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Hey all, this version just polishes up the econ and scoring systems a bit. It mostly plays the same with one key difference - how to score well. Your score from level ups is now capped at 20 (when you hit level 10). This is fairly easy for most veteran players to achieve, and so everyone will be equally on 20 points here. Instead, focus on outscoring enemies by getting more kills during overtime, and by winning the rounds 1 and 2 showdowns, which now give +5 score each (in hindsight they should have done this a long time ago). The reason for the score cap is that players were taking specific econ skills and classes just because they gave more XP, more levels, and thus more score. That's not a great incentive. It's still useful to take these classes because being a higher level makes you more powerful, but you'll now need to actually USE that power by killing enemies in showdowns if you want bonus score. You can't just automatically get more score than other players just by choosing the right class. Another benefit of this change is that it tones down the RUSH factor of GSA. GSA is all about farming, and of course you still want to outfarm your enemies. But now you no longer NEED to do this. You can afford to do other things that don't give farm (eg shop from vendors, place chemicals, fight gangsters) and not worry that you're falling behind in score. So this opens up more strategies to win, and also removes the psychologcal feeling of "guilt" that you're doing something other than grinding XP. Now you can chill out before overtime, and not rush. Use this time to prepare your build, then get a lot of kills and wins in overtime. Enjoy! bencelot ---- [SCORING CHANGES] - Score earned from level ups is now capped at 20 (level 10) - We now get +5 score for winning rounds 1 and 2 [ECONOMY CHANGES] - No new skill appears at level 15 - Deaths now remove 200xp instead of 100xp - Kills now give 50xp + 10xp x streak (capped at 100xp) instead of a fixed 100xp - Cops now give a flat 10xp and $100 per kill, instead of $50 + 10 x Wanted level - The main supply drop has an extra $1000 and 100xp in it - XP Fountains are now shown in the minimap - XP Fountains are now only disabled for 20s instead of 120s - Improved the pacing and difficulty of Survival mode. Also the Hostile Vendors modifier no longer hides vendors from the map. [MODIFIER CHANGES] - Crate Race gives 1 vendor upgrade instead of 2, but only requires 20 instead of 30 crates [SKILL CHANGES] - Force Field explosion damage is now 10 instead of 30 - Frenzy duration is now 2.5s instead of 3.0s - Falling Inferno damage now ranges from 40% to 160%, instead of 30% to 120%. However, by default it no longer gives extra molotov duration - Rambulance healing lasts for 10s instead of 6s - Illicit Income cash per wanted level is doubled. - Armed Robbery drops slightly more cash per vendor killed - Mana Shield duration is now 3s instead of 2.5s after using a skill - Proximity Rounds has a slightly larger trigger radius - Radiate has a slightly larger area - Laser Scope has slightly faster bullet speed but less range [WEAPON CHANGES] - Bazookas rpm is now 70 instead of 60 [CLASS CHANGES] - Heavy gains +2.5% instead of +3.0% ROF when at low health - Scavenger shifts are +33% instead of +50% faster (when moving. Still +150% when standing still)
Hey all, this version replaces the old passive XP income with something more skillful - XP Pools.
Scattered around the map are a new special type of zone called an XP Pool. It looks a bit like a gangster camp, but it is blue. Standing inside this will give you XP, until you drain the pool. There are 15 of these to explore for in the map.
Up the top right of the screen is a number that shows the amount of XP you're currently able to drain from these pools. This number gradually increases like a passive XP income. When it gets big enough you should seek out an XP Pool to claim it. This shifts this XP into your actual XP bar and levels you up.
It takes a bit of time to claim the XP. Up to 8 seconds per pool. And enemies can attack you while you do this, so they can claim the pool themselves. This is a far more interesting way to earn XP than the old passive income. It creates new points of interest in the map to fight over, and some subtle strategies as to the optimal time to claim the XP.
These XP Pools also serve a much needed purpose in GSA - forced downtime. It's only 8 seconds, but it's one of the only times in GSA that you can stand still and actually feel productive. All other times you are on your feet, hunting for kills and loot.
These XP pools scattered around the map will give players short moments of rest, while still feeling productive. It's a great time to look at your build, think about your skills, and decide on your next synergy. Something that is much easier to do when you're chillin' in a pool, than cruising through the city streets of Gene Shift Auto.
Enjoy!
bencelot
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[GAMEPLAY CHANGES]
- Passive Income has been replaced with a mechanic called "XP Pools".
- Reaching max shields no longer give +$1000.
- Kills now give a flat 100xp always. They don't increase based on your kill streak. However, the amount of cash earned can still increase based on your streak (ranging from $100 to $500 on a 5x streak).
- Vendors are less likely to spawn in a location where one has just died.
- Armed Robbery now gives +$1000 instead of +100xp
- Phase Drifting takes a bit longer to charge up to full speed
- Flaming Bullets duration is now fixed at 1s, and ranges from 3 to 12 hp/s damage
- Scavenger's new shifting perk is buffed to +50% shift restore speed instead of +33%
[GENERAL CHANGES]
- Random class and random skills modes no longer give bonus out of game XP (they still give in-game cash and XP though). This allows players to play whatever mode they genuinely prefer, instead of prioritizing these random modes purely for account progression.
- Fixed a bug where epic random flasks wouldn't always give epics
Hey all, just a small balance patch today. In a few weeks I'll release a larger update that gives every skill in the game a brand new special mutation that changes how it plays. Stay tuned for that! The main focus of this patch however is to simplify the gameplay. The feature above will add a bit more complexity, and GSA is already a fast and complex game! So this version is "making space" for this upcoming feature by removing some complex mechanics that are mildly fun, but not enough to justify their extra complexity, and ultimately just become a bit of a mental tax that you need to think about if you want to play well. I'll give some examples, but it's a bit wordy and you can just skip to the changelog for a quick list of changes. A good example is the penalty for death. This is now changed to give a flat 100xp penalty. If you die 6 times in a match, you'll have -600xp. Very simple. Just try to avoid dying. That's all you need to know and you can now go back to getting kills. The previous system however was more complicated. You lost 50% of your current XP towards the next level. This meant that if you just leveled up you'd lose a small amount, but if you were almost at the end you'd lose a lot! Now.. that is quite interesting. But it added a whole new level of complexity to the game. Good players needed to constantly check their XP bar to see where they were at, and know when they should take risks or not. Often though you'd forget this and then see a huge amount of XP drain away which felt bad. Ultimately, GSA is so fast-paced that it's more fun to just focus on getting clean kills, instead of having to constantly manage your XP bar. In a simpler or slower game this could be cool, but GSA is so fast it's just too much to focus on, and takes focus away from quality combat. Another example is that this version removes the rare loot icons in the minimap. It's another thing to keep track of, that gets your mind into the UI and out of the game itself. Now you can just focus on exploring the city itself, instead of heading to checkpoints in a map. Another mechanic that got cut was the "first 3 kills of each round give bonus XP" rule. This cluttered up the HUD and it's just simpler to give a flat +100xp per kill. Finally, rounds are 1 minute longer to give sufficient time to explore and shop before the circle pushes you into overtime. In general, this version should let you just exist in the city itself, and focus on quality combat without having to constantly check various parts of the HUD. Feedback is welcome of course! Enjoy! bencelot ---- [GENERAL CHANGES] - Wanted stars now appear in the middle of the screen when the "WANTED LEVEL X/5" message shows. - Holding ALT will now show the names of guns in the bottom right. - The "PLAY VS BOTS" button is renamed to "PRACTICE MODE" and it works slightly differently: - In Practice mode, you will become invulnerable if you stand still and avoid shooting for 1s. There are only 12 bots in the lobby, and they are easier. You can't earn trophies in this mode. This is a good mode for players to explore the mechanics, read UI elements and skill descriptions, without fear of being shot at. - Daily challenges give 250 acid and 2500 XP instead of 200 and 2000. - The Deluxe DLC will now give 3x instead of 2x to these daily challenges. And it gives 3x instead of 4x to the ACID level ups (150 instead of 200). This is overall a buff, and should give DLC players DLC roughly +1000 more ACID per day (aka 1 flask). - Legendary packs are only available to players who have bought the DLC or starter pack first. - Added a new "CLAIM ALL" button when leveling up. [GAMEPLAY CHANGES] - There are now 4 minutes before overtime instead of 3. - The first 3 kills of the round rule has been removed. Too complex. Instead, all player kills give +100xp more than before. - When you die, you now lose a fixed 100xp, instead of 50% of your current XP progress. This removes the mental need to keep track of your current XP progress. - Rare loot crates no longer show in the minimap, nor do heart crates show for survivors. - It once again takes 3 kills instead of 2 kills to get the skill in the 3rd build slot at levels 4 and 6. - No new skill appears at level 12 anymore. This is moved back to level 15 (but almost no one ever reaches this). 5 skills is enough. - Hearts now give $100 instead of 10xp for survivors. - The civilian gangster mission and place chemicals mission no longer appear in round 1. - The kill zombies civ mission only requires 1 kill instead of 2. - Vendor upgrades do prices differently. Instead of the price going up per purchase across all upgrades. It goes up on a per upgrade basis. The first purchase costs $9000, then the next $12000, then the final one is $15000. - Vendor upgrades for skills won't appear if you don't have any skill that works with it. [CLASS CHANGES] - Assassin only gains +15% instead of +20% upgrade power per kill. - Caster now get a -33% discount on skill upgrades instead of a -50% discount. - Scavenger's second perk has been removed and replaced with a new one called: "Swift Shifts" - Swift Shifts: Restore shift charges +33% faster when moving, or +100% faster when stationary [SKILL CHANGES] - Soul Drop no longer steals health from enemies. It still does the damage, but you no longer get that amount of health back as well (way too OP). - Clusterbomb has a smaller range to toss at nearby players, only 35m instead of 45m - Self Repair cooldown now ranges from 18s to 12s, instead of staying fixed at 15s - Self Repair healing now ranges from 20 to 80hp instead of 20 to 110hp - Frenzy duration now ranges from 20s to 14s, instead of being fixed at 20s - Revenge Rockets bazooka damage now ranges from 50% to 110% instead of 30% to 90% - Regeneration healing rate now ranges from 6 to 24hp/s instead of 5 to 20hp/s - Shrapnel damage now ranges from +20% to +80%, instead of +20% to +110% - Smoke Bomb healing now ranges from 8 to 32hp/s instead of 6 to 24 hp/s - Flying Dagger damage now ranges from 100% to 130% instead of 85% to 115% - Invis move speed is now +10 to +40% instead of +16 to + 64%. Gun penalty duration is now 0.5 instead of 1.0s. - Boots of travel move speed is now +12 to + 48% instead of +16 to +64%. It kicks in after 0.5 instead of 0.7s. - Phase Drifting speed now ranges from +40% to +100% instead of +60% to +120%
Hey all, this is a special announcement! URANIUM has been rescaled to 50% of it's previous value. This means the COSTS and REWARDS and BALANCES in everyone's account is now exactly 50% of the previous value. Relatively, nothing changes. If you notice that you have half as much uranium as before, this is why. But it is OK because everything is exactly half as expensive, so your purchasing power is the same as before. Actually, everyone's uranium has been scaled down to 50%, and then had +200 added for fun, and to make up for the confusion. Why make this change? Because it will align the prices with USD better. This change name makes 1000 uranium = $10 USD. This makes for easier maths, less confusion and more transparency. So basically everything was rescaled down 50%, with these exceptions (all of them make things cheaper and better for players): - Weekly challenges used to give 5/10/15/20/50 uranium (100 total). Now they give 5/10/15/20/25 (75 total, or the equivalent of 150 in old values). So they are +50% more rewarding. - Leaderboard rewards are also better. Genetic God used to give 600 uranium, now it gives 400, but it should have been rescaled down to 300. So at 400 it is +33% more rewarding. - All shop items got 50% cheaper. So did the cost of bonus daily challenges. But a few items got even cheaper than that: - Epic Flasks used to cost 400 uranium. Now they cost 150. - Epic Class Flasks used to cost 500, and now they cost 200. - Shard boosters used to cost 500, now they cost 200. - The uranium cost to swap DNA between classes used to be 30 x DNA%, but it is now 10 x DNA% (capped at 500). Hopefully this doesn't confuse anyone! Also, there are some small gameplay changes listed below. Cheers, Ben. ---- [GAMEPLAY CHANGES] - Criminal's 3rd perk is now called "Shifty Soldiers": Every time you shift, there is a 3% chance to summon a gangster to join your gang (max 1). - Killing a criminal will also instantly kill his entire gang. - Magnets have a 20% hit rate instead of 15%. - There are now 18 instead of 24 players in a server - Fission mines from the Minefield perk are now visible instead of hidden - Assassin's upgrades gain +20% instead of +15% per kill - Assassin's no longer lose their potential next upgrade when they die. - In squads mode, you get $5000 instead of $3000 for capturing gang loot - As a survivor, hearts now display as XP - Score is now given automatically for kills in overtime, instead of having to pick it up - Dying once again removes all of your XP towards the next level. - Players no longer gain score for the final 5 placement - More loot pops out of enemies when you kill them
Heyo! Just a small patch today. There are some balance changes and a rework to how we earn Shards. Shards still don't do anything, so this rework doesn't really matter yet. But we now earn them from leveling up our classes. We also need a certain number of Legendary skills in a class to reach the next level. To make sure we all get the right class level and get the correct amount of Shards, I've had to roll back everyone's class levels a bit. This will let you reclaim up to the new right class level, get the right amount of shards, and also get a free +300 ACID for each class level up. Woo! This version also now has a RANDOM CLASS BUTTON. This is to encourage players to experiment and get more variety in their gameplay. You will gain a slight +15% cash and XP boost to compensate for the lack of reliability. Or randomize your skills too for +30%! Enjoy! ---- [GENERAL CHANGES] - Made the chat log bigger and integrated Discord. - Daily challenges must now be claimed from the main menu. - Added pretty visual effects whenever you claim resources in the menu. - Added a coming soon button for the shop. [SHARD & CLASS LEVEL CHANGES] - Shards are no longer earned from earning excess DNA on your legendary skills, nor are they earned from leveling up. - Shards are instead earned by levelling up your classes. You get +30 shards and +300 ACID per class level up. - Class levels now have 2 requirements. You need X amount of trophies like before, but now you also require a certain number of legendary skills on that class. - This makes higher class levels harder to reach, so to compensate, gun skin cosmetics are now unlocked at earlier combined class levels. - Everyone's shards have been reset and class levels rolled back, so you can re-level your classes to get up to the new amount, and get the right amount of shards. - FYI, Shards will eventually be used to unlock alternative class perks, letting us swap existing perks out for new ones. Coming soon! [EXCESS DNA CHANGES] - Excess DNA that you earn when a skill reaches Legendary is no longer turned into shards. Instead it is stored on the skill itself. - For every 5000 excess DNA that you earn, your skill will gain +1 medal level (the old way of earning skill medals is removed). - These medal levels contribute towards your total class medal count, which is a new requirement used to unlock higher class levels. - It now takes 5000 instead of 4500 DNA for a skill to reach legendary status. All players have their existing epic and legendary skills boosted by +500 DNA to compensate. - You can now make progress towards your next magnet from earning excess DNA (previously excess DNA didn't count and was "wasted"). [GAMEPLAY CHANGES] - Shotguns have 35 instead of 30m range and slightly better accuracy. - Rare loot crates spawn more frequently in the map. - Vendor skill duration upgrades are now +25/50/75% instead of +30/60/90%. - Vendor skill speed upgrades are now +30/60/90% instead of +20/40/60%. - Added 2 new "random class" options that become available when you hit level 100. - Random Class: Play a random class, prioritizing daily challenges if available. Your skill build will match the selected build on that class. You earn +15% cash and XP from all sources in-game, and get +15% XP at the end of the match. - Random Class & Skills: Play a random class, prioritizing daily challenges if available. You'll use a random skill build, but get +1 extra reroll.. You earn +30% cash and XP from all sources in-game, and get +30% XP at the end of the match. - Vendors are more likely to carry chemicals, especially during round 1 (buffing Scientist). [CLASS CHANGES] - Criminal's gang now fires at enemy cops and civs who are attacking and hunting you. [SKILL NERFS] - Charged Shot now only gives half as much damage after throwing a grenade - Shrapnel chance of free nade now ranges from 40% to 160% instead of 100% to 400% - Mirror Image clone damage is now 12% to 30% instead of 10% to 40% - Radiate initial impact damage is now 10 to 70hp instead of 20 to 80hp - Falling Inferno duration is now +2 to +5s instead of +2 to +8s - Toxic Blood duration is now +4 to + 7s instead of +4 to +10s [SKILL BUFFS] - Automatic Armor protection time is now 1.5s instead of 1s - Blade Mail has more protection, ranging from -14% to -56% instead of -10% to -40% - Combo Killer now drops more loot per multi kill level, ranging from 40% to 160% instead of 30% to 120% - Armed Robbery's chance of a free upgrade now ranges from 8% to 32% instead of 6% to 24% - Firestorm's cooldown now ranges from 16s to 10s instead of 20s to 14s - Spike Trap's cooldown now ranges from 18s to 12s instead of 20s to 14s
Oops, I fucked up. I accidentally wiped everyone's DNA while working in the database. This is super embarrassing and I'm really sorry! The backups were also too old to use (though I've now made sure this can never happen again). Here's the plan to fix this. We're going to RESPEC our builds: 1) First of all, everyone over level 10 gets +1000 free uranium as an apology (equal to $10 USD, usable in the shop next version). 2) Everyone's ACID has been refunded. 3) Everyone's level is back to 0 (but XP is NOT reset). This allows us to very quickly reclaim all the flasks and get back to where we were before. 4) Flasks and shards are reset (as you'll re-earn all of these as you open the flasks again). Magnets earned from DNA are reset for same reason. Overall, we will all have roughly as much DNA as before. The big downside is that it will be a pain to open all those flasks in a row. To open them faster, hold SHIFT when you click the MIX FLASK button! The upside is that we'll all be a bit richer than before, as you get to keep the ACID, uranium, new skills, and magnets you previously unlocked from non-DNA sources, as well as the +1000 free uranium. Also, this is an opportunity to reuse your magnets to perfectly craft your builds. I'm really sorry about this, I screwed up hard! Please send me a message on Steam if you have any problems. In other news, there are some fun things in this version! Progression is way smoother now, with the ability to infinitely stack flasks. Scoring in PvP is now based entirely on placement, and F2P players can now attempt ALL survival challenges. Let's see who gets the top score! Enjoy! (and again, sorry for the fuckup.) ---- [GENERAL CHANGES] - Each class now has 3 builds slots, so you can create multiple skill builds per class. - Right clicking on skills will wishlist them, which will make them appear more often in the shop. You can do this from leaderboards, the skill tree, or when opening flasks. [GAMEPLAY CHANGES] - Scoring in BR is completely reworked! We no longer get score for levels or kills. This removes the need to grind non-stop to keep up. Instead, we receive score based ONLY on our placement each round. - The scores for placement are awarded to the final 10 players of each round: + 1/2/3/4/5/6/8/10/15/20 score (these values are for round 1. Rounds 2 and 3 are bigger). - We no longer earn bonus health based on round placement, as we earn score instead. More health kits spawn in the map to compensate. - If you damage a player but then within the next 10s they die to cops, then you are given the kill. - The player hitbox is now slightly smaller, and all guns deal 10% less damage. - The amount of XP you can get from ingame farming is capped at 6000 instead of 8000. - Winning a BR match now gives much more XP. XP rewards range from 6000 to 2000xp, instead of 2000xp to 100xp. - In warmups, instead of the circle closing in super tight which looks quite ugly, everyone just dies when the timer hits 0:00. [FLASK & PROGRESSION CHANGES] - All flask types can now be stacked up to 999 each per slot. - Flask inventory size is 24 for all players, F2P and Deluxe. - Sped up the flask animation 2x. You can hold SHIFT when opening flasks to make it even faster. - Class flasks once again only give 2 instead of 3 drops for that class. - Class flasks can now only be sold in batches of 3 at a time. However they give 100 ACID each instead of 50 each (so 300 for a batch of 3). - The Epic Skill Flask is now called "Epic Class Flask" and gives a random class instead. - XP flasks now cost 2000 instead of 3000 ACID. - Chance of unlocking a ring 4 skill is now 10% instead of 5%. [SURVIVAL CHANGES] - F2P players can now complete all survival challenges, and not just the first row. This allows all players to compete on the daily leaderboards for top score. - Removed the bonus XP from win streaks in survival mode. It's better for people to be able to take risks and experiment with harder survival modifers, without fear of losing the streak. - The bonus XP from difficulty modifiers in survival mode now only apply when you win the run, in the same way the bonus score works. - The "Adaptation" survival difficulty modifer is changed. It used to only show you 1 skill option instead of 2. Now it gives you 1 less reroll. - The final round of survival now also has a zombie swarm. [CLASS CHANGES] - Criminal's gang members will no longer trigger fission mine. - Scientist's Alchemic Network no longer restores your health when enemies are nearby. However it gives $1000 instead of $500 per enemy death, and the range is much larger. - Scientist's Potent Chemicals perk now additionally makes chemicals be on discount from vendors. - Sniper's bonus range is now +15% instead of +20%. [SKILL CHANGES] - Killer Cooldowns now also restores the cooldowns of your chemicals, by 5% to 35% restored per kill. - Falling Inferno no longer throws another molotov when you toggle off certain skills (like Invis or Bullet Time). - Critical Rage duration now ranges from +40% to +160% instead of +50% to +200%. - Invis duration now ranges from 6 to 24s instead of 10 to 40s. - Clip Magnet's charge time now ranges from 24 to 18s instead of 24 to 12s. - Cluster Bomb cooldown is now 18 instead of 20s. - Fire Storm now does 5x instead of 2x damage vs cars. - Smoke Bomb now fades into invis 50% faster than before.
Spicy changes this version! 1) All classes can now shoot while shifting. Instead of your gun being disabled, it will shoot with worse accuracy instead. This used to be Assault's perk, which now gets +15% bullet speed instead. 2) The skill build system has been restructured a bit. We can now equip Legendary skills into the Epic and Rare slots. This solves a problem where once you got 2 Legendary skills on a class, any new Leges felt kind of useless. 3) The game will now Auto-Level your skills if you join a game mid-match in rounds 2 or 3. This way we can just start playing, and not have to click 10+ times. The auto-leveling takes skills from your build and still gives Leges etc. There are also a few changes to Flask types, making them more powerful and interesting. Read on below! ---- [GENERAL CHANGES] - Daily challenges for playing specific classes now work in the Conquest game mode. - Sped up ranked mode slightly, making it so players don't have to grind as much to reach higher ranks. - Made some UI improvements to the Flask inventory. Also added a new PURCHASED tab, which doesn't do anything yet, but will become a place to store flasks that you buy with Uranium. [GAMEPLAY CHANGES] - Changed bot behaviour to no longer priortize attacking the winning player in the server. This is usually a human and felt unfair. - Jumping on flat ground no longer makes your accuracy worse. Only if you jump really high in the air. - We can now shoot while shifting on all classes! However your accuracy is worse due to the movement. Machine guns and Rifles have a lot of inaccuracy, while SMGS and pistols have less. - When players join mid-match, they start with the average number of extra damage and health kits collected so far in the server. This is how XP and cash already worked. - When players join mid-match, the game will auto level skills for them. This simulates a player just spamming the right-hand side skill draft button (where your build appears). - The skill build system now allows Legendaries and Epics to show up at lower rarities. - The skill build is now split into 3 sections, clearly indicated in the menu. There is a new rule that you are guaranteed to see a skill from each of the 3 sections once per match. This helps you create synergies and combos. If you have a combo of 3 skills, put 1 in each section for a chance to play all 3 in a match. - Added a bounty system (patched live a week ago). When you get 4 kills in a row (OWNAGE!), $2000 appears above your head. Enemies who kill you get this reward. This grows up to $6000 if you get 12 kills in a row. [FLASK CHANGES] - Magnetic Flasks now only require 1 magnet to use, but they cost 3000 instead of 1500 ACID. - XP Flasks now give +50xp instead of +20xp per DNA earned, but they cost 3000 instead of 1000 ACID. - Catchup flask is improved. Instead of only giving DNA to your least played class, it gives it to all classes except your 2 most played classes. It still only costs 500 ACID to open. - Created a new flask type called "Legendary Class Flask". This is a legendary flask with a twist! It tells you what class the Legendary will be for. This changes every day at 0:00 UTC, and also whenever you open a flask. - Mystery flasks no longer give class specific Legendary flasks (as you might get stuck with a class you don't like). Instead they give the new "Legendary Class Flask" which gives more control over what class you get. [CLASS CHANGES] - Assault's first perk is now "You will move +10% faster, and your bullets travel +15% faster." It no longer lets you shoot while shifting, as ALL classes get that now. - Caster's skill cooldowns are now +50% instead of +60% faster. - When Criminals are undercover they no longer appear to enemies in the minimap. Your gang now does 70% instead of +65% regular cop damage. - Scientist's bombs will appear more frequently at vendors (50% instead of 33% of the time). - Assassin's bullets seek slightly faster during the 2s kill window. [SKILL CHANGES] - Blade Mail's max bonus damage cap is now 100 instead of 50. - Shift Attack's bonus damage now lasts for 0.8 instead of 1.0s after shifting. - Firestorm flies 10% faster through the air. - Firestorm cooldown is now 20/19/18/17/16/15/14 instead of a flat 20s. - Radiate's explosion area is reduced by 10%. - Laser Scope's bullet speed and range is reduced by 20%. - Cluster Bomb takes 0.2s longer to throw grenades for all levels. - Stimpacks heals 1 less hitpoint per shift for all levels. - Mirror Image health now ranges from 20 to 80 instead of 30 to 120. - Venom Shot seeking is now 40 instead of 50 degrees per second. - Charged Shot damage now ranges from 16 to 64 instead of 12 to 48. - Medical Supplies now pulls loot from big supply crates at 50% instead of 35% the distance. - Phase Drifting speed is now +40 to +160% instead of +50 to +200%. - Xray Vision has a higher range and reveals more enemies at higher levels. This range now also reveals rare loot crates further in the minimap. - Rambulance healing linger duration is 6 instead of 5s after you exit a car. - Backtrack cooldown now ranges from 20 to 14s, but the duration is massviely buffed to 5s to 35s (instead of 4s to 16s).
Hey all! This is just a small polishing version. You might see that the version number is now 0.806 instead of 1.806. I should have done this a long time ago. As Gene Shift Auto is still in Early Access, it makes sense to save 1.0 for the full release (soon tm). The main feature in this version is a new AUTO SKILL BUILD button. Clicking this automatically creates a skill build for that class, from the skills you have available. This should make build creation faster. The skills chosen for your build are a combination of: 1) Your most used skills. When you choose skills in-game, the game remembers the skills that you click most often, and assumes they are your favorites. These are prioritized in build making. 2) Specific class synergies. Some skills synergize especially well with a certain class. For example, Shift Supply works well with Assault because Assault can shoot while shifting. These skills get a bonus boost as well. There are also a few small balance tweaks shown below. I've patched a few of these out already and mentioned them in the DEV-UPDATES chat channel, but here's a summary of the latest few changes. Enjoy! ---- [GENERAL CHANGES] - The version number is now shown as 0.XXX instead of 1.XXX. - Added a new AUTO skill build button as mentioned above. - You can now remove skills from build slots by clicking a little X on the button (right click also works). - After level 200 you can now sell class flasks from within the inventory. So you don't have to decide immediately if you want it or not. Just claim it and sell them later. - The builds shown on the leaderboards now shows their most recent WINNING build played. It doesn't update if the player doesn't win. - Players can now toggle the supporters medallion off, including in global chat and leaderboards. [GAMEPLAY CHANGES] - Supply Drops in the final BR round always drop an upgrade. - Heart drops now spawn every 30s instead of every 60s. - When a heart drop lands, the icon changes in the minimap to show it's an available crate, not an incoming drop. - Heart crates continue to spawn during overtime (1 will spawn in squads mode and 2 in FFA, every 30s). - Zombie kills continue to give +1 heart, but you no longer get free vision of zombies during overtime. [CLASS CHANGES] - Assault's move speed is now +10% instead of +12%. - Criminal's gang does 65% instead of 50% damage. - Heavy's health kits now restore 25% of your MISSING health instead of 20% of your MAX health. Save them till the end! - Caster's cooldowns are now only +60% faster instead of +100%. - Scientist's bombs now deal +30% damage instead of +20%, blast you higher into the air, and are more frequently found at vendors. - Scientist's Alchemic Network gives +1 clip and +$1000 instead of +0.5 clips and +$500 per enemy death. [SKILL CHANGES] - Fixed a bug where Xray Vision wouldn't show enemies on the minimap. [CHEMICAL CHANGES] - Sonar Cells chemical no longer increases your view range. Instead it gives your bullets +7 degrees of seeking. - Fission Mine's passive no longer gives +1 grenade every 40s. Instead it makes your explosives have +20% explosion size. - Chemicals now have 2 instead of 3 charges - Chemicals now cost $6000 instead of $7000 - Chemicals take 2.5 instead of 3.0s to neutralize [BUG FIXES & OTHER THINGS] - Updated Chinese and German translations. Thanks guys <3
Hey all, this version places a larger focus on SURVIVAL by introducing the Survivor's Income. When you're a survivor you will passively gain cash and XP over time. When you're a zombie however, this income is paused. You can see your Survivor Income growing up the top-right of the screen. The cash and XP shown will be given to you when you get your next kill. Then the income resets and starts counting up again. This means that you don't have to go crazy hunting for kills, as you'll get paid the same rate anyway. GSA is a Battle Royale and so it should have high-stakes around dying. But previously death only really mattered during overtime. Now death always matters, and the fastest way to farm is to play wisely and focus on quality kills only. Enjoy! bencelot ---- [SURVIVOR INCOME] - The Kill Reward is now called Survivor Income, and it now only grows while you're a survivor. - It will grow at $1200/min in round 1, $2400/min in round 2, and $3600/min in round 3. - For XP it grows at 120/min in round 1, 240/min in round 2, and 360/min in round 3. - During overtime it will grow 2x faster, making it extra beneficial to be alive in this time. - Survivor Income is capped at $9999 and 999 XP. Make sure you get a kill before it caps out or you'll miss out on income. - Cash and the Survivor Income are now shown up the top right of the screen, near the buy menu. [ECONOMY CHANGES] - We no longer lose 10% of our cash on death. Being a zombie and missing income is the new penalty. - Supply Drops and Rare Loot now give more cash and XP in round 2, and even more in round 3. - Streak Points now give +$5000 when you hit 5/10/20/30 instead of 5/10/15/20/25/30. - Vendor upgrades continue to get more expensive up to a cap of $20,000 instead of $10,000. [GAMEPLAY CHANGES] - The final 6 players now get +5/10/15/20/25/30 max hp instead of +100/200/300/400/500/600xp. - Players once again gain +5 max hp per level instead of +10. However there are more health kits in the map to compensate. - Max health is now capped at 500 instead of 300. [VENDOR UPGRADE CHANGES] - Weapon damage now gives +6% instead of +5% per tier. - Weapon bullet speed is now +25% instead of +20% per tier. - Weapon rate of fire is now +8% instead of +6% per tier. [CLASS CHANGES] - Caster skill vendor upgrades are once again +50%, not +100%. - Caster's active skills now restore +20% of MAX health instead of a fixed +30hp when cast. They also get +70% cooldown speed instead of +50%. - Heavy's shield goes back to -3hp below 50%. - Heavy's health kits drop half as often, but give twice as much health. Easier to use. - Scavenger passive healing is now +100% faster instead of +150% faster. - Assault move speed is now +10% instead of +12%. - Sniper damage at range is now +20% instead of +25%. [SKILL CHANGES] - Executioner damage now ranges from 8 to 32 instead of 10 to 40%. [WEAPON CHANGES] - Nailgun clip size is now 30 instead of 25.
Hey all, this version adds a new class called Scavenger! Scavenger is all about looting. If you collect 50 bits of loot in a row without dying, you will hit the jackpot and suddenly double all of that farm. Scavenger also gets free loot for damaging enemies, and can heal much faster by standing still. This version also changes how the skill upgrades from vendors work. Skill upgrades no longer affect just one individual skill (eg: +20% Firestorm damage), but instead affect ALL skills that apply (eg: +10% to all damage skills). This is cool because we can make synergies. For example Firestorm, Executioner and Radiate all have the +DAMAGE tag, which means buying that upgrade will buff all 3 of them at once! Other neat changes are the ability to shoot while driving cars and some changes to the economy. Enjoy! bencelot ---- [GENERAL CHANGES] - Class icons are no longer shown during the warmup round. - Removed the skill stats tracking system that displayed skill medals. These didn't really do anything and added too much confusion. These will be reintroduced in a different way in a later version. - Daily challenges now give +5000xp instead of +2000 (or +10,000xp if you have Deluxe DLC). [GAMEPLAY CHANGES] - 2x as much loot falls into the centre during showdowns. - Players who join a game halfway through, in R2 or R3 spawn with a tier 1 gun in addition to their USP. Skills are no longer auto-levelled for players. - When zombies get 4 hearts they will now respawn somewhere nearby, so they can continue their existing fight. - Players now gain +10 instead of +5 max hp per level, but level up slower and fewer random health kits exist in the map. [SKILL UPGRADES] - Skill upgrades purchased from vendors now affect ALL skills, allowing for some cool synergies between skills that share the same tag. - There are 6 tags you can upgrade: Cooldown Speed, Skill Damage, Skill Duration, Skill Size, Skill Speed, Skill Healing. - Check the skill tree to see what tags each skill qualifies for. Most skills are affected by multiple tags. - Vendor upgrades are now more expensive, costing $6000, then $8000, then $10000. [VEHICLE CHANGES] - You can now fire guns while driving cars! Doing so gives you +15 degrees of inaccuracy. - Vehicles have less health and provide a bit less protection to compensate. - Improved vehicle netcode. It shouldn't rubberband if your car explodes anymore. - More vehicles spawn in the map and bots drive them more frequently. [ECONOMY CHANGES] - When we die, instead of losing 10% of our kill reward, we lose 10% of our unspent cash. - Missions no longer give upgrades, instead they give a fixed +$3000 and +300xp per mission. - Getting 5 streak points now gives $5000 instead of 500xp. - Tightened up the levelling curve, slowing down the rate we level up, and giving new skills on levels 1/2/4/5/7 only. [NEW CLASS: SCAVENGER] - Added the 5th class called Scavenger. Scavenger is all about looting the map, getting dangerously close to enemies, but trying to survive. It's 3 perks are: - Copy Coin: If you collect 50 loot items without dying, you'll duplicate all of them. Dying will halve the amount currently collected. - Pickpocket: Damaging enemies makes them drop random loot, on a 8 second cooldown. The closer you are the more loot they drop. - Static Aid: Your passive regen will recharge and heal +150% faster whenever you stand still. [CLASS CHANGES] - Heavy's ROF increases by +3% instead of +2% per level. - Heavy's shield will now also activate when standing still. - Caster loses the Skill Lottery perk that gave you a level 1 legendary. Instead, the new skill-based vendor upgrades are +50% more powerful. [SKILL CHANGES] - All skills have been buffed slightly, by making their level 1 version stronger. For example Vampirism used to give +4/8/12/etc healing. Now it starts at +8/12/16/etc. [WEAPON CHANGES] - USP fire rate is now 360 instead of 300 - Deagle DPS remains the same, but now has 25hp x 240 rpm instead of 20hp x 300 rpm (more impactful) - UZI bullet speed is now 85 instead of 75m/s - SPAS spread is now 20 instead of 22 - AK47 damage is now 10 instead of 11, but fire rare is 515 instead of 450 (feels better). AK47 recoil is worse. - Ruger fire rate is now 80 instead of 72 - Barrett fire rate is now 48 instead of 50 - Tasers fire rate is now 360 instead of 300 - Nailgun fire rate is now 900 instead of 720, with damage at 9 instead of 10. DPS is thus 135 instead of 120 (highest in the game!) But the clip size is only 25 instead of 30. - Seek Rifle rpm is now 400 instead of 360, bringing DPS up to 107 instead of 96 - Minigun clip size is now 50 instead of 40 [BUG FIXES] - Fixed the max wanted steam achievement (for real this time)
Hey all, hope you had a great new years break. Just a small balance patch. FYI, these balance changes are based on feedback in Discord, but also on data collected from every player and every match. If a skill gets a higher win rate than average it might get a nerf. Same for weak skills getting buffs. Over the last year I've seen that the skills are getting close to a consistent, balanced win-rate. Yay science! The other interesting change this version is that rare loot is now visible on the minimap, and gives more XP too. It will show with a little question mark icon, giving players a new type of objective to fight over. Enjoy! bencelot ---- [GENERAL CHANGES] - The score chart now automatically displays between rounds. - Warmup rounds are a bit faster. - Changed the colour of enemies from red to slightly purplishly red. [GAMEPLAY CHANGES] - Pressing E on regular civilians now makes them follow you. - When a zombie picks up their 4th heart piece, they will remain for another 0.5s before they revive. This gives time to pickup other loot. - Rerolling now costs $2000 for regular drafts and $5000 for boosted drafts. However, if you reroll on a boosted draft you are now guaranteed to get that same rarity after rerolling. - Rare loot crates now give an extra +100xp and show up on the minimap when they're active. - Heart fragments now give +50xp instead of +20xp for survivors. However, they no longer drop on kill for survivors. - Players now get 10 instead of 5 score per level up. - The skill point leveling curve is now 15% slower. - Our second legendary skill appears at level 12 instead of 15. - Bots are less accurate with snipers and M4A1. [CLASSES CHANGES] - Assault no longer has +20% bigger shifts, nor does it reduce combat slowdown. Instead, Assault has a new perk which makes it reload weapons +70% faster. - Sniper's bullets now have +20% range instead of +5m range (+20% works out to +10m range on normal rifles). - Heavy's health kits appear 20% instead of 15% of the time, and will pop out directly behind you if possible, also more consistently. - Caster no longer gains extra cash or XP from kills. Instead skill draft rerolls are 50% cheaper ($1000 instead of $2000, or $2500 instead of $5000 if boosted). [SKILL BUFFS] - Self Repair takes 2.0 instead of 3.0s to heal - Illicit Income gain per wanted level is +3% instead of +2% per level - Cluster Bomb throws nades 0.1s more frequently - Force Fields bounced bullets deal 10% more damage and steer a bit faster - Blade Fury slashing damage is now 100hp/s instead of 60hp/s - Invis only does reduced damage for 0.7 instead of 1.0s - Rambulance post-vehicle healing duration is now 5s instead of 4s, and regen is +5hp/s for all levels - Shockwave cooldown is 2s faster for all levels - Medical Supplies now fires loot at you from player kills too [SKILL NERFS] - Vampirism healing gains 4% instead of 5% per level - Clip Magnet seeking is 2 less per level - Proximity Rounds charging range is now 30 instead of 40m - Bullet Time slows enemy bullets down to 20% instead of 16% speed, and doesn't seek as much at higher levels.
Heyo, this is a small patch to make showdowns cleaner. A recent change made it a bit too easy for zombies to respawn, especially if there were a lot of skilled players in the server who knew how to move fast. This made the final showdowns a bit too chaotic and a bit of a coin flip to see who would win. So to make showdowns more clean between the final survivors, zombie respawns are harder. Killing another zombie now only drops 1 heart piece, and they no longer drop the amount they were carrying. We also require 4 instead of 3 hearts to respawn. To compensate for this, we no longer lose our hearts when we die (which was a bit frustrating anyway). Enjoy! bencelot ---- [GAMEPLAY CHANGES] -Zombies no longer lose their heart progress when they die. But they now require 4 hearts to rez instead of 3. -Killing an enemy zombie now drops exactly 1 heart. It doesn't drop extra fragments based on how many they've collected. -Added green bubble visual feedback for all healing skills -During overtime, the poison gas deals increasing damage based on your time inside it, and this rate is now remembered until you die. -Tweaked the order we unlock boosted skills. Instead of getting a legendary on level 5, and rares/epics on 8/11/14/17. We now get our legendary at 6 and get rares/epics at 5/10/15. If you reach level 20 you'll get a second legendary. -Whenever we see a brand new legendary or epic in the draft, we only get 1 draft option (in the next major version, we'll be able to unlock boosters that let us control these) -Fixed a bug where you couldn't reload if you have only fired a single shot of your gun -Your existing skills now show when you are offered new skills - Map spawns 18 instead of 20 vendors - Flare gun now deals 10hp flame damage for 1s -Added 3s extra to the end of each round to collect loot [SKILL CHANGES] -Radiate impact radius is 20m instead of 16m -Stimpacks can no longer heal you in the poison gas -Flying Dagger now works for zombies. -Flying dagger damage now ranges from 70% to 100% instead of 105% to 135% -Force Fields burst damage is now 30 instead of 20 -Clip Magnet now shows a green seeking halo when you have available bullets
This patch tweaks the cash and XP rates to make farming more meaningful, and adds key milestones to aim for just before the rounds 1, 2 and 3 showdowns. Firstly, we all earn a lot more cash and XP. Tier 2 and tier 3 weapons are also $5000 cheaper, so we'll all be more powerful by the final showdown. Also, skills now level up at fixed, predictable levels. We get new skills at levels 1/2/5/8/11/14. If you farm well, you can reach level 5 just before the round 1 showdown. This is important because level 5 now always gives you a LEGENDARY boosted skill, which starts at level 4 and can reach a super OP level 7. Levels 8, 11 and 14 will give everyone EPIC or RARE skills, which also give bonus points and provide key milestones right before the round 2 and 3 showdowns. Enjoy! bencelot ---- [SKILL DRAFT CHANGES] - We now always see brand new skills at levels 1 and 2. Then 3 and 4 upgrade them. Then we get boosted skills on level 5/8/11/14/17. - Normal skills can now go up to level 4 instead of level 3. - Boosted skills now come in 3 rarites: Rare, Epic and Legendary. - Legendary skills always appear at level 5. They start at level 4 and go up to level 7. - Epic skills can appear at levels 8, 11, 14 and 17. They start at level 3 and go up to level 6. - Rare skills also appear at levels 8, 11, 14 and 17. They start at level 2 and go up to level 5. [ECONOMY CHANGES] - Getting 5 streak points now gives you a flat +500xp, instead of a free level up. - The Kill Reward now gains xp and cash 33% faster. - Supply Drops give an extra +100xp, +$1000 and +3% weapon damage. - Cops give 11/12/13/14/15xp based on your wanted level instead of a flat 10. - Tier2 weapons cost $5000 instead of $10,000 (but are still only available on round 2) - Superweapons cost $15k instead of $25k ($10k instead of $15k to upgrade from your tier 2 gun) [GAMEPLAY CHANGES] - Cops have 50 instead of 40hp health and do 100% instead of 80% damage. - 3 supply drops instead of 1 spawn at the start of a BR match - Supply drops gain armor for each player nearby, shown by an expanding health bar. - Civilians now eject from cars faster, immediately as soon as it starts flaming - Shotguns now deal more damage but have worse range and spread [GENERAL CHANGES] - Updated the default control scheme a bit (for new players). Interacting with HUD is now CTRL, placing chems is now C, slashing knife is now middle mouse - All players, now including F2P people, will show off their account level when they win a round - Your Streak point progress is shown below your health bar. [SKILL BUFFS] -Radiate cooldown is now 18/17/16/15/14/13/12 instead of fixed at 16s. It does +5 impact damage per level and the radius is 10% larger -Beefcake doesn't increase your hitbox size as much (lvl 7 is +20% instead of +40%) -Falling Inferno now additionally increases your molotov duration by 1 to 7s -Critical Rage chance now ranges from 140 to 380% instead of 133 to 333% -Illicit Income values are halved, but it now increases your XP earned as well -Shrapnel chance of free nade now ranges from 50% to 350% instead of 40% to 280% -Armed Robbery chance of big XP ranges from 25 to 175% instead of 20 to 140% -Medical supplies healing ranges from 10 to 40 instead of 5 to 35 per loot -Hypnotic Army range increased by 5m, and cooldown is now 10 instead of 12s. Max vendors is now 0/0/1/2/3/4/5 -Invisibility duration buffed by 5s per level -Blade Fury slashing damage is now 100 instead of 60 hp/s -The bonus damage duration after spike trap is 4 instead of 3s -Flying Dagger range and speed increased by 10m for all levels -Backtrack duration increased by 1s for all levels -Rambulance damage also increases car mass for collision purposes [SKILL NERFS] -Flaming Bullets duration now ranges from 0.5 to 1.1 instead of 0.3 to 1.5s -Regeneration healing ranges from 2 to 14hp/s instead of 2.5 to 17.5 hp.s -Executioner damage ranges from 8% to 56% instead of 10% to 70% -Self Repair takes 2.5 instead of 2.0s to heal you -Stimpacks healing ranges from 3 to 21 instead of 4 to 28 hp per shift -Toxic Blood duration now ranges from 3 to 9s instead of 2 to 14s -Arcane power bullet damage ranges from 7 to 49 instead of 8 to 56hp -Clip Magnet seek speed is now 20 instead of 30 degrees per second -Assassinate bonus damage ranges from +3 to +15% instead of +3 to +21% [BUG FIXES] - Fixed a bug where clip size upgrades weren't showing properly in the HUD. - Fixed Always on Top challenge not working - Fixed a bug that caused cops to stand on top of cars - Fixed a bug where the critical rage sound effect wasn't applied to shotguns
Hey all! This version tweaks skill drafting to make GSA play more like a roguelite. The goal is to reduce repetitive matches by reducing the control we have over our builds. For example, the guaranteed skill now only appears in 33% of matches. This affects all players equally, and still lets us choose and use our favourite - but not every game. Most games we need to adapt to the draft and piece together a smart build as we play, which raises the skill ceiling. Speaking of skill ceilings, it just got even higher! This is because in ranked mode rounds 1 and 2 now give +1 trophy each. This means that if you manage to win all 3 rounds you can get 12 trophies instead of 10, letting skillful players climb the ranks extra fast. Next version will rework the perks system into a classes system, making it far easier to switch playstyles between games. Enjoy! ---- --- GENERAL CHANGES --- - Added a reconnect button. This appears above the play button in purple, and lets you rejoin the last server you were in (useful if you d/c). - If you leave a duos/squads server mid-game and rejoin, the server will try and put you back onto the old squad. - Improved visual feedback whenever you hit an enemy by making their outline briefly flash white. --- GAMEPLAY CHANGES --- - The draft now only shows 2 skill options instead of 3. - The guaranteed skill now only appears in 33% of matches. - When you get a bonus skill point, this now jumps from level 0 to 2 instead of 1 to 3. - All skill values have been rescaled slightly, so that levels 1 and 2 are a bit weaker, 3 is the same, and 4 is extra powerful. - Level 4 skills now appear at levels 7/10/13/16/etc. - Skill builds now require 15 skills instead of 12 (5 actives and 10 passives). If you had existing builds below 15, ring 1 skills will be automatically added to them (but you can change them of course). - The victors of rounds 1 and 2 get +1 trophy instead of bonus health. This brings the max trophies you can earn per match up to 12. - Expanded the size of red zone slightly to reduce player density in showdowns. - Rare loot crates are now more likely to fall out in the open instead of in parkour spots. --- WEAPON CHANGES --- - Grenades do +5 damage - Molotovs do +5 damage --- NEW SKILL --- - Parasites has been removed from the game. Instead we have a new passive skill called: "Proximity Rounds" - Proximity Rounds: Adds high damage bullets to both of your guns. These bullets accumulate over time, but only when standing nearby enemy players. - Max bullets charged: 3/6/9/15 with a charging time of 3/2.5/2.0/1.5s per bullet. You must be within 30m to begin charging. - Charged bullets do +5hp damage (+10 for shotguns and snipers) --- SKILL CHANGES --- - Self Repair now gives +100% healing while you are below 50% health. Healing is now +15/25/35/55 instead of +30/40/50/70. Cooldown is 16s for all levels. - Energize speed is now +5/10/15/25% instead of +10/15/20/25% - Frenzy rpm is now +12/20/28/44% instead of +15/20/25/35%. Cooldown is now 22s for all levels instead of 20/19/18/16. - Boots of Travel now kicks in after 1.5s for all levels, instead of 2/1.8/1.6/1.2 - Shrapnel damage boost now applies to vehicle explosions as well. Shrapnel molotov duration is now 2/4/6/10s instead of 2/3/4/6s - Radiate impact damage is now 10/20/30/50 instead of 20/30/40/60, but cooldown is now 16s instead of 20/19/18/16s. - Critical Shifting now has 5/10/15/25% damage instead of 8/11/14/20%. Duration is fixed at 1s for all levels instead of 0.8/0.9/1.0/1.2 - Cluster Bomb time between throws is now 1.4/1.2/1.0/0.6 instead of 1.3/1.2/1.1/0.9 - Firestorm now throws 2/3/4/6 instead of 3/4/5/7 fireballs, but it takes less time to shoot them all out (0.4 instead of 0.7s). Cooldown increased by 4s for all levels. - Blade fury range is now 35m instead of 50m - Killer cooldowns now reduces cooldowns by 20/40/60/100% instead of 35/40/65/95% - Blade Fury cooldown is now 16/15/14/12s instead of 15 for all levels - Blade Mail damage reduction is now -15/25/35/50% instead of -25/35/45/60%, but works at the same strength regardless of how empty your clip was (the description already gave this impression, now it just works this way) - Mirror images now do 5/10/15/25 damage instead of 10/15/20/30% damage, but their health is now 20/40/60/100 instead of 20/30/40/60 - Hypnotic Army follower hp is now +20/40/60/100 instead of +30/40/50/70, and cooldown is fixed at 12 instead of 20/18/16/12 - Smoke Bomb duration is now 1.5/2.5/3.5/5.5 instead of 2/3/4/6 but healing rate is 12hp/s instead of 10hp/s - Invis move speed is now +10/20/30/50% instead of +20/30/40/60%, but duration is now 7/14/21/35s instead of 8/12/16/24. Cooldown is now 15s at all levels instead of 20/18/16/12s - Venom cooldown is now 20/19/18/16s instead of 15s for all levels. Venom seeking is higher, as is the time the trail stays on the ground. - Clip Magnet seeking speed is now fixed at 20 degrees/s instead of 10/15/20/30 degrees. - Clip Magnet no longer charges up the remaining bullets in your current magazine (which would get lost on reload). Instead it charges up 20/40/60/100% of both your held weapons - Bullet Time seeking is now 10/20/30/50 instead of 10/15/20/30 degrees per second - Phase Drifting speed buffed to 150/170/190/230% instead of 150/165/180/210%
MINOR TWEAKS August 7th, 2023 Heyo, nothing too crazy this patch. The main change is buffing the TTK of some weapons, and repositioning the game info box to the top left of the screen. Enjoy! ---- --- GENERAL CHANGES --- - Repositioned the game mode info HUD element to now appear up the top left of the screen - Players can now only have 1 account on their SteamID (this won't affect 99% of players, but fixes an exploit) - When someone wins a round, the DLC medallion now only shows for people who own the DLC - Tutorial improvements --- WEAPON CHANGES --- - Buffed AK rpm from 400 to 450 - Buffed Ruger damage from 35 to 40, but reduced rpm from 90 to 80. - SMGs and LMGs have slightly faster bullet speed. --- SKILL CHANGES --- - Firestorm projectiles are closer together, but fly a bit slower through the air - Blade Fury blades now burst out after 1s instead of 1.5s --- BUG FIXES --- - Fixed a bug where the final 6 scoreboard would keep showing ranks even when people were playing casual mode
This version puts a stronger emphasis on the GTA aspects of GSA. If you can handle the chaos, you will be showered with xp, cash and more! COPS: Cop waves come 2x as frequently, as do wanted levels. MISSIONS: We are no longer limited to 1 mission per round. There are also brand new civilian missions, and if you don't like one you can replace it by talking to another civ. CARS: Vehicles now deal extra road-kill damage and get a +$1000 reward for a successful roadkill. And they help find missions! In exciting news, a new RANKED MODE will be released sometime next week. A true test of skill with a leaderboard, win rating (similar to MMR), and custom rank badges. Stay tuned. ---- --- GAMEPLAY CHANGES --- - Players can climb wanted levels faster. - Players can do up to 3 missions per round instead of 1. - Every 3rd mission will give a random upgrade, otherwise cash. - Contracts perk no longer adds extra missions, but makes them all random upgrades instead of cash. - Chems cost 10k instead of 8s, but take 1.0 instead of 1.5s to place. - Vendor upgrades now cost $6000/7000/8000/9000/10000 (capped at $10k). --- GENERAL CHANGES --- - Added a button to refresh leaderboards. --- SKILL CHANGES --- - Boots of Travel speed is now +20/30/40/60 instead of +15/25/35/55% - Mana Shield protection is now -15/20/25/35% instead of -10/15/20/30% - Clip Magnet seeking is reduced to +10/15/20/30 instead of +20/30/40/60 - Backtrack duration is now 4/6/8/12 instead of 4/5/6/8s
Heyo, this version makes it so F2P peeps can now attempt hardcore survival runs. Coop is now also available to F2P players. Previously these were DLC only features (the DLC still lets you play multiple runs per day as well as modify your run with a bunch of difficulty modifiers). Have fun! ---- --- MAJOR CHANGES --- - F2P players can now attempt 24 instead of 10 challenges in the challenge grid. - F2P players can now attempt hardcore survival difficulty. - F2P players can now do co-op survival runs with friends (1 per day, get the DLC for unlimited runs per day). - F2P players can now complete the first 3 survival difficulty modifers (the rest are for the Deluxe Edition). --- GAMEPLAY CHANGES --- - When you join a game mid-way, the game will auto level some skills for you so you can just start playing and not have to click 10 times. - The 4th level of every skill has been buffed, to make level 4 extra strong (the equivalent of 2 skill points). - The power spike at level 7 gives +3 skill points instead of +4. - Level 4 skills only become available when you reach level 10 in-game. - Made civ vendors offer a more healthy random distribution of civ upgrades. - Sped up the in-game skill point levelling curve by 10%. --- GENERAL CHANGES --- - At the end of the match, the extra XP you earn from end of match XP multipliers is shown. - Survival challenges must be unlocked 1 at a time. - Players only need to accept the random perk when starting a match, not the 2 they already know they have (fewer clicks). - Every challenge in the challenge grid now gives XP and coins, instead of one or the other. To get the coins, claim them in the menu after a match. - The DLC supporter's medallion once again shows next to your health bar. - Increased the passive kill coin loot rate slightly. --- SKILL CHANGES --- - Flaming Bullets duration is now 0.6/0.8/1.0/1.4 instead of 0.6/0.9/1.2/1.5 - Energize speed is now +15/20/25/35% instead of +15/25/35/50% - Vampirism healing is now +6/9/12/18 instead of +6/10/14/20 - Gunslinger recoil is now 85/75/65/50% instead of 80/65/50/30% - Force Field health is now 90/120/150/200 instead of 80/100/120/150 - Manic Mechanic increases your vehicle boost speed by +10/20/30/40% --- PERK CHANGES --- - Black Market perk now lets you buy T2 and T3 guns a round earlier. - Outlaw perk makes cop waves spawn upon you more frequently. - Genetic Heart perk now gives +25 max hp instead of +20. - Life Steal perk now gives +1.5 per bullet instead of +2.0. --- BUG FIXES --- - Fixed a bug where perks would display incorrectly if you joined mid-match. - Fixed a bug where Flaming Bullets always appeared in the draft. - Fixed a bug where vendors would show 2 identical upgrades.
Hey all! Nothing major this week, just some QoL changes and balance tweaks. A few of these were patched out already a few days ago, but here is a summary of the changes since v1.610.
Enjoy!
----
--- MAJOR GAMEPLAY CHANGES ---
- Tier 2 guns now cost $15000 instead of $10000.
- Tier 3 guns now cost $30000 instead of $25000.
- Removed the blue cop circle mechanic. You can now only lose your wanted level by paying off a vendor.
--- MINOR GAMEPLAY CHANGES ---
- Mission civs continue to offer the same mission to other players after you take the mission. So allies can grab the same one.
- As a zombie, survivors will show a full heart next to their health bar to indicate you will rez from killing them.
- The minimap zoom shows 250m instead of 150m around you.
- Removed the police grenade kills mission.
- Cop waves spawn differently now. The time between waves has been reduced, but a new wave will only trigger upon killing a cop.
- Cops deal 100% instead of 70% damage, but have 40 instead of 50hp.
- BR rounds 1 and 2 now give different rewards based on squad size: $5000 or 20hp for solos, $4000 or 15hp for duos, $3000 or 10hp for squads (and survival).
- Players who join a game mid-way now come in with higher cash and XP than before (closer to the actual average).
- Upgrade costs start at $6000 instead of $5000.
- Vendors no longer sell Warp Fields in Conquest or CTF modes.
- Reduce vehicle hitpoints by about 20%.
--- GENERAL CHANGES ---
- Music now plays all the time in BR modes, not just during overtime.
- Made daily challenges easier to complete.
- Streamlined the tutorial, removing unnecessary text.
- At the end of the round, the game now shows your rank, kills and deaths.
--- WEAPON CHANGES ---
- Shotguns now have more range, but more spread.
- Rifles have less spread, but more recoil (when holding the trigger).
- LMGS have more spread but 10% more damage.
- Flare Gun now costs $5000 instead of $3000.
- Blast Cannon can no longer be targeted at your feet, instead the bullets fly like a normal gun.
--- SKILL CHANGES ---
- Smoke Bomb is once again cast on your person, not cursor. It has increased radius by 5m for all levels.
- Venom damage increased to 20/35/50/70hp.
- Spike Trap damage buffed by 10hp at all levels.
- Assassinate cooldowns is now 5s instead of 10s.
--- PERK CHANGES ---
- Black market saves you $7000 instead of $5000.
- Buffed Skill Scan range from 150 to 300m.
- Buffed blast shield nade protection from -40% to -50%.
- Final Focus bullet speed and rof is now +25% instead of +20%.
- SWAT Vest now gives -75% damage from civs/cops instead of -50%.
- Flying Dagger now does 70hp instead of 60hp.
We've got a groovy new chat wheel!
Simply hold 'C' to bring up the chat wheel, and then select one of 8 pre-made messages. This feature is handy when you want to issue quick commands to your team-mates ("Follow me!" "Okay"). The 8 messages are also auto-translated, allowing you to communicate with people who speak a different language.
Enjoy!
Ben.
Hey all! This version reworks shifting to make fights cleaner and movement smoother. There are two big changes: 1) You can no longer fire your gun while shifting (cleaner fights) 2) We get shift charges far more often (smoother movement) Previously, players could shoot and shift at the same time. And good players realised that you could spam shifts every fight and be almost impossible to hit. This made fights quite messy. But now, players must make a tactical choice of when to shoot and when to shift, and use shifts to reposition themselves next to cover before they attack. Another upside is we can all have way more shifts, as there is no risk of people spamming them during fights anymore. So movement in general is a lot faster, and no longer needs annoying penalties to discourage shifting in combat either. So shift as much as you like! (Just do it smart while in combat). Other highlights this version are a new warmup mode (with random skills instead of guns), new zombie betting (where you can bet multiple times per round), and we no longer lose our Kill Reward cash when we die. As always feedback on Steam or Discord is welcome. Enjoy! ---- --- SHIFTING REWORK --- - You can no longer shoot while shifting (skills still work though) - Players take 20% less damage while shifting - Shift charges restore faster (every 0.8s), and don't recharge slower in combat - Shift charges no longer get smaller if you use too many of them or during combat --- GAMEPLAY CHANGES --- - Dying no longer loses your kill reward. To get a higher kill reward, stay alive during overtime to get a 2x speed boost not available to zombies. - Zombie Betting awards more XP and allows for multiple bets per round, making it a good source of farm for zombies (and a bit of a rubberband mechanic). - The Final 6 Leaderboard no longer gives XP, it just gives 5/10/15/20/25/30 score per round. - Players move 10% faster - In survival mode you get 2 missions per round instead of 1 --- GENERAL CHANGES --- - Survival difficulty modifiers are now all immediately available (to DLC owners). You no longer need to unlock them 1 at a time. - The Deluxe DLC gives 2x rewards to daily challenges instead of 4x. However it now also doubles the coins you get from round wins and level ups. - Daily challenges now completely reset every day at 0:00 UTC. - Daily challenges now give a flat 150 kill coins each (600 total), instead of 50/100/150/200 (500 total). - Warmup Round now gives players a single level 4 SKILL instead of weapon. --- WEAPON CHANGES --- - Reload times are 20% faster. - Weapon swapping times are 20% faster. - Buffed sniper range by 10%. --- CHEMICAL CHANGES --- - Chemicals placed into the map once again last for 10 mins instead of 2 mins. - Warp Field now costs $5000 instead of $4000 --- SKILL CHANGES --- - Mana Shield protection is now 90/85/90/75% instead of 80/75/70/65%, however mana shield now also protects you while shifting. - Bullet Time duration is now 4s instead of 3s. - Plasma Damage slightly reduced. - Venom travel speed and range slightly reduced.
It's been 3 months since the last version, but this one is worth the wait. This version completely reworks Geneshift's progression system, changing how you level up, how you unlock things, how XP is earned and more. It introduces a new currency called "Kill Coins" which are used to unlock items, adds the concept of "personalised difficulty", and features a new daily challenges system. Best of all, the menu has got a total makeover and now looks gorgeous! Check out this before and after pic!
To celebrate the 10 year anniversary since Geneshift first came online, this version is getting a big, immersive, GTA2 inspired makeover. We now have civilians, vehicle friendly maps, and even a 4-star wanted level. This version also introduces a new squad mode, player vs bots coop option, a new difficulty level, new BR mechanics, a more permissive free demo option, and more!
It's a big one! Through constant iteration of test versions and discussions in Discord, this version has reworked almost every system in the game. There's a huge focus on usability, making mechanics intuitive to new players, and streamlining everything for the Battle Royale mode. I'll go into detail below, but here are some of the biggest changes:
So I recently posted about Geneshift on reddit and it exploded to over 64,000 upvotes! This brought thousands of new players to both the game and the Discord. There have been hundreds of positive reviews, plenty of valuable feedback, and non-stop 24/7 players online. Geneshift hasn't been this active all year! The servers crashed twice, and I got about 7 hours sleep in 3 days. It's been wild!
Sorry everyone, the servers are dying. Reddit hugged it to death. I am working to get this resolved ASAP. Please be patient and thanks for your understanding :) While you wait, you can play a game vs bots. You won't be logged in, but you can still run around practicing your skills. Just click the "Battle Royale vs Bots" button. Update: The servers are back online. Thanks for your patience!
For the next 48 hours you can get a copy of Geneshift for free! No questions asked, just add it to your library and its yours free to keep forever. This is the base game, featuring the awesome new Battle Royale mode, where each round lasts only 2 minutes.
I'm doing this to build a playerbase for our multiplayer community. I also just want to see people play my game - I've spent 9 years on this thing and I'm really excited to get new players. So spread the word, tell your friends and hop on!
This is the biggest version of Geneshift yet and plays like a whole new game! This new mode has all the usual features of a Battle Royale: orbital drops, looting, a shrinking circle of death, and last man standing. But there are a few unique twists on the BR genre too. The main one being that each round is only two minutes long!
Alright internet, you win. Geneshift is hopping on the BR bandwagon and I'm pumped!
The reason I'm making this mode is because of this gif, and this 5800 upvoted reddit post. I spent an afternoon chucking together this mock-up Battle Royale circle to see how it would play, then posted it on reddit. The response was overwhelmingly positive with hundreds of people saying I should make it and they'd buy it. So let's do it!
All hail our robot overlords! This is perhaps the biggest version of Geneshift ever released. Why? Because multiplayer just became playable! Fancy that.. making a game that you can actually PLAY. Crazy! Previously if you joined an empty server there was nothing to do except run around a bit and shoot at boring, dumb gangsters. There was no challenge, no objective, no game. But just like in real life, AI has come to save the day.
These new bots are designed to play just like real players. They'll drive cars, level skills, place chemicals, capture objectives, and even shit-talk you. They're smart, use teamwork, and will give you a real challenge. It honestly feels like playing a regular PvP game. Half the time you won't even notice you're playing against a cold, heartless, silicon-fearing robot. They play a hell of a lot better than your average human, that's for sure.
Well that took longer than expected. We've been in Early Access for over a year now, and I've only just completed reworking the singleplayer campaign. This version polishes the final 4 stages, updating them with all the cool improvements I've made over the past year. There are story rewrites too. The completion of the campaign marks a huge turning point in the development of Geneshift, as I'll be shifting focus back onto multiplayer and marketing after this. It also makes my self-diagnosed OCD happy that it took a nice, clean 10 versions to rework the campaign.
In the not so wise words of EA, this version will give you a sense of pride and accomplishment. How you ask? By completely reworking the progression system. This new system adds strategy, gives cash a purpose, and lets you personalize your character as you progress through the game. Holy buzzwords batman, let's read on!
A few nice changes in this version, the biggest one being a completely reworked menu system. I should have done this earlier, because it looks great and first impressions are oh so important. We've also got some nice changes to the campaign and yet another new combo kill system.
Plenty of new features! In the campaign we have a new exploding guard type who alerts nearby enemies, we have a fun new kill combo system, and the skill penalites have all been removed as well! In multiplayer we have a massive rework to how barrier works, and maps that resize based on the number of players in the server.
This version is inspired by the extremely challenging and awesome shooter, Hotline Miami. I've completely reworked the campaign by adding a new checkpoint system and increasing enemy damage by over 500%!
Version 1.03 introduces a brand new aiming system. You can now zoom the camera way out, showing a lot more of your surroundings. This gives you more situational awareness and makes aiming feel smoother too!
Version 1.02 is out with 3 brand new skills. The ideas came from the massive reddit thread I made a few weeks ago asking for skill suggestions. There were some amazing ideas there and I've just added my 3 favorites!
Ooo baby, back to coding after a great launch. We've reached the "Very Positive" rating on Steam; the Discord community has hundreds of new members; and we've played some really fun games together. Thanks a million guys!
I also recently got some love on reddit. I asked for skill ideas and received over 4000 responses! This blew my mind and some of the ideas are really awesome. So... lets add them!
I've finally had time to sleep after my all-nighter of bug fixing, server maintaining and newbie slaughtering. I woke up to see full servers, thousands of sales and plenty of new members in the Discord community. We have 100% positive Steam reviews, 33 and counting. Each review counts so I really appreciate the time you guys took to write them. Overall I couldn't be happier with the launch, so thank you all!
I believe this mostly came from the 53,000 upvoted reddit post I made the moment I launched the game. The response has been overwhelming, so a big thanks to all the redditors who helped build the hype train. There have been some great articles written about the game, including an extra personal one detailing my 8 year dev journey to Peru.
Anyway, what's next? Well the first thing I need to do is troubleshoot a few bugs a couple of people have been having. If you have any issues just hit me up in the Discord or the Steam Forum and I'll respond to you ASAP. I'm also working with a few youtubers to get some exposure and bring plenty more players in here. If you want to help out you can post and tell your friends about the game too.
After that, it's back to dev. This the beauty of Early Access. I want to start adding fun stuff, and I want your ideas! We need to do some balancing of the skills and weapons, so please give me your thoughts on that. And we also need more content. So lets start tossing some ideas around for new stuff to add. Skills, weapons, vehicles... there's plenty more to do.
Anyway, back to it. Thanks a million for the great launch guys. If you like the game please consider writing a review, it will really help us get noticed in Steam's algorithm. And if you're using the demo, please just keep on playing!
Remember there is currently a 20% discount, so if you upgrade now you can unlock the rest of the game for cheap.
Thanks all!
Ben.
It only took 8 years, but Geneshift is finally on Steam. I want to say a big thank you to everyone who's played over the years - your feedback and support has been invaluable. Now that we're on Steam our community can grow, so please tell your friends. Show them the free multiplayer demo! Also if you like the game and want more players please leave a Steam review - it really helps us. Now having said all that, let's play!
Of course, this is only the Early Access launch. There's a lot more fun stuff to look forward to! More content, more features, you guys decide! The next big feature will be ranked servers, where players are awarded ranks based on their performance in-game. An advanced ELO system will accurately measure you skill and rank you up and down, encouraging all sorts of competitive and tactical play! This is almost fully coded but needs a bit more testing before release. Anyway, it should come out in a few weeks! After that, let's add more vehicles and chemicals :D
Once again, I want to say thank again to everyone who's helped me develop and release this game. I look forward to the next stage in Geneshift's history and seeing all the cool ideas and feedback you guys give me.
Cheers,
Ben.
In one week Geneshift will launch on Steam. We've got a bunch of new members on Discord who joined after a post on reddit exploded with over 7000 upvotes. If you've started following Geneshift as a result of this post then I just want to say thank you for the overwhelming support you guys gave. I can't wait to play with you all next week.
Thousands of players have wishlisted the game already, meaning we will launch Geneshift with a bang! Of course there is a free multiplayer demo available as well. So if you want to play with your friends, just share the Steam page and you'll be riding shotgun with them in no time!
See you all in a week!
Ben.
The Geneshift launch in action. Geneshift will now launch May 23rd, 2017. I've pushed it back from April 27th due to all the feedback you guys have provided. There have been so many great suggestions, but implementing them takes time - and I want to launch the best game possible.
With the new date we'll launch a better game with a bigger community. The demo is available to play and I encourage everyone to download it. Give me more feedback in Discord! Until then I'll keep polishing and sharing the game to make the launch as big and exciting as possible.
And lets be honest... I've been making this game for 8 years - I clearly don't know how to estimate time. But on May 23rd Geneshift will launch as a bigger and better game than ever before. Now grab that demo from the Steam store, hop on Discord and let's play!
Join the Discord Chat: https://discord.me/geneshift
The Geneshift Demo is now available on Steam! Play the full Conquest multiplayer game mode with no restrictions. Just hop on and play for as long as you like. And tell your friends, because demo and full customers can play together in the same servers, for FREE!
For the entire time that Geneshift has been in development the multiplayer has been free. I want to keep it that way. Obviously it's a demo and some features are restricted, such as the campaign and online co-op. But the main multiplayer game mode is free to play for as long as you like. So hop on and enjoy the crazy skills and insane vehicle action today!
I've decided that Geneshift will now release into Early Access instead of going directly to the full launch. Why? Because I'm not done with this game yet.
For the past 8 years I've developed this game with the help of the community. On Early Access we can keep this going, just bigger and better! I've always intended to keep developing the game after it hits Steam, and Early Access is the best way to indicate this.
So get ready to play, test, playtest and do some more testing (and playing). There's a lot of cool new content I want to add and on the 27th of April 2017 Geneshift is going to be bigger than ever before!
After 8 years of development Geneshift is finally launching on Steam! Geneshift will launch on the 27th of April 2017 and be available for both PC and Linux.
It feels weird to have the final deadline, and to have 8 years of work all come down to just one day. I'm not going to lie, I'm a wee bit nervous, but I've gotta launch some time. I wanted to give a big thank you to all the guys who have stuck with the game over the years. I wouldn't have finished it without you. Your feedback, suggestions and motivation to keep going have been invaluable. So thank you!
To celebrate the new launch date I've just uploaded the final and official Geneshift trailer. Again, a big thank you to everyone who acted in it! We've got a lot of great shots showing off the skills, vehicles, multiplayer, online-coop and more. Here is the youtube link, check it out!
https://www.youtube.com/watch?v=EsabFqVs_IM
Anyway to stay up to date with the latest changes in the final month, make sure to follow Geneshift on Facebook and Twitter. Even better, check out the new official Discord chat room! There are a bunch of us in there discussing the game every day and doing the final playtests, and you are invited to join. Looking forward to playing with you all in a month!
Discord: https://discord.me/geneshift
Twitter: https://twitter.com/Geneshift
Facebook: https://www.facebook.com/Geneshift/
A week ago I created an official Geneshift Discord chat room, and it's all that anyone uses anymore. There are dev updates, theorycrafting and a hint of shitposting too, so come join the fun at: https://discord.me/geneshift
I've just released the final trailer! This one took 1.5 weeks to create and I want to extend a big thank you to all the players who helped with the filming. Your patience is much appreciated! https://www.youtube.com/watch?v=VtckXPDDcfc
Geneshift has been in dev for over 8 years now. The demo was released in 2009 under the names of Subvein and later Mutant Factions. To stay under budget I've had to code Geneshift from cheap countries all around the world. It's been great fun and I hope you enjoy playing it as much as I've enjoyed making it!
Just a little heads up on what I'm doing. Geneshift will be released in a couple of months and I'm on the home-stretch now. I'm currently testing Steam achievements and making sure they all trigger correctly. It's so cool watching little Geneshift icons pop up in the Steam overlay!
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