
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 9.57/day in the week to Jul 31 → 84.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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
Sums Steam only; GOG, Epic, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 7.2Kreviews | 82% | — | $6.2M |
| $16.75−33% | 123ratings | 86% | #280 | not modelled | |
Updates
Engagement
Reviews
Themes across 1565 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game advertises itself as a game about a space PMC working for corps while demons are rampaging across the system. In practice you are a gearless augmented psychopath who goes into someones private domicile and proceeds to rip and tear your way through while scrapping anything deemed useless and cutting chunks out of corpses for augments more valuable than your own. You die fast, lose everything, and its very unforgiving until you clammer your way to success by brute force alone. Would recommend.
I’m not going to lie — I downloaded a pirated version of this game and spent a ton of time playing it. The game turned out to be so good that I decided to buy it on Steam, and I went for the Supporter Bundle. 10/10. Laugh at me if you want, but as of right now, this is my GOTY. 🔥
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Japanese, Korean, Polish, Simplified Chinese, Turkish, Spanish - Spain, Portuguese - Brazil
| $19.99 |
| — |
| — |
| — |
| $0 |
| Free | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Полная помойка, мне обещали хадкорную пошаговую тактику, а в итогу подсунули казино , где твой мувмент, расстановка, экипировка и прочее ни на что не влияет- только полный рандом, как в днд , кидаешь кубики и повезло или не повезло, вот тут также. Я это говно даже бы за бесплатно не взял, если бы знал.
Rough around the edges. Game has potential, but the mechanics are wildly underexplained, and the UI straight up lies to you sometimes (mission difficulties lol). You'll probably enjoy yourself as long as you don't get annoyed by stuff like that, it's not a "bad" game. Hope dev addresses these issues though.
I had seen a few videos about the game before, and its mechanics definitely caught my attention. So I patiently waited for the 1.0 release before finally giving it a proper try myself. I started on Normal difficulty, and at first Quasimorph felt like just another 2D tactical looter. And honestly, it didn’t seem particularly challenging. I’m a pretty casual player when it comes to games like this - I’m not really obsessed with min-maxing builds, calculating every percentage, or approaching every encounter like a tactical genius. And yet, for some reason, Hard difficulty kept calling to me. Oh boy. The number of times my operative died because there happened to be someone standing behind an open door. Or because a conveniently placed fuel barrel happened to be right next to me. And damn, does it hurt when your only properly skilled character dies. There is something truly special about fully gearing up an operative, handing them a shiny new weapon, walking into a room without properly checking the corners - and immediately getting disintegrated by a burst of gunfire. But this is also where Quasimorph really starts to shine. When you actually finish a mission and make it back alive, it feels completely different. You didn’t just “complete a level” - you survived it. Because mistakes are so expensive, the game constantly pushes you into desperate decisions, and as a result almost every mission ends up generating its own little stories and memorable moments. I probably spent around eight hours before I finally worked up the courage to attempt a mission rated two skulls out of ten. And it went great. I got valuable resources, some good weapons, and for a brief moment I genuinely thought I had finally figured out how to play the game. Naturally, Quasimorph quickly explained that I had figured out absolutely nothing. I once again managed to build one operative into something reasonably survivable, only for the rest of my clones to suddenly start dying even on one-skull missions. Quasimorphosis started appearing much more often, enemies began punishing mistakes much harder, and the cost of every bad decision kept going up. And that’s where another problem with the higher difficulty became apparent: once you lose enough accumulated progress, rebuilding everything can take a painfully long time. After a few situations like that, the idea of simply going back to Normal started sounding increasingly attractive. What finally broke me was the second story mission. I was practically being buried under sheer numbers. I killed what felt like an absolutely ridiculous number of enemies, somehow reached the final stage, and was almost out… Then I got crit right next to the elevator. I was so close. I had spent roughly an hour on that mission, and by that point the phrase “by any means necessary” had taken on an entirely new meaning. That was probably the moment when I finally accepted that this kind of difficulty absolutely makes the game more interesting - but it’s simply a bit too much for me. Quasimorph is an incredibly engaging and interesting game overall, but once you go above Normal difficulty, the barrier to entry becomes considerably higher. If you want to play without constantly reaching a point where you feel like you practically have to start over, you need to invest quite a lot of time into understanding how all of its systems work. And this is where I think the game starts getting in its own way. The tutorial is extremely basic. For most of the other mechanics, you either have to go read guides - and catch spoilers - or watch videos - and, naturally, catch spoilers there too. I’m sure some people enjoy figuring all of this out on their own through experimentation and repeated deaths, but personally, I just don’t have that much free time to dedicate to learning everything through trial and error. And that leads directly into another problem: the game is seriously lacking in quality-of-life features. There is no proper favorites system. There is no quick way to check which resources you currently need for a specific upgrade. Some menus force you to constantly jump back and forth - for example, if you accidentally select the wrong operative on the character selection screen. The tutorial also barely explains a lot of important interactions between the game’s systems. You can even spend too much time simply flying around the Solar System and suddenly discover that all the factions have been progressing in the meantime and are now several steps ahead of you. On higher difficulties, this can be a pretty serious problem. There are escape pods that let you evacuate your loot, but if you summon robots and give them weapons, those weapons aren’t returned to you after the mission - they simply remain on the map. Some of these issues can already be fixed with mods, but I honestly don’t understand why some of these conveniences weren’t part of the base game to begin with. The game also has fairly extensive difficulty customization, with a whole bunch of individual sliders. That’s definitely a nice feature for people who enjoy tailoring the experience exactly to their preferences. At the same time, though, it almost highlights how difficult it can be for Quasimorph to find the line between an enjoyable challenge and difficulty that simply feels unfair. I was also surprised by how slow equipment progression could feel. After more than five hours on Hard, I had only just managed to find a reasonably decent backpack that finally let me carry noticeably more loot and actually start building up some kind of stash. Before that, there was barely enough room to bring anything home, especially because the injury and survival systems practically force you to dedicate a significant portion of your inventory to consumables. Despite all of that, Quasimorph is absolutely a fun and genuinely interesting tactical game, with fresh, unusual, and sometimes surprisingly obscure mechanics. And it’s exactly the combination of all those systems that makes it feel genuinely unique. Yes, it can be clunky. Yes, sometimes it explains its own rules approximately not at all. And yes, on Hard difficulty it made me question several times why I was voluntarily doing this to myself. But especially for the price, this is easily a thumbs up. I’ll definitely be spending some more time with it. With some polishing, this is another gem for a long time.
I love this game. I love it to death. I love it to afterlife and to my distant hypothetical descendants. What started as a rough around the edges, tough as nails --nay, tough as twelve miles of rusted barbed wire-- romp through hell, complete with all those little bugs and eccentricities, is now one of the most well designed roguelikes I've ever played. This is the kind of game a 9 year old boy playing Pokemon Mystery Dungeon always dreamed of. Truly, in my eyes, an exemplar and landmark for indie game design and to some degree games as a whole. As someone who has been closely following development since 2024, it's been a true pleasure to see how this game has evolved over time. A consistent update schedule, with receptive developers who really and truly care about their game and their players. Truly modular difficulty both integrated and as a result of its inherent design, the balance in 1.0 is the best its ever been in my eyes (though perhaps others with a couple hundred more hours may disagree... lol). Every mechanic speaks to one another in really intuitive ways that shine through despite the sharp difficult curve. Trust me when I say, if you are well and truly interested in this game, please stick with it. It's a game that requires a certain level of determination to learn and fully comprehend, but once you lock in, learn what is best and what is worth setting aside, you truly feel completely in control of every level, every bad luck disaster that falls in your lap. It's an incredible experience. Thank you Magnum Scriptum for your love and dedication to this game. You've truly given this group of psychopaths and masochists that call this interdimensional slave-ridden universe home an irreplaceable experience, and I'm glad I can count myself among them.
Not very polished. Played on Normal, character in really solid gear, gets oneshot by first mob in a 3 skull mission. OK game... Died multiple times during the tutorial... Ok Game... No quick Disassembly... Ok Game... Heres your thumbs down... Needs WAY MORE POLISH AND BALANCING before this is "Hard but Fun" right now its just to much RNG>> Update: The first aid kit that requires a bandage to craft doesnt stop lacerations... wtf...
Йоу Если в 1.0 не будет подтверждения выбора стороны, отзыв станет отрицательным. В релиз нельзя давать дегенеративное юзабилити
首先说缺点 小厂通病,数值设计用脚填的,对面随时会刷一堆3动4动甚至更多点数的敌人,正面刚枪基本找死,正确做法是卡视野偷人,投雷团灭对面,用枪开墙面勾引对面上来冒问号开刷(是的,这游戏可以打掉墙面)新手不会玩,跑几个远星,航行几个月,敌人科技库库涨,最后打不过直接打出GG,体验拉完了。 好处是战斗系统很丰富啊,人物天赋和属性、装备、武器、职业、植入物、各种神秘小道具再加契约,战斗构筑是非常复杂有深度的。这游戏的敌人也很有挑战度,不管什么时候,被人偷袭或者拐角遇到一个高级精英,直接被对面灌死的概率绝对不低。顺便一提这游戏的攻击属性和防御属性非常多,如果不多做功课,进图的时候护甲和武器没选对,可能就会导致你库库打对面免疫,对面库库打你暴击的冥场面。神秘小剧情也很有意思,我感觉这游戏虽然背景没写的很清楚,但是各大剧情线还是有特色的,很有意思。 一两句写不完,这游戏是我这几年觉得最好玩的了,比隔壁紫色晶石强多了😡
Это отличная игра, нашел ее еще на заре раннего доступа. Сегодня она выходит в релиз и надо обязательно поддержать отзывов таких талантливых разработчиков, выпускающих уникальные нишевые вещи. Сеттинг - потрясный, музыка - просто космос, попала по всем параметрам в меня. Сам геймплей - тоже всё как я люблю, даже РД задержал меня на 65 часов, а сейчас на релизе боюсь представить сколько времени съест у меня эта игра. GL HF)
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 5.8K | 91% | $19.99 | |
| $188.1K | 469 | 94% | $14.99 | |
| $16.3K | 88 | 67% | $7.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $3.2M | 4K | 94% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.1M | 24.5K | 91% | $11.99 | |
| $6.2M | 13K | 90% | $19.99 | |
| $6.2M | 6.5K | 85% | $39.99 | |
| $6.1M | 24.2K | 79% | $13.99 | |
| $6.1M | 15.1K | 88% | $24.99 | |
| $6.2M | 12.5K | 80% | $19.99 |