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Steam News24 March 20263mo ago

Update 0.5.15

⚖ BALANCE TTTT "Nuke" Weapon: Damage -40% to compensate for its large explosion radius. "Maw" Guardian: now stipulates that you cannot increase Health Max with this Guardian.

In this update3

Full notes

Full Genome Guardian 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes5 additions17 changes3 removals
  • Balance
  • Store
  • UI and audio
  • Events
  • Gameplay
  • Fixes
changed⚖ BALANCETTTT "Nuke" Weapon: Damage -40% to compensate for its large explosion radius.
changed⚖ BALANCE"Maw" Guardian: now stipulates that you cannot increase Health Max with this Guardian.
changed⚖ BALANCE"Ammunition" Core: now comes with 10% Crit Chance instead of every first shot being a guaranteed Crit.
changed⚖ BALANCE"Fusion" Core: people have been having way too much fun with this so Charge Rate has been reduced from 100 to 30.
changed⚖ BALANCE"Solarpanel" Mod: can be triggered 10 → 3 times per wave.
changed⚖ BALANCE"Turbocharger" Mod: Firerate increases from -75% to +75% → -100% to +30% .
people have been having way too much fun with this so Charge Rate10030people have been having way too much fun with this so Charge Rate decreased, nerf"Solarpanel" Mod: can be triggered103"Solarpanel" Mod: can be triggered decreased, nerf"Turbocharger" Mod: Firerate increases-75%+75%"Turbocharger" Mod: Firerate increases increased, buffFirerate increases from -75% to +75% → -100%+30%Firerate increases from -75% to +75% → - decreased, nerf

Genome Guardian 2 changes

changedTTTT "Nuke" Weapon: Damage -40% to compensate for its large explosion radius.
changed"Maw" Guardian: now stipulates that you cannot increase Health Max with this Guardian.
changed"Ammunition" Core: now comes with 10% Crit Chance instead of every first shot being a guaranteed Crit.
changed"Fusion" Core: people have been having way too much fun with this so Charge Rate has been reduced from 100 to 30.
changed"Solarpanel" Mod: can be triggered 10 → 3 times per wave.

⚖ BALANCE

  • TTTT "Nuke" Weapon: Damage -40% to compensate for its large explosion radius.

  • "Maw" Guardian: now stipulates that you cannot increase Health Max with this Guardian.

  • "Ammunition" Core: now comes with 10% Crit Chance instead of every first shot being a guaranteed Crit.

  • "Fusion" Corepeople have been having way too much fun with this so Charge Rate has been reduced from 100 to 30.
  • "Solarpanel" Mod: can be triggered 10 → 3 times per wave.

  • "Turbocharger" Mod: Firerate increases from -75% to +75% -100% to +30%.

  • "Metronome" Mod: Firerate locked to 1/s → 0.3/s.

  • "Funnel" Mod: a popup now tells you that equipping this Mod with the "Ammunition" Core is not allowed.

  • "F-0CUS" Motherboard: Gene Slot Count 6 → 5.

  • "Ammunition" Core: Reload Time 2s → 4s.

  • CGGG "BFG-9000" Weaponhas unfortunately been removed from the game due to me receiving a takedown notice from Electronic Arts. This DNA combination will be disabled until a suitable replacement weapon is implemented in version 0.8.0.
  • Zap: now chains to at most 1 microbe due to being overpowered.

  • "Ammunition" Core: now has inherent Range -30%.

  • "Ammunition" Coreachievements are now disabled while using this Core.
  • "Ammunition" Core: the first shot from a fresh clip now has Damage -70% but features Accuracy +25% & Velocity +25% to make landing shots much easier.

  • all of the above balance changes are completely fake.

  • the actual patch notes are below.

🔄 CHANGES

  • you can now click on weapon names while paused during a wave to see the evolution view (just like when you're in the shop).

  • SETUP Dive Button Warningsadded a bunch more.
  • Study Rewards:

    • Biomass: can reward 20/40/60 → 30/45/60.

    • Bleaches: can reward 1/2/3 → 2/3/4.

    • Rerolls: can reward 2/4/6 → 3/(4 or 5)/6.

    • Banishes: can reward 3/6/9 → 6/9/12.

    • Research: can reward 250/500/750 → 400/600/800.

  • Deposit Values:

    • Bleaches: can contain 1/2/3 → 2/3/4.

    • Research: can contain 300/500/700 → 400/600/800.

  • Mutation Descriptions: made some more clear (ex. "Damage +999 to microbes with G DNA can be interpeted in 2 very different ways...)

  • "Magnet" Endless Mutation: renamed to "Lure" so it doesn't collide with the name of an unreleased thing (which is not GG1 Magnet).

  • Hitscan Spritesnow look smoother when they're really large (you could say I increased their "resolution" which isn't accurate but that's the best way to communicate it)
  • AACT "Anti-Freeze Missile" Weapon: no longer immediately produces an Explosion when fired (it wasn't supposed to produce an Explosion on frame 1 so I consider it a bug)

  • CCTT "Trail Rocket" Weapon Description: it encouraged you to add Sticky to it but I forgot that the idea I have in mind with it doesn't work unless it also has Pierce, so, yeah.

  • Sound:

    • Armourchanged for both gaining & losing Armour.
    • Burn: faint/subtle sound when applying Burn.

    • Freeze: faint/subtle sound when applying Freeze.

🔨 FIXES

  • fixed thing that kinda broke game for new players - it told you to select DEPTH 2 but there's nothing there. (this here is the main reason for this update honestly)

  • Singular Weapon Description View During Divefixed weird bug where some weapons would like... block the Back button with their explosions or something.
  • SETUP Tip: now actually changes when you leave SETUP (as was always intended) - this is why you had so few tips in the GUIDE menu.

Source

Steam News / 24 March 2026

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