
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 | 8.3Kreviews | 83% | — | $6.2M |
| $16.75−33% | 125ratings | 88% | #138 | not modelled | |
Updates
Engagement
Reviews
Themes across 1586 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game. Some suggestions for the devs: 1. I lose track of how many missions my operators have been on. Could a "missions survived" or "missions completed" counter be added somewhere on each operator's info window? 2. Add the ability to rename operators. 3. Add a "recommended loadout" button that will put items in your operator's inventory if they are not there already. For example, clicking the button would make sure there are at least 1,000 satiety worth of food items per floor of the mission, at least one stack of healing for cuts and breaks and infections, at least one stack of ammo for each equipped weapon per floor, etc. 4. It'd be great if there were more tool tips. An idea I had was to hold ctrl to keep an informational window up so you can mouse over it, and have tool tips appear. Currently the informational windows that appear when hovering hover locations while orbiting, or while hovering over items, disappear when you move the mouse away. If possible, make it so holding ctrl will keep those windows up, and then when hovering over their contents, pop-up tool tips explain the information. 5. Add a slight delay when hovering over an item for the informational window to pop up, or make it so the informational window does not appear unless I'm holding a key and hovering. 6. Consider reworking how options to heal wounds are displayed to the player. As an idea: in the tool tip that appears when hovering over a wound on the top of the screen, include icons for each stabilizing item in your inventory, and on those icons, show the % to heal that specific wound. Side note: The general help menu says that each failed attempt to heal a wound will increase the next attempt to heal it by 5%. Displaying the stabilizing items and their healing chance when hovering over a specific wound could explicitly show that increasing % chance to heal. 7. Include the ability to add custom map markers. 8. Include the ability to lock items so they cannot be sold. 9. Allow tracking of items, so that missions/shops/factions with higher % chances to drop those items are marked somehow. (...I'm low on rifle ammo). 10. I've inadvertently clicked evacuate and the mission is immediately aborted. Make it so players have to confirm an evacuation if the mission is not yet complete.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 |
| — |
| 91% |
| — |
| not modelled |
| 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
Great game
Люблю ост этой игоры
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Quasimorph This game got in my opinion three major faults ``The default difficulty´´ I first played the game on Normal 1.0 but then they changed in Patch 1.0.1 so that Normal was hard, so i really played on hard then, I spent 20 hours on hard and it became tedious. I later played on Normal (1.0.1) and that is way too easy. I understand that everyone should play the game their own way and have fun. I do appreciate when you can customize difficulty. I recommned you customize your game to your own liking The develepors don't know themselfs what kind of difficulty they want to be the true one. I love in Total War: WARHAMMER III that i can customize how i want to play but i also love Dark souls for forcing me to overcome the challenge. The develepors need to choose were they are on the scale. They are in the middle and that destroys the system. ``The Class system´´ I do really dislike the system and would have liked another system. it's terrible becasue it's not innovative, it's not deep and not rewarding. I would have rather have a spec tree. ``Repetitive´´ After 40 hours it becomes a chore. The game needs more game mechanieces. Also with the curent game mechanieces (example farming reputation for factions) it takes a lot of repetition. ``The conclusion´´ The game is fun and i do like the factions and the tech tree, fun combat and great atmosphere. The premise of the world is cool and interesting. Many cool weapons and accessories. I do recommend the game because it's really good in many ways and it's also cheep for what you get. Did not complete the game but maybe in the future i will return. 7/10
Initially I thought that the game was crap, but the more I played, the more I liked it. Becomes very addicting at some point.
!
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Прошло много времени с момента первого знакомства во время Steam Greenlight, и местами игру просто не узнать. Появился хаб в виде корабля, который добавил метапрогрессию, появились фракции, экономика, классы оперативников, гигантский арсенал вооружения и связанных с ним механик. Теперь у нас есть свобода действий, простор для билдостроения, тонна контента требующая сотни часов для освоения - воистину титаническая работа. Не могу не похвалить музыку, нельзя упускать из внимания совокупную сложность и глубину геймплея, а вместе с тем мрачную атмосферу, которая иногда конечно поддушивает. Хочется играть прям запоем, но тяжко, ведь присутствует беспощадный рандом, теряется концентрация и ты начинаешь допускать ошибки, а за них игра может болезненно наказать. Однако всё это откладывается в игровой опыт, показывая игроку альтернативные пути развития и новые игровые возможности. В это вопросе продукт просто образцовый. Однако, игра не очень подходит для невнимательных игроков, так как поспешность в действиях здесь является основной причиной гибели оперативников. Вдумчивый геймплей же даёт тот самый простор для вариативности геймплея и высокой эффективности, НО, очевидно, что это ведёт к взрывной прогрессии и росту эффективности. В итоге по достижению критической массы различных баффов и бонусов, игрок может слегка заскучать, хотя оборачиваясь на тот путь, который надо для этого проделать, чувство эйфории может сопровождать тебя десятки часов. И вот тут мы подходим к реиграбельности, нечестной сложности, различным кастомным настройкам и наличию модов из мастерской. Что-то мне это напоминает, наверное Rimworld? Даже самый опытный игрок может усложнить себе игровой процесс настолько, что в итоге вернётся та самая борьба за выживание, поиск альтернативных путей, новые билды и многое другое. Ах да, тут около десятка взаимоисключающих концовок, которые на опыте можно довольно темпово освоить, главное подобрать подходящий уровень сложности, грамотно сымпровизировать от рандома и не перекачаться, чтобы было так же интересно как в первую сотню часов. Браво!
Extraction "shooter" roguelike. Play as a PMC in a anarcho-capitalist solar system colonised by humans. Face off pirates, other corpos. freedom "terrorists", and aztec themed demons from another dimension... What really sold me was. I completed a mission, and some of the rewards was some big ass sharp 160mm sharp discs, and a thrower that only fired once per turn. I was angry, what kind of crap is this? I might as well use a gun. And then, it hit me. It had the condition to be "thrown". So, i took the not stereotypical Japanese clone that i had the blueprint for, that had the ninja trait, and made him carry an ass load of those discs i got. Do you know how fun it is to throw and ricochet those discs? And see the limbs just cutting off? In fact, i threw so much at one point, a doorway jus became a solid mass of bio parts. So many legs, arms, skulls cut off it made the doorway an obstacle that enemy reinforcement had to cut thru it (poor gal, seeing your friends jus become human part salad and becoming it next). Kinda hard game if you dont really think about the stuff u do. Some missions need some real thinking especially on the higher difficulty missions. Theres maangement, and even on runs you got things like hunger, backpack space, and medicine to think about (and something call "Quasimorphosis"...) If youre lookin for a purely hack and slash and get in fast kind of game, this is not for you. But if you have an inkling of finding the above-mentioned interesting, then get this. (hey hey people)
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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