faster when FPS is low).
  • Some visual effects won't occur when FPS drops too low.
  • Some visual effects get removed if FPS drops too low.
  • Limit on how many times a projectile with Bounce can bounce based on FPS.
  • Various other forms of dynamic performance optimization.


[h3]CHANGES:[/h3]
  • If you've filled all slots of a certain type (ex. all weapon mod slots), it will be less likely (but still possible) that you're offered an item of that type in the shop.


[h3]FIXES:[/h3]
  • Tooth, Stapler and Boombox can now be unlocked (the pop-up would appear, but they wouldn't actually unlock).
  • Victory with some post-1.0.0-release perks and turrets wasn't being saved between sessions.
  • (perk) Blossom: If you fired while at no Heat, it would only affect the Accuracy of your first weapon, but this has been fixed. It's honestly a pretty amazing perk (especially now that it's fixed), give it a shot.
  • Winning with some post-1.0.0-release perks and turrets would sometimes still show "NEW!" on their icon.

🧬 Update 2.0.0: SHMUP MODE!!! 🦠



[h3]The new 5th game mode converts Genome Guardian into a vertical shoot 'em up! All turrets, perks and weapons are compatible, and you'll unlock new content as you progress through this new mode! All you need to do to unlock Shmup Mode is finish the tutorial (aka get your first victory in Extract Mode)![/h3]

4 NEW TURRETS:
  • [h3]Boombox:[/h3] "For lovers of the game's soundtrack!"
    Stats scale with the beat of the music - it gets crazy strong while bassy in-game music is playing!
  • [h3]Fume:[/h3] "Harvest & haze."
    Runs on a toxic green gas instead of heat, which it harvests from offspring (microbe babies). The more gas you have, the larger the damage spreading radius is, which lets your shots damage all microbes within the radius.
  • [h3]Boomerang:[/h3] "Return to sender."
    Not only does it have built-in Pierce, but shots always return back to you (hence the name). If you REALLY want to see something cool, try Boomerang in the new Shmup Mode.
  • [h3]Psyker:[/h3] "Mind over matter."
    A late-game turret with the power to spin projectiles around it and fling them outward with psychokinetic force.


12 NEW PERKS:
  • [h3]Chain:[/h3] Instantly eliminate microbes near an eliminated microbe.
  • [h3]Freon:[/h3] Freeze microbes in place that were near a microbe when it was eliminated.
  • [h3]Mixer:[/h3] +1 Reroll after each hitless wave.
  • [h3]Coolant:[/h3] Firing weapons won't build heat for 1s after you get an elimination, but Cooling Delay -50%.
  • [h3]Emerald:[/h3] 50% chance to ignore hits while below 10 Health.
  • [h3]Autoclave:[/h3] +50% Damage to shots fired while you have no heat.
  • [h3]Sapphire:[/h3] -10% Heat per elimination, but Heat Max -50%.
  • [h3]Amber:[/h3] Damage +40%, but gain +30% heat upon elimination.
  • [h3]Bandage:[/h3] ignore hits for 3s when hit, but gain +30% heat when hit.
  • [h3]Stapler:[/h3] Microbes stop moving once they drop below 25% Health.
  • [h3]Tooth:[/h3] Damage is always applied to Health instead of your Shield.
  • [h3]Burner:[/h3] +100% Damage to microbes while overheated.


[h3]CHANGES:[/h3]
  • A handful of unlock conditions for turrets and perks have been adjusted (but this won't affect you if you've already unlocked them).
  • The thing that the Ghost, Tank, Riptide (and now Psyker) all do now feels a lot smoother for non-gamepad users (if you know, you know).
  • Added projectile hit effects - they're pretty subtle, but better than nothing (may revisit/improve).


[h3]FIXES:[/h3]
  • (perk) Blossom: Now works as expected on weapons that fire multiple projectiles per shot.
  • The shop heal button would be clickable, but just turn green and do nothing, if you try to heal while you have exactly the amount needed to do so.
  • Microbes that are stuck onto you will no longer grow to...x100 scale... when burning.


[h3]There may be bugs or balance concerns that I missed! Let me know in the Discord.[/h3]