
COMBINE WEAPONS in the microscopic shooter with macroscopic depth. BUILD YOUR NANOBOT from hundreds of parts. SURVIVE the microbial onslaught once more in this psychedelic dive to the Abyss, full of mutations, minerals, anomalies and powerup polyps. SHMUP mode turns it into a vertical shoot 'em up!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Aug 29 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About


Research permanent upgrades to survive a variety of microbes & modes in this massively expanded follow-up to Genome Guardian.


Make stationary turrets, psychic water sprinkler motorbikes, or maybe a dual-wielding fidget spinner Gundam.
Easily recreate your favourite turrets from the first game…or combine em' all into one frankenstein monstrosity
Save/Load 24 loadouts
Paint & Pattern customization

Shotgun + Bomb mix explosives with spread for Blast Shotgun!
SMG + Pistol make an accurate, fast-firing Scout Rifle!
Blast Shotgun + Scout Rifle = something a whole lot crazier!


20-minute runs you can save & resume at any time + improved Endless Mode
Complete side objectives during runs for extra cash
Mine mineral deposits for resources
Trigger powerful Gadget active abilities
Test discovered weapons in the Database
100 bassy electronic tunes with in-game Jukebox accessible any time + Streamer Mode
Auto aim/fire toggles

Localization in 10 languages
Full rebinding for keyboard & gamepad
400% better performance/framerate on high & low-end PCs
Accessibility for colourblindness, motion sickness & arachnophobia
100 Steam achievements
Cloud Save
Plays great on Steam Deck!
Engagement
Reviews
Themes across 101 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have played through the three modes available, and all I have to say is that I cannot wait for this to be fully released. I could put hundreds of hours into this game already as it stands. Absolutely masterclass execution of a roguelike. Instead of talking about what is there though, I want to talk about what I still want in the game, because right now it's still in Early Access and I'd love to see some things done before the full release: - Freeze doesn't work like I expect it to, and it can really feel kinda janky as a status effect as a result. Due to the freeze effect being directly related to the HP of a microbe, you have to pair it with high damage effects to get the slowing results that you want. However, this breaks down greatly in something like a Maw build, where I want my primary damage to come from eating microbes, and only use the freeze effect to slow down microbes. See the issue? High damage from the freeze weapon will kill, depriving our Maw build of nutrients, which means the Maw build won't benefit from freeze weapons at all as it stands currently (rather ironically). A laborious fix to this issue (but probably one of the better methods) might be to have freeze buildup be a separate stat based on how many hits a microbe has received by a freezing-type projectile during the last 5 seconds, slowing the microbe with each hit down to a floor (fully frozen). This change would enable builds that intentionally go for low damage and high status-effect buildup, relying on the Maw (or other future Guardian abilities) for main damage delivery. The freeze chip (frozen microbe speed -30%) would lower that slowness floor further, bringing slower microbes to a near-stop as opposed to the crawl they'd normally reach at max freeze (fully frozen), with two chips bringing all microbes that get sufficiently frozen (even the more speedy ones) to a dead stop. Of course, you can't be frozen if you're dead, so you can see why this would benefit lower-damage weapon builds and even intentionally seeking lower damage. Of course, you could also have it be BOTH tied to HP AND a separate build-up meter both, intensifying freezing effects on lower HP% targets. - Some other status effects don't apply attached effects, and I really wish they did. I really wish my zaps could also burn or freeze what is being zapped for example, or my burns could apply freeze buildup. (Or that my zaps could apply burns that build up freeze...) Only a projectile can currently apply a status like burn, freeze, or stun from my observations... I can hear the question already: How would the order of application be decided? Build order is the obvious answer; if the effect comes from a Guardian, it's going to apply first and foremost, followed by build part effects. Then mods will come into consideration in the order they were installed. Then arsenal weapon effects themselves (the description effects in order of listing in their description; like CGGT coming with zap followed by flak - the zap will be applied to the flak projectiles), followed by the genes attached to the weapons. Gadget status effects obviously are their own thing though. I think this is a critical thing keeping some of my builds from truly popping off when it looks like on the book that they should be doing fine. - I'd love a zap related modification that makes zap link up between fired groupings of projectiles instead of between nearby microbes and applies damage to everything between those projectiles; combining this effect with chaotic burst missile weapons or a shotgun and the tazer to make walls and webs of electricity that continuously stun enemies would be a truly sick combo. - I'm itching for a motherboard or two that allows for a fourth chip installation during a run to get real silly with. If not added to a board coming in the future, then F-0CU5 and H0-7D06 would both be good options for this addition, with some tweaks. In a similar vein, a motherboard that enabled a 5th mod would also be awesome. A secret board with both options would be a dream. I'd expect some balance changes for sure if such things were to exist. A man can dream. - I'm also hoping for more brutality in the full release to compensate for all of the nuttiness I'm asking for here: 10 depths instead of 5. Ramp it up like crazy in the later depths. Increase spawn rates and wave times. Increase the arena size by scaling everybody down and slowing their movement speed both equally to allow for more spawns! Make it feel like I'm pushing the absolute limits of Nanobot tech here. Introduce behavior events in the lower depths that make random mutations (like Hysteria, Stillborn, Charge, etc.) suddenly activate on their own for a wave and then deactivate. Also, introduce shop genes that allow the player to mutate their own weapon builds (like mutating a CCCG into an ACCG) in depths 6-10. The later depths should only be unlocked when all non-secret parts, guardians, mods, weapon combinations, and gadgets have been discovered and all depths 1-5 of all modes have been completed; they should be hidden prior to that. - Along this vein, I'm keen to see bosses (aka Abyssal Horrors) implemented someday - perhaps in these later depths. Boss waves with mutated abyss versions of known microbes with massive HP, upgraded attacks, special AI with phases, and whatnot would go hard. Seeing these mutants fire back at us trying to destroy us... Shooting AOEs that we have to dodge and needing to navigate summoned minion microbes... Managing being burned, frozen, or zapped ourselves... You get the gist. There's potential for much more even yet... - Having all microbes unlocked in the database should unlock the ability to see the types of microbes that are going to spawn in the next wave during the shop. In earlier depths, this wouldn't matter too much, but on depths 6-10 where bosses could show up and weapons can be mutated to address the situation, it becomes much more relevant. Otherwise, I'm just excited for more, and will still be dumping a ton of time into this game in the future; the replayability and the number of builds possible keep pulling me back in, and will probably do so for the foreseeable future. Absolutely a masterful upgrade from the OG Genome Guardian! The Jester Guardian was too much for me, but it can also be quite OP if you can focus hard enough and lock in - good work Alpherior - quite dank.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Portuguese - Brazil*, Russian*, Simplified Chinese**languages with full audio support
Hours played at review time, across 101 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
my friend asked my what i was playing and i explained to him i srtaped 3 ani-aircraft cannons and a pistol to a nanobot and went to fight neon microbes, would recomend
have you ever wanted to piece together an absolutely wicked build idea with the pieces you've grabbed? probably? well this is the game for you! loads of different parts, mechanics and gimmicks to build around and primarily focus on in this game... i find a lot of the fun here to be messing around and tinkering with all the parts that modify your bullets and such
Just not very interactive
Very fun game. Lots to do. Multiple game modes and unlocks. Fun synergies
What you're capable of strategically makes this unrecognizable from the first. What a cool concept for what continues to be the "go to" side of the gaming industry (non AAA devs). Game is over worth it.
Good
I think this game is highly underated
The Best Bullet Heaven game I ever played. Mostly because of insane amount of tactics involving many different combinations of parts you can combine to get unique interactions and great satisfaction when it just works out really well.
Wow. This is one of the most well thought out and polished games I have ever seen. The depth is crazy, and different builds can really change the way the game feels. Having the key parts of the buildcrafting coming *before* you start is so much better than having to rely on chancing into it during a run. "Wow, cool unlock, maybe I'll find it once every ten runs, and I'll get to play with it!" Not here. The toybox is huge, and you get to play with it all. The "ACTG" design gimmick is just so clever and well implemented. Weapons are built from combinations of up to four genes, each gene having its own sort of theme. A is rapid, C is precision, T is AOE, and G is... shotgun? Even with the 69 possible combinations, each one feels like it makes sense, given its composite parts. This extends to enemy designs as well! A is rushdown, C is shooters, T is tank, and G is... erratic? Just by looking at an enemy's color(s), you can intuit what to expect from it. The tutorial is good. What I love about it is that the tutorial never really stops until you have triggered all of its prompts. It's not a simple guide that's one and done, it waits for you to do certain things to chime in, instead of dumping EVERYTHING all at once. For example, there are these bounty objectives that you can take that have you do something within a set number of rounds (penalty for failure). Or that's what I thought. I tried to take one that said "kill 5 exalted". When I clicked on it, the game was like "Heyyy, slow down there. You know that says 'avoid' at the top, right?". It caught my mistake. DON'T kill 5 of them. Thank you, tutorial. There are also a lot of useful alerts (that don't interrupt you) for when you're about to do something dumb. Like, if your build has conflicting components, it lets you know before you launch. Cooling speed mods have no effect when you have a diesel powered core. A pierce gene has no effect on the laser, because it already has that trait built in. Anyway, this game is really good. Play it if you like pretty shapes and colors and playing around with lots of builds
Players by region
Where this game's players are, estimated from review languages.
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