54 NEW SKILL MUTATIONS
Mutate your skills to unlock new combos!
Skills are the core of GSA. The first 90% of each match is spent leveling up as fast as you can to unlock skills and create strong synergies before the final showdown. Well this process just got a whole lot more interesting with skill mutations.

Every skill now has a "mutation power". This isn't active to begin with, but you can activate it at vendors by spending a new in-game currency called Syringes. A simple example of a mutation is the Self Repair skill. This normally just heals you, but if you activate it's mutation power it will ALSO make you move much faster for the 2 seconds that the heal is active. This opens up new ways to use the skill, like chasing or escaping from enemies.
54 Unique Mutation Powers
All 54 skills in the game have their own unique mutation power. Here are a few examples:
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Radiate's mutation makes your own nukes heal you, allowing you to cast it on yourself.
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Executioner's mutation causes enemies to explode when they die, creating chain reactions of cops exploding eachother.
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Invisibility's mutation causes you to accumulate damage when standing near enemies, allowing you to stalk enemies to secretly charge up a powerful shot.
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Flying Dagger's mutation makes your throwing knife fly back to you like a boomerang, allowing you to double hit enemies and do trick shots.
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Bullet Time's mutation will steal all nearby enemy bullets and fire them back towards them (like in this image below).
Activate Mutations with Syringes
You get +1 syringe every 5 score you earn in game, and it works out so that most players will be able to activate either 2 or 3 mutations each match. But you'll usually have 5 skills, so you'll need to choose which skills you want to build around, as you can't mutate them all.
Mutating a skill will also give that skill a big boost of skill points, based on the rarity of that skill, forcing you to really invest into the skill you're mutating. This is a big power spike, and makes it extra exciting to earn score and get that next syringe. The primary way to get score is to level up but also get kills during overtime, and this new incentive to get score ASAP gets players to really hunt kills during the final showdown moments, instead of hiding away.
Full Changelog
[GAMEPLAY CHANGES]
- When you die or respawn, all vendor options reset for you.
- When zombies revive, they only start with 100 health, and will need to regen the reset.
- Knife now does 70hp damage, with 60 rate of fire. Instead of 60hp damage, with 80 rate of fire.
- Shadows from players in the air are more visible.
- Bomb Boxes have a slightly bigger explosion radius.
- Crate Race modifier can only be completed once per round.
- The leaderboards now show players' actual builds used in-game. Not their builds from the menu. This includes the skill level and syringes.
[CLASS CHANGES]
- Assault's reload speed is now +70% instead of +50%.
-Fixed a bug where criminal's gangster could kill enemies. It now caps at 1hp like the rest of the gang.
-Criminal's gangster has a 3% chance of appearing instead of a 5% chance when shifting.
[SKILL CHANGES]
- Backtrack renamed to Teleportation. Teleportation will teleport you to your target after a short channeling time. After teleporting, it will heal you.
- Combo Killer now drops loot starting at double kills, not triple kills.
- Armed Robbery rewards are now only given once every 60s. A little indicator will appear above the vendor's head to show when it's ready to be killed again. Speed vendor upgrades speed this up.
- Armed Robbery has higher drop rates to compensate.
- Blade Mail no longer buffs the next bullet as it takes damage. Instead, Blade Mail will drop damage med kits as you take damage.
- Rambulance no longer boosts your vehicle speed (too hard to drive with). Instead it will make your car take less damage.
- Energy Vortex no longer slows enemies (for netcode smoothness reasons). It has been compensated by having a larger radius and doing more damage/healing.
- Automatic Armor's protection duration is now 2s instead of 1.5.
- Firestorm flies a bit slower through the air.
- Assassinate's econ boost ranges from 30% to 120% instead of 40% to 160%.
- Critical Rage's cooldown rescaled to 32 to 8s, instead of 30 to 12s.
- Spike Trap's vulnerability time is 4s instead of 3s.
- Clip Magnet has greater seeking, but takes longer to refill a clip. The seeking bullets also now expire when that gun reloads.
[ 2025-04-16 15:57:40 CET ] [ Original post ]