
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% | #118 |
| Xbox | Free | 0% | — |
| Epic | $19.99 | 90% | — |
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
If the dev said anything about balance to me I would laugh loudly in their face. Really cool concept smooth gameplay and art style. Does not feel rewarding or fun and mostly just frustrating. Like getting your teeth kicked in (not in an exciting way) after a long day. Even with custom setting it honestly feels beholden to rng.
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.
50 траев чтобы добежать до сраного шаттла на сюжетной мисси АнКом... 50... Заранее поясню, что на миссии такая роскошь как бег мне был недоступен (а кто ж знал что он блин нужен будет) из-за импланта. В конце на голову начинает сыпаться просто тонна тротила, надо добежать до шаттла, казалось бы ну не сложно, НО, но разраб посчитал, что карту надо от тебя закрыть - вспоминай на ощупь, хотя на уровне ты уже был, он буквально стартовый. Ботам же абсолютно ♥♥♥♥♥, что на них падают бомбы, они уже облюбовали попку твоего наемника и ждут за углом. Кап у морфов достиг 999, что казалось чизингом на момент прохождения подземки... ох, как же я ошибался. В итоге получается, что абсолютно из каждого болванчика вылупляется квазиморф - разной степени паршивости, что казалось бы класс, часть врагов будет отвлекаться на них, но это не работает КОГДА НА ТЕБЯ СВЕРХУ ЛЕТЯТ БОМБЫ и ты можешь успеть сделать ровно 2 ХОДА (4 шага для меня, вместо 6) перед тем как эти две подружки разберут тебя на атомы. Убежать не получиться. И вот сидишь, молишься Богу рандома, на последнем трае, пройдя ад и слезы (больше слезы. чем ад), шаттл где-то рядом, еще один пролет и все - мишн комплит, альт+ф4 с чувством выполненного долга, но нет, игра посылает тебе одновременно, подчеркиваю, ОДНОВРЕМЕННО 4 боеголовки на пути, и ни назад, ни вперед, ни в бок, ни вверх, ни вниз, только в пыль. Игра чистый рандом, "стратегии" тут нет вообще,.. Поберегите нервы, оно вам не надо.
the best part of Quasimorph was when John Quasimorph said 'IT'S QUASIMORPHIN' TIME' and Quasimorphed all over those guys
I agree with another negative review that said the systems don't meaningfully affect the gameplay much. The best part of the game is the music, vibe, graphics, progression. The biggest motivation I had was to gear up, create some unstoppable character, max out a class, fully upgrade the ship, etc. Unfortunately, I just dont see how it's going to change the gameplay, which I'm already tired of. You still creep around, and shoot things from behind cover, which generally triggers the whole map or at least a large portion to walk straight towards you. You are either geared up enough or you aren't. If that changes later, I don't want to stick it out any longer to find out. Everything is about increasing your own power slowly just so you can solve the same conga line problem more efficiently. Also the menus are a bit of a pain to navigate. You need to hold a lot in your head just to link that one thing you want for that one ship upgrade and what system it may be in. Ah, but is it worth traveling and increasing the enemy tech level? At the end of the day, you end up just taking another mission wherever is nearest. The game invites you to solve problems which don't really matter. If you like the sound of all that, then it may not be a negative for you.
i really want to like this game, and im still going to play it (probably), but it needs balancing. you start a 2 skull difficulty mission, and immediately die. lose all your gear. go do a 1 skull difficulty to get more gear. try a 2 skull again, die immediately. then you try a 1 skull, for some reason it has 500 enemies in the level and you just die, again. it's actually not fun. just get stun locked or die to gas or some other ♥♥♥♥, really stupid. also huge issue is NOTHING is explained. like, wtf is the stock market in this game? what are all the factions? it's tedious as hell to try and figure out why/how to upgrade your ship. honestly writting this makes me want to never play this again. devs, fix this ♥♥♥♥.
In short: the game loop is fun. The true suffering is learning the game and its mechanics. Quasimorph is great, and I enjoyed it to the point where I somehow spent 250+ hours playing it. But there are a few grains of salt. First of all, my deepest respect to whoever composed the soundtrack. It is genuinely amazing. The music is dynamic and surprisingly diverse, with a separate theme for each planet and several stages that intensify as the mission progresses and everything around you descends into chaos. It gives the game a very strong Doom vibe at times, and it works incredibly well. The core game loop is interesting, and there are plenty of builds to play with. More importantly, most of them actually work, feel unique, and are worth trying. The amount of content in terms of equipment, weapons, classes, technologies, etc. is honestly insane. In almost every playthrough I ended up with completely different loadouts and playstyles. At first glance, that sounds like praise for the game's balance. And it is - partially. But the balance is also weird. Yes, Quasimorph is unforgiving. But not really in the usual roguelike sense. In a roguelike, you die, start again, learn from your mistake, and usually the loop itself doesn't take dozens of hours. Quasimorph, on the other hand, has metaprogression and a narrative campaign. You can make a bad decision in the mid-game, after dozens of hours, and only much later realize that your entire playthrough is basically ♥♥♥♥♥♥. The main source of this problem is that the game explains almost nothing about its own mechanics. And I don't mean combat. Combat is at least partially covered by the in-game FAQ, even if there are still plenty of obscure interactions. I mean the metagame itself: faction economy, technological progression, strategic movement around the Sol System, etc For example, the game doesn't really tell you that travelling long distances early on can be a terrible idea. While you're happily spending weeks flying between planets, faction technology keeps progressing, and when you finally arrive somewhere your enemies may already be running around with much higher-tier equipment than you expected. This lack of information is probably the most characteristic feature of Quasimorph. The game simply doesn't bother explaining many of its core systems. The UI unfortunately makes this even worse. It is horrible. Some of it can be improved with mods, but the vanilla interface often actively works against your attempts to understand what is happening. Don't expect too much from the storytelling either. The atmosphere and overall vibe are fantastic. Not many people know Daniil Andreev's 'The Rose of the World', which seems to have provided part of the foundation for Quasimorph's lore, and I genuinely appreciate that somebody decided to take such obscure Russian occult cosmology and use it as material for a sci-fi setting. The developers also stuffed 'intertextual' references into almost every corner of the game, and noticing them makes me autistically chuckle all the time. There is clearly a lot of love and attention to detail behind this world. But there is surprisingly little actual storytelling. The general narrative is quite shallow, and the game barely explains its own lore, which is especially frustrating because the setting is so unusual and has so much potential. You constantly get the feeling that there is something fascinating behind everything you're seeing - factions, demons, corporations, quasi-morphosis, occult cosmology - but the game rarely gives you enough to properly engage with it. So yes: I absolutely recommend Quasimorph. I have 250+ hours in it for a reason. Just be prepared for the fact that the hardest enemy in the game is not a quasimorph, a heavily armored mercenary, or some corporate death squad. It's figuring out how the ♥♥♥♥♥♥♥ game works.
Was fun at first but gets very tedious. The game says its a turn based RPG but its more of a sandbox dungeon crawler, with 1 dimensional gameplay. Ui has some annoying quirks and certain info for items as well as mechanics are hidden or obfuscated. The Ai is terrible. Sometimes it wigs out and ignores you while you shoot it to death from 2 football fields away other times it has ESP and detects you through closed doors, randomly opening them to blast you out of cover. Not to mention your allies will be all too happy to full auto you in the back of the head if you are between them and whatever. If they fix the AI and improve the UI I might change the review in the future but for now I cant recommend the game.
Хардкор. 1. Умер от кровотечения прямо в двух шагах от эвакуации 2. Умер от ранения в живот и потом от голода (невозможно принять пищу) 3. Пытался унести с собой кучу вещей для бартера, но рюкзак порвался, потом порвался клон. 4. Умер от ожогов в следствие подгорания бочки одним из НПС, облился водой, но ожоги дали о себе знать (-1 НР за шаг) 5. Умер от 100% наркозависимости (шанс был 4 %) 6. Съел человека, а он был недостаточно чистоплотный, умер от отравления 7. НПС снес стену в шаге от зоны эвакуации и раскулачил меня киберкулаком 8. НПС вышел из двери и всадил мне в упор из дробовика картечью 12 калибра (смертельно с первого раза) 9. Нашел лучший лут в первом задании - разгрузку с киберуркой, 6-зарядный гранатомёт, научный чип, броню с высоким порогом защиты, большой рюкзак. Самоубился когда сам же из своей дисковой пилы выстрелил и диск прилетел обратно... И это все только при попытках пройти первую миссию. Завтра продолжу проходить...
No offense to people who like the game, good for you, but the game has major UI/UX issues and doesn't tell you anything. The few tooltips and helpful advice have come from A) being in combat and basically being dead or B) blowing up a robot to create a smoke cloud which is categorized as 'gas'. The game also just drops you into the game post-tutorial with a big hint to go and do this quest, even going as far as to send a follow up message if you decide to not do that and go elsewhere to do a different mission, and that mission is basically next to impossible for new players. There's unforgiving combat, and then there's basically letting you walk into hell without telling you first. Also the difficulty of missions is completely random and 1 and 5 skulls don't mean anything frankly to my knowledge. I've waltzed through high difficulty missions with no issues, and been merced by the first enemy on a 1 skull mission. The devs will probably fix some of this, but you need a better way to onboard players to the game, otherwise people are literally going to refund this ♥♥♥♥ after the first mission post-tutorial.