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Genome Guardian 2 News

Update 0.5.11

[p]After this patch, I'll be focusing on preparing MAJOR UPDATE 1, which will likely drop late April. The time gap is mostly because I'll be moving to a new house across the country - that process itself takes time and will take time to get situated at the new place.[/p][p][/p][h3]🧬 if you haven't left a review yet, please do 💖[/h3][p]reviews have a huge impact on the game's exposure/success (seriously, it directly supports development). I read each one whether it's 10 paragraphs or 1 word![/p][p][/p][h3]⚖ BALANCE[/h3]
  • [p]"Broadside" Bracket: Firerate -50% → -60%.[/p]
  • [p]"Ammunition" Core: Reloading no longer refreshes every weapon's fire delay.[/p]
    • [p]It's always been possible to reduce Reload Time to 0, which would mean all your weapons could fire as fast as your framerate (an unfair advantage for those with high Hz monitors).[/p]
    • [p]This solution works well because, hey, weapons are already balanced around their Firerate.[/p]
    • [p]Look man, you don't need to fire 60 Nukes + 60 BFGs + 60 Trail Rockets per second.[/p]
  • [p]Genes:[/p]
    • [p]"Accuracy +50%, Range +30%": Accuracy +50% → +60%.[/p]
    • [p]"Accuracy +70%, Velocity +100%": Accuracy +70% → +75%.[/p]
    • [p]"Size +75%, Range +25%": 25 → 30 Biomass.[/p]
  • [p]Weapons:[/p]
    • [p]AATT "Critter Hatcher": Damage -6.25%.[/p]
    • [p]Burn Family:[/p]
      • [p]AAG "Flamethrower": Damage -4%.[/p]
      • [p]AAAG "Plasmathrower": Damage -4%.[/p]
      • [p]AACG "Frostthrower": Damage -4%.[/p]
      • [p]AAGG "Heatwave Emitter": Damage -4%.[/p]
      • [p]AAGT "Heatseeker Swarm": Damage -4%.[/p]
    • [p]Proximity Family:[/p]
      • [p]ACT "Anti-Air Cannon": Damage -6.25%.[/p]
      • [p]AACT "Anti-Freeze Missile": Damage -6.25%.[/p]
      • [p]ACCT "Anti-Air Gatling": Damage -6.25%.[/p]
      • [p]ACTT "Anti-Air Torpedo": Damage -6.25%.[/p]
[p][/p][h3]🔄 CHANGES[/h3]
  • [p]Weapon CGGG "BFG-9000":[/p]
    • [p]Minor tweaks to the "argent tendrils".[/p]
    • [p]Now has unique sound (distinct from the regular "Zap" noises).[/p]
  • [p]Projectiles that speed up or slow down over time (ex. what the "Concentrator" Barrel and "Broadside" Bracket do) will experience less of that effect if they last a long time (it'll feel better this way, and overall Velocity is untouched).[/p]
  • [p]"Taser" Mod: Changed unlock condition (because something else is taking its old unlock condition soon 👀)[/p]
  • [p]"Freon" Mod Unlock Condition: Eliminate 3000 → 2000 Microbes with Freeze weapons.[/p]
[p][/p][h3]🔨 FIXES[/h3]
  • [p]Popups:[/p]
    • [p]would be positioned wrong if aspect ratio was narrower than 16:9 (aka 1920x1080).[/p]
    • [p]Some didn't have their text translated. [/p]
  • [p]"Maw" Guardian: While the Damage you take is supposed to gradually increase deeper into a dive, it was still unusually inconsistent.[/p]
  • [p]Weapon CGGG "BFG-9000": Now tracks eliminations properly.[/p]
  • [p]"Reverser" Barrel: Weapons that produce explosions as they travel (like Trailguns) now work properly with this Barrel.[/p]
  • [p]Steam Deck + Keyboard & Mouse: For those players that want KBM support on Steam Deck, I think I've done everything needed to get that working. If you're one of those players, let me know if it works for ya (I don't have either that I can plug into my Steam Deck so I can't really know for certain if I did it right).[/p]
  • [p]Explosive & Area Size: Fixed some cases where weapon hover stats would claim they're capped to 1000 when they aren't (only non-explosive/area/hitscan projectiles are).[/p]
  • [p]Awards: Some counts were getting limited by the maximum size of a float value before.[/p]
  • [p]The "Damage Dealt" stat was previously only tracking Damage dealt to Deposits.[/p]
  • [p]WASD / Gamepad Menu Navigation: Fixed a bunch of wonkiness (ex. not being able to get to the "READY" button during a dive).[/p]

Update 0.5.10

[h3]âš– BALANCE[/h3]
  • [p]Burn/Freeze Anomaly: Tweaked the balance of it a bit (everyone always picked the "Freeze" option).[/p]
[p][/p][h3]🔄 CHANGES[/h3]
  • [p]"Capacitor" Mod: Minor visual effect changes.[/p]
  • [p]"Satellite" Guardian: More differentiation between "ORBITAL STRIKE!" Powerpolyp & this Guardian's visual effects.[/p]
  • [p]Explosion Sounds:[/p]
    • [p]Some weapons now have specific explosion sounds.[/p]
    • [p]Slight variation in explosion sound for tiny explosions.[/p]
[p][/p][h3]🔨 FIXES[/h3]
  • [p]I have finally, FINALLY, put the "save loss" bug to bed forever. This whole week I've been unable to recreate the scenario - all I could do was guess the cause and just try to make the save system "more resilient", but now I know exactly what the cause was and it has been fixed.[/p]
    • [p]To every player whom I told that the save system was "already bulletproof" - indeed... it was not.[/p]
    • [p]To those lamenting lost saves: What's lost currently is lost forever... but: it'll take you much less time to get back to where you were now that you're already familiar with the game.[/p]
    • [p]There'd be lots more in this patch if not for this fix - I wanted to get it live ASAP.[/p]
  • [p]RECORDS / BESTS: Damage, Crit Damage, Core Max, Knockback & Range show again.[/p]
  • [p]"HIGH VOLTAGE!" Powerpolyp: Would often have no effect on Explosions / various weapons.[/p]
  • [p]Deposits:[/p]
    • [p]They'd sometimes spawn off-screen at aspect ratios narrower than 16:9.[/p]
    • [p]They'll never spawn overlapping each other now.[/p]
  • [p]Some Anomalies would cause their effects to occur even if you selected the option that doesn't do anything.[/p]
  • [p]Minor performance improvements.[/p]

Update 0.5.9

[h3]🔄 CHANGES[/h3]
  • [p]ACGT Chromaelstrom: Since it can't use Sticky (since they'd be completely invisible, not because I hate fun), there's now a warning before forming it when using parts that have built-in Sticky (just like there is for AGTT Bubble Blaster).[/p]
  • [p]Pre-Dive Warning: "Stator" Mod's "lose all Shield when hit" overrides "Barrier" Mod's "Shield is reduced by at most 2 when hit".[/p]
[p][/p][h3]🔨 FIXES[/h3]
  • [p]RECORDS Menu: Values in the "BESTS" section are now properly capped to their current maximums.[/p]
  • [p]Various typos fixed.[/p]
  • [p]Some other minor fixes.[/p]

Update 0.5.8

[h3]🔄 CHANGES[/h3]
  • [p]Some more intro onboarding tweaks.[/p]
  • [p]Studies:[/p]
    • [p]"COLLECT Exalted Microbe Eliminations": required eliminations 5/10/15 → 4/8/12.[/p]
    • [p]"COLLECT Enraged Microbe Eliminations": required eliminations 3/6/9 → 2/4/6.[/p]
  • [p]"SHMUP" Mode: Various parts with a Range rings are now properly scaled to this mode (each radius multiplied by x1.875). This affects:[/p]
    • [p]"Snare" Guardian[/p]
    • [p]"Intake" Mod[/p]
    • [p]"Sword" Mod[/p]
    • [p]"Collar" Mod[/p]
    • [p]"Scope" Mod[/p]
    • [p]"Gloves" Mod[/p]
    • [p]"Sensor" Mod[/p]
    • [p]"Cold Snap" Gadget[/p]
    • [p]"STASIS FIELD!" Powerpolyp[/p]
    • [p]"Deadzone" Mutation[/p]
    • [p]"Falloff" Mutation[/p]
[p][/p][h3]🔨 FIXES[/h3]
  • [p]🚨🚨🚨 Bounce: update 0.5.7 broke Bounce - they rebound off of walls again.[/p]
  • [p]Some translation mistakes (text appearing in the wrong language).[/p]
  • [p]Projectile size was not supposed to be capped to 1000 Explosions, Areas & Hitscans - now capped to 9999 (which is about 9 times larger than the visible area itself). It's capped to 1000 for most projectiles because otherwise, it'll instantly collide with the walls upon firing.[/p]
  • [p]Binds for Page Left & Page Right now work on CHECKLIST menu.[/p]
  • [p]Moving an already-purchased Gene will no longer change your Biomass value to reflect a price reduction.[/p]
  • [p]"Minelayer" Barrel: Fixed projectiles not spawning.[/p]
  • [p]Microbe GTTT "Isogod": Now properly affected by sources of "stun" (which IIRC is only the Taser Mod currently, but still).[/p]
  • [p]Studies: Fixed a rare occurrence where a FAILED or COMPLETED Study would just never fade away.[/p]
  • [p]"SHMUP" Mode: Switching from a moving Platform then back to the "Turret" Platform will no longer cause you to slowly drift upward upon starting a dive.[/p]

Update 0.5.7

[h3]âš– BALANCE[/h3]
  • [p]Armour, Shield, Health: Now have an upper limit of 999[/p]
    • [p]there was basically only one way to achieve this (and that's just for Health) and it trivializes Endless[/p]
    • [p]yes, your saved Maw or Superstar dive on Endless wave 73935836 is probably going to die in a few seconds[/p]
    • [p]Just a reminder that this game is in Early Access and has been live for less than a week - changes like this are fair game & to be expected[/p]
[p][/p][h3]🔄 CHANGES[/h3]
  • [p]Tweaks to collision handling (~20% framerate increase in high-projectile-count situations).[/p]
  • [p]Mutations: Fixed some names.[/p]
  • [p]Music & Sound Volume: can be now be increased/decreased in 5% increments. (for the players claiming the game is too loud that insist on having PC system volume at 100% 😅)[/p]
  • [p]"Minelayer" Barrel: Added warning popup before creating a Hitscan weapon (0% Range on Hitscan means it may as well not exist)[/p]
  • [p]"SHMUP" Mode: Minor tweaks to make it feel more shmup-y.[/p]
[p][/p][h3]🔨 FIXES[/h3]
  • [p]"Deadzone" Mutation + "Falloff" Endless Mutation: Nothing can "slip through the cracks" of these anymore.[/p]
  • [p]Rare bug where you'd get hit with the "WEAPON DISCOVERED" view immediately upon loading a saved run.[/p]
  • [p]"Mole" Guardian: Could unlock when it shouldn't unlock yet.[/p]
  • [p]"Orbit" Bracket: Was experiencing unusually low Knockback.[/p]
  • [p]"Roulette" Endless Mutation: Now actually does the thing it says it does.[/p]
  • [p]Bugs Specific To Narrow Aspect Ratios: (yes, it sounds silly but that's a thing)[/p]
    • [p]Offspring would spawn offset from the Microbe spawning them.[/p]
    • [p]Sideways-moving microbes escaping view in SHMUP Mode.[/p]
    • [p]"Reverser" Barrel + Hitscan + Flak: The flaks now appear at the tip of the shot.[/p]