Project Genom is an open world, non-target sci-fi MMO with an innovative character progression system. Pilot a walking robot, transform your body's DNA, use various kinds of high tech, build spaceships and explore new worlds!
Recent Reviews:
Mixed (22) - 40% of the 22 user reviews in the last 30 days are positive.
All Reviews:
Mixed (1,000) - 65% of the 1,000 user reviews for this game are positive.
Release Date:
Oct 12, 2016

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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?

“Project Genom is not just an MMO with unique features, it's an entire universe, developed by a small independent team. Together with the players, we’re creating a project that could captivate fans of online games for a long time, giving them new experiences and impressions. Our team is constantly evolving and improving the game. We are growing and along with us, the project is growing, too. But as more complex and multifaceted the game becomes, the more time and effort it requires. That is why we believe that Early Access on Steam would help the project move forward tremendously. More help from the players will give us the opportunity to implement all those missing mechanics and ideas, without which we cannot call Project Genom a complete game. Players, in turn, would be able to try out the game and give us feedback, allowing us to adjust the development of the game in the right direction, in order to create a great MMO.”

Approximately how long will this game be in Early Access?

“The pace of development will depend entirely on the feedback Project Genom receives. The more feedback we receive from our community, the sooner we’ll be able to release updates, moving the project ever closer to its release.”

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

“The full game will include new features such as: mech control, advanced character customization, lots of ways to develop your character, new skill trees, different transport types, pets, better crafting and resource gathering, expanded game world with open space and new storyline chapters, as well as full voiceover in two languages. However, we hope to keep working on these and many new features even after the game becomes fully released. We’re also going to focus on the PvP aspects and performance optimizations.”

What is the current state of the Early Access version?

“The game is in the alpha stage at the moment, so we strongly discourage those who expect a complete and finished project from buying it. However, even now Project Genom is able to offer dozens of hours of gameplay, three chapters of the storyline and over a hundred side quests, numerous armor and weapon types, vehicles, skill trees, huge seamless world, crafting and resource extraction, group and solo instances, dozens of unique gaming enemies and bosses with special mechanics, mob nests and lairs growing in real time, medusas migrating in the world, random events, travelling merchants, systems of groups and syndicates along with voiceover in English and Russian languages. The game is constantly evolving and being updated with new mechanics, including those offered by Project Genom community.”

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

“The game is distributed by the buy-to-play system, which means that you only need to pay for the game once. Once the game is released, the price will increase.”

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

“Throughout the project development, we treat our players with care, and Early Access will not change this. We will continue to conduct various surveys and polls, which will help us to decide on some game aspects. We will continue to please the players with different contests, awarding them both game and real prizes. Our list of interesting suggestions from the community will continue to expand on a daily basis, and players will be able to see their own ideas first on our roadmap, and finally, in the game.
In addition, we are always looking for new talents in the team, and very much hope to find gamedev professionals among our fans who would join our ranks and help us make the game even more interesting!”
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Recent updates View all (67)

September 25

Weekly Newsletter

Greetings, friends! Another week is over, and we are again ready to present a report on the work we’ve done.

Our team is still working on the quest system and the map. This week, our main task concerned the global map implementation. Main difficulty on this stage of development was the issue with tracking all the major tags located on different servers and on the in-game area of 60 square miles.

We’ve created starting location map model for subsequent work with the map system. Also, work began creating a basic map of the open world consisting of 100 separate pieces automatically updated when we change the world’s landscape.

Character progression system is still being revised and improved.

Sniper rifles system is complete.

The dungeon is being finalized. We’re close to the last stages of creating the main arena for the boss battle. After that we’ll have to deal with the lightning and final detailing.

Our team is working on the Trog mobs animation.

We are pleased to announce that we’re about to implement the craft system. Our team has been working on the balance and logic of crafting for a long time, crafting system was often changed and processed, and now we’d like to share some details about the updated system. Below you will find a detailed description of the crafting system, which will be of interest for everyone who likes crafting in games. If you don’t like creating the game items with your own hands, feel free to skip this step!

Traditionally, crafting begins when player obtains some crafting ingredients. In the world of the Genom, several types of resources can be obtained from different sources in a variety of ways. At the same time, each resource type has an alternative way of obtaining it. You can get obtain resources by:
  • Manually collecting them (pluck a flower, pick up a stone, disassemble a mechanism).
  • Exploiting surface deposits with a special tool (exploiting a pile of ore, a cloud of gas, a thicket of plants)
  • Extracting them from the planet with the help of a drilling rig
  • Process fallen creatures’ carcasses with the help of special tools (remove the skin from a Trog, chitin from a Locust, teeth from a Hound)
  • Exchanging available resources for the needed ones, bargaining with the NPC or other players
  • Splitting resources (to get the essence)

In addition to resources, item crafting also requires this item blueprint. Blueprints can be obtained from other players, purchased from the NPC, they can drop from several opponents, be a reward for quests or events or simply found in the world. Player should use the blueprint in inventory to study it and the acquired knowledge will forever be retained by the character. Every blueprint can be studied up to ten times. With each new study of the same blueprint, player can increase chances for a successful crafting.

Each blueprint bears a general item outline and is not bound to this item’s quality. All the knowledge necessary to create an item of a specific quality is contained in one blueprint, and therefore, crafting of the Legendary or Improved Marauder Pistol, players will require only one general scheme of the Marauder pistol.

Most of the game items will be created on stationary crafting terminals of different. The higher the level, the greater the chance of creating item. There are five levels of terminal quality in the game.

In settlements, players will be able to find terminals of quality levels from 1 to 3. Terminal in the player’s hangar can be improved up to the level 4. The terminal on the Syndicate Base can be upgraded up to the highest 5th level.

In addition to more advanced terminals, to achieve the best performance in crafting, players will need to unlock and level up crafting branches, same as with weapon or armor skills. As it is with weapons, player will unlock different nodes in the crafting tree by spending points, opening new possibilities, increasing the chance of successful crafting, and getting higher quality items.

Crafting Itself
When the player has gathered all the necessary resources and studied the blueprint, the craft terminal must be activated.

Absolutely every item contains 8 basic slots that must be filled and one optional slot. There are five slots for main resources, two of which require a specific type of resource, and the other three slots can be filled with any resource of the player’s choice. Three main slots can be filled with the essence, one of which will require the particular type of resource essence, and the two remaining are filled with any essence of the player’s choice.

The ninth optional slot is needed for a special resource — Arcanium. It serves as a catalyst and increases the chances of successful crafting. Arcanium will be a rare resource that players can find in the world by chance or interaction with environment.

Each resource can have one of 3 qualities, namely: Normal, Good, Perfect.

Each resource has its own Qualitative Indicator (hereinafter referred to as QI). This information will be indicated on each resource in the characteristics section.

Each blueprint has a potential for crafting any of the six qualities of the item. Therefore, each blueprint has the QI ranges for each quality of the created item. For example, when crafting the Spectrum Pistol, the following QI will be listed in its blueprint: 2,4,9,16,45,111 (in accordance with the 6 possible Pistol qualities).

Essence acts as a regulating "currency" that doesn’t affect the crafting outcome in any way, but at the same time it is obligatory. Therefore, further we will talk about 5 starting points (5 slots filled with resources, not the resources essence), affecting chances of the item crafting.

Once all the crafting attempt conditions are met, the player can finally press the button and try to craft an item.

The first thing that player encounters by doing so is the crafting chance. It depends on a number of factors:
  • Basic crafting chance (30%)
  • Level of the used crafting terminal (4-20%, 4% for each level)
  • Level of blueprint study (3% -30%, 3% for each study of the drawing)
  • "Chance to create..." skill level (2% -20%, 2% for each skill level)
  • Arcanium (20%)

Totally we have a 120% chance of crafting. This is done so that the player has an opportunity to achieve a 100% crafting chance in different ways.

Suppose that luck is on the player's side and the item is crafted. After this, the second formula is implemented. It determines the quality of the future item.

With all the 5 slots filled, the game will display average QI of the resources. This will serve as the first fundamental indicator determining the item quality.

If the average QI of the added resources falls within ∓ 20% of some quality specified in the QI blueprint, this quality becomes the target one. Player has the maximum 61% chance of creating this target quality. The other qualities get a much lesser chance of crafting, up to 1%. At the same time, player always has a chance to create an un-targeted quality of the object. Even crafting the seemingly "Normal" Spectrum Pistol, there is a chance to craft the Legendary one. It's also worth remembering that the higher the skill is, for example, the "Lucky Armorer", the higher the chances of getting higher qualities of the item, and the lower the chance to get low qualities.

Suppose that fortune smiled again, and the item received a rare quality. But what are the item parameters?

We have prepared the third formula that counts all the parameters. The decisive factor is how many time the invested resources "hit" the item’s QI. If the player used resources with a large spread of QI, most likely there will be no more than one or two matches. If the player used resources of approximately the same quality and with approximately the same QI indicators, there might be 5 matches. And the more matches there is, the higher the parameters of the received object will be.

It is worth remembering that the QI is only a conditional qualitative indicator, and the formulas use ranges without strict binding to a specific number. For example, in the third formula, a "hit" means any time when the resource indicator lies within the crafted item QI range ∓10%.

Of course, we shouldn’t forget that the better the item, the more bonus features it has. This rule applies to the crafted items as well. If an item is crafted, the player receives these bonuses and in some cases even chooses which bonuses to apply. For example, by creating an object that has 4 bonus parameters, 2 parameters will be automatically chosen, and 2 will be chosen by the players from list of possible remaining parameters. Thus, we expand customization possibilities for crafted items.

Summing Up
Making the crafting process interesting and the result diverse was our primary goal. We changed many features of the crafting system being influenced by your discussions on our forums, and we’d be very glad to hear your thoughts on these new features once again. What would you like to see in this system? What should we improve? What aspects, in your opinion, can cause problems? We’re waiting for your feedback.

We’d also like to point out that our team has created this material to help all the players get acquainted with the general concept of crafting. Some specific features or conditions, as well as the numerical parameters indicated in this material may change by the time the craft system is introduced or during its testing.

Our project develops and grows, and we’re approaching the point when we’ll be ready to update the main servers. Despite this, we often receive negative feedback, when players complain about no development progress. Specially for them, we’re reminding that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now any player who wants to see that the project is moving forward has an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

22 comments Read more

September 18

Weekly Newsletter

Greetings, friends! Our traditional report signifies the start of a new working week, and here’s what we’ve achieved over the last one.

PTS Update
New update preview 5 has been uploaded to the PTS servers. Here’s the list of changes:
  • Fixed the experience gain formula.
  • Fixed the health bonus and regeneration after the level up.
  • Added trade sheets to the terminals.
  • Added item bonuses.
  • Added item requirements.
  • Added the nodes learning mechanic.
  • Fixed a bug with the item color in the tooltip.
  • Added the Reeker boss and Almer Prototype to the test arena.
  • Added the Raider Turret to the test arena.
  • Added the Raider wielding pistol to the test arena.

Our team is still working on the quest system and the map. This week, in addition to a number of minor small functions, we implemented the floor counting system on the 3D map as well as added map zones (selected free-form quest areas of a certain location).

Character progression system is being revised and improved.

This week we completed the shotgun system and will add them to the game in the nearest future.

We started creating the sniper rifles system.

This week we actively worked on the Medusas migration and growing nests. Those who have followed the project development for a long time remember that you can observe Medusas hatching on Avalon at certain periods and seasons. The wind scatters these creatures all over the planet, and they settle at various locations forming fast-growing nests. Various types of mobs use such nests are used as a refuge, but they also contain valuable resources.

We’ve created the loot box mechanics. This mob is looking like a box on the mechanical legs and one of its features is that it always tries to run away from the player. We added this mob while updating the main game servers and now redesigned it for the new network version.

This week we entered the final stage of paving new roads and creating rivers of Avalon, and by this we will complete all terrain and location types, taking the future player movement into account. Our team has also improved some terrains and materials. In addition, we created a large zone with another Gunar anomaly. Players will have to study the culture of this ancient race to reveal this anomaly’s secret.

We also started developing a large instance with a boss this week. This instance is dedicated to an unusual group of people and mutants that the players will encounter when exploring the game world. We used the Infected Cave dungeon that many players explored during the PTS as the basis for the new instance. Now we will add a complex plot to this Cave change it visually.

Our team is still working on animations for the Trog mobs.

Project development goes nonstop. We look forward to the quest system completion, as once this task is done we will fill the game world with content and prepare the game for the major update release on the main Steam servers. We are very grateful to all players who help us test the game on PTS servers, as well as to everyone who is waiting for the game to be released despite everything. We are sure that thanks to your help all the time and energy we spent will result in an excellent game!

If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
30 comments Read more
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Report bugs and leave feedback for this game on the discussion boards


The game is in the alpha stage at the moment, so we strongly discourage those who expect a complete finished project from buying it. However, even now Project Genom is able to offer dozens of hours of gameplay, 3 chapters of the storyline and over 100 side-quests, lots of armor and weapon types, vehicles, skill trees, huge seamless world, crafting and resource extraction, group and solo instances, dozens of unique gaming enemies and bosses with special mechanics, mob nests and lairs growing in real time, medusas migrating in the world, random events, roving traders, systems of groups and syndicates, voiceovers in English and Russian languages.

Early access rewards

By purchasing the game now, you will also receive a unique Avalonian Bundle, which includes:

  • In-game currency amounting to $10 when the cosmetic shop becomes available;
  • Superior box with game objects for a comfortable start (will be available when the boxes are added);
  • Forum and game title: Avalonian;

Avalonian Bundle will no longer be available later!

Only during the Early Access on Steam, 3 Bundles will be available for those who want to support the project and obtain additional unique bonuses:


  • I got stuck in the game.
    - Open chat, insert command /unstuck — it will move you to the nearest respawn point.
  • Poor performance on some models of AMD processors.
    - Open file Steam\steamapps\common\Project Genom\Engine\Config\BaseEngine.ini and change value MaxChannels=32 to 64, 16, 8, 4 or 0.
  • "Steam authorization failed" error occurs when loading game.
    - Exit from Steam launcher and log in again inserting login and password.
  • Game window slides when alt+tab combination is pressed.
    - Shift to frameless mode by pressing alt+enter combination in windowed mode.
  • Hints in prologue prevent from playing game.
    - Disable hints in game settings.
  • First game loading takes too long (black screen).
    - Such issue occurs on slow / old HDDs, you need to wait for the first loading to complete. Subsequent loadings will take less time.
  • “LeapMotionController failed to load” error occurs when loading.
    - Delete folder Steam\steamapps\common\Project Genom\ and reinstall the game.
  • Problem with loading characters in the menu.
    - Disable network traffic counters (such as nettraffic), configure firewalls and antivirus software, reboot the router, or try a direct connection to a computer without router. If the problem persists, create a ticket on Support.
  • I am a streamer, how can I get the promo key?
    - Send an email to, attach links to your channels.
  • How can I view the controls?
    - Follow the link Controls.
  • How can I view chat commands?
    • /w name — private message;
    • /p — group message;
    • /g — syndicate message;
    • /invite name, /inv name — invite to the group;
    • /kick name — eject from the group;
    • /leave — leave the group;
    • /ginvite name — invite to the syndicate;
    • /gquit — leave the syndicate;
    • /gdisband — dismiss the syndicate;
    • /gkick name — eject from the syndicate;
  • How can I create a syndicate?
    - While in the game, press O and then “Create syndicate”. Then fill all fields and press “Create”. 10,000 credits are required to create a syndicate.
  • How can I transfer the character to another region?
    You need to create a request for transfer on Support.
  • How can I add a syndicate logo?
    - All logos currently undergo manual moderation, and therefore you need to send a link to a picture on Support.
  • Where can I find bits of advice on the game?
    Visit the game forum Forum or section Hints

About This Game

Sci-fi MMORPG Project Genom is an online game in which you will join the human race in their struggle for survival. When the humankind destroyed their home planet, it has found a new home and a seemingly happy life on Avalon. But people were not the only ones to set sights on these lands. Why was this planet so attractive for a mysterious race of Almer? The more advanced, stronger and more united, they win all battles against human forces on all fronts. It would seem that there is no hope, but new time always gives the world new heroes. Become one of them! Protect your race and its ideals, and feel absolutely new power given to humankind by the Project Genom!

  • Non-target combat system.
    This system makes all combats truly intense and dynamic, allowing you to build your own combat tactics.
  • Character development.
    In Project Genom, there are no classes and subclasses, but you have dozens of development trees with hundreds of abilities in each, allowing to create a truly unique character. Whether to unlock the potential of the human body, to undergo mutations, to synthesize the body with inorganic tissue, or to create a completely unique hybrid? It's all up to you!
  • Open World.
    The huge responsive Universe with dozens of planets and areas in which anyone can find their place.
  • Transport.
    The world of Project Genom stretches for many miles, which means traveling is much more comfortable than going on foot. There is a wide variety of vehicles at your disposal: fast and maneuverable quad bike, powerful and secure buggy, glider hovering the surface, wings allowing you to fly, or even mounts. And this just starts the list.
  • Pets.
    Those who are not so willing to build up a team, it is still possible to have a partner. It can be a robot or a wild animal that you took a shine to during travels. Pets, as well as transport, can be upgraded, modified and trained to unlock new unique skills. A faithful companion is not only a pleasant decor but is also able to support the player in combat.
  • Special equipment.
    The game provides players with unique high-tech equipment, which is very difficult to get. Exoskeletons, organic coatings, manipulators — all designed to perform particularly difficult tasks. This equipment also has its own development tree and can be upgraded.

  • Property.
    Each player will be able to build one's own personal cabin. The property can become the pride of its owner, as it can be used to display collections of weapons, equipment, pets and rare artifacts. The huge hangar is perfect place for setting special equipment and transportation service stations, managing the staff, as well as building your own spaceship.
  • Space.
    When you build up your own team on your board, you will be able to travel to other planets and discover new worlds. Be at the helm and fly wherever you'd like to! Project Genom's Universe is huge, and it will expand in course of time, so to explore this world you will need a fine space vessel and a loyal crew.
  • Crafting system.
    A vast variety of resources allows you to create weapons, armor, medicines and other game items, discovering different combinations of materials. Using the same pattern, you can create the desired item from gold, tungsten, steel or titanium, having completely different final characteristics.
  • Game balance.
    In the world of Project Genom, nobody will be able to gain advantage for real money. Everything players can use is associated with skills that develop when a player use abilities or when something is done. If you see a developed character, it was done by one's own efforts.

System Requirements

    • OS: Windows 7,8,10 (64-bit only)
    • Processor: 2 GHz quad-core Intel or AMD
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 460 or equivalent
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 11 GB available space
    • OS: Windows 7,8,10 (64-bit only)
    • Processor: 2.5 GHz quad-core Intel or AMD
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 960 or equivalent
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 11 GB available space
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