
Steam news
Full Steam announcements and update articles for this title.
the current state of Genome Guardian 2 as of its Early Access launch
There's so much to sink your teeth into already. 14 Guardians, 12 Hulls, 11 Platforms, 12 Barrels, 11 Brackets, 11 Cores, 12 Motherboards, 81 Mods, 12 Gadgets, 3 Modes, 55 BURGERS, 55 FRIES, 55 TACOS, 55 PIES, 55 COKES, 100 TATER TOTS, 100 PIZZAS, 100 TENDERS, 100 MEATBALLS, 100 COFFEES, 55 WINGS, 55 SHAKES, 55 PANCAKES, 55 PASTAS
Oh and 100 Steam achievements.
The only reason it's not officially "verified" is because some text is small, but even most of those cases are enlargened on Steam Deck. I've really tried my best to optimize the Genome Guardian 2 Steam Deck experience, as well as controller support.
132 music tracks that you can listen to at your leisure in-game via the Jukebox: Just select the music note in the bottom right.
You can also use the tick boxes to ban songs you don't like - there's 132 of em', can't guarantee you like them all!
After a couple victories you'll be introduced to the LOADOUT button - it lets you save your current build so you can recall it at any time!
You can also personalize those loadouts with paint & pattern customization 🎨
They're very hard to come by, and for good reason: Enzymes let you unlock anything of your choosing in the Checklist (except Modes/Awards).
Desperately want something you don't think you can meet the unlock conditions for? Enzyme it!
Or maybe you just can't be bothered to meet it because it seems annoying? Enzyme it!
P.S. you can even Enzyme parts locked behind unreleased Modes...
in no particular order...
There's lots of room for new Guardians (think of them like "character choices"), as well as a handful of parts that won't be ready until later. Oh, and 16 more Mods.
The plan is for all of these to be 100% by the time Genome Guardian 2 leaves Early Access.
Expect one (named "DRAFT") to be like an expanded-upon "Classic" mode that just makes the experience all-round better and more unique.
Another will be named "MINER", but you'll just have to guess what I have in store for that one.
Then there's one more... Could be anything, really. Probably not a "Gameshow" equivalent - that mode kinda lives on in the form of Studies.
Except it'll actually be real this time - in other words, Jester isn't in the game yet but will return as a Guardian...
And the reason why it's not ready yet is because I'm taking it to a whole other level compared to what you experienced in the first game, that's all I'll say.
A fan-favourite feature of the first game will return better than ever: A unique challenge that changes every 24h. Like before, it'll let you use parts / mods / gadgets you haven't unlocked yet and get their purple victory star (since Daily Dives are always DEPTH 5).
It'll be both much more interesting and significantly less likely for "impossible" dives to occur (if they can at all... depends on how I do it).
The game's story component isn't in yet (it almost was but I ran out of time), but it's designed so that it makes sense & feels natural whether you start it after your first victory or 100h+ into the game.
For anyone wondering: Yes, on-screen purple text will be significantly more readable and significantly less obtrusive than it was in the first game (rarely will it appear mid-wave).
You'll also find various physical paper documents called "Files" detailing the game's world, the 4 world superpowers (ACGT), and who created the nanobot 👀
They'll go live the moment Steam lets me!
All this is just stuff I've planned, and I have plans I haven't even mentioned here - Genome Guardian 2 is my magnum opus, and I will make sure it is the best it can be.
Look... People have been bugging me for some implementation of "Uracil" for years - I've got some ideas for it, but, no promises (and no, it's not going to be anything even remotely resembling "replacing T DNA").
Send it my way in the Discord (use the #gg2-bug-reports or #gg2-suggestions channels or at least ping me so I don't miss it!)
Send em' my way in the Discord as well - there is A LOT more text in this game than you might expect so some things just slip through the cracks! I'll promptly correct anything you point out to me.
BUY GENOME GUARDIAN 2
if you're wondering "why am I seeing this on the Cell Command page": Genome Guardian 2's story will directly connect to Cell Command's, it's like one big singular adventure.
Any progress you make carries over to the full game
There's a number of cool parts you can unlock & try now (check out the Boombox Guardian's unlock condition...)
Get a taste of Zap, Flak, Split, Freeze
Face Enraged, Armoured & Shielded microbes
If you have any performance struggles, know that I'm still working on / improving the Early Access launch version
Wishlist Genome Guardian 2 if you're ready for more!
Literal hundreds of hours of content available right from the get-go
Already fully translated in 10 languages
All 100 Steam Achievements ready
WISHLIST GENOME GUARDIAN 2
WISHLIST GENOME GUARDIAN 2
I've been busy...making the best-possible (true) sequel to Genome Guardian, with...
In-depth nanobot building with loadout save/load & paint/pattern customization
Pausing & resuming unfinished runs
Expanded Endless Mode, side objectives, and mining mineral deposits
Gadget active abilities
Test weapons in the Database
Larger soundtrack + in-game Jukebox accessible at any time
Auto aim/fire toggles
Localization in 10 languages
Full rebinding for keyboard/gamepad
x4 better performance/framerate
And a whooole lot more
WISHLIST GENOME GUARDIAN 2
This is its deepest discount ever, and likely the deepest it will ever go.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command and use an astounding array of turrets, perks & mutations as you descend to the heart of the Abyss.
GET GENOME GUARDIAN 60% OFF
GET BOTH & SAVE EVEN MORE
If you're enjoying the game, please leave a review 🙏
Steam Deck verified!
Steam community items (trading cards, profile backgrounds, emotes) live!
Slightly higher difficulty across the board as you obtain more samples.
Added some new tips, mostly relating to Abyss cell behaviour.
(Demo) The green Xs on things now render below things like unlock/award popups.
2 players reached out to me saying they lost their save files - I think I fould the culprit and fixed it!
Abyss cell commands would sometimes still end up applying to the target Commander cell when that Commander cell has Reflect via a buff tile.
Some popups were appearing in weird places (sometimes off-screen).
Some typos in tips.
There were instances where Commander cells that can only target heads could target cloaked Abyss cell body parts.
Some hover-over effects on tiles would persist after undoing (ex. the green border around your active cell).
(Commander) Prisma: Its shortened mid-run description falsely claims that each ːtdnaː cell increases each cell's Size Max by 1 when it's actually by 2.
(Commander) Atrax: The last Abyss cell in missions during The Abyss run will now get marked.
Hovering a ːtdnaː over ːtdnaːːtdnaːːtdnaː Boahemoth would show ːtdnaːːtdnaːːtdnaːːtdnaː Obesilisk's name even if undiscovered.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
Cell Command is in an amazingly fun & stable state currently thanks to your feedback, bug reports & custom map submissions in the Discord 🤗
In November 2024, I was hired at a mobile game company - the job itself was fine, yet after only 1 week, I realized it was the wrong choice for me and quit.
I made Genome Guardian (a game many of you know has "the sauce" and if you don't know you should seriously play it) and knew: I sure as hell could do it again.
For those unaware, Cell Command is inspired by a 2002 browser game on the LEGO website, Spybotics: The Nightfall Incident:
I had such fond memories of it, and knew there's nothing else like it, so I thought "why not make a spiritual successor with the ːadnaː ːcdnaː ːgdnaː ːtdnaː DNA & roguelite magic of Genome Guardian"?
To anyone who played it: You'll notice various nods in-game (try the "Nightfall Tile Style" in research 😉).
It sooths my soul to know that this Macromedia Shockwave game from my past is no longer just a memory, but rather, the very foundation of a game I made...and I get to share that with you all.
I so desperately want indie gamedev to be my lifelong career, and reviews have a massive impact on the game's discoverability, especially early on. I read each one whether it's 10 paragraphs or 1 word!
I'm open to feedback and to chat in the Discord - I personally find it annoying when devs ignore their community and seem tonedeaf so I'm always available there.
18 mission layouts (all by community members) added to official rotation.
(Chip) Biomass +3 per elimination:
Renamed to "if Abyss cell dies: Biomass +3".
Now always triggers when an Abyss cell perishes, regardless of whether it counts as an "elimination" (for example, an Abyss cell dying to spikes isn't an elimination).
(Perk) Vaccine: If you have VIRUS DEPTH 3 selected and are about to pursue The Abyss, this perk's description now clearly states that it would be useless since there's no mutations.
Intro Mission: Now impossible to be confused by first step (moving Scritter right).
When selecting an "add command" gene in the shop, a 1-time popup explains what that is.
When selecting the "Size +3" command-adding gene in the shop, a 1-time popup now clarrifies that it doesn't increase Size Max.
(Setting) DNA Letter On Genes:
Wasn't showing on some genes.
No longer shows on genes in Database or Records.
(Gadget) Biomass: When used on a cell while no cells are selected, it would cause a number of bugs to occur (including run softlocks).
(Mode) GLOOM: Fixed some instances where you could hover over an Abyss cell hidden by Gloom and see its faded move highlights.
(Mode) HEART: Cell Health Max could exceed 30, despite the value shown being capped to 30.
(Perk) Holepuncher: Now correctly interacts with commands that have conditional stat changes which check Range Max.
Boss cells would sometimes reappear if you eliminated any, paused run, then returned to the boss fight.
The size growth sound now produces sound to both ears (it was only outputting to the left ear).
Fixed various bugs relating to The Abyss run / fight (ex. Abyss eyes appearing in the missions leading up to The Abyss).
The blue navigation box (when navigating menus with WASD or controller) is fixed & looks how it should again.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
Mostly just wanted to fix a big Joker bug that (for many players) would make it impossible to complete a run.
6 mission layouts (all by community members) added to official rotation.
(Gadget) Range: Now specifies that it can only be applied to each cell once per turn (and won't let you even select it twice, so you can't missuse it by accident).
Jukebox Menu: Game won't pause/mute on focus loss in this menu now.
Reworded a few in-game tips.
Once all "research" is complete, most references to it will be hidden. (there may be researchables added in future updates that would revert this though).
(Commander) Joker: THIS WAS UNINTENDED: Upon winning a mission, sometimes the "Prepare" button would be disabled, not letting you continue.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
Along with a couple tracks from Cell Command player 4NoteClover, R.R. Slugger lends his musical talents to Cell Command, expanding the available tracks by 11!
Check out R.R. Slugger's LEGO-focused YouTube channel, or his Bandcamp to listen & download to all his (free) tunes!
This update resets banned songs if you had any banned via the Jukebox menu.
Abyss Cells:
ːgdnaːːtdnaːːtdnaːːtdnaː Jared:
Command no longer applies self Size +4 (but it can still target itself for heals), and now heals 6 instead of 4.
Size Max 7 → 8.
ːadnaːːcdnaːːcdnaːːtdnaː Orbiter:
Now has Arc (it was always supposed to).
ːcdnaːːcdnaːːcdnaːːtdnaː Yeeter:
Command: ◇4-6 Damage 3 → ◇4-10 Damage 1.
Jukebox Menu: Minor formatting changes to accommodate more music.
You'll see a new "CONTENT CREATOR" popup on the main menu (unless you've beaten the story already) that explains Streamer Mode.
Abyss transmission popups dissappear / go to the next set of text a bit faster now.
The turn counter at the top during missions will now make it extra clear whether it's counting towards victory or defeat if the mission has a turn limit.
(Commander) Devil: Fixed its unique defeat messages for real this time.
(Commander) Pandemic:
Some cells with multi commands and Crit on those commands would end up with a command saying "multi Poison 1 multi Poison 1" (duplicate).
Removed more "YOU SURE?" warnings when using a Poison command on a commander cell (they're poison immune).
(Perk) Vaccine: Mutations like "Commander cells with ːcdnaː DNA gain Arc" now combo with the Arc chip.
(Chip) The Armour/Swift/Arc ones: Fixed some cases where before→after stats would be incorrect relating to these chips.
You can no longer dismiss Abyss cells during your turn with RMB / Spacebar.
Q/E will no longer cycle cells during the Abyss turn (this causes a number of weird bugs).
The "you're about to use a command with a target" warning popup will no longer appear when targeting a tower.
Fixed rare instances where the Abyss turn would never end and the game just wouldn't continue.
Fixed rare instances where Abyss cells would step onto empty spaces (without Fly) and fall to their death.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command! Use an astounding array of turrets, perks & mutations as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
18 mission layouts (most by community members) added to official rotation.
Steam Deck: Larger scaling of right UI elements in Jukebox menu.
After more victories, genes that say "Add Command" won't state that anymore (since you'll know what they do by that point and it's just unnecessary text).
Simplified/shortened some pop-up text.
Music text (bottom right during a run) is a bit brighter now.
(Gene) ◇3 Teleport: Fixed.
(Commander) Cordycep, (Perk) Mask: Fixed weird interaction with this (it's uh... hard to explain, but it's... fixed...)
(Commander) Joker:
After switching off Joker, hover tooltips would still be messed up if Joker made them weird.
Hover tooltips while using Joker will be larger on Steamdeck if Joker made them weird.
Intro: The "Autofill" & "Remove All" buttons can no longer be pressed before its function is explained.
Jukebox: Song time remaining no longer resets when unpausing playback.
Setup: Gadget name will no longer overflow off of the Gadget button if too long.
I incorrectly moved gene discovery status / usage amounts in 1.1.0, but it's corrected now. Unfortunately, if you've booted up 1.1.0, it won't be fixed for you, but it will for all other & future players.
Sliding into cloaked Abyss cells now reveals them.
Joker is now dead.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
This is unavoidable and only done when I have no other choice.
15 mission layouts (some by community members) added to official rotation.
2 genes:
(2 slots) Command: ◇1 Damage 2
(3 slots) Crit +2, Range Max -1
If you already had awards/achievements related to discovering all genes, you won't lose them (so don't report this as a bug).
(Commander Cell) ːadnaːːgdnaːːgdnaːːgdnaː Accelemander: Move Max 5 → 6.
Abyss Cell:
ːadnaːːgdnaːːgdnaːːgdnaː Turbocharger: Move Max 4 → 5.
ːcdnaːːtdnaː Tanker: Size Max 4 → 5.
ːcdnaːːtdnaːːtdnaː Cruiser: Size Max 6 → 7.
ːcdnaːːtdnaːːtdnaːːtdnaː Destroyer: Size Max 8 → 9.
ːcdnaːːgdnaːːtdnaː Spoiler: Size Max 3 → 4.
ːcdnaːːgdnaːːtdnaːːtdnaː Infector: Size Max 4 → 5.
ːadnaːːadnaːːadnaːːtdnaː Infiltrator: Size Max 2 → 3, command self Damage 1 → 2.
ːadnaːːtdnaːːtdnaːːtdnaː Defender: Size Max 4 → 5.
ːadnaːːadnaːːcdnaːːgdnaː Scavenger: Size Max 1 → 2.
ːcdnaːːcdnaːːgdnaːːgdnaː Silencer: Size Max 2 → 3.
ːcdnaːːcdnaːːtdnaːːtdnaː Bombarder: Size Max 5 → 6.
ːcdnaːːgdnaːːgdnaːːtdnaː Radiator: Size Max 5 → 6.
(Commander) Hivemind:
Its Size growth mechanics were both incredibly buggy and not enjoyable to play with, so it's being reworked.
Instead of changing Size Max when touching other commander cells, they'll now gain Size +1 at turn start & end per touching commander cell.
(Commander) Prime: Tweaks to tagline (pre and post story).
(Perk) Oobleck: Clarified in description that the Move Max increases/decreases don't continue stacking.
Better late-game difficulty scaling.
Cleaned up some gene sprites.
(Commander) Devil: Its unique defeat messages would make it seem like they always occured due to a commander cell being eliminated.
(Mode) HEART: Blocked-in cells' healing commands often wouldn't work.
(Perk) Hardhat:
(Mode) HEART: Now works as expected (like a regular shield).
Works like a regular shield when Size = 1 (MULTI commands would bypass this).
(Mutation) Head Hunter, Crit +2: Now correctly shows Abyss cell command overlays.
Placing a wall next to a cell that can still move would let it move into the wall (without using the Hollow commander).
The command overlay sound sometimes wouldn't occur when Abyss cell command overlays appear.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
Abyss Cell:
ːgdnaːːtdnaːːtdnaː Mender: Size Max 5 → 6.
ːgdnaːːtdnaːːtdnaːːtdnaː Jared: Size Max 6 → 7.
ːcdnaːːcdnaːːcdnaːːtdnaː Yeeter: Size Max 3 → 4.
ːadnaːːgdnaːːgdnaːːtdnaː Refractor: Move Max 2 → 3.
Boss Cell (DEPTH 3):
(Armour) Antefort: Command Damage 2 → 3.
(Thorns) Torturer: Size Max 6 → 8.
(Arc) Arbalest: Command Damage 4 → 6.
Gene:
Fly: ːbiomassː20 → ːbiomassː25.
Thorns: ːbiomassː20 → ːbiomassː25.
Damage +1: ːbiomassː20 → ːbiomassː25.
Range Max +1: ːbiomassː20 → ːbiomassː25.
Chip: all ːbiomassː prices +10. They're incredibly influential and you only need to buy at most 3 during a run so I think this is more than justified.
My attempt at fixing the disembodied cell body bug only half worked - I think it'll work fully now.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
(Music) Menu: "Cytokinesis" by 4NoteClover (a Cell Command player!). You may need to fix what menu music you have banned if you've banned any in the JUKEBOX menu.
(Abyss Eye Cell) Armour: Size Max 4 → 3.
(Commander) Cordycep:
Abyss cells with Reflect won't deflect shroom.
MULTI commands will now actually shroom all Abyss cells within command Range. Shroomed Abyss cells won't recognize that another Abyss cell is shroomed, however (so don't report that as a bug).
(Status) Radiation: commands that apply Radiation to a target now also transfer over the user's Radiation Damage value.
This can be considered a buff to ːcdnaːːgdnaːːgdnaːːtdnaː Gammaggot since it comes with a command for this.
Award:
Attack Of The Clones: Clarified unlock conditions.
Instagib: 3s timer will no longer be reached faster when x3 speed is active.
Abyss Transmissions: Delay between messages 6.875s → 5.625s.
(Commander) Synapse: Your first cell's actions are skipped (unless it's the only cell remaining, so that you can use buttons like Pause Run or a Life), since there's nothing you can do with this cell.
(Mode) GLOOM:
Tiles in a 3x3 grid around spawns will have gloom cleared to start.
Gloom near the edges will no longer appear lighter (looks better if it doesn't).
(Boss Cell) Antefort: "widdling" → "whittling" in Boss Info.
(Perk) Vaccine: Was deactivating upon using a life when defeated during a mission.
(Award) Attack Of The Clones: Can now trigger if you have 4 cells with matching DNA, but more than 4 cells (where the fifth or sixth cell doesn't match the other's DNA).
Beginner tips (the ones that appear on the SETUP menu) will now automatically be marked read upon your first victory.
For some players, boss cells for defeated bosses were supposed to be automatically discovered upon starting the game after 1.0.5 but it didn't work - now it does.
Conditions that check if Move Max = 0 will now work even when Move Max has went negative (which isn't always obvious since it will always display as 0).
(Abyss Cell) ːcdnaːːgdnaː Eroder, ːcdnaːːcdnaːːgdnaː Sapper, ːcdnaːːcdnaːːcdnaːːgdnaː Sabotager: Will now use their Damage-reduction commands on cells with Damage 1 commands (in other words, they can reduce Damage to 0 now, which was originally intended).
(Commander) Atrax: Eye cells during The Abyss fight will now be marked.
The Abyss: Using a life no longer breaks everything.
Some Right Click / Spacebar settings would let you do things you shouldn't be able to while selecting a gadget target.
All from the official Cell Command Discord!
@suptoast
@nokoribiprojectis
@vr_the_great3546
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
15 new mission layouts (all by me this time) added to official rotation.
The balance changes below might not affect paused runs from 1.0.5 (don't report it as a bug).
(Commander Cell) Size Max Buffs For Healers:
ːgdnaːːtdnaː Ferraide: Size Max 5 → 6.
ːgdnaːːgdnaːːtdnaː Truncat: Size Max 4 → 5.
ːgdnaːːtdnaːːtdnaː Ursalve: Size Max 6 → 7.
ːgdnaːːgdnaːːtdnaːːtdnaː Squashippo: Size Max 5 → 6.
ːgdnaːːtdnaːːtdnaːːtdnaː Healephant: Size Max 7 → 8.
(Mutation) Range Max +3, Move Max -3: Move Max -3 → -2, because this mutation hasn't been nearly as intimidating as I expected.
A popup would appear saying Range Min exceeds Range Max on a cell's command, but it would appear on a regular-old Range 1 command.
(Settings) Right Mouse or Spacebar → Gadget / Cancel: Now works when there's no cell selected.
(Commander) Duke + (Perk) Plantain: No longer results in unexpected insane Radiation Damage.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
9 new mission layouts (some by community members) added to official rotation.
Thorns will now trigger if, for example, a Damage 1 command is used on a cell with Armour (previously it wouldn't). Using a command that doesn't deal Damage won't, still.
(Perk) Vaccine: The "Benign!" mutation can now appear (it was previously disabled when using Vaccine).
Defeating a boss will now automatically discover all boss cells in that mission.
This wasn't a bug - cells are normally only discovered upon eliminating them.
This will be applied retroactively.
Defeating The Abyss will now trigger unlocks, awards, stat updates, yellow/purple stars, etc. you'd expect from a VIRUS DEPTH 3 run victory.
you won't see the unlock/awards popups.
(Menu) Perks: Equipped perks now also show with a green background within the perk grid, not just the bar of your equipped perks.
Added various popups geared towards new player guidance. You might see some as an experienced player too but they'll only ever appear once.
When Range Min is high enough to completely delete a command's Range, instead of displaying as 0 Range, it'll show the actual Range Min & Max values (in red).
(Perk) Pill: Unlock sometimes wasn't triggering when it should have. (if I could apply this retroactively I would)
(Perk) Vaccine: Pausing run, restarting the game and re-entering the run could cause its mutation-trading trait to stop working.
(Perk) Pesticide:
Wasn't working when using the Pandemic commander.
More visual feedback (teal flash).
(Setting) Menu Motion: When disabled, Award popups would be invisible.
For some players, achievement conditions met when they played the demo would not end up triggering upon starting the full version.
The Abyss:
Game would softlock or crash if you couldn't kill its last set of eyes before it tries to pick a new set.
Eye cells would sometimes spawn with invisible body parts (unrelated to Cloak).
(Commander) Duke: Won't constantly make Radiation sounds when moving cells.
(Commander) Zodiac: Sometimes its unique move & command refill trait wouldn't trigger.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
(The Abyss): Minor buffs to some of its eyes.
From now on, only updates where the middle version number increases will require a run reset.
For example, this update won't reset paused runs since it's going from 1.0.3 → 1.0.4.
Once 1.1.0 hits, that update will reset paused runs.
I'll always put a warning up top if an update resets runs anyways.
(Boss) Covert Chameleon: It could be won without actually eliminating Chameleon (by simply attempting to move through it), which wasn't intended. If this happened to you, you'll discover the Chameleon boss cell on boot.
Edited/removed some outdated tips.
Fixed an Abyss transmission that would show a blue upwards arrow in it.
(Commander) Joker: 🃏
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
WARNING: Updates reset in-progress runs (not save data). Appologies for how often I have to do this - just par for the course having just launched 3 days ago 😅
Abyss Cells:
ːadnaːːcdnaːːtdnaːːtdnaː Deflector: Size Max 4 → 5.
ːcdnaːːgdnaːːgdnaːːgdnaː Motivator: Command 1: Range Max 2 → 3.
Both LShift and RShift now count as "Shift".
There's now a popup explaining what just happened when a cell falls to its death (by losing Fly with body parts over gaps).
Cloaked Abyss Cells:
The last update accidentally allowed moving through Abyss cells, which causes all sorts of problems (from softlocks to crashes).
Since you shouldn't be able to move through them, it's essentially a way to spot them - I'm making it so that attempting to move through them simply uncloaks them. If I don't do this, it honestly just looks like a bug ("why can't I move here???").
Perk:
Pill: Sometimes wasn't unlocking when it should.
Mask: Clarified in the description that it won't trigger when using commands on towers.
Bipod: Was possible to unlock via conditions not described in the stated unlock conditions.
Juicer/Grapple: Some Steam Achievement / in-game unlock confusion between these.
Vaccine:
Using a life to reset the mission would result in mutations affecting Abyss cells instead again.
It was only unlocking upon discovering 30 (unique) mutations, not enduring 30.
(Commander) Devil: Fixed some uh... unlock condition weirdness.
(Commander Cell) ːadnaːːadnaːːadnaːːadnaː Sprintula: Fixed description (said it was faster than the second-fastest cell, which is a silly thing to say considering ːadnaːːadnaːːadnaː Scurrachnid's speed is close).
Records Menu: "Mutations" value fixed (it previously represented the amount discovered).
(Status) Fly:
Various fixes relating to losing Fly while parts of a cell are over an empty space.
Plays a unique sound when this occurs.
Chips:
The ones for "if cell has Armour/Swift/Arc" now also work when a cell gains/loses those statuses mid-mission.
Before/After stats on hover (which you should pay attention to) now factor in chips like the above ones turning off and on.
"DEVS"-type tips would become unread upon re-opening the game.
Filter buttons in the cell evolution button would sometimes be hidden when they shouldn't be.
(Mode) GLOOM: Fixed a case where you could see the command range of an Abyss cell that's obscured by Gloom.
Selecting an unhighlighted part of your active cell would undo all the way back (was supposed to only be for switching to a different cell).
A rare case where black "TELEPORT" text can appear when hovering over a cell with a Teleport command selected.
Updated some achievement descriptions to match their current conditions.
The white trim when selecting a gadget target is now hidden when in submenus.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
WARNING: Updates reset in-progress runs (not save data).
9 new mission layouts (all by community members) added to official rotation.
(Commander Cell) ːadnaːːcdnaːːcdnaːːgdnaː Chiropter:
Command 1: Range Max 5 → 4.
(Commander Cell) ːcdnaːːtdnaːːtdnaːːtdnaː Orcannon:
Command 1: Damage +1 if Size > 2 → Size = Size Max.
(Commander Cell) ːadnaːːcdnaːːcdnaːːcdnaː Orthocular:
Command 1: Range Max 10 → 8.
Minor tweaks to the "Tile Styles".
(Chip) Commands with Range 1: Damage +1: Now specifies it's only for attack commands.
The first shop offer picked during runs is free, but now it'll show its regular price too.
(Mode) GLOOM:
Will no longer show command effect hover hints on tiles with Gloom.
(Perk) Amoeba: Will no longer show move highlights on tiles with Gloom.
Growing (instead of moving) onto a tile will now clear nearby Gloom.
VIRUS DEPTH 3 12-Sample Run:
(Boss Cell) Sovereign: Boss Info now states that it only has a regular Shield during the 12 sample run.
(Boss Cell) Rattler: Building Radiation trait (as stated in its Boss Info) now functions.
Database / Files: Incorrect colour for Dieter Petrovske's name.
(Commander) Hollow: Cells were only gaining Cloak if they also didn't move during the turn.
(Commander) Demon: Would sometimes unlock slightly before or after it should.
(Commander) Synapse, (Chip) cells with Swift: commands gain SELF Move +2: Now works as expected. (Note that both the topmost cell and cell using the command would need Swift to actually get any value of this still)
(Mutation) Tiny, Move Max +4: Various cases where the "Tiny" part was being overridden.
Menus will now run at a maximum of 60 FPS.
Cases where the evolution menu (when clicking on a cell's name between missions) would show cells with DNA letter counts that wouldn't be possible on that cell's mount.
Fixed various exploits for spotting Cloaked Abyss cells.
Crash when clicking "Prepare" button after a mission victory when you have many shop offers banished.
Cell body squares would sometimes be stuck "shrunken" if Move Max = 0.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET IT 20% OFF
WARNING: Updates reset in-progress runs (not save data).
15 mission layouts (some by community members) added to official rotation.
While moving a cell (and if Undo is enabled), clicking on a different undismissed player cell will undo all the way and select that new cell now.
Hovering over the status icons on the left cell info panel during missions will now say what they are (primarily for new players).
Added popup for new players drawing attention to the mission count ("5 missions to go!" when on mission 11).
Intro:
When picking your first DNA letter upon entering the PREPARE screen for the first time, you could un-select a letter but not select a new one, resulting in a softlock.
Chip slots would sometimes be hidden at times when they shouldn't be.
Text saying "MOVE" above the move max / move values on the left during missions will no longer overlap with immunity text.
(Mutation) Hazard Unknown: It's supposed to show hazard tiles as floor tiles with a ? on it, but it was making them invisible.
(Commander) Lockstep + (Perk) Stroboscope: Would cause the "skip" turns to never skip (softlock).
(Settings) DNA Letter On Items:
Renamed to "DNA Letter On Genes" since it only affects genes.
When enabled, bleaching a gene will remove the DNA letter indicator.
When enabled, Banished genes won't show a DNA letter indicator (since all colours of that gene are banished).
Banishes:
Banishing most (but not all) of either genes or chips was resulting in them no longer appearing in the shop.
Crashes related to rerolling when lots of stuff is banished.
VIRUS DEPTH 3 With 12 Samples:
Various softlock-causing bugs fixed (should be able to complete the story now).
All-ːgdnaː Cells with Swift: Could move onto an adjacent space that it made empty or into a wall.
A couple typos.
Joker:
No longer counts as "alive" for Dexterity checks.
Framerate no longer slows to a crawl when 1000 or more beavers are on screen.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
GET BOTH: 20% OFF BUNDLE
All 24 Commanders, 24 Gadgets, 48 Perks, 4 Modes at launch
Fully optimized for Steam Deck & Controller
100 Steam Achievements
Lots of love & polish with no known bugs (you find any, report em' in the Discord)
I planned to dripfeed commander/gadget/perk releases post-release but was so ahead of schedule that I got them all added in time for launch!
Huge thanks to the beta testers in the Discord & your feedback for shaping Cell Command into what it is today - I'm incredibly pleased with the final product and hope you are too.
Combine ːadnaːːcdnaːːgdnaːːtdnaː DNA for 70 different weapons in the roguelite turret shooter that takes place before Cell Command, and survive 6 modes with an astounding array of turrets, perks, mutations & power-ups as you descend to the heart of the Abyss.
GET GENOME GUARDIAN
Get both games in the series (or if you already own one) 20% OFF!
GET BUNDLE
The demo is now updated to 1.0.0 (launch version), and that launch is occuring 19 June @ 1:00PM EST.
Patch notes will be far more detailed after release, with changelogs and all that.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Cell Command, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Cell Command statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.