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Legendary skills no longer give bonus skill pointsJun 16, 2025 - Community AnnouncementsHey all! This is a very simple change, but one that will massively level the playing field between new players and veterans. - When you mutate a skill at a vendor, it now always gives a flat +2 skill levels. It no longer gives +1/2/3/4 based on the rarity. This is pretty huge, as before veterans could get 3 mutations per match and get 3x4 = 12 bonus points. Whereas new players who might only have commons would get just 3x1 = 3 bonus points. 12 vs 3 is just too big of a difference. Now, all players will get 3x2 = 6. Far more fair! Rarity still matters for the strength of your mutations. And it also allows you to reach higher levels. So a legendary skill can be taken up to level 8, compared to a common reaching level 5. But you'll have to actually spend your points to get there, thus taking away from other skills. You no longer get the bonus points for free. Special thanks to Hank for this idea, and for the people who helped me think it through in more detail in Discord. This is a risky change from a business perspective, because part of the reason people grind and/or buy the DLC is to experience higher level skills. And that's now harder to do, as you don't get those extra points. But a fairer game is a funner game, and hopefully word of mouth and longer playtimes will make up for this. Enjoy! bencelot ---- - When mutating a skill, it now gives a flat +2 skill levels. It no longer gives +1/2/3/4 points based on rarity. - As rarity no longer determines skill points, to avoid confusion the rarity colours are no longer shown in the leaderboards and victory screen. - Random class now gives +0/15/20/21/22/23/24/25% instead of +0/15/25/26/27/28/29/30% cash and XP.Common Skills Are Buffed!Jun 13, 2025 - Community AnnouncementsHey all, this version makes a significant improvement to the skill rarity system, especially for new players! Here are the big changes: 1) You can now equip COMMON skills to your skill builds. You no longer need to get them to Rare status.2) You can now buy MUTATIONS for common skills as well. This will give +1 skill point (Mutating Rares now gives +2, Epics +3, Leges +4).3) Mutations for skills are now split into 4 steps instead of 3, allowing common skills to access the lowest tier of the mutation. Generally the gap between veterans and newbies is smaller now. For example a legendary mutation used to be 3x stronger than a rare mutation. But now it is only 2x stronger. New players will also be able to copy the skill builds that they see in the leaderboards, and be able to equip this reliably on ALL classes, instead of having to get Rare's first. And also, everyone can try out all the mutations the moment they unlock the skill!Enjoy!bencelot ----\- The Deluxe DLC now also gives a one-time +30 level boost (not that useful for vets, but good for new players).- 2x the amount of ACID is given when claiming level ups. It is now 100/300 instead of 50/150.- Full Flasks are now called "Double Rare Flasks" and they guarantee at least 2 rares (or higher) drop. Cost is now 1000 instead of 750.- Tweaked a few button colours, fixed a few bugs, and improved the tutorial.\- Common skills can now be equipped to builds and get mutations as mentioned above.- Skills can now go up to level 8 instead of level 7.- Most skills have an extra 8th skill point added to the end, bigger than the 7th. But some have been rescaled instead because an 8th point would be too busted.- Rescaled all of the mutation values for every skill, mostly to fit a 3/6/9/12 pattern instead of a 4/8/12 pattern.- Fixed a big bug where vendor skill upgrades were being applied to skills that didn't have that tag. This will fix a lot of broken builds.- XP Fountains now hold more XP and drain faster if you have random class/build modes applied.- Active skills generally have slightly longer cooldowns now (by about 2s).- Random skills mode now gives +15% instead of +10% ingame farm- Random classes now give +15/20/25/27/28/29/30% instead of +20/23/26/27/28/29/30%- Reduced down the amount of cash in the game. Slightly boosted the amount of health kits in R3. \- More trophies are awarded at the end of solos matches, with the potential to actually get 11 trophies for winning a solo game if there are enough high rank players in the server.- Fixed the zombie respawning algorithm to make it almost impossible to rspawn more than 250m away from an incoming heart drop- All healing skills are 50% as effective in the circle of death- You can no longer enter civilian vehicles. However, a single shot will force the civilian to jump out \- Executioner now only buffs bullet damage, not nades skills, etc- Killer Cooldowns gives half as much cooldown restoration to skills (chems and ammo are untouched)- Automatic Armor ...SKILL BALANCINGMay 15, 2025 - Community AnnouncementsHey all, just a small balance and bug fixing update. This hopefully fixes the server crash issue that's been going on the last month, but if not please report it in the global chat to let me know. Enjoy! bencelot ---- Empty cars and civ/cop cars no longer take extra damage. It's the same damage as cars take when players are inside them. The warmup round no longer gives voting for a round modifier, so we play with just 2 per match instead of 3. 3 imho is just too much to keep track of and I often forget which ones are active. Also warmup needs time for ppl to chat and rest between games (or open flasks), which atm you can't do as you are required to win the warmup. Shields pickups give +20% instead of +10%, but are capped at 40% instead of 50% (it takes 2 kills to max out instead of 5, which allows noobs to catch up max level with vets fasters, and prevents vets snowballing once they hit 5+ kill streaks) Toned down the excessive brightness on critical bullets to improve visual clarity The camera view range is extended slightly Flaming Bullets dps ranges from 2 to 8 instead of 2.4 to 9.6 Vamprism healing is now 6% to 24% instead of 8% to 32% Laser Scope bullet speed ranges from +10% to +40% instead of +12% to +48% Radiate's explosion range is reduced slightly Energy Vortex cooldown is 2s longer at all levels Falling Inferno's damage ranges from 30% to 120% instead of 40% to 160% Regeneration's mutation restores ammo at 25/50/75% instead of 20/40/60% Automatic Armor recharges every 12s instead of every 15s Frenzy mutation reworked. It now adds a flat +2/4/6s to the frenzy duration when cast (so it becomes 5/7/9s), instead of adding it after each kill. Can't chain it anymore, but it's more reliable and noob friendly Stimpacks now has a 12/24/36% chance of a med-kit instead of 10/20/30% chance Clip Magnet now only takes 12/8/4s to recharge the other gun instead of 15/10/5s. Seeking speed is slightly higher too for all levels. Blade Mail's mutation now gives +15/30/45 damage per med kit instead of +10/20/30 Proximity Rounds mutation makes you charge rounds +150% faster when near gangsters instead of +100% faster Xray Vision's mutation now also shows "hidden" rare loot crates in the minimap. These are the crates that don't have a spawner underneath them. Smoke Bomb's mutation now spawns 2/4/6 med kits instead of 1/2/3 Hypnotic Army cooldown is 2s faster and has a slightly larger radius Poison Trail's chance of double damage is now 33/67/100% instead of 25/50/75% Charged Shot's mutation now restores 20/40/60 health instead of 15/30/45 Bullet Time seeking now ranges from 20 to 80 instead of 10 to 70 Illicit Incomes cash per wanted level now ranges from 10 to 40% instead of 8 to 32% Shockwave's cooldown is now 2s faster for all levels Invisibilty's mutation now goes up to 100hp damage instead of 60hp, and gains at a rate of 8/16/24 damage/sec instead of 5/10/15 Spike Trap makes enemies vulnerable for 4s instead of 3s Flying Dagger's base damage (to enemies...GSA v0.93: 54 New Skill Mutations!Apr 16, 2025 - Community Announcements54 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. https://i.imgur.com/dqaeFMO.png 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. https://i.imgur.com/zxIMuW5.png 54 Unique Mutation Powers All 54 skills in the game have their own unique mutation power. Here are a few examples: - Radiate's mutation makes your own nukes heal you, allowing you to cast it on yourself. - Executioner's mutation causes enemies to explode when they die, creating chain reactions of cops exploding eachother. - Invisibility's mutation causes you to accumulate damage when standing near enemies, allowing you to stalk enemies to secretly charge up a powerful shot. - 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. - Bullet Time's mutation will steal all nearby enemy bullets and fire them back towards them (like in this image below). https://i.imgur.com/hrJln6u.png 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. https://i.imgur.com/1WepvSD.png Full Changelog - 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. - Assault's...ECON & SCORE POLISHINGFeb 28, 2025 - Community AnnouncementsHey 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 ---- - Score earned from level ups is now capped at 20 (level 10) - We now get +5 score for winning rounds 1 and 2 - 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. - Crate Race gives 1 vendor upgrade instead of 2, but only requires 20 instead of 30 crates - 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 fa...He Who Controls the XP Pools, RulesFeb 18, 2025 - Community AnnouncementsHey all, this version replaces the old passive XP income with something more skillful - XP Pools. https://i.imgur.com/WNmBxcP.png 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. https://i.imgur.com/VFALCdW.png 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. https://i.imgur.com/M3FbCFk.png Enjoy! bencelot ---- - 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% - 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 epicsMORE SHOOTY SHOOT, LESS THINKY THINKFeb 15, 2025 - Community AnnouncementsHey 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 ---- - 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 ...Rescaling Uranium, +200 Free Uranium, & Minor Gameplay TweaksJan 17, 2025 - Community AnnouncementsHey 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. ---- - 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 themGSA v0.90: Round Modifiers, Gangsters, Shards & More!Jan 10, 2025 - Community AnnouncementsROUND MODIFIERS Round modifiers change the game. In GSA there are 3 battle royale rounds per match. At the end of each round, all players will now vote on a round modifier. The modifier that wins will become active for the rest of the match, affecting all players equally and changing the rules of the game. https://i.imgur.com/2swNIZa.png In the screenshot above we see that there were 2 choices after I won the warmup. Crate Race: After opening 30 crates, you'll get 2 vendor upgrades. 360 No Scopes: Spinning 360 degrees briefly makes your next bullet do +25 damage. 360 No Scopes got more votes because it has more meme potential, and so for the rest of the match everyone was spinning in circles frantically trying to one-shot one another. Adapting to New Modifiers Modifers don't just add roguelitey variety. They also adds strategic depth. For example, with 360 No Scopes you might want to pivot to a sniper build, because sniper rifles have a long delay between shots anyway, giving you time to do a quick twirl before your next shot. Sticking with an SMG however won't let you make much use of this modifier, because you'd be better off just aiming at the enemy as you spray. Once you decide to pivot to a sniper build, you'll then start making other choices in-game, like taking sniper-friendly skills that give you faster bullets. Before you know it, you're running a completely different build to the previous match, all because this wacky modifier won the vote. But had Crate Race won instead, you could go for something totally different (like movement speed skills to loot extra fast). GSA's gameplay was already quite varied due to the random skill drafting, but with 3 round modifiers in each match and thousands of possible combinations, no two matches will ever be the same. https://i.imgur.com/UPnk17a.png Round Wins Now Matter The cool thing about this feature is that if you win the round, you get far more influence over the vote. You not only get more votes than everyone else, but you get to decide what is even voted upon in the first place! This is determined by your modifier build. https://i.imgur.com/k0Du7sS.png In the screenshot above you can see I created a build for the Assassin class (the 6 modifiers shown on the right). Whenever I win a round while playing as Assassin, this build is used, and 2 of the modifiers are randomly selected for voting. In this case it was Crate Race and 360 No Scopes. But I would have been happy for ANY of these modifiers to show up, because I specifically equipped modifiers that synergize nicely with the Assassin class. This synergy potential makes round wins really matter. Because no matter what gets voted on, you can be sure that as the round winner, the next modifier that appears will combo nicely with your class and playstyle. https://i.imgur.com/ef1VhA3.png UNLOCK MODIFIERS WITH SHARDS With this version, there are 54 modifiers in the game, with more to be released soon! These modifiers are split into 18 commons, 12 r...GSA v0.85: New Visuals, a Shop, Explosive Boxes and More!Sep 20, 2024 - Community AnnouncementsA BUNCH OF STUFF This is a summary of the biggest changes over the last few months. A few of these features have been live for a while, but I hadn't made a Steam announcement for them yet. If you've played the game recently you might have seen some of these, but if not, here's what's new in the world of GSA! https://i.imgur.com/tSApv8f.jpeg Explosive Boxes There are fun new ways to kill people. Some of the loot crates are now shown in red. These are explosive and will deal 60hp damage to anyone nearby, including yourself! If you want to claim the loot inside them you should shoot them from afar first, as running into them to open the crate will hurt. They crates also deal extra damage vs vehicles and are a great way to initiate a fight! https://i.imgur.com/oyIUKBE.png https://i.imgur.com/809FCtU.gif Car Physics Kills Even cooler, when cars explode the car body will now blast forwards out of the explosion. The car will deal huge roadkill damage as it slides across the ground, killing anyone caught in it's path. So now you can set traps by parking cars in chokepoints. I like to drive a car up to an incoming supply drop where I know a lot of enemies will be, and then pull off trick shots like these. https://i.imgur.com/gXVLaZL.gif Pretty Graphics Various parts of the game look better. The lighting is more vibrant and colourful. The circle of death is easier to see as it now has a little row of dots showing its edge. https://i.imgur.com/aMqFt4c.png https://i.imgur.com/S8U1N1J.png The Uranium Shop Players can now finally spend their Uranium! If you have or buy the Deluxe Edition DLC, you will get a bonus 3000 uranium, but everyone can also earn uranium for free. Daily challenges, leveling up, and opening flasks all give uranium, which you can spend in the new shop. The shop displays new offers every day, selling things like ACID, Magnets, direct DNA purchases and various Flasks. Most popular are the class-specific flasks, which guarantee Epic or Legendary drops for your favourite classes. Uranium makes account progression more strategic and gives you more control over how your account progresses. You can even wishlist your favorite skills by right clicking on them, and they will appear in the shop more often, allowing you to buy DNA directly on your favorite skills and classes. https://i.imgur.com/DHWwRe8.png Progression & Flasks Streamlined The new progression system has seen many improvements since it was released 5 months ago. Huge thanks to all the Early Access testers who gave feedback on this! Flasks are more convenient to claim as there are no longer any inventory limits. You can stack flasks infinitely. You have the option to convert regular class flasks into Epic flasks. This means that flasks for the classes you don't play are no longer useless. You can turn them into Epics which are always useful. The flask animation got a lot of criticism for being too slow, so that has been sped up 2x faster. And there is also a new "QUICK MIX" option tha...RANDOM CLASSES & CLASS LEVEL UPSJul 12, 2024 - Community AnnouncementsHeyo! 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! ---- - 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. - 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 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"). - 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 rand...DNA RESETJun 28, 2024 - Community AnnouncementsOops, 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.) ---- - 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. - 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. - All flask types can now be stacked up to 999 each p...Version 0.811: Shifty Shoot Shoot!May 28, 2024 - Community AnnouncementsSpicy 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! ---- - 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. - 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. - 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...Version 0.806: Auto Skill Builds!May 17, 2024 - Community AnnouncementsHey 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! ---- - 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. - 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. - 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. - Fixed a bug where Xray Vision wouldn't show enemies on the minimap. - 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 make...GSA 0.80: Flasks, Skill Builds, and 3 New Classes!Apr 19, 2024 - Community AnnouncementsOPEN FLASKS & CREATE BUILDS! Finally! Something to do. This is GSA's biggest version yet. It completely reworks the progression system, turning 36 skill unlocks into over 1000 skill rarities! We get these rarities by combinging ACID with a new resource called FLASKS. These skill rarities can then be used to equip your favorite skills and create cool skill builds. https://i.imgur.com/5UsRFMx.png This is an important version as it FINALLY gives GSA's biggest fans something to work towards. The old progression system was very simple. You would unlock 36 skills and then you're done. That only took about 30 hours, and then.. nothing. All the ACID you earned from doing challenges and playing matches couldn't be spent on anything, as there was nothing left to unlock. Some players have stockpiled millions of ACID over the years. Well now we finally have a system to work towards again, and this one will last a LOT longer. It's more fun when each match gives you real meaningful progress, so lets see how it works! https://i.imgur.com/uGTCAyV.gif Here is a summary of the new features, roughly in the order that we use them: https://i.imgur.com/w0D0QH1.png 1) New Progression Track: As we earn XP we can move up this track and claim flasks. We can also get ACID, Magnets and other resources. Click your account level up the top left to view this. As you go up the track new types of flasks will become available. These special flasks are more advanced and require strategic thinking to use well. There are fun milestones to work towards, such as a Legendary Flask at level 100, which is guaranteed to give you a Legendary skill. https://i.imgur.com/oKYCJyS.gif 2) New Currencies: Most important are Flasks and Magnets. These 2 new currencies are combined with our existing currency of ACID to generate DNA. DNA is what lets us equip our skills to our builds. As you earn more DNA on a skill it will increase in rarity, allowing you to see it more frequently in your skill build. There are also 2 other currencies called Uranium and Shards, but they don't do anything yet. A shop will be added in a future version. But I've included these currencies now so players can start stockpiling them ahead of time. https://i.imgur.com/BSVZwd2.png 3) Flask Inventory: There are different types of flasks. Starter flasks, Legendary flasks, etc. They go into your inventory on the Unlocks page. Here you can see I'm about to open a "Heavy Booster Flask", which costs 500 ACID. This gives a bunch of DNA specifically for the Heavy class. 4) Opening Flasks: Select a flask and spend ACID to open it. This shows a groovy animation and gives you random DNA on skills and classes. 5) Spending Magnets: When opening flasks you can also spend Magnets to guarantee DNA for a specific skill. This is very useful. Normally, Flasks give random DNA (like you would get random cards in other deck building games like Magic or Hearthstone). But Magnets let you control EXACTLY what gets DNA, so you can play with your favo...Making death matter with the Survivor's IncomeFeb 7, 2024 - Community AnnouncementsHey 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 ---- - 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. - 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. - 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. - 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. - 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%. - Executioner damage now ranges from 8 to 32 instead of 10 to 40%. - Nailgun clip size is now 30 instead of 25.DRIVEBYS, SKILL TAGS & SCAVENGERSJan 26, 2024 - Community AnnouncementsHey 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 ---- - 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). - 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 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. - 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. - 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. - 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....RARE LOOT SHOOTOUTSJan 11, 2024 - Community AnnouncementsHey 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 ---- - 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. - 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. - 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). - 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 - 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 see...GSA 0.70: Classes, Gun Skins & Skill Rerolls!Dec 22, 2023 - Community Announcementshttps://i.imgur.com/8GJY988.gif NEW CLASS SYSTEM Choose your champion! This version adds a long awaited class system. There are currently 4 classes, but more will be added next version. On the loading screen you can choose to play as Assault, Sniper, Heavy or Caster. Each class has 3 powerful perks, which creates a unique playstyle that combos best with the various skills and weapons in the game. Everyone's class icon is shown above their heads, allowing us to see what others are playing and counter them. There is a subtle rock, paper, scissors mechanic amongst the classes too. For example, the Sniper class deal extremely high damage bullets - but only at range. So charge up close to counter them! The Assault class moves extra fast and can close the gap easily, making Assault a natural counter to Sniper. However Assault is countered by Heavy, because Heavy has a shield perk that reduces all enemy bullet damage by 3, which really harms the high ROF guns that the Assault likes to use. Sniper rifles however blast right through this shield, and so Heavy is countered by Sniper. And then there's Caster doing his own thing, spamming active skills all over the place. https://i.imgur.com/5nkZP4J.png 4 NEW CLASSES These classes replace the old Perk system. The old perk system had solid perks in it, but the system itself was too confusing and static. It was too much effort to think up a new combo between matches, and so we mostly just stuck with the same old perks game after game. Classes take the best of the old perks, tweak them a bit, buff them a lot, and make it extremely convenient to change classes between matches. With a single click you can try a whole new playstyle each game! Here are the perks of the new classes. https://i.imgur.com/UbUsznA.jpg ASSAULT PERKS (Movement & Aggression) - Super Shifts: You can fire your weapon while shifting, and your shift distance is +20%. - Run & Gun: Move +15% faster. You also won't slow down as much when firing your guns. - Death Fueled: Gain +10hp/s for 10s whenever you kill an enemy player civ or cop. SNIPER PERKS (High Damage at Range) - Rifle Range: Bullets gain damage the further they travel, dealing up to +25% damage at 70m. Also gives +5m range. - Black Market: You can purchase tier 2 and 3 guns 1 round earlier. - Backup Bomb: Whenever you throw an explosive you'll throw another one for free shortly after. HEAVY PERKS (Huge DPS, but Immobile) - Crisis Cover: Enemy bullets deal -3 damage to you whenever your health goes below 50%. - Final Focus: Gain +30% rate of fire and +30% bullet speed whenever your health goes below 50%. - Beaten Heart: Gives a 15% chance to drop a +20hp health kit whenever you're hit by an enemy bullet. CASTER PERKS (Yer a Wizard Harry!) - Active Healing: Active skills have -30% cooldown time and instantly heal you +30 health when cast. - Skill Lottery: At level 1 you will see 2 Epic skills in the draft. - Flashy Finish: Gain +$500 and +50xp from each kill. This is doubled if you kill ...Cleaner ShowdownsNov 13, 2023 - Community AnnouncementsHeyo, 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 ---- -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 -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
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