
Take on a role of a hardened PMC fighter in a dark turn-based cyberpunk RPG. Engage in unforgiving combat, manage your ship and pile up the bodies of your clones to unravel the dark mystery behind threat to all life.
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About
Quasimorph is a unique high-stakes roguelike that blends cyberpunk, cosmic body horror, and PMCs trying to profit from the Apocalypse.
Complete corporate contracts, and you keep everything you managed to extract, making your PMC stronger with every successful mission.
Die, and you lose everything you brought with you.
But you can always print a new mercenary and try the contract again.
Take on contracts from powerful corporations.
Earn reputation through sweat and blood.
Turn your mercenaries into augmented weapons with cybernetic implants and body modifications.
Explore planetary bases, secret laboratories, and the wreckage of starships.
Recover new technologies and resources to upgrade your flagship.
Corporations are stretching their claws far beyond the Solar System.
And something terrible is drawing near.
Discover what unforgivable things humanity has done in the depths of space.
Didn’t make it? Rethink your approach.
There’s huge room for experimentation: hundreds of weapons and armor pieces, unique gadgets, a deep augmentation and body modification system, dozens of classes, and unique mercenaries.
Corporations hire ruthless mercenaries to carry out their shadow operations.
Demons twist human nature and corrupt the course of human evolution.
Assemble a team of professionals, count your bullets, maintain your gear, and prepare yourself for every grotesque turn of this bloody slaughter.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 68 reviews with recorded playtime.
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I have a lot to say about this game. I will lead with the bad because there’s really only one major issue with this game, but it’s a doozy: [h3][i]Quasimorph[/i] has deep and complex mechanics, but it does a TERRIBLE job at explaining them to the player.[/h3] Game knowledge is the difference between feeling frustration and helplessness and control and understanding but if you rely solely on the information that the game provides, you will feel lost. I started playing in 2024 on 0.8.x (at the time of writing we are on 0.9.9) and took two breaks from the game because I simply did not understand what I was doing wrong as the game offers next to no information about key mechanics. By chance, I looked to see if any YouTubers covered the game, and found [url=https://www.youtube.com/@pressqtoquaff]this gentleman[/url], who makes incredibly in-depth videos where he explains the mechanics as they are in the patch he is playing as well as his decision-making process. In addition to being entertaining, I cannot overstate how valuable learning from him has been. If I had not bothered to seek outside information, I would not know critical things like how amputations have a chance to occur if the incoming damage to a limb causes a wound and is more than X% of a unit’s total HP, and that resistances mitigate that chance, or that doors make noise within range 3 even if you are in stealth, or that enemies can react to gunshots within range 6, or that they actually patrol and investigate projectile impacts and corpses, or that meds give an increased chance to stabilize a wound with every successive application, or that there is no money and that you earn credit which you can spend on products with individual Corporations by trading and performing missions, et cetera ad nauseam. Knowing these things directly affects your ability to make decisions and it’s a catastrophic shame that the developers have not invested more time into making these things clear to the player from within the game itself. I still to this day consult the very helpful Steam player guides on [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3583990809]Corporation[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3548179730]Quasimorph[/url] damage and resistance types because they do change from patch to patch and knowing what equipment to bring in against which enemy is absolutely crucial to success. Now let us proceed to the good: [b][u]Combat[/u][/b] is fast-paced, visceral, and satisfying. Missions are challenging enough that successfully extracting with your loot feels rewarding, it’s not like PVE Tarkov: a snoozefest where the AI is incompetent and threat is artificial as it only comes from other players. It feels great to take out a third of an SBN kill squad with a single sniper shot because you know that if you had made a single mistake, they could kill you just as quickly. The game is difficult and unforgiving but rewards proper positioning and game knowledge. I used to facecheck rooms, trade volleys in the open, not utilize or understand that there are different types of cover, and wonder why I was dying so often, but now I can comfortably juggle stances, know (more or less) what gear to bring in against which faction, and can reliably complete early missions with nothing but a knife, a can of beans, and a bottle of water. [b][u]Progression[/u][/b] is unusual for a roguelike but fulfilling. There is no meta-progression, and the game feels more like a sandbox than a linear start-to-finish. You ‘progress’ in each run by acquiring better equipment, more crafting recipes, classes, operators, and completing story missions based on the faction(s) you’ve aligned with. Factions increase in power and tech level and unlock more advanced equipment which you can loot or purchase as time progresses. Corporations rise and fall on their own but the missions you choose directly affect the balance of power. Gear is varied, plentiful, and useful. Satiety and durability are cleverly handled: they balance your ability to sit in one place and use the same weapon over and over and provide an immediate purpose for loot that you find. Killing enemies is never a waste: they need to die so you don’t, and you also need whatever they were carrying. Nearly every item you find has a purpose. There are many ship upgrades to construct which confer tangible gameplay benefits. [b][u]Build variety[/u][/b] is impressive. There are currently 14 classes and 18 operators, which you unlock on a per-run basis by finding chips in-mission or as a potential reward, each with their own unique traits, perks, and stats, and with the appropriate ship upgrades perks can be swapped to create custom classes that fit your playstyle. There are hundreds of weapons, grenades, armour sets, ammunition types, consumables, implants, augmentations, strange occult powers, and deployables, and nearly all of them are viable depending on your mission and stage of the game. [i]Quasimorph[/i] is [b][u]highly customizable[/u][/b]. Don’t like how many enemies there are in missions? Change it in the settings. Would you rather restart the floor than lose your mercenary upon death? Change it. Want Quasimorphosis to increase more slowly? Change it. Wish tech and power progression were slower so you could fly around the solar system as you please? Change it. Change the settings so you can floor cheese like in DCSS or CoQ. Change them so you start with every class and operator. Open the console and give yourself every item. Use the Steam Workshop to import map packs that people have created using the provided map editor. The game is a sandbox, it can be exactly as difficult or as challenging as you want it to be, and the default, in-game difficulty settings allow you an impressive amount of control over much of the game’s mechanics. [b][u]Sound design[/u][/b] is stellar. Most in-game actions have an appropriate, high-quality sound effect which contributes to the sense of immersion, but the soundtrack is what really steals the show: Evgeniy Zhuravskiy is an incredibly talented composer. The game’s musical score is made up of trios of thematic “phases” which vary based on location and increase in intensity with the level of Quasimorphosis. Each Bramafatura has its own signature theme; phase 1’s slow, rhythmic bass is perfect for putting down unarmed and unpaid Martian labourers, while phase 3’s frantic drumming and screaming guitar solos are what you’d expect to hear when committing ultraviolence against extradimensional horrors from beyond the veil. I cannot praise the music enough, seriously, go give the soundtrack a listen on the dev’s YouTube channel. The [b][u]game art[/u][/b] is fantastic. The sprite work is of incredibly high quality; you can tell what armour and weapons a unit it is using just from looking at it because nearly each and every piece has been modeled in-game. The environments are varied and attractive. You can always tell whether you are in the desert canyons of Mars, a claustrophobic industrial space station in Mercury’s orbit, a high-tech laboratory in the bowels of a massive battlecruiser, or the lush jungles of terraformed and demon-infested Venus. [h3]Tl;dr:[/h3] [i]Quasimorph[/i] is one of the best turn-based tactical games I have ever played and I highly recommend it.
The game is brutal. The game is addictive. The game does not hold your hand. The game does not love you. The game runs well on a 486DX machine. You do not play the game, the game plays with you. Buy it. Play it. Regret playing it. Uninstall. Reinstall when you wake up next morning and start a new run.
loved the game at the start but every update that comes out it feels like the game is punishing you for interacting with its systems, to even attempt a story mission you'll have to run like 50 normal missions collecting the best possible gear and as many meds as you can, usually just to get stun locked to death and in the rare occasion you aren't? well mid and late game you need to have top tier armor for every faction, day dream chems? better have armor you can only get via working for...day dream chems...otherwise one shot by chem nades...Sunlight Coven? well you need rad protection! where do you get that from? that's right, Sunlight Coven. But unless you are HELPING these factions you don't get the armor to COUNTER them and they don't tech up fast enough. Meaning your best armor does nothing against them, so the best tactic is going but naked with an axe, killing one, then using their gear. but that ISN'T FUN, I want to use my big cool guns and cool gear, but I know I'll lose it to idk, a naked experiment throwing a cyrogrenade at me or some ♥♥♥♥♥♥♥♥ like that. personally, I can't recommend this game anymore
I enjoy the concept, and I want to love it. Unfortunately, the game seems to refuse to make any attempt at teaching a lot of extremely important game mechanics (at least in anything close to the timeframe necessary), including but not limited to: -Quasimorphing, *the namesake of the game*. It's not explained why the meter progresses sometimes but not others (answer - if the meter says "absentia", it will not progress no matter what; though when it will be "absentia", "somnia", or "grasp" varies depending on where and *who* you're fighting, as well as the mission type - again, this is, to my knowledge, never explicitly stated), what happens at different stages of the Quasimorph meter (prior to getting there, of course), nor the fact that different planets have different quasimorphs that can appear. -The Tech Levels, Power, and Reputation of the various factions, the first two being the DIFFICULTY SCALING OVER TIME OF THE GAME, are not even referenced or alluded to by the tutorial. -The difficulty ratings of individual missions, which are so unexplainable I frankly almost entirely ignore them, because a 1-floor 5-skull difficulty is still infinitely easier than a 4-floor 1-skull difficulty mission - the only way I've found to meaningfully gauge the difficulty of a mission is to look at the opponent's Tech Level (which is only visible in the Stock Market - not as part of the mission listing) and the number of floors the mission requires, and *guess* at whether or not the Quasimorph meter is going to matter. -The economy, whatsoever. The item listings in the Stock Market really don't seem to serve a purpose, and said listings don't come with a tutorial tooltip or anything, so I *entirely* do not understand the purpose of this page. Knowing where different items are produced doesn't seem to be at all helpful, because a colony *producing* a good does not mean you can actually get it from them, regardless of how good your standing is with them - and that's aside from the fact that you don't actually seem to ever be in control of the trading process? Money is a foreign concept to the corporations in this game (I'm guessing this is anarcho-capitalism's natural conclusion of "you can only deal with us in *our* special corporate currency - but once again, nothing actually *says* this), and it's not clear when trying to sell things will get you money you can choose how to spend and when it'll just result in them throwing a bunch of random ♥♥♥♥ at you - specifically, I've *gotten money* with individual groups like three times, and I have never figured out when, how, or why I did so (I did not sell them items for the money, so I'm guessing I got it from a mission, except doing missions doesn't seem to consistently get you money with a faction except when you fail the mission, in which case you get exactly 1 dollar for some reason), and I never managed to get enough that I could buy anything I *actually needed* to upgrade my ship. - Anything about your cargo bay, or upgrading your ship. This is mostly limited by the economy, but what I also eventually put together (entirely on my own) is that the game does, in fact, tell you when one of the random items you're looting is needed for a ship upgrade. Of course, it doesn't tell you what upgrade, or even tell you if that upgrade is actually available to you yet, just that between all of the upgrades you don't have, you'll need x amount of them, and you currently have y amount in your cargo bays. It also doesn't mention that your cargo bays are actually infinite, never tells you that you can modify the automatic sorting to your cargo bays (though it has its own entire button, so that was at least simple to figure out), or that most of the various "luxury / trading goods" are actually able to be broken down into a butt-ton of the resources *you actually use in-mission*. The "disassemble" feature is a huge deal for maintaining your economy, and I genuinely can't even remember if the tutorial tells you that you can do it at all, it's that minor (again, if it gets brought up at all). Oh, and you only start with the resources for a singular ship upgrade (which you're never directed to, despite it being absolutely necessary to make any headway in the game), but will absolutely get softlocked within the first two months in-game if you're not able to get a few other upgrades as well. Once again, there is no explanation for what different sections of your ship really do, how to upgrade them, why you would want any of the upgrades, or how to get the most important resources to upgrade your ship - on top of the fact that a significant amount of ship-upgrade parts are also usable as character XP boosts, and that you can't see what resources a specific upgrade needs unless you have all the upgrades before it, and even then can only see by pressing the 'upgrade' button that you *may or may not have the resources for* and mousing over the icons in that screen - why you can't hover over the icons in the upgrade screen for the whole portion of the ship is beyond me. -Using any of the various datachips of the game, or what to do with the ones you can't use. Datachips are how you get new crafting recipies, base clones, and classes. You can buy, for example, a random crafting chip, but the recipe for said crafting chip is decided the moment after it's bought - which means you can get chips with recipes you already have, and now you can't really do anything with it besides disassemble it I guess? To make it worse, you can get class and clone chips that are for the *starting classes and clones*, so I genuinely don't think there's any world in which they're useful. - Doors and movement speed. Oh my God doors are so incredibly useful and the game *never tells you that you can block/barricade doors*. The game never tells you that you can *close* the "Autodoors" (ever door in the game - no, they are NOT automatic). The game never tells you that there are three different movement speeds, nor the advantages and drawbacks of each *until you try to use and run into the issues* (example - you cannot interact with doors or access any inventory while set to the fastest speed. Not being able to access your inventory ALSO means you cannot treat injuries, despite that not being done via your inventory, because it uses items that are [typically] in your inventory. Sensible, but not stated, and not something you realize until you're bleeding out and trying to figure out why your bandages aren't showing up in your health menu for the first time). Oh, also, 'movement speed' isn't the appropriate term for it, because setting yourself to 'sprint' also lets you make *an extra attack* each turn, but makes all attacks at a reduced accuracy. Why is this a big deal? Because a shot that misses one guy can still hit another, so that reduced accuracy stops mattering when you're fighting three dudes in a hallway, and it would've been really nice to be told that "hey, you can get 3 shots/turn if you set to sprint - great for groups of enemies" rather than having to figure that out myself. - Enemy action economy. Different enemies have different amounts of actions they take each turn, and this is shown right under their health bar but never actually explained, so it takes a while to realize "oh, *that's* what that bar means". - Damage types, resistances, and healing. There *is* a healing section, but it doesn't mention what items heal what wounds, just that basically nothing does everything. TL:DR, it's really not a bad game, but it's terrible at giving you any of the information you need to make any progress, and the standard difficulty scaling is *not* conducive to learning by doing. Overall, it's just an unbelievably aggravating experience for no reason unless you're willing to surf the wiki for an hour. Hell, that's the worst part - the wiki is THERE. All of the information is nicely organized, already, just not within the game, itself, for some reason?
Quasimoprh is one of my all time favorite games. The hard-core atmosphere, gritty tiles, metal music, are all way above par for a turn-based game. I think of this game as a rogue-like wrapped in a rogue-lite, wrapped in a sandbox wrapped in a grand strategy game, and it has the added bonus of challenging story-line quests, tons of lore-building, stupendous replayability, and too many things to recommend it than I can possibly think of in one sitting. To me, this is a 10/10 game, a perfect masterpiece, and will surely create and define a genre of its own such that years from now people will describe lower order quasi-clones as being "Quasimorphlikes."
Very good, very fun. Trying to escape while you have a broken leg, nicotine addiction and literal Satan is trying to kill you. 10/10
I dunno. I enjoyed it well enough for a few hours, but the tactical layer of the gameplay really boils down to just laying back in your fatty gamer chair and clicking left mouse on the enemies as they pop out of fog of war. I didn't even mind this to be honest. Then I'm wandering around mindlessly killing everything in sight, and some guy just peaks me and instakills my operator. There was no way to play around this except for spamming the skip turn button across the room from the door and hoping he walked out. But I would have to do that to every fog of war blip i see while in stealth mode to be safe, and you see like 50 enemies in one mission so. There has just been no engaging difficulty. It's just the game throwing some overpowered enemy in and failing a mission for me or the game not informing me of how something works. My operators starting undergoing what I think is quasimorphosis growing on the bottom right of my screen, but it just randomly started happening one mission with no explanation. I assumed it was bad and starting playing against it but it actually gives a ton of buffs at higher stages, but it only tells you what it does in its CURRENT level. Good thing the game gave me a tutorial message for the concept of needing to reload guns though. Maybe some day a game will actually come close to XCOM 2.
Game is great, intense and unforgiving, great soundtrack as well. Ran on my laptop that has a hard time with minecraft
Быть или не быть? Quasimorph как апологет насилия и пустоты XXI века ("истинного анархо-капитализма который мы все так ждали"), времени как возможностей, так и потерь везде и всегда, от которых нет никакого смысла. Что не говори - Quaimorph классная игра во многих отношениях. На первый взгляд она поражает своей проработанностью и хаотичностью и тебе кажется: "Да вот же оно, баротравма на максималках, тока без команды или с командой?". Ну а что? Фабрикатор есть. Навыки есть. Разбирай собирай, пересобирай, качай персонажей, НАСЛАЖДАЙСЯ ЖИЗНЬЮ! И вот ты уже насмотревшись каких-нибудь милых обзорщиков которые тебе наперебор вещают про то, что: "ДА! Я ПРОШЕЛ ПЯТЬ ДАРКСОЛОСОВ, а здесь сосу..." и ты думаешь, может стоит? И первое время даже кажется - такие затраты на каждый выигрыш действительно сопоставимы с каким-нибудь дарком, потому что спустя время я уже не думаю о том, что я выиграю или подберу в конкретной миссии, а думаю, что сдохну, а потому уже не беру ничего и никого лишнего. С одной стороны это, конечно, освобождает. Ты учишься играть в любых условиях и обстоятельствах. Но с другой стороны - ты видишь все эти мелочи, которые говорят тебе "ну, это всего лишь игра, не война и уж тем более не жизнь", и ты в очередной раз ощущаешь какую-то странную горечь. Что вроде бы игра есть, но как будто бы её снова не доделали... Не стану перечислять десятки раз, когда я терял персонажа лишь потому, что пожадничал или решил, что всех могу победить, замечу лишь, что процент успешных миссий по отношению к провалам у меня был 1к10. И вот, спустя какое-то время, чувствуя, что я надолго наигрался, я задаюсь вопросом - а нафига это вообще было надо? Ну вот у тебя есть персонаж. Он сдохнет. Вот у тебя есть вещи. Они пропадут. Вот у тебя есть репа у корпораций. Им будет пох. Вот у тебя есть сюжетка, которую ты не можешь пройти, пока не научишься побеждать с помощью двух ножей 50 человек в условиях перекрестного огня по тебе танковых орудий и бомбардировкой штурмовиками одновременно. Если вы, как настоящий воин, вытащивший Экскалибур из камня, на это способны, то я, слабенький новичок, совершенно нет. Посему, если ищите где сдохнуть - покупайте, но моё мнение, что оно не стоит того. И это лишь первая часть того, почему. Теперь же скажу о конкретных вещах: как бы это смешно не звучало, но игра есть игра. Тому, кто хоть немного интересовался военным делом, самураями, рыцарями или чем-то подобным известно, что это работа непростая. Эта игра эту самую непростость множит в разы, но как бы говорит тебе: "вот у них есть крутое оружие, но у тебя есть классы с уникальными талантами и ты можешь их победить, если постараешься и как следует захочешь" и первое время я с успехом велся на это, а после понял - нет, это совершенно не то. Их смешная система клонирования, с одной стороны подразумевает, что у тебя есть возможность сделать идеальный класс, но ты забываешь о том, что для того, чтобы достать предметы, нужные для улучшений в игре и соответственно для смешивания классов, нужно буквально залезть чёрту в жопу. Честно говоря, я не знаю, может наиграв 200 часов в одном сохранении это получится, ибо за 1 миссию в 8 часов я работать как-то не хочу. И снова - зачем? Что я получу? Простой, анархо-капиталистический вопрос. И конечно же это ремесло. По сути своей военное ремесло в этой игре отсутствует, ибо ремесло подразумевает некую преемственность опыта. Тебе как бы говорят: "ну вот, ты можешь улучшить, перемешать их классы, повысить персов и они будут лучше", но это совершенно ни на что не влияет. Как уже было сказано, они все равно сдохнут. Да и оружие в игре совершенно не уникально - оно универсально. То есть у тебя нет возможности проработать каждое оружие в отдельности, особенно это касается оружия ближнего боя, я уж не говорю здесь про технику. По сути игра в ближнем бою условно сводится к "тык-тык, "хрясь-хрясь" и "резь-резь", вне зависимости даже от того, насколько это эффективно или неэффективно в этом нет никакого смысла, потому что это пустышка, в которой сохраняются лишь внешние формы, которые ничего не стоят. Нет каких-то уникальных техник, открывающихся у персонажа в зависимости от комбинации его класса, таланта и предпочтения конкретного оружия, конечно же нет атак с двух рук, есть только тык-тык и тык-тык быстро ну и броски, ах да и не забывайте что броски здесь ТОЛЬКО ОРУЖИЯ БЛИЖНЕГО БОЯ, ну понимаете, анархо-капитализм, да? Вот ваша свобода. А у нас для вас только сегодня есть уникальная подборка перечня оружия которое вы можете метать НАИБОЛЕЕ ЭФФЕКТИВНО, а остальное метать не можете. Ах, простите, точнее можете, но мы вам НАСТОЯТЕЛЬНО НЕ РЕКОМЕНДУЕМ этого делать из соображений экономической целесообразности и безопасности =) Ну, просто я сам лично сам лично сталкивался с проблемой, когда патронов нет, их не перезарядить, а зачем мне тогда оружие? Я хочу его кинуть, а не могу. Свобода в прямом выражении смыслов наглядно. Тут самое смешное, что разработчики вроде бы понимают эффективность ближняка и при этом оно у них остаются как лицо в камне. Недвижимое и одинаковое. Нет возможности отравить оружие, нет возможности его усилить или ослабить, нет вообще никакой возможности: "у нас есть финка1, финка2, финка3, финка4, финка5 - выбирай", - говорят они тебе. А я может хочу свою финку. А не могу. Че уж говорить про огнестрелы, которые исчерпываются улучшениями, и только. Или самодельное оружие. "Очередная смешная игра про корпорации, которые сами себя закопоратили))", - как сказал бы один мой добрый друг. И вот ты думаешь - ну ладно, хрен с нем, игра есть игра, че там по сюжетке - и как уже читающий догадался - ты её не увидишь. Вернее *обязательно* увидишь через 200 часов вакханалии. Вот такие дела. Так что играйте, если хотите, и да пребудет с вами сила. Оценка: полуфабрикат для школьников на 3/5. Хотелось бы, чтобы разработчики это прочитали, но я знаю, что не прочитают, так что подумайте над тем, стоит ли тратить на это своё время.
Beh, le 92 ore di gioco in meno di 7 giorni parlano abbastanza chiaro! Peccato solo che attualmente in PRE-1.0 non ci sia la localizzazione italiana, spero che venga aggiunta con l'uscita a breve dalla beta. Lo si potrebbe descrivere come un Tarkov in 2D a turni ambientato in tutto il nostro sistema solare, con un team di devs competenti. Davvero bello e difficile, inoltre gira bene e pesa poco, 10/10.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Languages: English, Russian, French, German, Japanese, Korean, Polish, Simplified Chinese, Turkish, Spanish - Spain, Portuguese - Brazil
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