Geneshift is a top-down shooter bursting with brutal gunplay and insane vehicle action. Unlock mutant skills and blast your way through the online co-op campaign. Then use miniguns, car bombs, invisibility, and more to outplay friends in tactical online combat.
All Reviews:
Very Positive (67) - 97% of the 67 user reviews for this game are positive.
Release Date:
May 23, 2017
Developer:
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“8 years of community feedback - it's the only way I know. Ever since the demo was released way back in 2009, Geneshift has been developed with the help of its player base. With over 8 years of balancing, testing and player suggestions, Geneshift is ready to go. But I don't want to finish just yet - there's so much cool stuff we can add!

Note: Geneshift used to be called Subvein: Mutant Factions (in case it looks familiar).

Note 2: Even if you can't buy the game, I still want your feedback. So you can download the demo and play the multiplayer for free!”

Approximately how long will this game be in Early Access?

“Probably half a year, but it's hard to know for sure - I'm not very good at estimating time. Geneshift is ready, but why stop development so soon? As long as you keep giving me cool ideas I'll keep on adding them.

I know this is vague, so please only buy this game based on how it exists today - not based on how it may exist in the future.”

How is the full version planned to differ from the Early Access version?

“The core mechanics of Geneshift are done and have been playtested for years now. I'd like to keep that fairly similar. But there's a lot of new content to add. I can't make any specific promises but here are a few ideas often raised by the existing community:

  • More vehicles. Stuff like tanks, motorcycles and ambulances.
  • More weapons. Repair tools, trip-wires and exotic superweapons.
  • More skills. Just think of all the skills in RPG games. Maybe a skill that lets you fly!
  • More chemicals. Specifically meta chemicals to play more advanced mind-games.
  • More game modes. A king of the hill or CS-style detonation mode would be fun.
  • More maps and user-made campaigns. With the editor you can help make them!
  • More cosmetic unlocks. You want hats? I can add hats.

To be clear these are just examples. None of these are promises! A tank has been suggested for years and I'd love to try it out. But if it turns out to be totally unbalanced I won't add it. Again, please only buy this game if you like how it exists today.”

What is the current state of the Early Access version?

“Geneshift is fully playable, well balanced and low in bugs. It's already undergone 8 years of community feedback. Thousands of players and posts in the forums have directly shaped this game, with over 40 huge versions improving it since 2009.

All of the features listed in the game description below are already in the game.

Will the game be priced differently during and after Early Access?

“Not sure, but the price might rise after the full launch. I believe early adopters should get a better deal as thanks for the support and feedback you provide.”

How are you planning on involving the Community in your development process?

“The same way I've worked for the past 8 years. I'll come up with a fun idea, post it on the forums and see what you guys say. If the community is interested I'll proceed. For each new version we create a balance and bug thread to track everything that needs fixing.

I chat and theorycraft on Discord a lot. Come join! I've read every single post on the forums (all 30,000 of them) and have over 5000 posts of my own discussing balance and new ideas with the community. I'm a one-man team so I'm fairly flexible. No corporate overhead, just you and me holding hands making an awesome game together.

Chat with the community on Discord: https://discord.me/geneshift
Post feedback on the Geneshift Forums: http://geneshift.net/forum
Or on the Steam Forums: http://steamcommunity.com/app/308600/discussions
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Recent updates View all (17)

December 3

1.06: New Menu, Combo Kills and Barricades!

A few nice changes in this version, the biggest one being a completely reworked menu system. I should have done this earlier, because it looks great and first impressions are oh so important. We've also got some nice changes to the campaign and yet another new combo kill system.



New Menu System
The menu has been reworked in a few ways. The overall aesthetic has been improved with a cool new blue background and new textures. The actual navigation has been changed too, with a dedicated main menu which lets you go into and out of the individual pages. This results in far fewer buttons on the screen at one time and is less overwhelming to new players. Even the options menu has been resdesigned with a new "common options" page that hides most of the advanced settings that no one cares about.



New Kill Combo System (for the 4th time now?)
I've yet again reworked the Kill Combo system, but I think I've got it perfect this time. There is no longer any confusing cash multiplier step that indirectly affects how much money you get per kill. The new system simply gives you extra cash directly. Instead of a double kill increasing you multiplier by 20% so that future kills give more cash, now a double kill just straight up gives you $150 for a kill instead of $100. Easy!

There is still the concept of "special kills" which also award extra cash, and if you combo these together you get more money faster. Kills must be made within 3s of eachother to increase the combo. Here are some examples:

Normal Kill: $100
Road Kill: $150
Stealth Kill: $150
Double Kill: $100, then $150
Double Road Kill: $150, then $250

No Skill Level Restrictions
In the campaign there are no longer level restrictions when you unlock skills. This means you can now unlock high level skills like Teleportation at level 1! Before you had to wait till you reached level 10 to be able to do this, so with this change these skills are FAR more useful. I'm curious to see how this affects speedruns.



New Animated Barricades
In the screenshot above you can see two barricades blocking off the top doors. This is a new feature that replaces the old doors that were hacked together with models. These are better not only because they're animated and sound cool, but because they go down into the ground when they're closed. The old models stayed the same but simply because walkable, which made it really hard to tell if you could go through them or not.


Change Log
General Changes
  • The menu has been reworked, graphically and with a new naviation system.
  • The options menu features a new "common options" section that hides away most of the advanced settings.
  • There are now three presets in the options menu that easily adjust your graphical settings.
  • Tweaked a bunch of text and fonts throughout the menu system.

Campaign Changes
  • Skills can now be unlocked at any level in the campaign.
  • Help Text is now shown as a separate popup down the bottom of the screen, instead of being spoken by guards.
  • A new animated barricade type exists to replace some of the old doors, making it clearer if you can or cannot pass through.
  • The Kill Combo system has been reworked, now rewarding extra cash for special and combo kills directly.
  • On each stage players can now compete for the total cash earned in the stage, rather than compete over the highest cash multiplier (which no longer exists).
  • The loading screen between campaign stages now has animated text to build suspense when you see your end of round stats.
  • Made some general tweaks to Laboratory and Subway.

Bug Fixes
  • Fixed a bug where vehicles would get stuck on the sides of walls.
  • Fixed a performance issue on some systems.
  • Honestly I fixed a bunch of other things, but I forgot to add them to the changelog this version. Lots of good stuff, go enjoy!
0 comments Read more

September 27

1.05: Exploding Guards and Resizing Maps!

Plenty of new features! In the campaign we have a new exploding guard type who alerts nearby enemies, we have a fun new kill combo system, and the skill penalites have all been removed as well! In multiplayer we have a massive rework to how barrier works, and maps that resize based on the number of players in the server.



Exploding Guards
Some guards will now walk with a red backpack filled with explosives chemicals. If you kill them they explode in a dazzling fireworks display, creating a sound that alerts nearby enemies. This new guard type is currently only in the first 2 stages of the campaign, but will allow me to create a variety of awesome puzzles and high adrenalin sequences where the shit hits the fan the moment you explode one of these guards.

New Kill Combo System
The gif above also shows the new kill combo system, showing a new "Double Kill" type as the grenade kills both guards simultaneously. Double Kills (along with Triple, Quad and Multi Kills) are a new kill type that rewards you with extra cash. This is done with the new cash multiplier system, which goes up when you perform "skillful" kills.

The cash multiplier stays at x1.0 unless you do something cool. If you get a double kill, it will jump up to x1.2. If you then get a road kill it will increase futher to x1.3. This means that any kill you get will pay out $130 instead of $100. You are rewarded with more cash for killing in awesome ways, and there are other new kill types as well, such as Skill Kills, Quick Kills, and Stealth Kills.



Resizing Maps
Maps will now resize based on the number of players in the server. When there aren't many players in the server, blue electricity will cover the ground the outsides of the map and kill anyone who walks into it. This forces players to stay in the centre, effectively shrinking the map size and resulting in far more active and fast-paced battles when playing in a smaller server.

Jumping Indicators
In the screenshot above you can also see some blue highlights on the boxes to the right. This new feature indicates if a box is of a jumpable height or not, and makes it much easier to jump in a 3D environment with a top-down view.

Barrier Rework
Barrier is a fundamental part of combat, especially multiplayer combat, and so this rework changes a lot. Barrier no longer absorbs damage into your mana pool. Instead it has been simplified to a simple 25% damage reduction at the price of slower movement and -3 mana/s.

This change makes barrier more useful as you'll no longer lose all of your mana in an instant when damaged. It also ensures that you never die with "unused mana" which was a kinda silly way to die with the old system.

No Skill Penalties
In the campaign there are no skill penalties. This is pretty huge, and should make it a lot more exciting to discover new skills and mutation vials, as they are nothing but 100% benefit now. I've also made this option available for PvP servers for shits and giggles (though it will probably be pretty unbalanced).



Change Log
General Changes
  • Skill Penalties are now optional in PvP servers.
  • Blood is a lot more gorey.
  • The game now uses a new default font, instead of boring ungamey arial.
  • Dedicated campaign servers now reset to standard difficulty if the server is empty.
  • Neutralizing is no longer required by the Newbie Checklist.
  • Spectating will default to a player instead of free-look mode now.
  • Cash bubbles now occur where you kill your enemy rather than floating above your head, making the cash rewards easier to see.
  • Capturers now display with a blue smoke instead of red.
  • Text bubbles now animate the text, instead of displaying it all at the same time.
  • There's now a little bit of screen recoil whenever you shoot.
  • Sprint speed is now 160% instead of 150%.

Campaign Changes
  • Skills no longer have penalties in Stealth mode.
  • Guards now show a little exclaimation mark above their heads when they're first alerted.
  • You will take a $200 penalty whenever you die.
  • The bomb explosion can't destroy a vehicle if player is inside it.
  • Dying in co-op during a zombie phase switches you to zombie (instead of just sitting there watching).
  • Guards turn speed is now a bit slower.
  • Guards typically now only engage you once they get direct LOS to you, but after this they keep chasing you.
  • Guards prefer not to jump over boxes now if it's possible to run around it instead.

Skill Changes
  • All skills that used to cost 15 mana now cost 20 mana.
  • Regeneration max mana is now 80/70/60/50/40 instead of 90/80/70/60/50.
  • Self Repair mana cost is now 30 instead of 20.
  • Self Repair range is now 2.5/3/3.5/4/4.5 instead of 2/2.5/3/3.5/4.
  • Self Repair regen is now 15/20/25/30/35 instead of 10/15/20/25/30.
  • Self Repair burn is now 6/9/12/15/18 instead of 3/6/9/12/15.
  • Energize no longer awards cash.
  • Energize ammo burn is now 130/140/150/160/170% instead of 140/150/160/170/180%.
  • Static Charges required damage is now 8/7/6/5/4 instead of 14/12/10/8/6.
  • Static Charges removes the barrier burn penalty on your victims.
  • Lasing Orb won't suffer from the 3 mana/s barrier burn penalty.

Weapon Changes
  • Super weapons now do 50% more damage vs zombies.
  • USP damage is now 13 instead of 16.
  • Deagle damage is now 20 instead of 24.
  • Flare Gun flame duration is now 3s instead of 4s.
  • Taser damage is now 20 instead of 24.
  • UZI damage is now 16 instead of 20.
  • MP5 damage is now 16 instead of 20.
  • Nailgun damage is now 16 instead of 20.
  • M3 damage is now 108 instead of 112.
  • M3 rpm is now 90 instead of 100.
  • M3 now does x1.05 damage vs guards.
  • SPAS damage is now 60 instead of 77.
  • SPAS now does x1.05 damage vs guards.
  • Blast Cannon damage is now 44 instead of 52.
  • AK47 damage is now 20 instead of 25.
  • M4A1 damage is now 15 instead of 19.
  • Seek Rifle damage is now 18 instead of 24.
  • M249 damage is now 19 instead of 23.
  • M60 damage is now 26 instead of 32.
  • Minigun damage is now 16 instead of 20.
  • Ruger damage is now 40 instead of 45.
  • Ruger movement speed is now 0.90 instead of 0.95.
  • Barrett damage is now 60 instead of 65.
  • Photon Beam damage is now 50 instead of 60.
  • Flamethrower damage is now 7 instead of 8.

Bug Fixes
  • Fixed a bug where the mouse was too sensitive.
  • Fixed a bug where mini-checkpoints wouldn't always trigger in coop.
  • Fixed a camera zoom issue with rotating vehicle camera.
  • Fixed a bug with smoke bomb view ranges.
  • Optimised netcode performance a bit.
8 comments Read more
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Reviews

“The game's pretty complicated - and that's a good thing.”
PhlyDaily

“Geneshift is the best top-down shooter I have ever played. Ever.”
MMOHuts

“Meet the indie dev who spent two years making a game in youth hostels abroad.”
PC Gamer

About This Game

Geneshift is a top-down shooter bursting with brutal gunplay and insane vehicle action. Unlock mutant skills and blast your way through the online co-op campaign. Then use miniguns, car bombs, invisibility, and more to outplay your friends in tactical online combat.



  • 4 Player Co-op Campaign
    Play the story solo or with friends online and save the world from a mysterious outbreak.
  • 5v5 Multiplayer Combat
    Battle in game modes such as Capture the Flag, Checkpoint Racing and Zombie Survival.
  • Insane Vehicle Action
    Ride with allies to do drive-by shootings, detonate car bombs and capture key objectives.
  • Over 30 Tactical Skills
    Create complex skill builds as you gain experience and permanently level up your mutant.
  • Over 20 Brutal Weapons
    Fire pistols, shotguns, snipers, explosives... or save cash for the deadly superweapons.
  • Secret Base Building
    Place hidden chemicals to gain secret benefits like spying on enemies and teleportation.
  • Deception & Deduction
    Play mind games. Discover and destroy enemy chemicals by observing their movements.
  • Competitive Servers
    Earn ranks in competitive servers that balance teams with a unique ELO rating system.
  • Leaderboards & Difficulties
    Replay the campaign in 4 difficulty levels and set high scores on various leaderboards.
  • User Generated Maps
    Create maps in the editor and unlock sexy cosmetics whenever your maps are played.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows XP, Vista, 7, 8 or 8.1, 10
    • Processor: 2.0 GHz dual core processor
    • Memory: 2 GB RAM
    • Graphics: 512MB. OpenGL 2.0+ recommended.
    • Network: Broadband Internet connection
    • Storage: 512 MB available space
    • Additional Notes: Can run at 60+ fps. Requires the internet to save your progress, stats and highscores.
    Recommended:
    • OS: Windows XP, Vista, 7, 8 or 8.1, 10
    • Processor: 2.5 GHz multi core processor
    • Memory: 4 GB RAM
    • Graphics: 1024MB. OpenGL 2.0+ recommended.
    • Network: Broadband Internet connection
    • Storage: 512 MB available space
    • Additional Notes: Can run at 60+ fps. Requires the internet to save your progress, stats and highscores.
    Minimum:
    • OS: Ubuntu 12.04
    • Processor: 2.0 GHz dual core processor
    • Memory: 2 GB RAM
    • Graphics: 512MB. OpenGL 2.0+ recommended.
    • Network: Broadband Internet connection
    • Storage: 512 MB available space
    • Additional Notes: Can run at 60+ fps. Requires the internet to save your progress, stats and highscores.
    Recommended:
    • OS: Ubuntu 12.04+
    • Processor: 2.5 GHz multi core processor
    • Memory: 4 GB RAM
    • Graphics: 1024MB. OpenGL 2.0+ recommended.
    • Network: Broadband Internet connection
    • Storage: 512 MB available space
    • Additional Notes: Can run at 60+ fps. Requires the internet to save your progress, stats and highscores.

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