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Genome Guardian News

Update 6.0.3

[h3]⚖ BALANCE[/h3]
  • (turret) Helios:
    • Damage & Knockback scaling with Charge 100-300% → 50-300%.
    • Charge Delay 0.5s → 0.75s.
  • (turret) Scorch: Firerate scales with Heat up to +150% → +200%. 🔥🔥🔥
  • (turret) Bouncer: First mount mod slots 2 → 3, third mount mod slots 2 → 1.
  • (turret) Chrono:
    • Weapon mounts have changed to (4/1)(3/2)(2/3)(1/4) (DNA letter slots vs Weapon Mod slots).
    • Heat Max 100 → 150.
  • (turret) Bearclaw:
    • Added Turret Scale +25%.
    • Health Max 40 → 45.
  • (turret) Focus:
    • Added Turret Scale -25%.
    • Health Max 40 → 35.
  • (perk) Leaf: Speed Variation +50% → +30%.


[h3]🔄 CHANGES[/h3]
  • A note has been added to the DAILY DIVE screen which mentions that the random generation can potentially create truly unwinnable dives sometimes.
  • Changed how the STATS section of RECORDS handles large numbers, so that you can see more precise values.


[h3]🔨 FIXES[/h3]
  • (turret) Bouncer: It could be unlocked simply by using Frostthrower at Depth 5.
  • (cosmetic) Muzzle: Extended the light grey portion of it to line up better with certain other cosmetics.
  • The "press the lock above an item" text was still appearing even if you hadn't unlocked the Lock feature yet - fixed for real this time.

Update 6.0.2

[h3]⚖ BALANCE[/h3]
  • Proximity is an incredibly potent weapon trait - changing the trait's Damage multiplier, which has resulted in these changes:
    • (weapon) ːadnaːːcdnaːːtdnaː Anti-Air Cannon: Damage 33 → 31 (DPS 75 → 70).
    • (weapon) ːadnaːːadnaːːcdnaːːtdnaː Burst Anti-Air Missile: Damage 25 → 23 (DPS 75 → 70).
    • (weapon) ːadnaːːcdnaːːcdnaːːtdnaː Anti-Air Gatling: Damage 12 → 11 (DPS 90 → 83).
    • (weapon) ːadnaːːcdnaːːtdnaːːtdnaː Anti-Air Torpedo: Damage 39 → 37 (DPS 59 → 55).
  • I've adjusted the Damage formula such that larger base Explosion/Area radius incurs a greater Damage penalty:
    • This doesn't mean that using perks/mods/etc. to increase Size will reduce their Damage.
    • Most explosive weapons are barely affected by this change - it's primarily targeted towards weapons like Nuke, which often just feels like a tier above most (all?) other weapons.
    • Would take a long time to list all the changes but essentially the majority of explosive weapons only received a 2% DPS decrease while some big-explosion ones received a 6-8% DPS decrease.
    • Also noticed Moloflak's Damage wasn't being calculated right so I fixed that too.
  • (weapon) ːadnaːːtdnaːːtdnaː Mine Launcher: Sticky Duration 4s → 8s, Damage 37 → 31 (DPS 73 → 63).
  • (weapon) ːadnaːːtdnaːːtdnaːːtdnaː Mega Mine Launcher: Sticky Duration 4s → 8s, Damage 59 → 51 (DPS 81 → 69).
  • (weapon) ːcdnaːːcdnaːːcdnaːːtdnaː Tracking Laser: Firerate 1/s → 0.75/s, Damage 46 → 62 (DPS unchanged).
  • (turret mod) Damage +100% to shots fired while at 0% Heat: Damage +100% → +80%.
  • (turret mod) Damage +50% to projectiles with Pierce per microbe hit: ːbiomassː35 → ːbiomassː30.


[h3]🔄 CHANGES[/h3]
  • (weapon) ːadnaːːgdnaːːtdnaːːtdnaː Bubble Blaster: Slight change to sprite.
  • (weapon) ːcdnaːːgdnaːːtdnaːːtdnaː Bubble Burster: Slight change to sprite.
  • (weapon) ːcdnaːːtdnaːːtdnaːːtdnaː Mega Torpedo: Renamed to "Jumbo Torpedo".
  • (turret) Jester: Added the Jester turret to the game.
  • (perk) Bulb: Made unlock conditions easier.
  • It's now a bit more likely for a weapon mod to be white instead of a specific colour. (10% → 12.5% chance)
  • Some more subtle tweaks to how information is presented to the player during the intro phase.
  • Added a one-time reminder about Doubletime.


[h3]🔨 FIXES[/h3]
  • (turret) Jester: There was a rare chance that a certain Jester behaviour would softlock a Classic run.
  • (turret) Psyker: If you unlocked it by completing a run with the Viper turret, it would still say "UNLOCK CONDITIONS UNKNOWN" as its unlock condition in CHECKLIST.
  • (Hopefully) fixed the bug where you'd see an unlock pop-up for something you've already unlocked.
  • There was a rare chance for an Abyssian Hunter to spawn while The Abyss was entering view.

Update 6.0.1

EDIT: This update initially broke ːadnaːːadnaːːcdnaːːtdnaː Burst Anti-Air Missile and ːgdnaːːgdnaːːtdnaːːtdnaː Acid Rain - fixed now! (will still say version 6.0.1)



[h3]⚖ BALANCE[/h3]
  • (weapon) ːadnaːːgdnaːːtdnaːːtdnaː Bubble Blaster: I don't like that a weapon with ːadnaː DNA has a 0.75/s base Firerate - it just ain't right. Thus, Firerate 0.75/s → 1.25/s & Damage 122/s → 73/s (DPS is unchanged).
  • (weapon) ːcdnaːːgdnaːːtdnaːːtdnaː Bubble Burster: -25% base Homing strength.


[h3]🔄 CHANGES[/h3]
  • Various changes to the Intro experience that will help new players understand mechanics and how to make an effective build more easily.
  • The Intro shop tip telling you to press the lock buttons won't be able to appear until you've actually unlocked that feature.
  • The popup explaining the Doubletime feature won't show while in the shop.
  • Text will warn you not to disable Beginner Popups in SETTINGS if you're a new player.
  • I've changed the unlock conditions for some things (in most cases by making them easier to unlock).
  • The copyrighted music notice you see upon first starting the game now mentions that I wasn't the one that added those copyrights (I would never do that to content creators on purpose).
  • Damage numbers will no longer appear when deleting Healthless offspring.


[h3]🔨 FIXES[/h3]
  • (mode) Brood: I said the "Abyssian Hunters join the Fray" mutation wouldn't appear in this mode anymore but never actually made the change until now, oops.
  • (turret) Ramjet: Can no longer get stuck in Mucus Membrane.
  • (turret) Helios, Gauss: Weapons like ːcdnaːːcdnaːːgdnaːːtdnaː Rail Splitshot that have submunitions with submunitions weren't inheriting the bonus Damage & Knockback that scales with Charge.
  • (perk) Generator: It's supposed to unlock after unlocking all game modes, but was only unlocking after you had cleared each mode at Surface Depth.
  • (perk) Aloe: Now properly scales the detonation radius on Proximity weapons (aka the anti-air ones).
  • (weapon) ːcdnaːːcdnaːːgdnaːːtdnaː Rail Splitshot: Will now more consistently produce 3 explosions per split submunition.
  • The rate that weapons which fire submunitions as they travel / while they're alive (ex. ːcdnaːːcdnaːːgdnaːːtdnaː Rail Splitshot) fire those submunitions now properly scales with dynamic Speed changes (ex. the Leaf perk or Gauss turret charged shots).
  • Invisible oversized enemies will no longer show their purple outline while invisible.

50% OFF ➕ MAJOR UPDATE 6: FULL SPECTRUM

Hope you enjoy & leave a review!

[h2]I read each one whether it's 1 word or 1000 💖
easiest way to support development![/h2]






[h3]All 49 turrets & 96 perks are now unlockable, which means that it's officially possible to achieve 100% completion in the CHECKLIST, and that all Turret Trials can be unlocked & completed.[/h3]

[h2]TURRET Ramjet[/h2]
Propels itself by shooting! Ramjet offers immense power if you know how to use it. Consider trying the Magnet perk on it!

[h2]TURRET Gauss[/h2]
Charges like the Helios turret! High-precision, high-speed, high accuracy - all in one package. Increase its Charge Max and you'll deal even more damage!

[h2]PERK Generator[/h2]
You want auto-fire? Fine! Take 25% extra Firerate too! ...but you can't turn it off. Better not overheat!

[h2]PERK Aloe[/h2]
Easily land hits with giant, speedy shots whenever they crit!

[h2]PERK Sieve[/h2]
You'll have much more control over what items appear in the shop if you have a specific build in mind.

[h2]PERK Nail[/h2]
Guarantee that every weapon on your turret has Pierce...for a price, of course.

[h3]See how to unlock them in the CHECKLIST. If you already meet their conditions, you'll be granted them the moment you start the game up![/h3]



[h3]🆓 DEMO[/h3]
Genome Guardian: Prologue has effectively been replaced by an official Genome Guardian Demo. The content is the same, and progress is still shared between the demo and full version!

[h3]🎮 STEAMDECK[/h3]
I've perfected the Steam Deck experience (just waiting for official verification now!)
  • Various settings have been changed/hidden to suit the Steam Deck.
  • Steam Deck-specific button icons are now shown instead of keyboard & generic gamepad icons.
  • The crosshair will no longer appear (since it's not needed on Steam Deck).
  • The cursor will no longer dissappear after being idle for 3 seconds. (this is why the cursor moves in circles slightly while you're not moving it... it sounds silly but this genuinely seems like the only solution right now)
  • Minor Steam Deck-specific performance tweaks.

[h3]🎵 NEW MUSIC[/h3]
  • Wave 1-10:
    • "Depth Strider" by Lutex (a Genome Guardian player!)
    • "Collateral" by Punch Deck
    • "Parallax" by Punch Deck
    • "Turtle Cave" by Bebasmas
  • Wave 11-20: "The Day We Fought Back" by Bebasmas
  • Wave 21-30: "Elevator Madness (w/ Caturday)" by Bebasmas

[h3]ːresearchcurrencyː NEW RESEARCH ITEMS[/h3]
  • (cursor) Outline: ːresearchcurrencyː 500.
  • (cursor) Hollow: ːresearchcurrencyː 500.
  • (cursor) Pincer: ːresearchcurrencyː 500.
  • (crosshair) □: ːresearchcurrencyː 500.
  • (crosshair) #: ːresearchcurrencyː 500.
  • (crosshair) ◊: ːresearchcurrencyː 500.
  • (heat style) Slotted: ːresearchcurrencyː 1000.
  • (heat style) Helm: ːresearchcurrencyː 1000.

[h3]⚖ BALANCE[/h3]
  • (turret) Diesel: While below 50% Heat, Damage +50% → +70%.
  • (turret) Scorch: Firerate increases up to 100% → 150%. 🔥
  • (turret) Superstar: Damage -15% → -20%.
  • (turret) Inferno: Now only has 1 weapon mount (4 letters slots + 4 weapon mod slots).
  • (turret) Buckler: +50% Firerate while at 0 Shield.
  • (turret) Bearclaw: Added -30% Size.
  • (turret) Tank: Cooling Rate 12/s → 15/s.
  • (turret) Dice: Instead of granting 15 rerolls, now grants 1 reroll after each wave.
  • (turret) Fortress:
    • Added an extra weapon mount (3 letters & 2 mod slots).
    • Firerate -25% → -30%.
    • Cooling Delay 1s → 1.5s.
  • (turret) Viper:
    • -8% Damage to each mount (it's practically unnoticeable, cool your jets)
    • Health 4 → 8.
    • Max Health reduction when hit 1 → 2. (you don't need a tank build to go ham with Viper)
  • (turret) Deadeye:
    • Added Range +100%.
    • Firerate -40% → -50%.
  • (turret) Tower:
    • No longer loses Health upon overheat.
    • Added -50% Size.
    • Description includes more explanation of the "Mark" behaviour now.
  • (turret) Shuriken:
    • First mount weapon slots 3 → 4, last mount weapon slots 3 → 2.
    • Bonus Firerate & Speed after exiting Stealth lasts 0.7s → 1s.
    • Cooling Delay 1s → 0.75s.
  • (turret) Guardian:buffed its unlockable stat bonus.
  • (perk) Leaf: Speed +50% → +70%.
  • (perk) Briefcase: Knockback +100% → +200%, Range -50% → -60%.
  • (perk) Bandage: Cooldown when triggered 6s → 5s.
  • (perk) Saline: Each time you lose Health, Heat -25% → -30%.
  • (perk) Microscope: Turret Scale -50% → -60%.
  • (perk) Eraser: Rerolls +10 → +15.
  • (perk) Antifreeze: Firerate while overheated every 1s -20% → -15%.
  • (perk) Blossom: Now takes 4s (instead of 2s) to reach max Accuracy bloom, but Accuracy tightens back up as fast as it used to. (buffed, in other words)
  • (perk) Taser: Taser shots now have Size -50% applied to them (firing uncharged won't).
  • (mutation) Microbe Weight -50%, Microbe Speed +50%: Microbe Weight -50% → -60%, Microbe Speed +50% → +40%.
  • (mutation) Speed +50% to microbes with ːadnaː DNA: Microbe Speed +50% → +40%.
  • (weapon mod) Firerate +30%, Speed +75%: ːbiomassː25 → ːbiomassː20.

[h3]🆕 ADDITIONS[/h3]
  • (perk) Radar: Now adds a green outline to microbes.
  • (perk) Capacitor, Taser: There's now a visual indicator directly on a turret for when it's charged.
  • (perk) Mirror, Smokebomb, Bandage: A green bubble will appear around your turret while in an "ignore hit" state (except for the invulnerable power-up).
  • (menu) CHECKLIST: Added checklist items for Banishes, Turret Trials and Daily Dive (since it's not said anywhere else in-game how you unlock them).
  • Hovering over the Banish button now lists all banished items in that run on the right 😀 (won't appear if you haven't banished any yet).
  • Oversized microbes now have a thin purple membrane to make them stand out more. (this also makes them very easy to spot near the edges) (not overridden by Radar)
  • Added more Daily Dive modifiers (which has resulted in the modifiers for the current Daily Dive changing).
  • Added a few more SETUP menu tips.

[h3]🔄 CHANGES[/h3]
  • (mode) Brood: The "Abyssian Hunters join the fray" mutation will no longer appear.
  • (mode) Gameshow: The green button on the TARGETS menu will say "Ready" instead of "Enter Shop" while you have "skip shop" enabled.
  • (Turret Trial) Colossus: -50% Damage → +15 Rerolls.
  • (Turret Trial) Tempest: +50% Critical Chance → +100% Critical Chance.
  • (menu) CHECKLIST: Adjusted some formatting.
  • (menu) RECORDS: Adjusted some formatting.
  • (menu) ARSENAL: The button to reset filters won't show while none are applied.
  • All cursors now have a slight grey edge and drop shadow, to increase visibility.
  • Adjusted Research prices for some Intro Research.
  • The hover-over perk description in the PERKS menu will now disappear after hovering over a perk in the perk bar and clicking to remove it.
  • The projectile-deleting behaviour (when framerate is low) has been made much less aggressive.
  • Slightly improved glow effects.
  • The speed that power-ups move now scales with Depth (75% Speed at Surface to 100% Speed at Depth 5).
  • "NEW HIGHEST WAVE!" will no longer display on the victory screen (there's lots of text on it already).
  • Unlock pop-ups will be more attention-grabbing depending on total wins so that new players don't miss them (normal behaviour after 4 total wins).

[h3]⚙ SETTINGS[/h3]
  • Accessibility:
    • "Recoil" has been merged with "Screenshake".
    • Added a toggle for "Power-up Pulse", which makes the coloured power-up edge glows stop strobing/pulsing.
    • Added a toggle for "Low Health Effect", which can disable the red edge glow.
  • The hover-over explanation for "Damage Pop-ups" now mentions that it has a performance impact.

[h3]🔨 FIXES[/h3]
  • (mode) Shmup Mode:
    • Weapon Speed stats on hover would display as being x1.875 higher than they are.
    • Bounce + Proximity (or simply Bounce on a really large projectile) would sometimes result in projectiles getting stuck along the bottom.
  • (mode) Abyss Mode:
    • Defeating the Abyss after being destroyed (which is possible via Burn) will no longer display both the DEFEAT and VICTORY screens.
    • The Abyss' health bar will be transparent while paused.
  • (turret) Scorch: The Damage of projectile submunitions (child projectiles) was scaling with Heat.
  • (turret) Helios:
    • Burst Fire weapons would break if you had -100% (or less) Firerate.
    • Burst Fire weapons weren't inheriting the stat changes of Helios' charge.
  • (turret) Riptide: Can now refuel from shredding Abyssian Hunters.
  • (turret) Saturn: Projectiles would sometimes turn invisible (they'd fall below the floor on the z-axis).
  • (turret) Tower: I think I've finally fixed the bug that let marked microbes survive taking damage.
  • (turret) Dragoon: ːcdnaːːgdnaːːtdnaː Splitzooka & ːcdnaːːcdnaːːgdnaːːtdnaː Rail Splitshot's initial projectile would deal no damage if it crit/ricochet.
  • (turret) Tempest: Description now mentions that the Knockback behaviour applies to microbes and offspring.
  • (perk) Radar: Description now also states that you can see projectiles beyond the edge as well.
  • (perk) Piston: The DPS stat on weapons would incorrectly still factor in Critical Chance & Critical Damage while the Piston perk is equipped.
  • (perk) Nitrate: Hitting a power-up will no longer clear offspring.
  • (perk) Vice: Will no longer become opaque when destroyed.
  • (weapon) ːadnaːːgdnaːːtdnaːːtdnaː Bubble Blaster: Last update made it display as having Knockback, but it shouldn't have any.
  • (cosmetic) Expander: It now always faces the direction your turret is facing while in Shmup Mode.
  • (mutation) Mucus Membrane:
    • At certain (taller) aspect ratios, it would appear smaller than it should.
    • If playing windowed, resizing the window would sometimes make it dissappear.
  • Fixed effect scaling when Doubletime is active (ex. purple splats growing extra fast/large).
  • Completing a Daily Dive with an unreleased turret could count towards Turret Mastery (same for perks)… This is fixed now that all turrets and perks are released.
  • Playing a Daily Dive in a mode that you don't have Depth 5 of yet would cause… weird things to occur.
  • Hover-over info for perks and weapons or weapon mods would sometimes overlap.
  • My dynamic performance code that clears projectiles when framerate gets too low will no longer trigger from unfocusing and refocusing the game while not paused.
  • Fixed softlock when starting a run with less than 0% Heat Max.
  • Fixed various minor typos.
  • (turret) Jester:
    • Fixed everything that was broken.
    • Broke everything that was fixed.

[h3]🎨 FAN ART[/h3]
  • "YOU'RE BOUT TO HAVE A MAD TIME" by @vr_the_great3546
  • "Guardian of the Genome" by @rooted7
  • "You are no better than me" by @true_boxed.in

SUPER BUNDLE DISCOUNTS

  • This list isn't comprehensive - there's many more!
  • Don't forget the bundles in the previous announcement!
  • Already own Genome Guardian? "Complete the set" to get the other game at a discount!

[h2]-10% ⏰ 20 Minutes Till Dawn[/h2]


[h2]-15% 🗡 God Of Weapons[/h2]


[h2]-30% 🔱 Heretic's Fork[/h2]


[h2]-10% 👻 Meta-Ghost: The Breaking Show[/h2]


[h2]-10% 🌟 Star Survivor[/h2]


[h2]-20% 🗼 Towerful Defense: A Rogue TD[/h2]


[h2]-20% 🏹 Tiny Rogues[/h2]


[h2]-10% 📕 Spellbook Demonslayers[/h2]


[h2]-10% 😺 Kitty's Last Adventure[/h2]


[h2]-15% 🐸 Pesticide Not Required[/h2]


[h2]-10% 🏍 Motordoom[/h2]


[h2]-10% 💫 Artifact Seeker: Resurrection[/h2]


[h2]-10% 🤖 M.O.O.D.S.[/h2]


[h2]-20% 🔫 Gunlocked[/h2]


[h2]-25% 💰 Turnip Boy Robs a Bank[/h2]


[h2]-25% 🌎 Paper Planet[/h2]


[h2]-20% 🐶 Mechanines Tower Defense[/h2]


[h2]-25% 🚀 Rocket![/h2]