- Play as 4 characters at the same time, each with their own moveset!
- Unlock powerful abilities and combine them to create your own playstyle!
- Style your way through waves of enemies, what's the point of saving the world if you don't look cool doing it?
- Follow the hilarious story of this band of misfits as they make the impossible, possible.

A bizarre music band named Genokids is rocking one of their best concerts to date when The Infinite Empire of Zenodia decides to invade Earth and assimilate mankind, landing right on top of the band and ruining both their concert and mood.
Seamlessly swap between all four characters in the middle of a fight. Execute multiple actions at the same time!

Go beyond your limits and enter HYPER MODE!

MOTIVATION IS MANKIND'S GREATEST WEAPON!
Improvements
Speed up a bit the automatic graphics quality selection process.
[/*]Moved the sprite textures used on cutscenes to assetbundles, which was needed to fix a problem with incompatible texture formats on some GPUs. This has allowed compressing them with L4Z, which has reduced the size of the game on disk from 3.44 GB to 1.52 GB.
[/*]
Changes
Disabled automatically pausing the game when losing focus, which was problematic for streaming.
[/*]Relaxed some invisible walls in Chapter 1.
[/*]Added countermeasures to avoid dying just after winning a chapter.
[/*]
Fixes
Fix sometimes being unable to get grounded after jumping towards a ledge and hitting it at knee height. Instead of completely going over the ledge, the character gets stuck on the ledge itself and has to either stop running towards the ground and fall or double jump.
[/*]Fix headlights not illuminating characters.
[/*]Reverted Japanese localization changes introduced when the French and Russian localizations were added.
[/*]Fix game crashes on computers that don\'t support BC7 texture compression (which requires DirectX 11) and have 8 GB of VRAM or less (or RAM when using an integrated GPU), as in this case Unity decompresses the textures in RAW format before uploading them to RAM, which results in an out of memory crash or even freezing the computer.
[/*]Fix void out and go back to previous checkpoint doesn\'t work when continually tagging to other Genokids while falling off them map.
[/*]Fix Eurobeat music doesn\'t play on the last fight in Chapter 3\'s circuit after dying and retrying or when continuing a savegame from that point.
[/*]
Improvements
Added French localization (thanks to Kvin Valmar and Jeanne de Troie).
[/*]Added Russian localization (thanks to Daniil \"Sidiusz\" Kuznetsov).
[/*]Added the same sound effect of locking a target to cycling between locked targets.
[/*]Added the ability to go into hyper mode and back on the skin menu.
[/*]Added the option in Gameplay settings to show a small UI flow bar next to the Genokid.
[/*]Added UI to the end screen that shows which buttons you can press to get out of it.
[/*]Small optimizations.
[/*]
Changes
Increased slightly the effect of the skills magnet and magnet+.
[/*]Blocking on the ground now enables the flag \"stick to ground\" which prevents the Genokid from being pushed off a ledge, fall and stop blocking.
[/*]The game now pauses when it loses focus (Disabled \"run in background\").
[/*]Included the new localizations into the credits.
[/*]Darkened the background of UI bars (health, flow, hyper in the Genokid and enemies) to make them more readable.
[/*]When running up a wall by holding jump next to it, the Genokid will now keep going up after reaching the time limit instead of jumping backwards if the top of the wall is very close and we can go over it. This prevents jumping backwards right next to the ledge instead of jumping over it.
[/*]Updated Discord\'s link to one that goes to a channel accessible to new members so that it doesn\'t look like it\'s broken.
[/*]Improved a bit the first cutscene of Chapter 04.
[/*]Removed the ability to use secondary weapons, flow and ego in the secret 04.
[/*]
Fixes
Fixed position/alignment/size of some localized texts.
[/*]Fixed typos.
[/*]Fixed going to chapter select while fighting Candy\'s second phase doesn\'t reset the ambience audio.
[/*]Fixed grounded and aerial dodge invincibility duration still wasn\'t the same after the previous update.
[/*]Fixed Swordmachine skin voice effect is too loud sometimes.
[/*]Fixed Swordmachine skin voice is not applied when setting the skin from a secret door until Blue\'s entity gets disabled due to tagging to other Genokid or entering a secret.
[/*]Fixed Swordmachine skin has a visual effect while in hyper that gets smaller when viewing it from up-close.
[/*]Fixed secrets 01 and 02 have invisible walls around the arena which can receive decals.
[/*]Fixed Fatty doesn\'t know how to count up to 3 while rolling attack.
[/*]Fixed Fatty doesn\'t understand that the ground isn\'t a wall, so it can collide with it.
[/*]Fixed Red can move around while holding an attack charge by taunting, then holding the attack button and finally move around.
[/*]Fixed camera can go through walls when using the flow specials Pain Storm and The End.
[/*]Fixed culling issues.
[/*]Fixed the customize skin menu shows the characters blurred when accessing it from the chapter 07 menu.
[/*]Fixed Kirie\'s skin isn\'t pixelated when inspecting it from up-close in the customize menu after opening this menu in any chapter, then loading a different chapter and entering again the customize menu.
[/*]Fixed hypermode audio effect doesn\'t loop correctly.
[/*]Fixed dynamic bones in characters could collide with disabled colliders.
[/*]Fixed purple mini ego clumps aren\'t animated and look dark when see from afar.
[/*]Fixed disabling the camera assist prevents the camera from automatically look up/down when locking an enemy.
[/*]Fixed softlock UI shows sprite images that shouldn\'t be there when the gameplay setting to show the enemy\'s health on the lock-on UI is enabled.
[/*]Fixed Flow box UI doesn\'t flash green/red when trying to perform a flow special with Red.
[/*]Fixed can\'t hardlock enemies while the Flow special Razor wings is being held with Blue flying around.
[/*]Fixed chasing an enemy with Blue while using the scythe sometimes doesn\'t hit immediately after reaching the target.
[/*]Fixed transitioning from a chase hit animation to landing animation doesn\'t happen immediately after touching the ground, delaying getting grounded.
[/*]Fixed can\'t attack just after a chase hit if the attack button is pressed immediately after.
[/*]Fixed some of the Blue\'s combat voice lines were played at a higher pitch than normal.
[/*]Fixed situations in which enemies can get out of bounds if grabbed using an attack while next to a wall and are pitched looking down.
[/*]Fixed main menu can lag when the interface shows up.
[/*]Fixed the moon\'s eye keeps moving while on the pause menu.
[/*]Fixed forcefully closing the game while the first cutscene of chapter 01 results in a crash.
[/*]Fixed sprites on the first cutscene of chapter 01 shake slightly.
[/*]Fixed font Bowlby, Capitalized E with tilde \"\" has the tilde too high up when compared to all other capitalized vowels with tildes.
[/*]Fixed duplicated sprite in the first cutscene of Chapter 02.
[/*]Fixed flow increasing while on secret 02.
[/*]Fixed goop detection in some places to avoid getting resetted when not actually touching it.
[/*]Fixed Bully\'s punch hitbox stays too long and reaches a bit too high up.
[/*]Fixed Candy\'s lock-on pop-up tutorial reminder stays in the middle of the screen for too long (4 seconds now down to 0.5 seconds).
[/*]
Improvements
Disconnecting a gamepad pauses the game. Now it also shows an image signaling this fact to give feedback on why the pause menu was opened.
[/*]
Changes
Increased the invincibility duration of the grounded dodge from 0.24 to 0.3 to match the duration of the aerial dodge, now both last the same.
[/*]Now Razor wings, both in normal and hyper, contribute to revenge value.
[/*]
Fixes
Fixed Candy\'s Lightning strike, hitbox is a bit too large for each lightning.
[/*]Fixed Candy\'s Thunder Dance, it\'s hitbox now hits every 0.66666 seconds instead of 2 times per second.
[/*]Fixed Candy\'s Thunder Dance, it now tries to go away for a moment after hitting you instead of staying next to you.
[/*]Fixed rotating the camera using a gamepad doesn\'t always work when the stick is moved nearly completely horizontal or vertical, with the value reported in that axis being not 0 but very close to it. It was easier to encounter the problem with a gamepad with joystick drift or when using Steam Input.
[/*]Fixed missing outline on some texts.
[/*]Fixed some props can\'t go through the ocean goop.
[/*]
Improvements
Increased healing from clumps.
[/*]Disabled managed stripping from the build.
[/*]Lowered the intensity of the low health effect.
[/*]Offscreen attacks are now represented by a similar warning image than the onscreen attacks but on the border of the screen and pointing towards the attack source, instead of a red flash on the border of the screen.
[/*][strike]Added Vulkan to Linux, now OpenGL is the fallback.\n[/strike]Reverted on v1.0.87 to OpenGL, resulted in stutters and crashes on Steam Deck.
[/*]
Fixes
Fixed Candy\'s last attack on easy, it\'s damage was too high.
[/*]Fixed some of Candy attacks were targetting the closest Genokid to her instead of the current one.
[/*]Fixed UI, when the Hype bar is full and life is in between 40% and 25% the label MAX doesn\'t pulse.
[/*]Fixed typo in the credits.
[/*]Fixed the math checking if an enemy is close enough for a chase wasn\'t the same when using soft-lock and hard-lock.
[/*]Fixed some culling issues disabling some objects that were still visible.
[/*]Fixed the ferry\'s wheel collision to better match the render.
[/*]Fixed entering a bumpercar with Red while unarmed and then getting hit while driving lets him attack without using his gauntlets.
[/*]Fixed in some cases Blue\'s second weapon was the default when switching to her instead of always defaulting to her sword.
[/*]Fixed switching Blue\'s weapon during the flow The End doesn\'t switch it visually until the next attack.
[/*]Fixed some culling problems.
[/*]Fixed opening the pause menu during a chapter, then trying to leave the chapter, then going back to keep playing the chapter stops the music.
[/*]Fixed a barrier in Chapter 2 making it bigger to avoid Chamans from scaping.
[/*]Fixed style\'s cooldown calculation isn\'t correct, resulting in attacks like Waning Vortex not awarding style.
[/*]Fixed Waning Vortex flow doesn\'t flow chain.
[/*]Fixed OpenGL issues with some texts writing to bloom and some alpha tested shaders writing to depth.
[/*]Fixed UI\'s Gamepad layout tooltip stays after leaving the menu.
[/*]Fixed on the last cutscene of Chapter 1 there\'s two subtitle lines that overlap when the previous one should have already been disabled.
[/*]Fixed softlock in a fight in Chapter 7 that can happen when being a monkey flying around.
[/*]Fixed missing barrier in the last fight of Chapter 5.
[/*]Fixed \"CHALLENGE\" popup message in front of a secret door wasn\'t translated.\n
[/*]
We couldn\'t be happier seeing all of you having fun! Of course you found bugs while doing so, but that was expected, and that\'s why here\'s a batch of changes and fixes.
Additions
Screenshake\'s intensity during gameplay can now be changed and disabled in the Gameplay settings menu.
[/*]
Fixes
Fixed when using OpenGL (The default on Linux) attacking with Green or having too many dynamic lights in the game at the same time results in part of the map becoming black temporarily.
[/*]
Fixed gamepad layout Default B description is wrong.
[/*]
Fixed the collapsable Flow help-box UI and other UIs sometimes don\'t update the button icons when setting new bindings on the settings menu.
[/*]
Fixed sometimes can\'t scroll with the mouse wheel on the input keyboard rebinding menu.
[/*]
Fixed it\'s possible to go out of the map through two small alleys by adding an invisible wall.
[/*]
Fixed rebinding left and right mouse button incorrectly doesn\'t show that there\'s a conflict warning.
[/*]
Fixed when using OpenGL Kirie\'s skin is inverted when the camera is close enough.
[/*]
Fixed when in training mode, opening the pause menu, selecting the leave button and holding it a bit results in going back into the training mode.
[/*]
Fixed the Jester enemy is able to get out of bounds in some cases.
[/*]
Fixed Candy\'s CallThunder sound was playing 5 times at the same time instead of one.
[/*]
Fixed skipping the menu intro sequence at exactly a transition point results on only the UI skipping.
[/*]
Fixed dying with a Genokid that isn\'t the current one results in a soflock.
[/*]
Fixed screenshake can carry on to cutscenes, making them unwatchably shaky.
[/*]
Fixed style points not resetted to the amount on the last check point when dying, accumulating indifinetly.
[/*]
Fixed japanese translation doesn\'t show up on tutorials and parts of the end screen.
[/*]
Fixed secret mission in Chapter 3 disables Red when exiting it.
[/*]
GENOKIDS IS FINALLY OUT!
ACT1 is out, which is around 1/3 of the game we have planned. We hope you will enjoy it as much as we did developing and playing it.
Destroy all those aliens in your path and try not to die many times
Fixed the most problematic bugs.
Fixes:
- Fix dying against the Valkyrie boss softlocks the chapter progress by spawning out of bounds.
- Fix missing ambience sound on Chapter 6's spook house.
- Fix missing sounds on some green ego clumps.
- Fix going to the training room and back while on a chapter menu doesn't remove the ingame UI.
- Fix some DS5 controller input icons are upside-down.
- Fix the game crashes while in the upgrade menu because in some rare cases by use VP8 videos because H264 videos can crash the video driver.
- In the upgrade menu the name of Blue's secondary weapon before it was purchased was "???" which was confusing.
- Fixed S and SS ranks can be obtained with one or more restarts.
- Fixed low health post effect stays during cutscenes.
- Fixed typos.
Fixes
- Fix Genokids' invulnerability during the breaking of combat barriers doesn't end in the case of the first fight. This results in the Genokid being unable to be hit or healed until the second fight is reached.
We are in this Next Fest!
To make the event more interesting we recorded ourselves playing the demo, which you can see now on the Genokids store page!
Hope you enjoy watching it!
https://store.steampowered.com/app/1239360/
Unless no major bug appears, this will be the last update for the demo.
If you prefer the previous demo, you can still play it by right-clicking the demo in Steam > Properties... > Betas > Beta participation and select "before_next_fest".
Improvements
- Tutorials have been removed or simplified to help new players.
Fixes
- Genokids are now invincible after a combat, while the camera shows the path to go, to avoid taking damage off-screen.
- It's not not possible to chase scenery objects that are behind the Genokids.
This update can be read on the Genokids' Kickstarter page:
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/4285599
This update can be read on the Genokids' Kickstarter page:
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/4178276
This update can be read on the Genokids' Kickstarter page:
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/4124713
Fixes
- Remove the ability to pause in the results screen, which resulted in the game getting stuck on a black screen when starting a new play-through.
We are in Future Of Play Direct 2024!
https://store.steampowered.com/curator/40697905/sale/futureofplay
To make the event more interesting we recorded ourselves playing the demo, which you can see now on the Genokids store page!
Hope you enjoy watching it!
https://store.steampowered.com/app/1239360/

We've been hard at work with Genokids since our last update and thanks to that we have lots of stuff to share with you. A whole 5 progress updates worth of stuff!
You can expect new future updates every one to three months, it will depend on how much of what we make can be made public without spoiling anything important.
Progress Update #5 - Mechanics, Creative rewards and Release info
New mechanics and the announcement of Genokids aiming for an Early Access release.https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/4084079Progress Update #4 - Schmovement and Fans
New mechanics, and changes to the original idea for the fans.https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/4001728Progress Update #3 - September/October
A bit about levels, fans, story and skins.https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/3910603Progress Update #2
Some talk about the story.https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/3901815Progress Update #1
Level design and a bit of talk about technical stuff.https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/3870314We post on Twitter and YouTube too. If you can't wait for a progress update to see new stuff you may like what we post there. You will also find random stuff and bugs, so be prepared if you decided to follow us.https://www.youtube.com/@GenokidsGame https://twitter.com/nukefist
That's all for now! Thank you and see you in the next one!
This update focuses on fixing all the known bugs in the demo while also improving the game's performance.
Until now it was easy to work at the same time both in Genokids and its demo, but the gap between them has grown, which means that from now on the demo will only receive bug fixes. We will be focusing only on important bugs, specially if they not only affect the demo but also the main game.
Thank you for playing the demo so much!
Improvements
- Reduced the amount and severity of frame spikes.
- The graphic settings menu doesn't show anymore the FPS limiter setting when VSync is enabled as it has no effect.
- Improved the quality settings menu by adding descriptions to each setting.
- Added, removed and renamed some graphic settings to simplify the quality settings menu.
- Autodetect quality settings the first time ever the game opens. This has been added together with the description of quality settings to try to prevent players from lowering settings that have little effect in performance but hugely affect the graphic quality.
- Added transparent scaling, which allows rendering only the transparent objects at a lower resolution.
- Added a setting to change the rumble intensity of the connected gamepad.
- Added a back button to the input rebinding window that opens after selecting an input to rebind. It was possible to avoid rebinding before, but required choosing either "Button" and "Modifier + Button" and having to wait until a timeout runs out and cancels the rebinding process.
- Prevent SMAA from affecting the UI as it makes text less readable.
- Changed the compression settings of multiple textures to use less disk space.
- Changed the compression settings of some audio clips to use less CPU, sometimes less space.
- Improved loading times using several techniques, being improved audio loading settings the most impactful one. Loading the level takes less than a second on a fast computer when before it took around 6 seconds. This difference is more pronounced on slower computers.
- Improved the settings on all quality setting presets.
- Added TAA as an alternative antialiasing method to FXAA and SMAA. Due to limitations with the custom graphics pipeline Genokids uses, TAA's quality is limited.
- Added an option to disable the interpolation of physic objects by distance to the camera, as it's only a visual improvement that can cost lots of CPU for slow computers.
- Slightly improved the framerate smoothness during loading screens.
- Genokids now look towards the movement input when they have no target.
- Optimized general CPU and GPU usage.
Fixes
- Red's Power charge flow attack's hitbox was activated late when in hyper mode resulting in enemies next to Red not being hit.
- It is now not possible to go out of bounds with all the previously known oob techniques.
- The mouse cursor won't show up during the starting screens and loading menus if a gamepad is connected to the computer and is being used instead of the keyboard and mouse.
- Camera no longer gets inside the character when the ceiling is too close to his head.
- When two input actions, one of them with a modifier, share the same button, they won't fire at the same time anymore and instead only the one with the modifier will fire.
- Enemies being dragged by hitboxes no longer stop being dragged seemingly at random.
- The Valkyrie cannot be easily killed anymore by just repeatedly attacking her with a single basic combo attack and waiting for a short amount of time.
- The Valkyrie doesn't change the target of her missile barrage mid-attack anymore.
- Fixed intense flickering on objects when the number of dynamic lights affecting it was higher than 8.
- Debris from broken objects was able to float on the air in a specific area of the last resting area before the Valkyrie due to a misplaced invisible collider.
- Blue's Jetsaw and Red's Power charge forward movement is no longer blocked by the enemy being dragged if it's very close to the Genokid.
- When starting to move the character and pressing block on the same frame the Genokid performed a block instead of a dodge.
- Characters no longer get stuck floating on the air as long as they were colliding with the place where two walls meet and trying to move towards the edge the walls form, instead now they slide down.
- Enemies that fall to the dark goo are now removed.
- The camera is no longer able to show what's behind walls and floors on the edges of the screen when using a very wider or tall resolution.
- Fix the music was not able to loop correctly in some situations.
- The camera no longer goes out of bounds when switching characters while running mostly parallel towards a wall.
- The flow help box was unable to automatically collapse when the flow attacks had been rebinded. Now it's able to as long as all four flow attacks have a modifier and set to the same button.
- When showing input icons, left mouse button click could be shown as a long string of text instead of a mouse icon performing a left click.
- Genokids no longer get stuck during a fast-moving ground attacks when the ground is uneven or steep.
- Sliding can now be initiated by dodging downwards in ramps that were previously too steep to work.
- The Valkyrie no longer rotates like crazy when using the revenge attack against a Genokid that was close to her and tagged out.
- The style meter no longer treats being healed by breaking a green clump as being damaged.
- Many other small fixes.
New:
- Movement (while grounded or on the air) is now preserved when switching characters.
- Aerial dodge now is able to preserve momentum.
- Genokids will stay locked to the last target they had before tagging out to another Genokid. This allows for the current one to lock-on any target without distracting the other band members on the field. As long as their target stays alive, otherwise they will find a new target if needed.
Changed:
- Increased the strength of the off-screen enemy attack alert on the screen edge so that it's more noticeable.
- Improved locking system when dealing with some parkour targets that was resulting on going back to the last target instead of the next one.
- Improved locking system when dealing with parkour targets mixed with enemy targets.
- Blocking and dodging have now the same duration while on hyper instead of it being slightly shorter.
- Added the version number to the pause menu and end screen.
- Added the ability to remap dodge and block separately.
- Added the ability to hard lock enemies that are somewhat outside of range even when the soft lock shows no targets.
Fixes:
- Fix out of bounds when getting pushed by moving colliders. All colliders have a go-through priority number, which indicates in a worst case scenario which collider will be ignored, to avoid going out of bounds. This number is calculated from a set of simple rules, but they gave the same priority to the walls of the level and the moving rotating spikes, leading to both colliders being equally valid to go through if needed.
- Fix pressing the locking button sometimes does nothing.
- Fix attacking in any way on the same frame as performing a switch leads to the attacking input being dropped.
- Fix Shaman enemies stop attacking when the Genokid is very close to certain walls in the level.
- Fix while driving the bumper car, the character gets visually inside the car when pausing the game while the car was moving.
- Fix lack of smoothness sometimes when an animation with root motion ends and transfers its momentum to the character physics.
- Fix camera rotates automatically to look at the current targets when doing "The end" while Blue isn't the current character.
- Red's "Nukefist" and Blue's "Razor Wings" now always respect the locking system instead of trying to get their own targets on their own.
- Fix trying to hard lock enemies can fail while in range if they are behind and close to the locking range limit.
- Fix Blue checks the user input when using the "The end" flow special while not being controlled, leading to her launching the attack following the input direction, if any.
- Fix errors in case the device executing the game has unsupported input devices connected to it.
- Fix default graphic presets not always correct resulting on the graphics window showing custom settings instead of one of the presets when opened for the first time ever.
- Fix list of window modes wasn't correct on some platforms. Some modes where unsupported while others weren't present.
- Fix footstep's sound so that it plays a single sound instead of multiple for every step.
- Small general fixes.
New:
- Rebinding system has been rewritten. It has been reworked as generic as possible so that it allows for rebindings like rotating the camera with buttons or using modifier keys.
Fixes:
- Fix bugs with rebinding some gamepads.
- Fix Getting hit during a wallrun and on the same frame that jump has been pressed disables gravity as the character becomes unable to internally cancel the wallrun state.
- Valkyrie does less attacks in a row when getting revenge.
- Fix camera isn't smooth when zooming while transitioning from and to close mode, plus small fixes with how camera moves and colliders when in close mode.

Genokids is now live on Kickstarter! You can show your support by checking it out at https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game
A brand new devlog is out! After five consecutive devlogs, here it is, the #6 and latest devlog!
This time it's all about Yellow, a happy new little enemy and a some more stuff :D
You can read it here: https://genokids.com/blog/devlog-6
We made a new devlog! Check it out here! https://genokids.com/blog/devlog-5
We made a new devlog! Check it out here! https://genokids.com/blog/devlog-4
You can follow the campaign HERE:
https://www.kickstarter.com/projects/nukefist/genokids-cooperative-hackandslash?ref=81tizv
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