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:
Recent:
Mixed (32 reviews) - 53% of the 32 user reviews in the last 30 days are positive.
Overall:
Mixed (968 reviews) - 66% of the 968 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 (57)

July 24

Weekly Newsletter



Introduction
Greetings, friends. July 28 is on the way. On this day, we’ll launch our test servers marking the start of the first major test of the updated project architecture for the first time in the last 8 months of development. There were plenty of posts about our work, the obstacles we faced in 2016 and the reasons for postponing the update release. Nevertheless, we still receive questions on these topics. We clearly understand that the players express their interest and their fears, that’s way we’d like to once again tell you about the state our project is in and about our team.

Where’s the Update?
At the end of 2016, we were left unfunded without any economic means and without our leading programmer, as a result of an unpleasant story, widely covered by various gaming media. When a key specialist leaves the team during the launch of early project access it could be a fatal blow to a small team without any external funding. When it happened, we had no possibility for further rapid development of the software part. At that very time, we faced a number of critical problems in the released version, which were revealed only when our players massively flooded the servers. These errors couldn’t be promptly corrected without a programmer knowing the code. As it turned out later, some critical network errors could not be corrected in a short time generally.



First days after the launch showed precisely that our project ceases to work normally even with a relatively small load. Our online peak was 1223 players, after that, all game servers began to crash every 15 minutes. We had to get the servers up and running manually. If we restarted the server and another player sent a joining request, a new copy of the game zone was created, and this cycle repeated itself until the memory was full. In order to provide at least some amount of game functionality, we had to launch a round-the-clock duty — four testers and our community manager continuously monitored the servers on a 24/7 basis.



At this time, we searched for all opportunities to continue the project development. As a result, we focused on two most acceptable options:


1. To create new content, expand the servers’ capacity and hire new people to operate them. In addition, we had to find the programmers who could at least partially understand the code of our previous employee and patch the most critical holes. If we chose this option, sooner or later, we’d have to shut the project down due to critical bugs. But it would definitely give us an opportunity to keep the project alive for a little while.


2. To rewrite all project software from scratch. This option would take about the same amount of time as trying to parse and understand the previous code, but it would allow the sustainable project development. The main difficulty of this option was hiring expensive programmers and the inevitable negative reaction of our players since it would be technically impossible to develop and update the current version of the game on Steam.

We never really considered the rest of the options, such as selling the company or dropping the team and trying to make the most of our dying project.

We were able to make the right decision thanks to the players’ feedback we received about the Early Access. Despite the huge number of bugs, lags, and daily server restart, you warmly accepted the project. Many players supported us and purchased the game never launching it. Moral support, encouragement and financial help allowed us to choose the second and the most complicated development option, completely rewriting the game code and suspending the updates of the current version but thus giving Project Genom an opportunity to someday become an excellent game with a bright future ahead of it.



During lengthy negotiations, at the end of November 2016, we managed to attract two talented programmers who already had experience in online games — Dmitry Volodin and Maria Chernykh. Since July 2016 Alexander Blintsov successfully worked the as a blueprint programmer and in November he decided to stay with us. In addition, Andrey Gertanov, our leading animator, assumed a number of different complex responsibilities and tasks related to the animation blueprinting.



Rewriting the game code has become our major task. We realized that it’ll take a considerable length of time (with no possibility to predict the exact amount) and that now we have time to improve the project in other areas. With reports on all the past tests, lists of wishes and ideas that were expressed by the players, we determined the most important game components that needed improvement. It was impossible to introduce new mechanics while the architecture was being developed, that’s why we reworked and improved the existing ones, from the opponents’ animations and item balance to expanding the in-game world and configuration of the of the interface. To do so we provided full-time jobs for a number of our part-time employees who did piece-work, as well as hired new talents who are able to engage in modeling, level design, and game design.



As a result, over the past 8 months of work, we managed to create the basis for an updated project, including the following:

  • создание кластера Linux серверов с автоматическим поднятием игровых зон;
  • Created a cluster of Linux servers that start up the game zones automatically.
  • Created an authorization service.
  • Integrated Steamworks SDK into the game.
  • Set up a build server to build the software project and game servers.
  • Set up a new version control and workflow system.
  • Implemented a web interface for real-time server activity monitoring.
  • Created a PostgreSQL database and connected the database to the game.
  • Implemented a launch of individual and group instances for players.
  • Implemented the open-world switching between servers with no delays on loading.
  • Implemented a new character customization system, including headwork with open helmets, different races, dozens of tattoos, hairstyles, and scars.
  • Created a dynamic day and night cycle with the atmospheric density, sun, fog and many other parameters.
  • Implemented a new mob agro system designed for different roles that players can take in their group.
  • Implemented a new AI for the Digger mobs with unique skills and a possibility of crippling enemy limbs.
  • Created unique particle systems for skills, shots, hits on surfaces, Diggers’ special attacks, and lair destruction.
  • Created physical assets for armor and mobs.
  • Created physical materials for different surfaces.
  • Implemented a new AI for Raiders. Now they can use grenades and take cover.
  • Implemented an autonomous NPC life system with a huge number of behavior point types. Now NPCs can walk around the Ark and go to sleep at the certain time of the day. Our team has also done a lot of work on optimization as the simulation of more than 300 Ark inhabitants gave resulted in a huge load on the server’s processor.
  • Created more than 50 unique NPCs.
  • Reworked the Digger Queen boss mechanics.
  • Implemented a new interface with additive positioning adjusting to different screen formats.
  • Reworked the anatomy of main characters.
  • Added bones to the humanoid skeleton for facial expressions and implementation of head reskinning done to a number of characters.
  • Created the character equipment system.
  • Significantly reworked materials and textures for armor, weapons, NPCs, and mobs.
  • Implemented more than 3000 armor and weapon data assets.
  • Created a new combat system;
  • Completely rebalanced the items. A number of unique gameplay items was expanded more than 3 times.
  • Increased the open world up to 60 square miles (100 square kilometers).
  • Created new biomes in the open world. Each biome has a unique objects, materials, textures, and plants.
  • Reworked the following instance location: Ark, Prologue, Raider Sanctuary, Arena.
  • Created the following instance location: Digger Cave, Dump, Infected Hive, Renegade Research Camp.
  • Created a huge number of new environment models.
  • Rewritten over 200 quests, including different ways of finishing them.
  • Added new main and additional quests.
  • Added hundreds of dialogues between NPCs.
  • Implemented the world and object exploration system.
  • Created a basis for the character-NPC dialog system.
  • Completely reworked character controller system and its animation blueprint.
  • Created more than 400 animations for the female character from scratch.
  • Created designs for the new mob type, high-level armor, and special equipment. Now special equipment has a deeper role in the character development.
  • Created necessary animations for the character wielding shotgun and character wielding sniper rifle modes.
  • Implemented the localization system (localization is not yet available; the game is in Russian).
  • Created animations for all Diggers and Hounds from scratch taking their gameplay features into account.
  • Created many new animations for non-player characters.
At this point, we are working on the character progression system — experience gain, level ups, skill trees functioning. We’re also working non-stop developing the world, game content, and game design. Implementation of an updated quest system will be the next major task for our programmers.



Implementing the network architecture took a lot of time and even now most of the time our leading programmers are still fixing the arising errors. At the moment, we are at the Technical Alpha stage with a ready basic network infrastructure that we wouldn’t show to our players if we were a large studio. But in reality, we create the game with your support, and you should be able to observe all the project development phases and stages. That's why we report you every week on the work we’ve done so far, and that's why we’re going to launch the PTS testing on July 28, when everyone will be able to see our work and will also help us to update the current Steam version of the game as soon as possible. We understand that a part of our audience will have a strongly negative attitude towards the current Technical Alpha. Many won’t read this text and with the in-game warning that we will show for all wishing to participate in the PTS. Many won’t read our Newsletter #16 dated June 19, 2017, where we listed all items that will be included in the PTS version and would still wait for the complete project with space travels and PvP. Many don’t read three different warnings on the store main page, in addition to weekly similar warnings in the news, in which we express our recommendation not to buy the game it if you expect a full-fledged finished project. Our main task is creating a good game and fulfilling obligations we gave to the players who believe in us and stay with us. The vast majority of our players are so competent and patient that they help us constantly improve ourselves. We don’t want to mislead and deceive such people and we actively continue to develop the project. We welcome everyone who wants to taste the rawness of the early stages of development to take part in the PTS on July 28.



We will share all Instructions for accessing PTS in a separate post on the Steam page, the official game page and in social networks on the day of the PTS launch — July 28, 2017.

Thanks for staying tuned and helping us make the project better!

Now, we can proceed to the traditional Weekly Newsletter on the work done over this week.

Software
We’re still fixing flaws of the software part. This week we dealt with a lot of the network and controller flaws, including very complex and serious error of the switching between the servers.



Character progression mechanics are now being actively developed.



We completed our work on creating the basic artificial intelligence for Raiders.



World
The team is still working on the Infected area. This week, we finished a rather laborious process for laying roads on the ground. Roads will have a huge impact and determine the further development and design process for some sections of this location.



We reworked the Renegade Research Camp.



Character
Our team is still engaged in the creation of the mech model.



Opponents
We created all the necessary basic animations for the Digger Queen boss.



This week, we started creating the nests’ animations.



We started modeling Trogs. First of all, we decided to rework the existing Trog model, improve its anatomy and mobility. Also, we’ll take into account some technical features that will simplify the skinning and animation process, besides we will add fur.



Diggers received all necessary effects that we created. These effects include shots, skills, hits effects and limbs rupture effects.



This week we reworked the Digger, which didn’t fit well in the open world environment. We also created and added the destruction effect to the Lair.



Conclusion
Our team is in good spirits and we have confidence in the bright future of our project. We’re waiting for July 28, and we hope the current game status and the forthcoming testing of technical alpha will be taken seriously. The first PTS is very important for the project. During the PTS, you and we need to test the new architecture soundness, test the network part, transitions between the servers, database performance and create a list for the further game world optimization. We will give details on the most important aspects of testing for those who want to help with bugs testing. For those who are just curious and want to peek at the updated world, we strongly recommend leaving any feedback about your first impression on our forums. Describe what you liked and disliked, what you expect to be in the game as soon as possible and what can wait. This will greatly help us in further development.

And, once again, we want to remind everyone considering purchasing the game that it’s still in its alpha phase, and we don’t recommend buying it if you expect a full-fledged finished project. 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 game enters the beta testing phase or even later. The nearest PTS will also be the alpha version and won’t present the game in its final state.

73 comments Read more

July 17

Weekly Newsletter



Introduction
Hello, friends! Summer is in full swing and we hope you’re having fun during your vacations and holiday, while there’s another development report ready.

Software
In the course of internal testing, we found some new bugs of the network part. These new bugs are quite complex and challenging, yet fixable. At the moment, fixing such bug is our main working priority.



All customization bugs were fixed and flaws corrected. We’ve finished our work regarding customization.



Our team is working on the Raiders’ artificial intelligence.



World
We are working on the Infected area. Our main tasks are to add more plant species and enhance the biodiversity, work on the key points, create and set up new materials and objects.



As we’ve introduced the dynamic day and night cycle, we’ve faced the need for some modifications of the Raider Research Camp dungeon. Mostly it concerns the setting up the sky and the sun, post-processing, and also night illumination. In addition, in the course of work, we’re working on the details of some quest areas in this location.



Character
This week we completed and set up the male version of the Dreadnought armored suit, which was also implemented into the project.



We’re still creating the high-poly Mech model.



Opponents
Our team has completed all essential basic animations for all types of Hounds.



We’ve completed our work on the concept for different kinds of Trogs. All kinds of mobs in their final version will have distinct features of their mechanics and behavior and will differ from each other.



We’ve begun working on different effects for the opponents (i.e. shots, blood on hit, special attacks). You can see the acid shot effect below, it causes damage on hit and leaving scalding puddles on the ground.



Conclusion
On the one hand, there are no serious issues we face in the course of development, but those nasty bugs force us to work nonstop and hardly get a minute's rest. On the other hand, even at this point, we can afford to gradually move on to expanding the game mechanics, assigning some programmers to this work, while the others will finish debugging the basic architecture.

And, once again, we want to remind everyone considering purchasing the game that it’s still in its alpha phase, and we don’t recommend buying it if you expect a full-fledged finished project. 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 game enters the beta testing phase or even later. The nearest PTS will also be the alpha version and won’t present the game in its final state.

30 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

Stage

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:

FAQ

  • 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 pr@pgenom.com, 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!

Features:
  • 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

    Minimum:
    • 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
    Recommended:
    • 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
Customer reviews Learn More
Recent:
Mixed (32 reviews)
Overall:
Mixed (968 reviews)
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