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!
User reviews:
Mixed (39 reviews) - 41% of the 39 user reviews in the last 30 days are positive.
Mostly Positive (832 reviews) - 70% of the 832 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 (38)

March 20

Weekly Newsletter

And again we’re glad to welcome all our players! Project Genom is being actively developed and we strive to make it appear to you with all updates as soon as possible. But for now it’s not happened yet, so we propose to see what the Neuronhaze team did for the last week.

This week we continued testing the network load with subsequent continuous fixes. The main task this week was the completion of network replicas responsible for the data transfer between servers and clients. Most network lags of the current version arise even with the weak load and are often associated with replicas. There is also work on improving the client's work with the database.

In addition, we keep on correcting AI, updated NPCs, and logs bugs. We write the functional for interactive objects in the world, in particular, the so-called "Eyes" — special marks in the world, which can help you get acquainted with the game world more deeply and also get special tasks or objects.

We continue working on the camp and its nearby environment in the radius of several miles in the open world. We set the base for all plot and additional quests so that they are not scattered randomly in an empty area.

The scientific camp construction kit was supplemented by some new elements and necessary unique objects. At the moment, it was transferred to the final low-poly modeling for the subsequent implementation of the game.

With complex objects, we modeled the transport for the rapid assembly and disassembly of the camp blocks. It’s based on an aerodrome tow truck, which is used for towing small starships on the Ark. We plan this vehicle to be controlled by players.

We also worked on the dungeons this week. At the current moment, we began reworking the Dump, which is known to all players who have completed the story to the third chapter.

As with all other locations, our main task is to improve the gameplay and the quest component. More logic, level design, and interest. The previous dump suffered from the abundance of useless spaces and bugs with falling under the textures and generally didn’t resemble a dump. Now it will be a real cemetery of unnecessary things, with its inhabitants, both hostile and peaceful. The player will meet new side quests, interactive environment, complex fights and improved graphics.

For those who are interested in development, we would like to say a few words about our way of creating such locations from the landscape point of view. Perhaps it’ll help someone.
For the open world, we use the complex landscape generation in the third-party software to subsequently takу the maps of erosion and slopes and transfer all this into the engine. In the engine, the data from the maps will be necessary for us to generate automatic coloring and vegetation. This process requires time and a separate development diary because the higher the quality of the generated world, the easier it’s to work with it and the better automatic generation will work on some parts of the terrain. For dungeons like the dump, where the landscape is also required, this process would be too energy consuming in our case, and at the same time not giving the required quality. In the big open world, we have freedom of action, and it doesn't matter if the certain plot point is located three meters away from us or two hundred meters away, as we have a mountain in the supposed place. But in the small limited locations, we need total control over the process. To do this, most of the work on the terrain is done manually. We paint with necessary textures only where we need it, we generate and arrange objects very carefully. On the other hand, manual modeling of the terrain doesn't give that quality of which can be achieved by using the popular World Machine. So we do a little trick. When we define the necessary appearance (choose whether we need mountains, valleys, fields, or canyons), we generate the required landscape in the World Machine.

After that, we don't render it in huge resolution, we don't take any maps and don't waste time. We immediately go to the engine, where the landscape is modeled by hands depending on the dungeon storyline. But we simplify this modeling with the sculptural Copy/Paste function, which allows you to create a region (Gizmo) with the possibility of loading a map of any height into it. As a result, if we need a canyon slope, we load our generated landscape into the region, place the region at the desired point and squeeze out the required terrain section with the brush. In the end, the work is done quickly and qualitatively.

This week was marked by the final integration of the male character into the game. Now we make all the tests with the main character who’s got the new improved body and head.

Exoskeletons skinning for the female character is finished.

In addition, we created an initial set of five women's faces for testing and customization. Many players asked for it. Now there will be different races in the game.

We also began working on the male faces modeling.

We started working on the full implementation of NPC life depending on the time of day. This means that non-player characters will do their own business and also go to rest at night. Some, on the contrary, will appear only at night. Of course, the main story NPCs won't disappear even at night, depriving the players of the opportunity to take the task, but we’d like to hear your opinion on the secondary NPCs.
Which system would you like to see in the game?
The hardcore one, when some characters just leave to rest and it's impossible to take the task until morning, or a more loyal one, where you can wake up or contact even a sleeping NPC?
And by the way, what is the most optimal number of game days expressed in the real days in your opinion? In other words, how many times during the real day should the day follow the night in the game?

New regular animations will help to make the NPCs even more alive. Five full sets of such animations arrived this week.

Every day we continue working on the game storyline. We improve and expand the main story chapters and also the side quests. We improve the quality of dialogues, logic and make the tasks more interesting. This week we’ve seriously improved and revised the fourth chapter, the completion of which will give players the opportunity to get their own cabin.

While the development is underway, the most frequently asked question is still the question on the update. Despite the fact that we’re constantly responding to give details on why the update is impossible right now, we still receive many comments on this topic. We really can’t specify the time, because we wouldn’t like to promise something we’re not sure of. We will try very hard to release the update in the first half of the year, but the complexity of the work doesn’t allow us to determine the exact time of the update release. As soon as we are sure of some dates, we’ll immediately notify about it.
Thanks to everyone who believes in us!

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March 13

Weekly Newsletter

Hello, friends! Our first weekly newsletter was warmly welcomed by the game community, which is why we introduce the similar news format to be published on a regular basis. And now we’re happy to share the news of this week.

The project was moved to the new Unreal Engine version. Version 4.15 in addition to many pleasant little things will, in particular, improve the game performance due to the improved textures streaming. We’re constantly working on the game optimization, so these kinds of innovations by the Epic Games are very helpful.

As before, the main work is done on the network part. In general, works on the network will be carried out until the game release and will affect all components of the project. It’s quite difficult to describe the work done on the network, but we’ll try to highlight the most important stages. So, for example, we’re happy to announce that first load tests that took place this week among the development team were successful. These tests were an extremely important step, thanks to which we could move forward and also made sure of the new architecture’s working capacity.

The game world is constantly expanding with new elements and features. We try to work on the world by developing the general storyline in specific large play areas. For example, if we have a quest in which it’s necessary to run from point A to point B, we begin with elaborating these points, and the transition between them is changed and revived later. In the first report, we mentioned and showed several such points, in particular, the entrance to the Ark. This week, we added another major story zone of the open world. Everyone who has already managed to play the game could see a small field camp with tentacles by the exit from the Harbinger. Three stones, two NPCs, uncomfortable and illogical entrance a hundred meters from the Ark, as well as a unique opportunity to immediately jump into the high-level zone — courageous testers got through all of this. Now the camp is placed at a decent distance about 1.5 miles from the entrance to the ship, it has a logical structure, beautiful design, and is acquiring new tasks now.

In addition to the field camp, we began working on the scientific camp. Many remember the lonely big building under the Harbinger, proudly bearing the title of the camp. This zone didn’t stand out either in detail or in logic and was also boring in the gameplay. New build should significantly improve all the shortcomings of the old version, and we started with the working on the design of the camp.

One of the major tasks in the world design is the creation of man-made complex structures. There are different ways to do this, from modeling unique buildings to automatic generation. For ourselves, we have chosen a module approach to level design. This isn’t as spectacular as modeling unique buildings, and not as fast as the generation, but module approach makes it possible to achieve an excellent balance between beauty and performance rate.
The essence of this approach is to create separate large pieces of the structure, which are joined together by the grid. Generally speaking, we make walls, floors, and ceilings, and then we collect different variations from these blocks, adjusting the buildings for gameplay and tasks. Among other things, the chosen setting of the future world means using clear, logical, modular construction that is low-cost in production and building. This approach to the world design is the best way to show it.

For even greater visual diversity, various additional objects are superimposed on all these blocks. They are ventilating boxes, grilles, grids and solar panels. Also, the buildings are decorated with decals (inscriptions, paint, rust stains, dirt, etc.) directly in the game.

Similarly, we can partially combine the internal rooms. For example, a wall with shelves turns into a toilet room by replacing one object with another.

Of course, since these buildings accompany us through the story, we can’t completely leave them without unique game objects. But most of the work can be quickly and efficiently done with modules, which means that we will have more time for other game zones.

Skinning of the female armor is finished. We had to patiently adjust each set to the new anatomy of the woman character. Breast, thin waist, narrow shoulders, long legs — all this required a serious modification of the costumes. But now all 30 sets of armor are able to pick up the new animations of our girl. This means that the path to the feminine gait is fully open.

Another detail worth mentioning is the processing within the framework of game design, although this applies not only to the armor but also to all game items. We’ve completely redesigned the list of bonuses that players could see in the item parameters list. Now weapon won’t give bonuses to the armor and vice versa, the armored suit will not give the player a bonus to the damage, which will balance the game build even better.

Our stern and unbendable men aren’t left in the basket. This week the male character got a Low Poly model with texture maps and was transferred to the game. In addition, an initial set of hairstyles necessary for customization was immediately created for the man. Like the girl, the male character can have a different skin tone, hair and eyes color, and is also able to try on tattoos and scars. Make-up possibilities for the male characters are rather modest. A limited set of natural lip shades and no mascara. We stand for freedom of choice, so we’d like to hear your opinion: is the expanded makeup necessary for the men?

We continue expanding the animation capabilities for non-player characters. We added several packs of animations designed make the world alive and diverse. Game animations have an interesting feature that is difficult to be seen at the first glance, namely their number. For example, you can count only three animations in the image below, and you’ll be right. But in fact, to properly implement them in the game we require more than 20 unique animations. For example, in order to make a character sit on the sofa, it’s required to make this character reach it, stop by, turn in the right direction (depending on the side he or she approached the sofa), sit down, sit there for a while, stand up, turn around and left.

In addition to a lot of small fixes, as well as debugging logs, we created opponents with a distant attack from the ground zero. In particular, the Spitters that our players are quite familiar with now will be able to effectively spit acid without lags and FPS drop. A more stable, optimized and customized shot — this is what the opponents lacked in the previous version.

Answers to Questions

Over the past week, we've received a lot of questions on all the resources relating to both the weekly newsletter and the game. We tried to choose the most frequent or relevant ones and respond to them.

  1. How much time does it take to write a weekly newsletter report, does it affect the development speed?
    Answer: Collecting material and writing takes several hours of one person's work. It has virtually no negative effects on the development speed.
  2. When’s the update?
    Answer: The project update is possible only with a full processing of the game architecture. Unfortunately, we’re unable to name the exact timeframe at the moment.
  3. What will the graphics settings be in the project?
    Answer: It’s still difficult to name all the settings, but they will definitely expand in comparison with the previous version. In particular, vegetation density setting, up to the complete grass display cutoff, has already become possible with the transition to one of the new engine versions.
  4. When will customization be introduced?
    Answer: Immediately when the new version of the project is released on Steam.
  5. Why do you show different places in the pictures "Before" and "After" in the previous newsletter?
    Answer: The world of the game has completely changed, the same places no longer exist. The pictures show the same places of the plot.

The week was productive, without surprises and incidents. The project team is cheerful and full of energy, the project is gradually moving to the stage close to mass testing and constantly improving. We’re grateful to everyone who cares about the project for your participation in its life. And we’re always open for communication, and also are happy with any questions and sensible remarks.

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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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Mixed (39 reviews)
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