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1.31: New HUD & Crisper Gunplay!

A stylish new HUD & crosshair

This version cleans up the HUD. It looks nicer on the eye, but more importantly removes clutter and only shows the most important information. There is also a new crosshair that expands in size based on your current level of recoil, making recoil much easier to control. Recoil in general has been increased, and combined with this new crosshair combat is significantly more skillful as recoil control is now a key component in gunplay.



Skills no longer require mana

Mana has been completely removed from the game. Active skills now only have cooldowns, ranging from 5s to 30s based on their strength. You'll now hear a new "ding" sound whenever a skill comes off cooldown. The screenshot below shows how skills are displayed in the new HUD. You can see a progress bar and countdown on each skills' cooldown (EG: Self Repair has 8s left on cooldown). This change removes the frustration of running out of mana mid-combat, and keeps you in a state of flow as you skillfully outplay your foes.



Lives reworked to keep you in action

The new lives mechanic has been streamlined as well. Previously when you used a life, you'd still die and respawn again.. the only difference was that you didn't come back as a zombie. But this still felt like dying. This has been changed so that when you use a life, you get to stay in the action. You'll simply consume the life and regenerate your health on the spot. This takes 3s and during this 3s you will be invulernable, move 2x faster, and be unable to shoot. This gives you (and your enemies) a 3s window to reposition and reload.



Critical bullets and interesting reload decisions

The DMG looting system has been reworked. Ammo kits used to give you +2% damage on your gun, which was nice, but not particularily exciting. Now ammo kits give you "critical bullets" instead. Critical bullets do significantly more damage, ranging from +50 to +100% of your usual damage. A critical blast from the M3 Super can kill in a single shot! But there's a catch.

Only some of your bullets are critical, and the critical ones are all at the end of your magazine. So an AK47 has a clip size of 30 bullets, and you might have looted 5 critical bullets. When you reload, the first 25 bullets will do a normal 10hp damage each, and the final 5 will do 20hp each, right before you reload. This creates an interesting risk/reward mechanic where you need to decide between playing it safe and reloading to get a full clip, or taking the risk to fire off those critical bullets, hoping you finish the kill before you run out of ammo.

Firing these critical bullets also feels great. Your crosshair turns orange, the bullets are red, and there's plenty of screenshake and big red damage numbers pop up when they hit. In a gun like the Barrett, that final shot does +50% damage and might be enough for a 1-shot kill - but you better not miss.



Full Changelog


--- BIGGEST CHANGES ---

- Completely redesigned the HUD, including a new crosshair that dynamically shows your gun's recoil.

- Mana has been removed from the game. Skills now rely entirely on cooldowns instead.

- When you lose a bonus life you'll no longer respawn, but will stay alive in the action. You'll simply consume the heart and gain your health back over the next 3s.

- Weapons now have a new concept called "critical bullets" which do huge bonus damage (+50 to +100%). However, you only have a few of these bullets at the very end of your gun's magazine.

- You can no longer buy ammo from anywhere in the map, however all guns have 2x as much reserve ammo.

- Vehicles now have infinite boost.

--- GAMEPLAY CHANGES ---

- Zombies can no longer use guns in the red zone.

- Lives are now dropped from enemies when you kill them instead of gaining a flat +0.2 per kill.

- Lives become less likely to drop as the remaining player count gets below 10, and in the final 1v1 no lives drop from kills.

- When using a life, you will not be able to shoot, but you also won't take any damage. You'll also move 2x faster so you can ecape to safety.

- In Survival mode you now start with 3 bonus lives, but the enemies are much harder.

- Civilians now drop a random amount of cash.

- Looting ammo kits gives you more critical bullets.

- In overtime in BR (not survival), health, cash, and ammo kits will fall from the sky into the red area, to incentivize survivors to get out into the open and grab the loot.

- Survivors now gain +2 score when there are 25,20,15,10,5,4,3,2 players remaining (instead of gaining +1 per minute).

- Killing survivors now gives +2 score per kill (killing zombies is still +1).

- Civilian missions now award $2000 instead of $1000.

- Added some red bars along the top and bottom of the screen that make it easier to see how much health you've lost.

- Vertical aiming no longer works on civilians.

- Mental tree skills now only give +10% shift regen, not +20%.

- Cybernetic tree skills now only buff your weapon damage, not all damage.

- Weapon buffs from civilian missions are now given based on weapon TYPE instead of a specific weapon. So instead of getting +13% damage on the UZI, you'll get this for all SMGs.

- Fixed many bugs.

--- WEAPON CHANGES ---

- Recoil is now stronger on most guns. This allows for more skillful shooting. This is made possible due to the new crosshair very obviously changing size.

- Superweapon ammo is now split into clips, just like normal guns.

- You can now carry up to 5 of each nade type, instead of 3.

- Knife no longer has the charge up mechanic. But the basic swoosh has been buffed from 50 to 70hp damage.

- Knife/Claws now do 3x damage vs vehicles.

- Machine guns now have the same bullet range as rifles.

- M3 now has 8 bullets in a clip instead of 2.

--- CHEMICAL CHANGES ---

- Mana Stimulant is now called "Skill Stimulant" and has been reworked. When held passively, you will earn +20% xp from kills and loot. When placed, your skills will cooldown +50% faster.

- Supply Drop now has 2 max charges instead of 1, and now costs $5000.

- Laser Tripwire recoil reduction now also applies to movement recoil, and now costs $5000.

- Damage Stimulant gives +2% DMG per kill, and this no longer resets upon death. It also now costs $5000.

- Health Stimulant now costs $5000.

--- SKILL CHANGES ---

- Venom Shot no longer kills enemies (it'll stop at 1hp). Duration is now 5s instead of 4s.

- Energize speeds are now +20/30/40%.

- Radiate cooldown is 15s instead of 30s.

- Black Hole now has a much larger starting size of 16/18/20m (instead of 10/15/20m), but the slow isn't as strong at level 1 (0.8/0.65/0.5).

- Bionic Charges now last until you die (or consume a heart). You now gain 2 charges per kill, capped at 3/5/7 charges. Each charges gives +1hp/s.

- Shockwave duration is now 4s instead of 3s.

- Phasic Rebound damage after bouncing is now 40/80/120% instead of 50/75/100%.

- Return Fire damage is now 100/150/200% instead of 50/100/150%.

- Bionic Charges now gives 4/6/8 max charges, allowing for 4/6/8 hp/s regen.

- Phase drifting speeds are now 140/170/200% instead of 130/150/170%.

- Frenzy ROF is now 112/118/124% instead of 110/120/130%.

- Casting Frenzy no longer disables shooting for 0.5s.

- Radiate durations are now 2/3.5/5 instead of 2.5/4/5.5s.

- Stagnation slow is now 85/70/55% instead of 80/60/40%.

- Blood Leech healing is now 50/75/100% instead of 30/60/90%.

- Invis reveal range is now 16/12/8m instead of 20/15/10m, and durations are now 10/30/50s instead of 10/20/30s.

- Fixed a bug where swift stalker wasn't working (nor were civ mission buffs that gave movement speed). Swift stalker now stacks with phase drifting for siiiiick speeds.

- Level Force Fields now makes you move faster as intended (bug fix).

- Infection damage boost is now 112/118/124% instead of 110/120/130%.

- Ignition Orb cooldown is now 15s instead of 5s.

- Teleportation has been replaced with a new skill called Backtrack, and has a cooldown of 20s instead of 10s.

- Backtrack marks your position with an X on the ground. After a short time you'll teleport back to this location and restore lost health. You can cast again to teleport back immediately.

- Backtrack duration is 3/5/7s, and the health restored is 20/30/40% of lost health.


40% Discount

Geneshift is on sale this week, so like, subscribe, and smash that buy button. Next version will be focused on gang mechanics and territory warfare!

Have fun!
bencelot

Get the feel of the classic GTA2 played online in Geneshift with a massive new map

Lots of people love the original GTA and GTA2, myself included and Geneshift has a major overhaul (again) that tweaks the Battle Royale gameplay along with a huge new map to give classic GTA2 vibes.

Read the full article here: https://www.gamingonlinux.com/2020/12/get-the-feel-of-the-classic-gta2-played-online-in-geneshift-with-a-massive-new-map

1.30: Huge new city map!

Welcome to Subvein City

This new map is 5x larger than before. With classic GTA2 vibes, this map feels immersive and completely transforms the game. Vehicles play a critical role in transport now, and the rules of Battle Royale have been changed to work on a larger scale. Over the coming versions I want to make Geneshift more sandboxy with a focus on exploration, and this mega map is a great place to start.



Sexy New Graphics

To go with the mega map we now have a new day/night cycle, fog effects, lens flares, rain and thunder, and more. It's a significant upgrade to the aesthetics of the game and the weather patterns really make the new map a lot more immersive.



Critical Gameplay Changes

- Enemies now have health bars above their heads. It feels satisfying to hit people and prioritize targets based on who has the lowest health.
- You can now rebuy ammo from anywhere in the map at any time. Just press B and buy ammo.
- Whenever you fire your gun you will be revealed for 1.5s to all other players nearby. This makes it much easier to find action in the minimap.
- Phase drifting has been removed as a default ability but made into a new skill in the Physical tree.
- Weapons have a reduced range, preventing people from firing at you off-screen.
- The firing delay on active skills like Plasma Ball has been reduced from 1.0s to 0.5s.



Battle Royale Mechanics

Everything has been scaled up for the new massive map. We have more players, longer rounds and a new scoring system to keep matches between 15 to 30 minutes. Instead of first to win 3 rounds, it's first to 50 points. With this change there are many new ways to gain score like doing civilian missions, hunting for kills or winning supply drops. This also allows you to feel productive even as a zombie.



New Zombie Resurrection Mechanics

Most exciting are the new rules for zombies, making zombie gameplay far more engaging and free. A few highlights are:

- Zombies can keep respawning infinitely and aren't forced to spectate.
- Zombies can now fire guns in the red zone, but take 2x damage.
- Zombies no longer resurrect from killing a survivor, but instead killing 5 enemies in a row (zombies included).
- Zombies can now resurrect with a new special "Heart" supply drop which falls every 2 minutes.

These final 2 points completely change the zombie meta, and let you focus on exploring the map, getting quality kill streaks, and winning the super intense Heart drop. To win the heart you simply need to stand on it for 5s. But be careful, because every other zombie will try do the same and only 1 player gets to revive!



New Lives Mechanic

Another big addition is the new lives mechanic. Battle royale is the last man alive. By default we all start with 1 life, and if you die you become a zombie with 0 lives. But now you have the ability to earn bonus lives! Every kill gives you +0.2 lives, so if you get 5 kills in a row you'll gain a backup life. If you get another 5 kills in a row you'll have 2 backup lives.

These backup lives mean that if you die, you'll consume the life but will not become a zombie. This system provides a much needed incentive to hunt for kills instead of hiding on a roof somewhere surviving. Every kill is exciting as it gets you one step closer to that bonus life that might let you win the game.



Chemical Charges System

Chemicals now come with charges making them far more useful. When you buy a Warp Field chemical, it now lets you place FOUR warp fields instead of just 1. The charges refill every 2 minutes, so you can keep on placing them. Huge buff to chemicals, as a single chemical can be used to fully prepare an area for maximum advantage. I personally like to place Trip Wires all around the incoming supply drop.



Streamlining Skills System

Skills have been streamlined in a few ways. Firstly, you can take a skill directly up to level 3, without the confusing requirement to get 4/9/14 skills in that tree first. Secondly, each tree now gives you a passive bonus for each skill point in the tree. Every point in the Cybernetic tree gives you a passive +2% damage. Physical skills give +0.5 health regen per skill point, and Mental skills +20% shift regen per point. The old skill queue system has been disabled by default, because it's honestly more fun to choose your own build as you play. But if you really want this you can re-enable it in the options menu.



Full Changelog

- New map called Subvein-City 5x larger than before.

- Huge graphical improvements like fog, lens flares, bullet trails, random debris, rain and a day night cycle.

- New rules for Battle Royale to work with the big new map, such as increasing the number of players from 20 to 32.

- The rules for resurrection have changed. Instead of killing 1 survivor, you must now kill 5 enemies without dying (zombies included).

- A better way to resurrect however is to win the new "Heart" supply drop. This falls every 2 minutes and you can rez if you stand ontop of it for 5s.

- Battle Royale rounds now last 6 minutes instead of 3 minutes and scoring has been changed. Instead of first player to win 3 rounds, it is now first player to 50 score.

- Scoring system in Battle Royale is changed. You now get +1 per minute alive, +1 per kill, +2 per civilian mission, +5 per supply drop, and +20 for a round win.

- Zombies can once again respawn over and over again instead of going to spectator mode.

- Zombies can now shoot guns in the red zone. However they will take 200% damage in the red zone.

- Survival mode has been changed to only have 4 rounds instead of 12, but rounds are longer.

- Survival mode now ends the moment you actually die, you don't get to become a zombie anymore (except in coop).

- Everyone's top scores in Survival mode have been rescaled downwards, to correspond to the new reduced number of rounds.

- Conquest mode has new rules for the big map. You can now capture any point, not forced to go in order from A to B to C to D to E. The capturing cooldown has also been removed.

- There is a new "lives" mechanic in Battle Royale. If you kill 5 players without dying you'll gain +1 life, which prevents you from becoming a zombie if you die.

- Chemicals now work on a "charges" system. For example, buying a Warp Field now lets you place down 4 warp fields instead of just 1.

- Chemicals placed on the ground will now automatically expire after 360s.

- Phase Drifting (double tapping shift) has been removed as a default ability.

- Phase Drifting is now a skill in the Physical tree, and you are now able to fire your gun while drifting.

- Enemies now have health bars above their heads.

- When you fire a gun, your location will be revealed to enemies for 1.5s in the map and minimap.

- Each skill tree now has a passive benefit for each point invested in it:

- You get +2% damage for each point spent in the Cybernetic skill tree.

- You get +0.5 hp/s regen at all times for each point in the Physical skill tree.

- You regenerate shifts +20% faster for each point in the Mental skill tree.

- You can now level skills right up to level 3, without needing to get 4/9/14 skills in that tree first.

- Skill builds have been removed from the game by default. The game is funner when you get to choose your build as you play. But you can re-enable this in the advanced options if you wish.

- You can now buy ammo at any time from anywhere in the map. Simply press (B) and click the yellow "Buy Ammo" button.

- Increased the amount of cash and XP earned killing enemies, killing civiliand and doing civilian missions.

- Players are now smaller and move faster, requiring more skill to hit them.

- Reduced the firing delay on offensive skills like Plasma Ball and Venom Shot.

- Reduced the damage, bullet speed and range of all guns by about 10%.

- Big improvements to AI in all game modes.

- Minor balance tweaks to various weapons and skills.

- Streamlined some elements in the HUD.

- Plenty of bug fixes.

40% Discount

Geneshift is on sale this week, so like, subscribe, and smash that buy button! I hope you enjoy this crazy big new version and have a rockin Christmas.

Have fun!
bencelot

1.28: Complete progression rework!

Ingame Progression Reworks

This version completely reworks all the systems of the game. There is a huge focus on in-game progression, the core gameplay loop, and giving a sense of becoming stronger and stronger within the match. You'll start with a single skill point but can now level up by killing people. Meanwhile, cash is never wasted as your weapons and chemicals are no longer lost on death. Instead, your purchases last forever allowing for key strategic decisions on how you create your build in-game.



Complete Skills Rework

The biggest change is to the skills system. We now start each match at level 1, with a single skill point. But as you kill enemies you will now gain xp and level up. Each level lets you invest another skill point and become more powerful. This is especially true as every skill in the game has been reworked to remove skill penalties. If you put a point into Vampirism you get free healing with absolutely no downside. Level 3 skills are objectively more powerful than level 1 skills, and every skill point is valuable.

All of the skills have been individually tweaked as well, and some completely reworked. For example, Radiate now fires a nuclear missile at your target location. Active skills have become more skillful to use too, by adding minor firing delays that require you to use the skills tactically instead of blindly firing them in combat.



Permanent Weapons, Chemicals and Cars

Killing enemies not only gives you XP to level up your skills, but it also gives you cash. And now cash is really valuable. Why? Because the things you can buy with cash (weapons, chemicals and cars) are now all permanent. Before this version, you might save up $5000 to buy a super weapon, only to die and lose it all. This hurt a lot and removed any sense of progress you got from earning cash. But no more!

Now you get to keep your weapons and chemicals on death, meaning that the expensive weapon you bought will be yours for the rest of the match. The price of these items has been increased to compensate for this, and this creates some interesting milestones throughout the course of a match. You start by buying a tier1 gun, then saving $5000 for a tier2 gun, and then $10000 for a superweapon. Which weapon you buy (or chemical) has now become a big, important, strategic decision. But whatever you choose, you'll be growing more powerful and truly rewarded for the cash you earn in-game.



Phase Drifting & Supply Crates

There is a new way to move around the map - phase drifting! Simply double-tap shift and you will go into a new sliding motion. This lets you move around the map faster, and you will gain in speed the longer you can travel too - but there's a catch. Your movement has momentum, like you're skating on ice. This requires a bit of skill to pull off, but once you get the hang of it you'll be Tokyo drifting around corners and ramming into supply crates. This change simply makes movement fun.

Supply crates are a new addition to the game too. The random loot scattered around the map is now bundled up into these crates, making them like fun little presents to open up. You can even use them as temporary cover to block against enemy bullets (until they explode). The main supply drop comes in a super golden grate with extra health and lots of goodies inside.



Complete Chemical Rework

The chemical system now works in a fundamentally different way. Before, you had to choose between either holding a chemical, or placing it on the ground for different benefits. This was a tough choice and often people chose to go for the simpler option of just carrying them. But now you don't need to choose. When you buy a chemical you get both the carried version AND the placed version for free. You can pour some of your chemical onto the ground to get the placed benefits, while still holding onto it. Then after a 120s cooldown, you can place it down again in case someone destroys it.

This makes it significantly easier to set up a quick base around a key area, as you always have your passive chemicals on hand. For example, you might decide to buy 2 Sonar Cells and a Fission Mine. You go to a building, and set Sonar's on the chokepoints and a Fission Mine on the buy zone. They after you win your fight there, you can run to the next location, wait for the cooldown to expire and reposition your chemicals again. Just as with weapons, the chemicals you purchase are permanent for the rest of the match, and act as significant tech upgrades that grow you more and more powerful.

A few more chemical changes are that now everyone can destroy chemicals at any time, for free. Simply stand on an enemy chemical, hold CTRL and click Neutralize. This works now because enemy chemicals aren't permanently destroyed, but merely put on cooldown and can be replaced later (it would've been too powerful otherwise). Also, Alchemic Acid has been removed and replaced with a new chemical called Supply Beacon, which lets you call down a supply drop every 300s.



Changelog

- Everyone now starts at level 1, but instead of looting for skill points, you will earn XP and level up by killing enemies.
- Skills no longer gain penalties as you level them up. Level 3 is now objectively stronger than level 1, making every level up valuable.
- Every skill in the game has been rebalanced and reworked with some big changes. EG: Radiate now fires a nuke at your target location.
- You no longer lose your weapons on death. This lets you save up for expensive guns and keep using them for the rest of the match.
- You can now double-tap shift to enter a new movement mode called 'phase drifting'. This lets you move faster but reveals you to enemies.
- You no longer lose your chemicals on death. The chemicals you buy will stick with you all match, making them great tech upgrades.
- You can now place chemicals for free based on the chemicals you're carrying. If your chemical gets destroyed, you can simply replace it.
- Some chemicals have been reworked and replaced. EG: Supply Beacon, which lets you call down a supply drop every 300 seconds.
- Everyone can now Neutralize enemy chemicals for free all the time. The Neutralizer chemical has been removed.
- You only have to buy a car once to unlock a license for it. This license lets you rebuy that car for free for the rest of the match.
- Loot is now bundled up into 15hp crates, and supply drops now come in a big shiny 150hp crate. Shoot or shift into them to open them.
- When you kill an enemy, you'll instantly gain +50 hp and mana, allowing you to keep fighting and avoid getting third partied.
- Adjusted the costs of all chemicals, weapons and vehicles, generally making them more expensive as they are now permanent upgrades.
- Accessing level 3 skills is now a bit different. You can take a single skill up to level 3 on your 5th/10th/15th point in that tree.
- Your player level (shown up the top left of the screen) is now higher, as I've changed the leveling curve so people level up more frequently.
- And much more! Balance tweaks, bug fixes, and quality of life changes based on hundreds of hours of discussion in the Discord.


40% Discount

Geneshift is on sale this week, so like, subscribe, and smash that buy button!

Have fun!
bencelot

Thanks for participating this weekend!



UPDATE: Thanks for playing!

The giveaway has ended and it's been a lot of fun! The servers have never been fuller and I've received some fantastic feedback from all the new players. I hope you all continue to enjoy the game as I implement this feedback over the coming weeks.


UPDATE: Lessons Learned

There were a few hiccups, mostly servers crashing and people not being able to log in, but those have fortunately been fixed. There was also some confusion about the nature of the giveaway, as the DLC was not included. I made sure to mention this on the Steam page and in the announcement, but understandably not everyone read this. But I'm grateful to the people who left reviews on this topic, as it's made me rethink the business model. People were mostly concerned about the progression benefits of the DLC, and as a result I have significantly toned this down.

You used to unlock items significantly faster with the DLC. This didn't give any exclusive access to items, but it did allow you to earn kill coins 5x faster, saving you time. But this was simply too different of a gaming experience for those who did and didn't have the DLC, which this giveaway made clear. So I've made big sweeping changes to fix it and greatly nerfed this DLC benefit.

Non DLC players can now progress 3 to 5x faster than before, as you now get more rewards from leaderboards, challenges, and leveling up. If you do get the DLC, you'll get a minor 2x coin boost only to the challenges and leveling up, but nothing else. For example if you top the daily leaderboards you'll now get the same +200 coin bonus whether you have the DLC or not (it used to be only 40 coins without the DLC). I've also flattened the costs to unlock new items to give a more steady sense of progression.

Anyway, I've made this fix and the game plays a lot better because of it. So thanks again to everyone who made their voices heard and letting me know! Over the next few weeks I'll continue going through all the reviews, analysing the feedback and making changes. You can follow the dev updates in the official discord at: discord.gg/geneshift





Get Geneshift for free!

For the next 48 hours you can get the base game of Geneshift 100% free. Please keep in mind that this giveaway is only for the base game and does not include the Supporter's Edition DLC. Fortunately, the base game has 95% of the content and is all you need to play, so please tell your friends and get it while you can!

There are going to be a LOT of players online due to this giveaway, so if you want to dominate the PvP servers, or are curious about the brand new singleplayer survival game mode, now's the time to play!





Play the New Singleplayer Mode!

Last week Geneshift released a HUGE new version with a whole new singleplayer game mode - Daily Survival Runs. You fight 12 rounds against increasingly deadly enemies and see how long you can survive. Each round the enemy grows stronger and the only way to survive is to complete these new GTA2 style missions for civilians, which give you randomly generated bonuses to your items.

These bonuses are great fun and give you crazy powers like +50% movement speed on your knife, or +200% size when you cast Radiate. You'll need to adapt your play-style based on the bonuses you get if you want to survive and top the leaderboards. These new civilian missions and their bonus rewards have been added to the PvP modes too. This game is getting more like GTA2 every version!

If you like the normal Geneshift gameplay but don't want to deal with lag or veterans kicking your ass, this is the mode for you. Even better, if you own the Supporter's Edition DLC you can play this mode in 4-player co-op with friends (and only one of you needs to own it as well).