
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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, Xbox, Epic 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 | 8.2Kreviews | 83% | — | $6.1M |
| $16.75−33% | 123ratings | 86% | #283 | not modelled | |
Updates
Engagement
Reviews
Themes across 1552 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我个人觉得有问题的点是这几个: 1.货币是每个势力单独计算并且商品不是想卖就能卖的。 2.敌人数量和难度是根据里面势力能量来算的,后面你发现1星难度的任务敌人都是一群你根本打不过。 3.进图搜到的东西你不一定用的上,基地升级需要的东西你又搜不到,然后去买你会发现随着时间势力能量一直再涨,你发育没有难度涨的快。 还有个最难崩的,我已经探查过的房间(没有别的入口只有一个)刷了个怪给我背后来了一梭子直接把我打残然后另一面的把我给补了,这是什么SB刷新机制???
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?
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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
| Free |
| 0ratings |
| 0% |
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| not modelled |
| $19.99 | — | — | — | $0 |
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
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."
I'm not sure I've ever played a game that just throws as much information in your face that's just straight up wrong as this one. It's a fun idea but until the game gets some serious clarity work I'm not sure I could ever recommend it. Why show things like a molotov explosion radius and then have it explode 4 tiles to the right? Why show that the shot will do half the enemies hp and it does not even 1/10th instead? Why show 95% accuracy and then miss 7 shots in a row? And don't get me started on things like how I can breeze through the first 3 floors of a mission and then the 4th floor is just a non stop gangbang seemingly full of enemies it forgot to load in the previous floors. Even better. I'm still playing the game because I'm trying to enjoy it but it's still just one thing after another. Such as how im staring at this door waiting for the enemy to break it down, it's partially broken and i can see people through it. All good, I'm gonna sprint and run to the other side. WRONG. Because at some point despite the door sprite not updating, the door has actually been completely busted down. So instead of the enemy using an action to finish breaking it, they used it to shoot me and the guy behind them threw a grenade. It's a constant stream of this kind of friction that I think even after patches will forever make me not recommend the game.
UI and UX are lacking. The game communicates badly to the player what it needs to say.
Completly unbalanced i was going to wait until the 1.0 release but i have experienced way too much ♥♥♥♥♥♥♥♥ recently to really care about that this game is the actual worst aspects of both rougelikes and extraction shooters, meta progression is entirely tied to RNG and no i do not mean the item pool i mean wether or not your goons are going to survive a single fire fight after you reach the 14 hour mark on your (normal dificulty) save file as the dificulty curve turns into a impasable wall of which i garente you that you will waste entire irl days trying to find the corect mission type in order to progress the story in the first place, where the only choices you get is how you want your ♥♥♥♥ to get kicked in repeatedly trying to do the mission; for example the mission tree that the game wants you to go down hedges you against an entire armada of goons 60% of wich are equiped with grenade/rocket launchers that they use to spam you to death with and for your troubles? you get a gun that does damage over time on a wound and a overpowered impact grenade, nither of these will help you in any way because 90% of the time they kill you even if you get a stun on them and the latter will kill you because some ♥♥♥♥ thought it was a good idea to put these in the equipment pool of the faction that is already based around ♥♥♥♥♥♥♥ over the player specificaly using 90% poison weponry that even if you do get a hold of the toxic sprayers wont do ♥♥♥♥♥♥♥♥♥ to them because they all wear hazmat suits and or resist poision anyway then get this, the dev thought the sprayers (specifying the flame thrower and the toxic sprayer) were too weak so they decided to buff them even though flame throwers are the second most overpowered thing in this game, Because creating damaging tiles that prevent's the ai from walking on them while also dealing enugh damage to kill you in 2 turns (or stun locking you with pain if you dont die imediatly) with the only counter being certan consumable items (that the enemy's dont use) wasent enugh aparently i cannot understate how ♥♥♥♥♥♥♥ overpowered fire damage is in this game where radiation poisioning some how produces less cheap deaths also by default missions will disapear if you fail them, creating the entirely arbetrary fustration for if example you were trying to do a specific mission type for a specific faction as part of the main story
This game is great. One of a kind experience right here and that's a good thing as well as a bad thing. This game is not only very different, but hard. Which, I'd imagine, is exactly what the devs are going for. This game takes a dark souls approach to things so to speak. What I mean by that is it doesn't hold your hand. You WILL die. Over and over again... My advice to you dear reader? Embrace it. Expect it, but don't stress over it. Even if it happens a lot and you have to restart a couple times. If you can make it past the learning curve there's genuinely an amazing game here that's worth sinking your teeth into. The graphics look great, theres a ton of depth, and I could see someone literally sinking thousands of hours into this game. The soundtrack is a BANGER! 9/10 loses Points with me only because of the steep learning curve combined with the lackluster, text heavy, tutorials that leave you lost and confused when you're left to your own devices at the beginning for the first time. If you made it this far thanks for reading 😁
Первые 14 миссий были интересными, пару раз умер от баронов, но на то полностью моя вина. Игра имеет воистину много интересных и глубоких механик. НО: последние 3 миссии на Венере я прихожу на станцию: за буквально 12-15 ходов счётчик квазиморфоза достигает в 750 единиц, на входе во второй этаж сразу спавнится босс, потому что там продолжается та же самая вакханалия, что и в начале миссии у шаттла. Все умирают, счётчик переваливает за 1000, призывается босс. Барон не добегает, но добегают толпы квазиков по 10-15 штук с дичайшим усилением на кучу ХП и здоровья. Естественно, такое не затащить. У меня вопрос к разработчикам - вы там какой гаввах по вене пускаете? Потому что есть ощущение, что гаввах существует и в реальной жизни, и разработчики написали этот софт для его массового сбора. А если серьёзно, то почему в игре есть скейл врагов и даже квазиков по ТУ, но нету скейла баффа квазиморфов от счётчика? Почему игрока должны насиловать мобы с редким типом урона (то есть резист против энтропии на раннем этапе не собрать), которые чуть ли не в 3 раза сильнее тех противников, что ему по плечу и по ТУ на данном этапе игры? Когда я поиграл в самую первую демку, я поймал лютый сблёв с этой механики, мне и думать страшно, что тогда творилось в этом плане в игре на раннем этапе разработки. Скорее всего игра попросту массово вешает одержимость на кого ни попадя и весь этаж начинает ларпить гражданскую войну в Лаосе. Я уже молчу про второй таймер в виде калорий - но тот хотя бы фиксится перками или рангами (что я узнал вообще со стороны). Промолчу второй раз и про то, что милишник в этой игре является пародией на любой другой класс дальнего боя. Очень сильный в начале, но уже через 10-15 миссий с тобой уравнивается любой мало-мальски милишный квазиморф, кроме самых начальных уродцев. Про баронов вообще молчу. Без 500 хп и 100 уклона в мили с ними лучше вообще не драться, при этом мой бичёвый дальник на первой своей миссии смог наобузить его через огнемёт и кайт-расстрел очередями с автомата. В общем, вердикт такой: не покупайте эту игру и не верьте в какой-то интересный или хардкорный опыт. Всё будет неплохо первые несколько миссий, пока вы на марсе и пока все вокруг ходят с кусками говна и по 35-50 хп, но как только вы прочувствуете все прелести еб**ых таймеров на 4-этажном квесте, то, скорее всего, вы от таких прелестей немного прих***те. Проигрывать - весело, но проигрывать только от неудачно павшей карты - паршивый геймдизайн. И даже не думайте кто-нибудь писать мне, что при заходе на уровень я обязан колоть 5 инъекций морфия, обкуриваться и носить налоксон в кармашке, как копы в США. Поменяю обзор, если некоторые механики из категории лудоманской бурмалды обратят в адекватный вид. Всем кискам пис ⚞^. .^⚟
There is a good game under the hood, but I don't think it was ready for 1.0 The setting & what the game is trying to do is great, but the communication to player is not straightforward. Systems need to be introduced one at a time and explained so that I understand how to use each one. This includes crafting, trading, missions (optional vs story), switching mission sides, classes and upgrades, experience, gear, faction tech, how in game time effects power levels, etc. I only played a few hours but I feel like most of that time was spent poking around the (not use friendly) UI, and trying to read and understand the systems. I did a few of the main story missions and then flew to Venus where I encountered a steep difficulty spike resulting in a few failed mission attempts. If I did something wrong or escalated too quickly, the game should telegraph that to me ahead of time.
Nope, all wrong. Concept is cool and intriguing but if you punish newcomers with immediately very difficult enemies and very few hints on how to survive you are just aiming at pleasing that part of the audience that really like to be beaten over and over. Touting "unforgiving combat" in the description of the game doesn't excuse you from forgetting the basic principles of good gameplay and fun. Again, there is nothing wrong with high difficulty but there must be a curve that ease the player into it and offer growing challenges, it doesn't make any sense to start immediately with very difficult challenges just after the tutorial.
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.
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