
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.
Most likely between $3.7M and $10.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 83% | approximately $6.2M |
| GOG | $16.75 | 88% | — |
| Epic | $19.99 | 90% | — |
| Xbox | Free | 0% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $7.81 on GOG · Russia (−69%). Compare 31 prices in 15 markets →
Reviews
Themes across 1601 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
Only play this game if you absolutely hate your life.
Unforgiving but really well made blend of extraction shooter and traditional roguelike. The game takes place in a dystopian future where companies wage war against each other and demons are intruding in our plane of existence. You manage a private military company taking contracts for whoever thinks pays the best, including demons. The extraction mechanics allow you to bring stuff to the ship for upgrades, trading or just for future use in raids. Factions specialize in different things, for example the pharmaceutical company produces poisoned weapons, the mining company produces construction gear... All factions have a tech tree through which they progress over time, they battle each each other and the winners get stronger while the weakest get phased out. It's all playing out dynamically so you can back someone to make them stronger faster, think something along the lines of Mount & Blade on that point. The game features a lot of different weapons, classes and mercenaries with unique passives. Some of the classes sadly become irrelevant as the game progresses and faction power makes every room a clown car of enemies to fight. This is one of the things that can become a bit contentious for me, the power scaling in the later game just doesn't leave a lot of breathing room. In most planets and satellites, you'll be racing against the clock due to the Quasimorphosis meter which gauges just how easy of a time demons are having intruding in our dimension. It goes from 0 to 1000 ramping up in intensity: demon spawn rate and their strength. At 1000, all humans will transform into demons and a "Baron" will spawn, forcing you to kill it if you want to extract. Most of them are run ending if you aren't prepared, so if you think you're going to hit 1k it's best to pick a floor where you're set up. Demons feed on human misery so the counter goes up by a lot if humans are killing each other, this makes mid/late game long levels (3 floors and more) a bother because of the guaranteed Baron spawn. You'll get into a floor, see the meter spike at least 300 in a few turns because two factions are shooting each other and you'll be locked into a Baron fight for extract. Thankfully demons also have their uses and they'll whittle down the opposition more often than not. Overall, in spite of some frustrations and some balance decisions, the game really nails the "one more run" and dopamine hits of being a loot goblin of extraction shooters with the tactical aspect, decision making and rewarding of game knowledge of traditional roguelikes. A big recommend from me unless you're easily frustrated, but the difficulty is very customizable.
I certainly recommend trying Quasimorph out. It’s a pretty unique and neat game drenched in cool lore and atmosphere that also delivers a lot of really satisfying gameplay moments. However, in this review I’d like to focus on criticism in order to better explain what’s keeping me from fully enjoying it (and if you’re like me you’ll probably get the same impression). In short, Quasimorph is ultimately designed for tinkererers and min-maxers looking for “challenges”. It doesn’t let you simply have fun exploring and roleplaying. You’re supposed to either “get good” and trivialize everything or be endlessly frustrated by ridiculous bs the game throws at you. The main reason it feels this way is the fact you’re put on the clock from the very start of the run. Factions accumulate “tech level” over time getting better stuff meaning at some point you inevitably come to facing super hard enemies in every mission. Each time you travel the clock accelerates. In practice this means that unless you “get good” you’ll feel that you’re constantly being punished for “wasting time” and you get relatively weaker as the game progresses. Now this isn’t so bad on its own, there are other games with similar mechanics, such as Battle Brothers. The difference is that “getting good” in BB means knowing what your enemies’ strengths and weaknesses are and preparing accordingly. In Quasimorph the typical situation you’ll constantly find yourself in will be something like “I equipped my clone for a mission against a TL6 faction with that uses damage types A, B and C, too bad the game decided to spawn a guy wielding a TL8 gun with a damage type Z against which I have 0 resistances so he just instagibbed me”. What “getting good” in Quasimorph actually means is learning how to abuse its “builds”, “crafting” and “leveling up” systems. I put these in quotes because they work nothing like you’d expect. “Builds” in Quasimorph are represented by the class customization mechanic where you basically take a class and swap its perks for something else from another class. It’s an incredibly tedious trial and error process that should only exist as an additional option for completionists. Instead it’s a core system as without it 95% of classes just suck. “Crafting” in Quasimorph means getting a chip for a somewhat decent armor set and then absolutely maxing out every resistance type on it until you’re not affected by random damage type enemy spawns at all. Then you do the same with a couple guns and slap some implants on top. Again, something that should be completely optional is an absolutely necessary requirement for progressing beyond early-to-mid game. Same with “leveling up” (contrary to what the game presents as leveling up) - you take a clone and absolutely bust their stats utilizing the “genome” mechanic, such as giving them 500 HP instead of 90. The result is that instead of using your 15 or so mercs, with different classes, equipped with various armors and guns you’ve looted or bought, you’re supposed to use 1 or 2 super-giga-chad guys with a perfect custom “build” complete with a custom super-giga-armor Mk.I and super-giga-gun Mk.II just tanking any damage and overcoming any resistance. This is achieved by farming five billion tons of resources and just spamming upgrades. And if you don’t do exactly that roughly by mid-to-late game you’ll just die, over and over again, facing impossible odds in every mission. Sounds like fun? Well it probably is, for some players, but not for me. I don’t particularly enjoy getting essentially softlocked after 40 hours of gameplay because I didn’t pay enough attention to some abysmally boring mechanics. All I want is: pick a guy, pick a class that seems fun, pick some guns, shoot some dudes, loot some better stuff, trade some stuff, repeat. Apparently for Quasimorph that’s too casual which is a real shame because otherwise it’s a wonderful game.
Not that many hours buttttt... The game feels unfair. You never really know what you're gonna get on each mission. The number of skulls doesn't really matter, because you can get a really easy level, or an end-game armor/weapon/army waiting for you. It also feels kinda unfinished => At first you feel like it's a single-player tactical Tarkov (which is great ! ) and you blame your deaths on inexperience. So you start upgrading, hoarding materials like crazy and slowly getting better etc ... But there are a lot of times where you just get unlucky and get chained or stun-locked and die. I mean, I found a way to basically play the game without dying : you go through the whole map in stealth mode, wasting a couple of turns hiding behind walls to scan if the room is clear. Until you find an enemy, then after the engagement you just lock yourself in the same spot for 50 turns, passing each turn and waiting for more enemies to come to you (BECAUSE EVEN WITH A SILENCE THE WHOLE MAP WILL COME LOOKING FOR YOU) NOT FUN. You can literally sit there for 10 minutes per floor just skipping turns and watching your calories drop. And you NEED to do this, because if you don't, you can easily get stun-locked by an arc, laser, blast, or pretty much any end-game weapon, and there's basically nothing you can do about it. You lose your gear, lose your progress, get snowballed from there, and suddenly you're back to square one. I also read that trading was changed, and from what I understand, for the worse. You don't really have any incentive to trade anymore because you need all those "tradeable goods" (Litteraly the decription) for upgrading your ship. Even freaking gold bars. It just feels dumb. In any case, I'd say the game is fun for about 10–30 hours. And the achievement stats kinda show it. Most achievements have a completion rate of 3–5%, sometimes even less. There's literally an achievement for dying once, something you'd expect basically every player to have, and only around 20% of players have it. My two cents: I think most of the positive reviews probably come from pre-release, before achievements were a thing, and a lot of the veteran players have just moved on from the game. It's a shame because the core idea is really good
На данный момент неиграбельно. Выбор фракции вначале затруднён, поскольку надо постоянно летать туда сюда что бы выбрать НУЖНУЮ тебе фракцию, и то если там не будет рандомного квеста. Вместо отыгровки желаемой роли получается перелёт туда сюда по всей карте в надежде найти нужную фракцию и задание тебе по силам не в 1000 дней от тебя. Купленные вещи по умолчанию не переносятся в инвентарь от чего их нужно переносить лично, от чего есть ситуации где купил вещи, подумал что они уже в инвентаре и полетел дальше. Но нет они остались у продавца. Внезапные убийства из за спины полный кринж+стрём, сделайте нормальный радиус обзора или добавьте оповещение про противника сзади. Нет настройки и кастомизации внешности оперативников. Не прикольно играть за случайных болванчиков цель которых сдохнуть. 0 стимула играть аккуратно, нет привязки к персонажу. Игра разачаровала, жду улучшений баланса и рандома.
I'm sure there is a good game buried somewhere in there under the clutter of menus ad pop-ups, but i don't feel like going on a digging expedition, i have life outside of my steam library
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...
Very fun idea, and definitely has its moments, but I would wait for a couple months for them to fix some of the atrocious balancing and bugs. The two main issues I’ve run into in runs is how once you figure out how to cheese the barons (the bosses that spawn when quasimorphis or whatever it’s called hits 1000) you can beat them with any gun at any level as long as you have the ammo because they can’t use elevators, and also being on fire or covered in acid can spread the fire or acid to the space you’re about to walk on to. Usually the game stops you from walking on to dangerous tiles, but if it spawns in on the same action you step onto it, it’ll reset the timer for being on fire or covered in acid, so it’s fully rng if you take a tiny bit of damage and then it ends or if you get combod from full health down to zero.
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😡