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Steam News4 June 20261mo ago

Update 0.7.1

So there's a number of things here that were actually already in 0.7.0 but I'm stating them them now since the 0.7.

In this update6

Full notes

Full Genome Guardian 2 update

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

What changed

12 fixes5 additions9 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
  • Fixes
changed⚖ BALANCE"Maw" Guardian: now that a lot of what made it grossly OP before has been "handled", I'm reducing the rate that its self-Damage occurs past wave 30 considerably. It still continues to rise, but not nearly as fast.
changed⚖ BALANCE"Taser" Mod: Firerate -35% → -40%.
changed⚖ BALANCE"Collar" Mod: now specifies that it eliminates all other Microbes within 50% Range when hit by a Microbe (so it doesn't include the one you hit). It still dies or sticks, but won't grant Biomass.
added⚖ BALANCE"Lance" Mod: can now instantly destroy Deposits.
changed⚖ BALANCE"Spinner" Bracket: Damage -25% → -30%.
changed⚖ BALANCE"Channel" Gadget: generates 1 Shield every 0.5s → 0.7s.
"Taser" Mod: Firerate -35%-40%"Taser" Mod: Firerate - decreased, nerf"Spinner" Bracket: Damage -25%-30%"Spinner" Bracket: Damage - decreased, nerf"Channel" Gadget: generates 1 Shield every0.5s0.7s"Channel" Gadget: generates 1 Shield every increased, buff"Repair" Gadget: Speed -50%-30%"Repair" Gadget: Speed - decreased, nerf

Genome Guardian 2 changes

changed"Maw" Guardian: now that a lot of what made it grossly OP before has been "handled", I'm reducing the rate that its self-Damage occurs past wave 30 considerably. It still continues to rise, but not nearly as fast.
changed"Taser" Mod: Firerate -35% → -40%.
changed"Collar" Mod: now specifies that it eliminates all other Microbes within 50% Range when hit by a Microbe (so it doesn't include the one you hit). It still dies or sticks, but won't grant Biomass.
added"Lance" Mod: can now instantly destroy Deposits.
changed"Spinner" Bracket: Damage -25% → -30%.

So there's a number of things here that were actually already in 0.7.0 but I'm stating them them now since the 0.7.0 patch notes are completely incomprehensible (mostly the fan art / music - didn't want them to get lost in the sauce of 0.7.0 notes)

BALANCE

  • "Maw" Guardian: now that a lot of what made it grossly OP before has been "handled", I'm reducing the rate that its self-Damage occurs past wave 30 considerably. It still continues to rise, but not nearly as fast.

  • "Taser" Mod: Firerate -35% → -40%.

  • "Collar" Mod: now specifies that it eliminates all other Microbes within 50% Range when hit by a Microbe (so it doesn't include the one you hit). It still dies or sticks, but won't grant Biomass.

  • "Lance" Mod: can now instantly destroy Deposits.

  • "Spinner" Bracket: Damage -25% → -30%.

  • "Channel" Gadget: generates 1 Shield every 0.5s → 0.7s.

  • "Repair" Gadget: Speed -50% → -30% while charging.

  • "Atrophy" Endless Mutation: Health Max -2 → -4 after each wave.

  • "Bounce, Range +50%" Gene: Price 40 → 45. (it comes with Range +50% and no downside, after all)

🔄 CHANGES

  • "Boombox" Guardian: once again, a handful of tweaks to make it feel even better.

  • "Fusion" Core: description now explicitly states that Firerate is ignored on this Core.

  • ACGT "Chromaelstrom" Weapon: can now use Sticky since it now creates a unique projectile sprite when stuck (P.S. it's mael st ro m, not mael st or m, learn2read)

  • Deposits: the ring that appears around them indicating remaining Health is now much larger - impossible to miss now.

  • Nanobot hover info during a dive now displays the values for Speed, Scale & Core Gain.

  • I've added a lot of stuff behind the scenes for new mechanics / content which could result in some new bugs popping up - only time will tell.

🔨 FIXES

  • "Jester" Guardian:

    • Doubletime icon rotation will be restored upon switching off of Jester.

    • Hover tooltip formatting will be restored upon switching off of Jester.

    • The achievement for victory with Jester now triggers the moment you attain victory.

  • "Baphomet" Hull: was getting an unusual amount of Health-related powerpolyps for no reason.

  • "Reverser" Barrel: if you had super high Range, shots that would go too far from the center would end up getting deleted (this is fine behaviour when not using this barrel but can totally ruin runs otherwise).

  • "Ammunition" Core: explosives that you've already fired while not at full ammo would produce crit explosions if you reload and then have full ammo before they detonate.

  • "Saline" Mod: wouldn't recognize taking Damage to Shield sometimes.

  • "Dynamo" Mod, "Syringe" Mod: now work together as you'd expect.

  • "Roar" Gadget: Knockback is now also applied to healthness offspring (like from C "Lagun").

  • Slot Warnings:"CAN'T DEAL DAMAGE" & "CAN'T DEAL KNOCKBACK" warnings would appear when it shouldn't sometimes.

  • DIVE Button Warnings: some triggering when they shouldn't.

  • each deposit now has a slightly different shape based on what resource it contains.

  • fixed some more issues with hitscan collisions going undetected at low framerates.

  • the "Health -? per wave" Study would say -1 even if it was -2 or -3.

  • opening the GUIDE would sometimes just not show anything.

🎨 FAN ART

  • "A.B.Y.S.S. Labs"by Ang

  • "Satellite"(the unlockable Guardian) by glungus

  • "Superstar"(the unlockable Guardian) by glungus

🎵 MUSIC

  • "Prototype"by DeltaVee (added to "MEDIUM" category, wave 11-20)

💖 Please add a review! They directly support GG2 / development 💖

You know those sites like Patreon or that Buy Me A Coffee one? That's what reviews are to a game.

Whether it's 30 paragraphs or 1 letter, they all directly influence Genome Guardian 2's success & exposure.

Source

Steam News / 4 June 2026

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