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Genome Guardian: Prologue News

Update 5.1.0

[h3]⚖ BALANCE[/h3]
  • (turret) Diesel: Removed the "while above 0% Fuel" requirement that I recently added.


[h3]🔄 CHANGES[/h3]
  • Hovering over the game mode name in the top right during gameplay will show you its description. Also the microbe depth modifiers.


[h3]🔨 FIXES[/h3]
  • A bunch of improvements & fixes to how the game behaves when at below 60 FPS.
  • 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).
  • High Weapon Speed (like 500+) would cause many strange things to occur, such as faster Cooling Rate, animations, and other oddities.
  • You'll no longer immediately fire a shot when starting a run when using a controller (or on Steamdeck).
  • Projectile Damage is now increased to compensate for when Firerate exceeds framerate (you probably didn't even notice, but if your framerate was, say, 30, and you were using AACC Hyperbeam, which has 60/s Firerate, you would have only been doing half the DPS!)
  • Various fade effects & spooky purple text popups will fade at the correct rate while below 60 FPS.

Update 5.0.0

[h3]3 🆕 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]🎵 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]⚖ 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 😅)
  • (mutation) Oversized Microbe Chance +200%: this is often a total freebie, so it now also increases Oversized Microbe Damage by 4.
  • (turret mod) Heat -10% per elimination, Heat Max -15%: Heat Max -15% → -20%.
  • (turret mod) Shield Max +4: Price 25 → 20.
  • (turret mod) +5 Biomass from oversized microbes: Price 20 → 25.
  • (turret mod) Homing +100% to weapons with Homing: Price 15 → 20.
  • (weapon mod) Projectiles +100%, Accuracy -75%: Accuracy -75% → -100%.
  • (weapon mod) Projectiles +100%, Range -30%: Range -30% → -35%.
  • (weapon mod) Critical Chance +20%, Accuracy +35%: Accuracy +35% → +40%.
  • (weapon mod) Homing +50%, Damage -10%: Homing +50% → +75%, Damage -10% → -15%.
  • (weapon mod) Homing +75%, Firerate -15%: Homing +75% → +100%, Firerate -15% → -20%.
  • (mutation) A DNA Extinction: Microbe Health +20% → +30%. yeah, that's right, I'm evil.
  • (mutation) G DNA Extinction: Microbe Health +10% → +15%.
  • (mutation) T DNA Extinction: Microbe Health +20% → +15%.


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


[h3]🔄 CHANGES[/h3]
  • Tweaked Intro Research prices a bit.
  • 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.
  • You'll now see the name of the currently playing menu music in the top left of the main menu.
  • "Beginner Tips" are now named "Beginner Popups" so as not to be confused with the "TIPS" you see in the SETUP menu.


[h3]🔨 FIXES[/h3]
  • (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
  • If you want to play 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.
  • 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.
  • (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 before→after stats appear, even if you have fewer than 6 weapon mod slots on that mount.

Update 4.2.3

[h3]🆕 BEFORE→AFTER STATS[/h3]
When hovering over a slot to add a DNA Letter, Weapon Mod or Turret Mod, you'll now see BEFORE→AFTER STATS!

You won't get to see the new stats of an undiscovered weapon though, but still: The experience of picking & adding mods should feel much better with this feature. This feature is especially helpful considering it's not always obvious how Weapon Mods that affect Damage / Firerate will influence your DPS. Oh, and this is super helpful during Endless too, to see stats before→after replacing a mod.

Note that, this feature isn't perfect - for instance, you won't see how weapon stats will change if you've got that "+50% Size to weapons with G DNA" turret mod selected - the turret mod before→after really only shows heat-related changes. No plans to expand upon this later, but I might.


[h3]🆕 CONTENT[/h3]
  • New Menu Music: "Synthesism" by 4NoteClover, from our very own Discord! (might wanna listen closely to this one 😉)


[h3]⚖ BALANCE[/h3]
  • (weapon) CCCC Ion Laser: I'm going to double down on its excess base Range by increasing it from 150% → 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 67.5° → Accuracy 33.75°.
    • DPS 68/s (+Burn) → 65/s (+Burn).
    • Damage 5.7 → 8.2.
    • Knockback 23 → 33.
    • Firerate 12/s → 8/s.
    • less squiggly.
  • (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.
  • It's now slightly more likely for a weapon mod to be white (compatible with any weapon).
  • (weapons) Various weapons with "A" in them have had their Accuracy improved (I'm removing A's minor "Accuracy reduction" quality):
    • AA Assault Rifle: Accuracy 25.3° → 22.5°.
    • AC Scout Rifle: Accuracy 12.7° → 11.3°.
    • AAA Light Machinegun: Accuracy 28.5° → 22.5°.
    • AAC Burst Rifle: Accuracy 14.2° → 11.3°.
    • AAT Micromissile Repeater: Accuracy 25.3° → 22.5°.
    • ACG Bouncey Ball: Accuracy 25.3° → 22.5°.
    • ACT Anti-Air Cannon: Accuracy 16.9° → 11.3°.
    • AAAA Minigun: Accuracy 32° → 22.5°.
    • AAAC Burst Machinegun: Accuracy 16° → 11.3°.
    • AAAT Micromissile Machinegun: Accuracy 28.5° → 22.5°.
    • AAGT Heatseeker Swarm: Accuracy 50.6° → 45°.
    • AACT Burst Anti-Air Missile: Accuracy 15.6° → 11.3°.
    • AATT Homing Mine Launcher: Accuracy 25.3° → 22.5°.
    • ACGT Four Horsemen: Accuracy 16.9° → 22.5° (yes, this one lost Accuracy).
    • ACTT Anti-Air Torpedo: Accuracy 16.9° → 12.3°.


[h3]⏩ PERFORMANCE[/h3]
  • Much less of a performance hit from Area weapons when Damage Numbers is on in SETTINGS.
  • Various minor performance tweaks… And I enabled some multithreading setting in Unity, hard to tell what difference it'll make.


[h3]🔄 CHANGES[/h3]
  • The "Heat Circle Shadow" (activated via SETTINGS → Accessibility) is more opaque now (which increases visibility).
  • The "DNA Letter On Items" setting will no longer append the DNA Letter to the name of weapons in the shop (their letter is literally their icon so it's impossible to miss :P).
  • Area damage numbers are a bit smaller than others now.
  • Damage numbers in general are easier to make out.
  • Weapon mods would immediately get sorted by colour when you add one to a row, but I'm removing this because it just doesn't serve any purpose. DNA Letters need to display in order though, of course.


[h3]🔨 FIXES[/h3]
  • The "Range +100% to weapons with Bounce" turret mod now also affects Hitscan weapons with Bounce.
  • Burn damage would be much lower if things like flak pellets hit a microbe instead of the main projectile.
  • (weapon) AAG Flamethrower: This weapon was never supposed to have any Knockback (the other two flamethrowers that evolve from it don't either).
  • (weapon) AAGT Stardust Mortar: The Flak icon wasn't appearing when you hovered over this weapon during a run.
  • The GUIDE text/images are no longer blurry!
  • (perk) Briefcase: there wasn't a bug with the perk, but rather, everyone was experiencing the effects of this perk regardless of whether it was equipped (and this has been going on for a while now and nobody noticed 😅).
  • Speed reduction on explosive weapons was affecting the Knockback value displayed when hovering over the weapon during gameplay (note that it never actually changed the Knockback value itself).
  • I may have fixed a bug where music/sound would still play when muted under some circumstances (this bug was seemingly specific to Windows 11 users).
  • The button for adding the Pierce weapon mod to a weapon that already has Pierce would sometimes be green, when it was supposed to be red (like how it works for Burn).
  • In general there's less "flickeryness" when hovering over DNA Letters and mod slots.
  • Sometimes sound (and music) would cut out temporarily if too many sounds played in a short amount of time (looking at you, CCGT Rail Splitshot) - this is handled now, and in a very elegant manner that you'll never notice.
  • A recent update caused the message that appears near the top of the screen during a wave to sometimes not show (for instance, "wave ending!" stopped appearing).
  • Speaking of which, text will inform you that a mutation is imminent when one will occur after the current wave (this is hidden until you've gotten past wave 15 on your save).
  • Turret stats for your selected turret would be incorrect (they'd be what you'd have if you had no Intro Research) when viewing its stats in the TURRET menu.

Update 4.1.0

[h3]GET THE 🧬 Genome Guardian × Antipaint 🎨 BUNDLE! (you can get Antipaint for 20% OFF even if you already own Genome Guardian)[/h3]

[h3]So: I really tried, but (due to how Hitscan is implemented), it really is impossible for them to bounce… HOWEVER… This update officially gives you a reason to add Bounce to lasers!

It will change how the laser looks & increase its BASE width by 400%.

Think of it this way: A CCC Laser has a Size (width) of 10. Add Bounce and it's effectively Size 50. Add a +200% Size mod to THAT and NOW it's 150. That's 50% wider than ACCG Broadbeam.

Which, speaking of… Broadbeam is going to have Bounce innately, and its current width/sprite will be considered its Bounce version. This is only fair, considering it can evolve from ACG Bouncey Ball - it makes sense that it would already have Bounce.
[/h3]

[h3]⚖ BALANCE[/h3]
  • (weapon) AACG Frostthrower: This, too, should have always had Bounce innately (since it also can evolve from ACG Bouncey Ball). It This will mean DPS 45/s → 42/s and Range 75% → 94%.
  • (weapon) Wavequake: It's incredibly powerful. If you know how I balance weapons, however, I strictly adhere to a DPS formula - there's not many ways I can change the weapon that wouldn't make me feel obligated to propogate that change to a bunch of others, but, I'm willing to multiply its DPS by x0.9375 solely based on the fact that it has innate 360° Accuracy. Any other weapon has to rely on outside sources of Accuracy reduction to achieve that if you desire 360° coverage, so it's definitely an advantage this weapon has. Thus, DPS 171 → 160.
  • The following weapons are having their Damage adjusted based on their base Homing strength:
    • (weapon) AATT Homing Mine Launcher: 67 → 56.
    • (weapon) ACTT Anti-Air Torpedo: 62 → 59.
    • (weapon) CGTT Bubble Burster: 72/s → 66/s.

[h3]🔄 CHANGES[/h3]
  • As explained above, Hitscan + Bounce are now compatible (as in, it at least does something now)!
  • Homing behaviour has been significantly improved! No longer will you witness Homing projectiles curve away from a target they were headed straight towards - Homing now prioritizes targets based on angle to the projectile, instead of simply which target is closest to it. The old behaviour lead to situations where Homing projectiles would try to curve around to hit something behind them instead of something in the direction they're travelling solely because that enemy behind them is technically closer.
  • Unlock pop-ups will be a bit more noticeable for (and only for) new players.


[h3]🔨 FIXES[/h3]
  • The first button on the MUTATION ALERT screen was extra dark for no reason…
  • Some players that had a save from long ago (early to mid May) couldn't reach the main menu - this is FINALLY FIXED NOW… Kind of. I think if you haven't encountered this yet, but are the person I'm describing, you'll be safe - otherwise, I think your save would be corrupted 😔 just ask me for help and I'll tell you what to do if that's the case for you.
  • When you make microbes with particular DNA extinct, sometimes 1 microbe with that DNA would still spawn on the next wave.
  • Hovering over CHECKLIST icons while the game is paused (mid-run) would sometimes not show their description if a large microbe was underneath it.
  • In Classic Mode, if you had all slots full and then picked a mutation, there was a chance that it would show you the SHOP instead of skipping past it, which could softlock your run.
  • If a weapon had greater than 6.7/s Firerate and had Burst Fire, additional Firerate increases wouldn't increase DPS and would result in less Heat build-up, but this has been fixed - Burst Fire now behaves like you'd expect regardless of Firerate… kind of - it visually won't look different at Firerates above 6.7/s, but (just like I do when a weapon's Firerate exceeds 60/s) the DPS is now accounted for.
  • Microbes that stick to your turret would grow or shrink in size if they get damaged and if your turret had non-default turret scale.
  • (weapon) CGTT Bubble Burster: Previously, the seeking Area bubbles would change target after hitting an enemy, but now they'll be willing to focus on the same target.
  • Homing now scales with Speed much more consistently - what I intended for from the start was for Speed reduction to not help Homing weapons, and for Speed increases to not hurt them; This is what has now been achieved.

Update 4.0.2

[h3]🔫 WEAPON CHANGES[/h3]
  • (weapon) GTT Molotov, GGTT Moloflak, GTTT Megatov: Speed stat modifications were changing how long the Area sticks around for (which was never intended).
  • (weapon) CGT Splitzooka, CCGT Rail Splitshot: The un-split projectile can now damage microbes when these weapons have Pierce.
  • (weapon) AATT Homing Mine Launcher: The shot initially fired from the turret can now deal damage when this weapon has Pierce or Bounce.
  • Weapons with the Flak trait now produce flak pellets per pierce or bounce.
  • (weapon) CGGT Splitter Spitter: Found a mistake in its Damage calculation. Its Damage (which is kinda misleading on the stat card anyways but this is moreso for comparison purposes) has changed from 93 → 62. I'm sure that sounds severe but, let's be real, this weapon is still going to absolutely destroy everything.


[h3]⚖ BALANCE[/h3]
  • (weapon) CGT Splitzooka, CCGT Rail Splitshot: If these don't have Bounce or Pierce, the initial, un-split projectile won't deal Damage.


[h3]🔄 CHANGES[/h3]
  • Burn DPS is now very clearly indicated when hovering over mounted weapons during play (the Arsenal will still just show "+(Burn icon)" since it wouldn't fit otherwise).
  • The turret you have selected on TURRETS will now be made clear with a green button (which won't react if you try to select your currently-selected turret).
  • Various fixes & additions to the in-game GUIDE.
  • Power-ups will now be triggered when they come into contact with your turret. (it reaching the bottom in Shmup Mode won't count)
  • The bars/pips beside the Shield and Health icons during play will display at most 160 for Shield and at most 400 for Health. The values themselves will not be capped, just the bars/pips.
  • (weapon) Bouncewave Repeater: Sprite has more green on it.
  • The shake / screen-darkening you experience when hit is more noticeable now, and scales better with damage taken and remaining Health.


[h3]🔨 FIXES[/h3]
  • Fixed various mistakes in perk and mod descriptions for turrets that use Fuel.
  • Sometimes the hover-over weapon stats card would still be showing after entering the ARSENAL or clicking a weapon's name to see the evolution menu.
  • When using a gamepad, you'll no longer fire off a shot after clicking Ready in the shop, resuming from pause, etc.
  • (I can't test this one myself, to let me know if you HAD this problem and whether or not it's FIXED now!) You can now control the in-game cursor with a controlled plugged into your Steamdeck while it's docked.