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Implants and character organs[]

As before, upon reaching a new level a player gets 5 points but there will be no stats of strength, agility, stamina, intelligence, perception and endurance.

Instead, a player invests these points in the basic systems of internal organs.

Each system provides access to active and passive skills for a human, mutant or synthetic, but to access these skills a player needs to invest certain points.

A player receives these points when applying a particular implant which can be developed and replaced to get more points and more skills.

Each organ has a potential which is realized through getting active and passive skills.

When realizing organ potential, a player changes the balance of his/her body parts, thus becoming more and more like a human, mutant or synthetic (p.s. initially, a player is awakened from a cryodream and cannot be classified as a human being).

The 100% potential of a particular organ is divided among 3 paths: human, mutant and synthetic. Once all 100% of the potential is realized, it is impossible to change the balance between the 3 paths.

It means that if you have mutated your lungs or kidney, it will be almost impossible to revert this organ to human or synthetic state in the future.


Some particularly powerful items require a certain path to be developed to a certain percentage. If you are a synthetic, you are unlikely to be able to completely change your body when wearing a cover. And if you’ve decided to remain purely human, your organism will not have enough modules necessary to control a mech.


Traveling around the world, you may catch a disease. A disease affects an organ and begins to block gradually active and passive skills dependent of this organ, and casts additional effects on the character.

If you can’t find a cure, the disease will progress, affecting nearby organs, and can destroy the organism altogether.

However, strange though it may sound, players will almost always have a chance to cure a disease and even make use of its effects. It is up to you whether to treat a disease without losing any skills and organs or to experiment with it.

Paths of progression[]

The old skill system is not perfect and many testers had a lot of problems when they tried to change the combat tactic they had chosen at the start of the game.

During stasis, for the purpose of survival, each player was equipped with a neural implant with the help of which a player is able to interact with any items.


This implant has one more very important trait – it can collect information about everything that is happening to a player, accumulating experience and knowledge that will allow for a better use of certain items in the game.

There are two big parts in the current progression system: directions and skills.

A direction is a group of skills, which has its own experience and is boosted through the use of any item from the group.

There are 12 directions for character progression:

Each direction has at least 6 skills. For example, weapon is divided into pistols, blades, assault rifles, sniper rifles, shotguns and glaives.

Each direction has its experience, which is used to unblock a skill’s progression tree that allows learning new skills and getting new types of equipment.

Skills and chips[]

As the experience of a direction grows, so does that of a skill. How fast a skill experience increases depends on the chip installed in the implant.

An implant allows for up to 3 chips. A player is able to choose the direction he/she wants to prioritize in the character progression.

As was the case previously, a character gains experience through actions. The more frequently you shoot a pistol, the more weapon and pistol points you get. Without a chip, you will still develop your skills but at a slower pace.

Every chip has a limited amount of points which can be accumulated in a certain skill, which means that to get a really powerful skill a player will have to find appropriate chips.

When you get skill experience you can spend it on opening active or passive skills and use it with the items they are associated with, but some skills may require that you perform certain actions in the game world, pledge allegiance to a particular faction or reach a certain character level.