Full notes
Full Irsen update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Balance
Irsen changes
Hello everyone.
I continue covering gene operations in the Gene Lab. In one of the previous devblogs, I already explained the basic procedures involving genes. Now I want to look at operations involving a single gene.
During a run, there comes a point when a gene is clearly no longer going to be used for fusion and allele development. In other words, this gene may no longer be needed by the player because the Gene Map slots are already occupied by other genes.
Inventory.
The inventory is designed in such a way that a gene cannot simply be deleted from it. I decided not to let the player throw away or destroy genes, because a gene is not just a piece of equipment like greaves or boots.
Instead, a gene can be fused with another gene in the lab and go through allele improvement. However, if a gene is no longer useful to the player in any form, gene consumption becomes the way to turn an extra gene into something useful instead of simply disposing of it.
Because of this, an extra gene does not become trash. Even if it does not fit the current Gene Map, it can still be useful as a source of permanent enhancement. The player does not have to wait for a perfect set of genes: part of the random loot can be converted into small but stable character bonuses.
At the same time, gene consumption does not replace working with the Gene Map. A gene placed into the map can participate in chains and unlock skills. A consumed gene can no longer do that. So before consuming a gene, the player chooses whether to keep it as part of a future build structure or turn it into a passive enhancement right now.
Gene Consumption.
This operation is performed on genes that the character will no longer need and that no longer have a place in the Gene Map.
When a gene is consumed, the character integrates it directly into their body. The gene no longer occupies space in the inventory or on the Gene Map, and is converted into a perk.
The perk provides the same basic bonus as the original gene. However, synthesized parameters - growth effects gained during gene development - are lost.
For example, the character receives a gene that increases Stamina. The effect itself is useful, but another Restoration gene is no longer needed on the Gene Map. The Restoration slots may already be occupied by stronger genes that participate in the required chains. Replacing them with a weaker gene would not be beneficial.
Replacing a gene of another archetype is also not an option: it would break existing chains, and the character would lose the desired skills. In this case, the gene can be consumed and converted into a perk with the same basic bonus.
There is also a penalty for consuming a gene. This operation increases corruption, bringing the character slightly closer to the next mutation. The higher the allele of the consumed gene, the more corruption the operation adds.
Another example is a gene with a useful defensive effect that drops too late. If by that point the map is already built around other archetypes, rebuilding the entire setup for a single gene may not be worth it - especially since developing that gene’s allele would require waiting for repeated drops. But completely ignoring such a gene also feels wasteful. Gene consumption allows the player to take its basic benefit without breaking already assembled chains.
Why This System Exists.
The main goal of these operations is to give the player more control over character development. On early floors, genes are often used as temporary pieces. The player tries different chains, changes skills, gathers early effects, and searches for a build direction.
But closer to the middle and later parts of the run, some genes become the foundation of the character. At that point, it becomes important to have tools that allow the player to do more than simply wait for a perfect random drop.
Gene consumption allows the player to:
turn an unnecessary gene into a permanent bonus;
free up space on the Gene Map and Inventory;
gain value from a gene that does not fit the current Gene Map.
As a result, gene consumption works as a soft way to smooth out loot randomness. Not every gene found during a run has to fit perfectly into the map. Some genes can be developed through fusion, some can be kept for future chains, and some can be consumed and turned into a permanent foundation for the character.
In the next devblog, I will finish covering single-gene operations. It will focus on finalization, which allows certain genes to be specialized for a specific role within a build.
Source
Changelog.gg summarizes and formats this update. How we read updates.
