HomeGamesUpdatesPricingMethodology
Steam News24 June 202610d ago

Update 0.7.7

🚨 "THE DRAFT & MINER UPDATE" (0.8.0) releases JULY 15th (in 3 weeks!) βš– BALANCE In general, I've been getting the sense that overall difficulty is a bit undertuned, so I'm buffing Microbes across the board (by a smidge

In this update5

Full notes

Full Genome Guardian 2 update

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

What changed

4 fixes1 addition6 changes0 removals
  • Balance
  • UI and audio
  • Gameplay
changedβš– BALANCEIn general, I've been getting the sense that overall difficulty is a bit undertuned, so I'm buffing Microbes across the board (by a smidge ) and making some Mutations more impactful/noticeable. Reminder that this game is in Early Access and that balance changes like this are both fair game and to be expected.
changedβš– BALANCEGlobal Microbe Health +6.25%.
changedβš– BALANCEGlobal Microbe Speed +6.25%.
changedβš– BALANCEMutations: Microbe Size +100%, Microbe Health +30%: Microbe Health +30% β†’ +35%. because Microbes being twice as large often makes this a net positive, which is true most of the time (instead of just for some niche builds). Microbes with A DNA are extinct, Microbe Health +30%: Microbe Health +30% β†’ +35%. I want you to actually think before autopicking this Mutation every single time, y'know? Microbes with G DNA are extinct, Microbe Size -30%: Microbe Size -30% β†’ -35%. now marginally less of a "freebie". Health +40% for Microbes with T DNA: Health +40% β†’ +50%. I think it's justified considering this is supposed to be noticeable, it doesn't affect all Microbes, and is entirely negated by making Microbes with T DNA extinct. Microbe Firerate -50%, Offspring Speed +200%: Offspring Speed +200% β†’ +300%. many Offspring don't even move, and this Mutation does nothing if you just kill Microbes with C DNA before they shoot. Offspring Health +300%, Offspring Size +200%: Offspring Health +300% β†’ +400%. made stronger since few Offspring even HAVE Health. the Size increase is often just a positive.
changedβš– BALANCEMods: Generator: Shield Max gain/loss now also triggers via Armour loss. previously it didn't because Armour deflections don't count as "getting hit".
changedβš– BALANCEAll-A-DNA Microbes: AA "Hemocide": Microbe Speed 333 β†’ 292. AAA "Capiloco": Microbe Speed 417 β†’ 333. AAAA "Clotikaze": Microbe Speed 500 β†’ 375.
All-A-DNA Microbes: AA "Hemocide": Microbe Speed333292All-A-DNA Microbes: AA "Hemocide": Microbe Speed decreased, nerfAAA "Capiloco": Microbe Speed417333AAA "Capiloco": Microbe Speed decreased, nerfAAAA "Clotikaze": Microbe Speed500375AAAA "Clotikaze": Microbe Speed decreased, nerf

Genome Guardian 2 changes

changedIn general, I've been getting the sense that overall difficulty is a bit undertuned, so I'm buffing Microbes across the board (by a smidge ) and making some Mutations more impactful/noticeable. Reminder that this game is in Early Access and that balance changes like this are both fair game and to be expected.
changedGlobal Microbe Health +6.25%.
changedGlobal Microbe Speed +6.25%.
changedMutations: Microbe Size +100%, Microbe Health +30%: Microbe Health +30% β†’ +35%. because Microbes being twice as large often makes this a net positive, which is true most of the time (instead of just for some niche builds). Microbes with A DNA are extinct, Microbe Health +30%: Microbe Health +30% β†’ +35%. I want you to actually think before autopicking this Mutation every single time, y'know? Microbes with G DNA are extinct, Microbe Size -30%: Microbe Size -30% β†’ -35%. now marginally less of a "freebie". Health +40% for Microbes with T DNA: Health +40% β†’ +50%. I think it's justified considering this is supposed to be noticeable, it doesn't affect all Microbes, and is entirely negated by making Microbes with T DNA extinct. Microbe Firerate -50%, Offspring Speed +200%: Offspring Speed +200% β†’ +300%. many Offspring don't even move, and this Mutation does nothing if you just kill Microbes with C DNA before they shoot. Offspring Health +300%, Offspring Size +200%: Offspring Health +300% β†’ +400%. made stronger since few Offspring even HAVE Health. the Size increase is often just a positive.
changedMods: Generator: Shield Max gain/loss now also triggers via Armour loss. previously it didn't because Armour deflections don't count as "getting hit".

🚨"THE DRAFT & MINER UPDATE"(0.8.0) releases JULY 15th (in 3 weeks!)

βš– BALANCE

In general, I've been getting the sense that overall difficulty is a bit undertuned, so I'm buffing Microbes across the board (by a smidge) and making some Mutations more impactful/noticeable. Reminder that this game is in Early Access and that balance changes like this are both fair game and to be expected.

  • Global Microbe Health +6.25%.

  • Global Microbe Speed +6.25%.

  • Mutations:

    • Microbe Size +100%, Microbe Health +30%: Microbe Health +30% β†’ +35%.

      • because Microbes being twice as large often makes this a net positive, which is true most of the time (instead of just for some niche builds).

    • Microbes with A DNA are extinct, Microbe Health +30%: Microbe Health +30% β†’ +35%.

      • I want you to actually think before autopicking this Mutation every single time, y'know?

    • Microbes with G DNA are extinct, Microbe Size -30%: Microbe Size -30% β†’ -35%.

      • now marginally less of a "freebie".

    • Health +40% for Microbes with T DNA: Health +40% β†’ +50%.

      • I think it's justified considering this is supposed to be noticeable, it doesn't affect all Microbes, and is entirely negated by making Microbes with T DNA extinct.

    • Microbe Firerate -50%, Offspring Speed +200%: Offspring Speed +200% β†’ +300%.

      • many Offspring don't even move, and this Mutation does nothing if you just kill Microbes with C DNA before they shoot.

    • Offspring Health +300%, Offspring Size +200%: Offspring Health +300% β†’ +400%.

      • made stronger since few Offspring even HAVE Health.

      • the Size increase is often just a positive.

  • Mods:

    • Generator: Shield Max gain/loss now also triggers via Armour loss.

      • previously it didn't because Armour deflections don't count as "getting hit".

  • All-A-DNA Microbes:

    • AA "Hemocide": Microbe Speed 333 β†’ 292.

    • AAA "Capiloco": Microbe Speed 417 β†’ 333.

    • AAAA "Clotikaze": Microbe Speed 500 β†’ 375.

πŸ”„ CHANGES

  • "NEW" vs. "UNUSED"in the SETUP menu, Guardians / Parts / Mods / Gadgets that you've clicked on the button for but haven't used in a dive yet will say "UNUSED" above them instead of "NEW". (you're welcome)

πŸ”¨ FIXES

  • for some people, up to DEPTH 5 in any Mode they had unlocked (that they haven't unlocked DEPTH 5 in) was getting unlocked the moment they boot up the game.

    • I think this doesn't apply retroactively, but I also think it only affects players that experienced this bug and have booted into 0.7.6 at some point.

  • DATABASE / ARSENAL: some projectiles would do weird stuff if too many were on screen.

  • GUIDE: would sometimes show nothing and have no tab selected.

  • fixed some typos.

πŸ’– Please add a review! They directly support GG2 / development πŸ’–

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 / 24 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.