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Genome Guardian News

Update 5.0.1

[h3]I'm going to try figuring out a better solution to this problem, but (for reasons that I don't have time to explain because I'd be here for half an hour and I'd rather spend that time on fixing the problem), if you have low FPS and one of your weapons is 200+ Speed, those changes I made recently that ensured that your Cooling Rate (among other things) are what they should be, won't be active.[/h3]


[h3]βš– BALANCE[/h3]
  • (perk) Antifreeze: Now functions differently: "can shoot while overheated, Firerate -20% every 1s while overheated (resets upon cooling)". While I'm sure this will dissappoint some, rest assured knowing that Antifreeze still has amazing potential with this new functionality.
  • (turret) Diesel: Removed the "while above 0% Fuel" requirement that I recently added.
  • (turret) Surge: Eeeh screw it, I'll let it have 3.75/s Recharge Rate (instead of 3.125/s).


[h3]πŸ”¨ FIXES[/h3]
  • (mode) Gameshow: The "Reversed Knockback" Target's effects would never go away, eheheh…
  • (mode) Gameshow: A non-moving, duplicate turret could appear when choosing an Endless Mutation.
  • (mode) Gameshow: Targets would sometimes continuously slide/fade off to the side while on the DEFEAT screen.
  • (mode) Gameshow: The cursor wouldn't change to a crosshair if you have Skip Shop enabled and the shop gets skipped after the TARGETS menu appears.
  • (mode) Gameshow: Failing Score quota check with the Defibrillator perk equipped would just kinda softlock the game.
  • (mode) Gameshow: "PASS!" could appear next to your Score before the first Score quota check if you had 0 Score by that wave.
  • (mode) Classic: After entering Endless, locked items wouldn't actually get locked, and they'd get rerolled.
  • (perk) Condenser: Will now fade in/out to signify when it's active.
  • (perk) Turbine: Wasn't reducing Health when you hit 0% Heat, since last update I think.
  • The popup "you have 0 Heat Max" and "you have 0 Health Max" wouldn't show until wave 2 (was supposed to show immediately).
  • Hovering over slotted, inactive weapon mods would only show the stats of the first slotted weapon mod.
  • Firing while overheated (possible via the Antifreeze perk) would increment your # of total overheats each time (which would skew values in RECORDS and mess with certain Targets).
  • High Weapon Speed (like 500+) would cause many strange things to occur, such as faster Movespeed, Cooling Rate, animations, and other oddities.
  • (turret) Saturn: Fixed some homing wonkiness.

MAJOR UPDATE 5: GAMESHOW MODE

🚨 I'm aware of the "reversed Knockback" Target never turning off, fixing tomorrow (for now just avoid it).






[h3]πŸ†• GAMESHOW MODE[/h3]
Get ready for the ultimate test of your abilities and decision-making! This new mode has a bit of a learning curve, but there's in-game explanations of the mechanics when you first start playing it.



You'll need 40 perks unlocked to unlock Gameshow Mode - it's intended for experienced players that already know the ropes, which is why it's not a super early unlock like Shmup Mode. I know some players aren't super keen on starting a new mode at Surface Depth, but this time, I think you'll appreciate it a fair bit.

There may still be bugs - I did lots of testing myself, but hey, it's the first time it's going public. Also note that balance is not final (before you ask for certain Targets to be buffed/nerfed, know that there there's an advanced formula for determining their Score/Biomass rewards, and that while they're influenced by the type of Target, they can still vary wildly for the exact same Target).


[h3]πŸ†• CONTENT[/h3]
As always, the addition of a new mode means 2 new perks and 1 new turret to unlock:
  • (perk) Tarantula: Achieve victory in Gameshow Mode at Depth 1. (the Jester Turret Trial can actually be done now that this perk is in the game!)
  • (turret) Helix: Achieve victory in Gameshow Mode at Depth 3.
  • (perk) Condenser: Achieve victory in Gameshow Mode at Depth 5.
Super excited to finally unleash Helix - you'll have to unlock it to see its full description and set of unique traits (one of which will make those extinction-related Awards significantly easier to obtain), but here's a little taste:



[h3]πŸ”„ CHANGES[/h3]
  • (turret) Tank:
    • Instead of needing to stop to shoot and cool, now it's "stop to shoot, move to cool". This feels a lot better.
    • Firerate -50% β†’ -60%.
    • Size +60%.
    • Speed +60%.
    • Cooling Delay 1s β†’ 0.5s.
    • Cooling Rate 25/s β†’ 12.5/s.
  • (turret) Surge: I'm reverting the Recharge Rate buff (so it's going from 3.75/s β†’ 3/s), BUT I'm adding "Damage +30% to shots fired at 100% Electricity".
  • (turret) Diesel: Buddy, you gotta learn how to use this without Antifreeze. Its low-Fuel Damage bonus now only applies above 0% & below 50% Fuel, but I'm upping it to +50% instead of +40%.
  • (turret) Saturn: If a projectile has Homing + Bounce, after it Bounces, it will have regular Homing behaviour (since projectiles with Bounce stop orbiting after they hit something).
  • (perk) Stamp: Changed description to clarify that hits on Stamped microbes don't count as Critical Hits.
  • Added a bunch of new TIPS to the SETUP menu.
  • (mode) Brood: A tad easier now.


[h3]πŸ”¨ FIXES[/h3]
  • (perk) Backpack: No longer triggers Mirror, Pacemaker, Mixer, etc.
  • (turret) Avarice: Last update pretty much broke it entirely - fixed!
  • Abyssian Hunters are no longer immune to Knockback (they were never supposed to be).
  • (perk) Bloodbag: It was letting players use the heal button multiple times (which was never intended).
  • projectiles would sometimes not disappear when The Abyss is entering the area.
  • (perk) Ruler, Protractor: Now affects Burn Damage.
  • (turret) Boomerang: Bounce wasn't honouring Boomerang's Pierce, and now it does. Due to how Boomerang works, however, Bounce works somewhat differently - essentially all it does is prevent projectiles from leaving the visible area, so what'll happen is, projectiles you fire at the edge will sit there for a while until falling back to you.
  • (turret) Surge: Weapons with 60/s Firerate wouldn't drain Electricity in some scenarios.
  • Music visualizer effects are supposed to be disabled while in the shop, but pressing the "Onward!" button after victory wouldn't stop those effects.

Update 4.2.8

[h3]LIKELY THE LAST UPDATE BEFORE MAJOR UPDATE 5: GAMESHOW MODE! (some time in the next 5 days)[/h3]

[h3]βš– BALANCE[/h3]
  • Hitscan + Bounce: Bounce now adds +500% width instead of just +400%.
  • (weapon) CCCT Tracking Laser: Changed Bounce sprite a bit to look more clear.


[h3]πŸ”„ CHANGES[/h3]
  • The Abyss will constantly be losing Health automatically, which means defensive or just generally non-Damage-oriented builds still have a chance.
  • (perk) Backpack, Microwave: these will unlock sooner now.
  • (turret) Saturn: Homing projectiles now actually feel good on Saturn! Homing shots will try to orbit at the distance that the target is from you, instead of stop orbiting. Honestly quite proud of pulling this one off, check it out in-game!
  • (turret) Saturn: Now takes projectile "squiggliness" into account (previously it just completely ignored it).


[h3]πŸ”¨ FIXES[/h3]
  • 🚨 TO PLAYERS WITH LOW FPS: I made a change that won't increase your framerate, but it fixes many things that you've (perhaps unknowingly) been experiencing, such as slower Cooling Rate and wonky micobe behaviour.
  • Hover-over stuff like weapon stats would sometimes still show after returning to SETUP.
  • Projectiles that were very large would instantly despawn (or detonate, if it's an explosive weapon). This is supposed to happen to projectiles with Bounce that reach the size of the visible area, but it was happening to projectiles without Bounce and that were much smaller than that…


[h3]🎨 FAN ART[/h3]
"SAYMYNAME" by @true_boxed.in "Maw Underwatuh" by @suptoast

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