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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 1.80: 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 1.70: 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 bulletsPower spikes create key milestones juust before round showdowns (with good farm)Nov 10, 2023 - Community AnnouncementsThis 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 ---- - 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. - 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) - 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 - 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. -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% ...GSA 1.67: Critical Rage, Boosted Skills & 13 New Passives!Oct 29, 2023 - Community Announcementshttps://i.imgur.com/wojvz1e.gif CRITICAL RAGE May the best reflexes win. GSA now has a new and extremely OP mechanic called Critical Rage. Whenever you shoot an enemy you have a 3% chance to go crazy and start firing critical bullets. These bullets deal DOUBLE DAMAGE and for the next 2 seconds you will obliterate anything in front of you, so make those bullets count! Why was this added? Because it is just pure dopamine fun and feels incredible when it randomly kicks in. Now, you might think this is some OP RNG BS... and that's what people said in playtesting too! But we fixed that with a very visible 1 second warning animation before you enter this state. If your opponents have good reflexes this is more than enough time for them to shift to safety and wait out your 2 seconds of fury. Of course, we all get these equally, and ultimately the players with the better reflexes win - either shifting to safety or pushing their advantage and landing those sweet, sweeeet crit hits. https://i.imgur.com/STyKtSm.jpg LEVEL SIX BOOSTED SKILLS The skill draft now contains BOOSTED skills. Boosted skills randomly appear in your skill draft and they appear in the most special colour of all - rainbow. Boosted skills give you free skill points when you level them up. The later into the game it is, the more free points you get. If they appear on level 2 they'll give just +1 free point. Not bad. But if this occurs at level 11 then you'll get +4 points instead! This keeps farming relevant right until the end of the match, as every last level might boost you to victory. More importantly however, boosted skills can go all the way up to level SIX, whereas normal skills are capped at level 3. Investing this many skill points into a single skill makes it extremely powerful, and it's been good fun playtesting them all to see how broken they get. You don't have to invest this many points of course, as you have other skills to level as well. But you have the option to take your boosted skill to the max and adapt the rest of your build to support it. Now, hang on a second.. more OP RNG??? Not quite, because everyone gets boosted skills at the same levels. At the start of the match the server will decide which levels will be boosted, and all players get their boost option at the same time. Usually there are just 1 or 2 boosted skills per game.. but very rarely there can be 5 or even 6. For everyone. These rare matches are wild where everyone is extremely OP, potentially with 2x the amount of skill points as we'd normally get. High stakes indeed! https://i.imgur.com/v7wOU2y.gif 13 BRAND NEW SKILLS This version adds 13 new skills. Some of these have been automatically added to your account, others are further out in the skill tree and need to be unlocked. All of these skills are passives, which is what most people seem to prefer, and the extra options really make drafting interesting. A few of these skills were inspired by Vampire Survivors, for example "Revenge Rockets" which spi...GSA 1650: The Roguelitification of Skill DraftsSep 11, 2023 - Community AnnouncementsHey 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%. Coo...GSA 1.646: A simple balancingAug 6, 2023 - Community AnnouncementsMINOR 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 modeGSA 1.64: GET RANKED. Win games, earn trophies, and climb the ranks!Jul 21, 2023 - Community Announcementshttps://i.imgur.com/pXIsqhB.gif GET RANKED MMR is everything. GSA now has a ranked mode, and as a competitive gamer I am pumped! Gene Shift Auto now finally provides a true challenge, and this gives meaning to every single mechanic in the game. Sure, before you could "beat" the game and win a match.. but could you do it consistently? Can you do it with the highest win rate possible? Ranked mode now provides this challenge and lets us put our skills to the test. https://i.imgur.com/TSNxqxi.jpg Earning Trophies The quest for the Holy Grail begins. When you load into a match, you can choose between Casual or Ranked mode. If you select ranked mode you'll be able to earn Trophies. Trophies are awarded at the end of the match based on your score. First place gets 10 trophies, second place gets 8, third gets 6, and so on. After 5 placement matches you will be given a rating and a corresponding rank. Your rating is based on your AVERAGE TROPHIES PER MATCH. This means that if you place poorly in a game (or quit early) your rating will go down. This makes rating an actual measure of skill, rather than who has played the longest. Having said that, someone who consistently averages 1st or 2nd place over 100 games is probably better than someone who by chance happens to win 1 match. So our ratings initially start a bit lower and will approach towards our true average as we demonstrate our ability to win games CONSISTENTLY. https://i.imgur.com/3y0SNG5.gif Monthly Leaderboards The rating system is tied to the monthly leaderboards, where players can climb the ranks and see who can get the highest rating each month. When a new month starts, the previous month will be archived and winners will be immortalized in the previous month's leaderboards page. Also, at the start of each month, everyone's rating will have a soft reset and be partially reduced. This soft reset allows new players to have a chance at the top spot, and also ensures that our ranks are up to date and reflect our skills in the current meta. https://i.imgur.com/yKwzYTh.png Climbing the Ranks Of course, the most important part of any ranking system is showing off. As your rating improves, so too will your rank. When your rating crosses over the next threshold you will get a new rank title and badge. Whenever you play a ranked match (not casual), this badge will show next to your name in the in-game scoreboards, letting everyone know who the real danger is. https://media.tenor.com/Df6gS4OdVpgAAAAC/i-am-the-danger.gif As a final cool benefit, the game is now using the ranking technology to secretly determine player's skills behind the scenes, even when ranked mode is disabled. These hidden ratings will be useful to ensure balanced squads and potentially match making in the future. https://i.imgur.com/3YeT5Yl.png Other Groovy Changes Ranked mode is the big new feature that just dropped, but here are a few other smaller changes that have been released since the last major Steam announcement. Stronger GT...GSA 1.639: Wild GTA VibesJul 13, 2023 - Community AnnouncementsThis 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 4/5/6/8sVersion 1.63: Free Survival Runs & Bonus ChallengesJun 22, 2023 - Community AnnouncementsHeyo, 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.QoL Changes & More MusicMay 25, 2023 - Community Announcementshttps://i.imgur.com/p4BCcvJ.jpg 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.GSA 1.61: Fight under neon lights to adrenaline pumping cyberpunk beats!May 11, 2023 - Community Announcementshttps://i.imgur.com/AN7MMHq.gif Fight to the Beats in the Cyberpunk Streets Oh. My. Gawd. Becky. Look at that - Cyberpunk aesthetic! It's so.. neon! GSA has gone full Cyberpunk with a visual overhaul to the map and many effects in game. The map is now set in a dark, raining city lit by futuristic pink and blue neon lights. Your shifts and bullets have been recoloured to fit the look too, and when you kill enemies they will cover your screen in a big burst of neon blood. Best of all, the map will visually pulse to the beat of the new cyberpunk tunes! {STEAM_CLAN_IMAGE}/27528347/effdc3ed19486a448ccecf982a8dd6d52c3c72a0.jpg New Trailer The trailer has been updated with one of the new musical tracks and some new footage. Check it out! 12 New Cyberpunky/Synthwavey Tunes Gene Shift Auto now has professionally made music! The old music was made entirely by me, and it was.. you know, not bad. A bit of a catchy tune here and there? But I'm not a musician, and it's just not the same. These new tracks sound way better and really get the adrenaline pumping. And this makes a huge difference. After all, what is the point of GSA if not to inject a high-stakes rush of BR fueled dopamine right into your eyes and earballs? These tunes take that rush to the next level. {STEAM_CLAN_IMAGE}/27528347/1d489f26fb39d89b51873281438bfd8571bc36b1.jpg Dynamically Synced To the Action What's especially cool is how the music syncs with the action in the game. The music will only play during overtime of each round, to indicate that the stakes have changed and you need to focus. As a refresher on how GSA plays, each match lasts 15 minutes, consisting of 3, 5 minute rounds. The winner of round 3 wins the game. And each round has 2 stages within it: Looting Stage (3 minutes): You can revive easily, so stakes are low. Mess around, fight cops, do missions, just enjoy some GTA vibes. Overtime (2 minutes): In overtime you can't revive anymore, so death is final. This massively raises the stakes, and is the BR part of the game. This is when the music kicks in, it's last man standing, and this helps remind you that the stakes are high and you need to survive! {STEAM_CLAN_IMAGE}/27528347/3afe6aa3642c7857d869ff42f1fcde4fd6b4614d.jpg The genre also changes based on what round you're in, gradually getting more and more intense. Round 1: Groovy Retro/Synthwave Vibes. Fun and melodic. Round 2: Actiony Cyberpunk vibes. Loud, industrial, and with a heavy beat. Round 3 (the final showdown): Dramatic/Epic/Dark Hans Zimmer just got cut off in traffic vibes. Also, the volume of the music will change based on how well you're playing, getting louder and louder the longer you stay alive, to really amp up the adrenaline. Many elements in the game are visually synchronised to this beat as well, like police sirens will flash red/blue to the beat. Just for funsies. {STEAM_CLAN_IMAGE}/27528347/ea7a41b93954f0454851fd9b3040f3d8453a07eb.png Improving the Perks System There are a few big changes to improve the ...New Quick Chat WheelApr 14, 2023 - Community Announcementshttps://i.imgur.com/9ELjCSr.png 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.GSA 1.6: New Perks system with 36 brand new abilities!Apr 7, 2023 - Community Announcementshttps://i.imgur.com/q2ZtXU7.png A Whole New World (of Perks) What is a perk? Perks are powerful passive buffs that last all game. They are a bit like skills, but instead of leveling them up, you will be given 2 perks at the start of each match automatically. There are 36 perks in total, spread across the 6 skill trees, and they do all sorts of things. Here are a few examples: Genetic Heart (Healing Tree): Gain +20 max hitpoints. Evasive Shot (Defense Tree): You can fire your weapons while shifting. Heat Seeking (Weaponry Tree): Your bullets will steer towards enemies. Boom Box (Burst Damage Tree): Crates have a 30% chance to give you a free grenade. Skill Lottery (DOT Tree): Start each match with a free level 3 skill. Outlaw (Utility Tree): You will never lose your wanted level, even when you die. https://i.imgur.com/0I2UCFl.png Unlocking Perks With Medals There are 6 perks per skill tree, and to unlock the higher tier perks in that tree you first need a certain number of skill medals. To get skill medals you need to use the skills within that tree, and level up their individual medals by completing skill-specific challenges. https://i.imgur.com/X8WD0GF.png This screenshot should make it clearer. Here we are looking at the perks in the Defense Tree. I have unlocked 3 perks in this tree already, but in order to unlock the 4th (Driveby) I first need to earn 30 medals within the Defense tree. I currently only have 14, but I can choose to use the Defense skills while playing to earn medals faster. This system exists for 2 reasons: 1) It makes build creation far more interesting, as you now rewarded for embracing a particular skill tree to unlock the perks that best suit your custom playstyle. 2) It encourages you to try new skills, as you will earn medals faster at the earlier levels, and thus the best way to get medals is to try new skills within your tree of choice. https://i.imgur.com/Gh7NAM2.png 6 Brand New Skills In addition to the 36 entirely brand new perks, the skill tree itself has been rearranged. All of the add-on skills have been removed and rolled into their base skills (eg, Plasma Ball now automatically shoots out multiple balls like Fire Storm used to do). And instead, we get 6 brand new passive skills! - SHRAPNEL: "Grenades and other explosives deal more damage, and molotov's burn for longer." - FLAMING BULLETS: "Your bullets set enemies on fire, dealing damage and delaying their passive regen." - BOOTS OF TRAVEL: "Makes you run faster whenever you aren't firing your gun" - BLADE MAIL: "Protects you while you reload, and protects more based on how empty your clip was. After reloading, your next bullet deals bonus damage equal to the damage blocked." - SKILL SHOTS: "Increases all forms of non-bullet damage (skills, grenades, cars, knife, etc). If you get a non-bullet kill, you'll gain a charge that gives extra damage. Charges reset on death." - ASSASSINATE: "A random enemy will be revealed to you in the map, and you will deal bonus dam...Version 1.517: Reworking Shifts for Cleaner Fights & Smoother MovementFeb 16, 2023 - Community AnnouncementsHey 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 Damag...