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Quasimorph News

Update 0.8.5 The Great Clean-Up is available in Beta!

Hello everyone!

The Magnum team is glad to wish you a Happy New Year and Merry Christmas! This year was not easy, we look rumpled and crumpled now, but the feeling of the work done and you, our players, support us in the desire to live and work on.



Beta is available via Beta Branch Beta - beta:
Right-click on the game in the Library -> Properties -> Beta Versions -> Beta Testing -> beta
After selecting this option, the game should update.



[h2]CONTENT[/h2]
  • Almost 200 new items
  • 3 new asteroids with 10 new stations
  • New extended track for the first phase of the Martian bramfatura (when Mars is still sleeping)
  • New room presets


[h2]GENERAL[/h2]
  • WIPE
  • The engine has been updated to Unity 2022.3.50f1.
  • The structure of some item types has been reworked. Interactions have been unified.
  • The structure and generation of units and their equipment have been reworked.
  • The enemy AI has been overhauled. The mechanics of squad leaders, patrolling the area, and changing fire modes have been added. Enemies now have a visual indication when they have noticed some noise.
  • The way opponents are rendered has been reworked. The new rendering method will allow more combinations of items and weapons to be displayed on different types of opponents.
  • Mechanics for selecting the behavior of allies have been added (via RMB on an ally)
  • Eating food in the Arsenal screen on Magnum is now allowed (with an operative selected).
  • Faction barter is now allowed with an empty exchange stash.
  • Now the character will stop moving with any input command.


[h2]UI / UX[/h2]
  • Gamepad support - Work In Progress, intermediate version.
  • New option in settings - Reset to defaults for each section of settings.
  • FIXES
  • Fixed: Scavengers didn’t bring armor after a raid.
  • Fixed: Splitting stacks and unloading ammo moved items to a running Item Recycler on Magnum.
  • Fixed: Increased incoming damage from wounds was not applied to mobs.
  • Fixed: Action Points were not restored after exiting the elevator.
  • Fixed: Displaying item prices in the item cost statistics window.
  • Fixed: Numerous pathfinding fixes for the player and enemies.
  • Fixed: Magnum engine light missing in the intro scene.
  • Fixed: Glass did not break from gunfire in some cases.
  • Fixed: Reward items with an expiration date were given already expired.

0.8.5 The Great Clean-Up Update Beta launch on 25.12

Hello, Mercenaries!

Next week, we’ll be back with the beta for the new 0.8.5 update.



On December 25th, we plan to make the patch available for download in the game’s beta branch.
Beta testing is open to all players, but please note that we cannot guarantee game stability or the playability of saves after leaving the beta.

[h2]Highlights of the patch[/h2]
  • First iteration of controller support
  • Over 200 new items
  • Revamped game data structure (and a WIPE)
  • Greater enemy variety
  • Location type affecting loot
  • Major AI overhaul (squads, leaders, patrolling, firing modes)
  • Ability to issue orders to allies
  • New rendering
  • Multiple QoL improvements
  • Migration to Unity 22


Next week, we’ll provide detailed patch notes and instructions on how to access the beta.
Good luck on your raids, mercenaries!

Vote for Quasimorph in the Steam Awards 2024!

Hello, mercenaries. We have an important and challenging mission for you!

Steam Awards 2024 voting has started, and we need your help to secure a nomination in the "Labor of Love" category!

Throughout this year, we’ve been actively improving the game, and we’d be thrilled if you supported us in this category!

We would appreciate it if you click on that checkbox above!

See you in future updates,
Your Magnum Scriptum Team

DEVLOG 11: New Year Patch and Roadmap Update

Hey everyone!
We’re glad you enjoyed the latest patch. It seems our experiment with the beta patch was a success—we’ll aim to revisit it during the next major patch, which we’re planning to release closer to the end of winter. We’ll share more about its contents after the New Year.

But if you thought we’d leave you without a holiday patch, you’re deeply mistaken! And today, we’ll tell you why.

[h2]Patch 0.8.5[/h2]
In December, we’re planning an intermediate patch that will significantly improve the game’s core and simplify the tools we use to develop it. It will primarily focus on the game’s technical aspects, implementation of specific systems, and data structures. You might think this patch is more for us, the developers — but not at all! This patch will greatly expand your arsenal of armor, weapons, and active items, and it’ll also introduce a couple of interesting features.

Now, let’s dive into the details.

[h2]Upgrade to Unity 22[/h2]
We’ve moved the game to a more recent version of Unity to ensure ongoing support for the project and compatibility with the engine developer’s updates. This is a crucial step for the project’s development, unlocking more tools for us.

This update fixes certain issues with HDR monitors and LED brightness levels. It also improves stability on the Steam Deck. And this brings us to one of the key features of the new patch!

[h2]Gamepad Support / Steam Deck Optimization[/h2]
The game already runs on portable devices, but we’ve reworked the controls and UI navigation for gamepads, plus implemented several new features:
  • Plug-and-play gamepad support
  • Hotkey icons
  • Interface navigation adaptation
  • Optimized controls

In short, the game is now much better to play on gamepads across the board.

Important note: This is the first version of the optimized controls.
We’ve seen your requests for this feature and will keep working to make it smooth and comfortable. We’re looking forward to your feedback!

[h2]Data Table Structure Overhaul[/h2]
We’ve completely reworked the structure of our data tables.
As the saying goes, “there’s a time to scatter stones and a time to gather and organize them so they’re easier to throw later.”



The point is, our configuration tables have been growing since the early demos of the game, and maintaining them has become increasingly difficult. Now, we’ve taken the time to reorganize, reformat, and update them to match the game’s current state while accounting for future expansions. This not only simplifies our work but also lays a foundation for modders.



That said, we have to share some unfortunate news: because of these table overhauls, we’ll need to perform a wipe, and many mods will likely stop working. This is a necessary measure, but we assure you it’s worth it. As we’ve said before, we avoid wipes unless absolutely essential, and in this case, it truly is.



What does this mean for players?
Here’s the exciting part:
  • Almost double the number of new items — guns, armor, quasimorphic gear, medicine. Loot goblins will be thrilled!
  • Less junk in loot — we want everything you find to be more useful and functional
  • Improved item categorization and multi-purpose usability.
  • Reworked spawn logic for items and enemies—locations and their types will play a bigger role.






[h2]AI Overhaul[/h2]
We’re improving the AI for both enemies and allies.
The primary focus is on enhancing enemy behavior during missions, making them act more realistically. There will also be additional notifications for enemies—you’ll have more clarity on who saw or heard you.

This AI rework ties closely to the table refactor: we’ve introduced behavioral archetypes. Some mobs are now more aggressive, while others are more passive, and their behavior is influenced by their roles and nature. The number of behavior patterns will significantly increase, including the addition of patrols.

Finally, we’ll improve ally interactions. Escort missions, for instance, can feel tedious and random, so we want to give you more control—allowing you to issue simple commands and heal allies. Summonable units, like robots, will also be easier and more fun to use.

[h2]Render Pipeline Overhaul[/h2]
Another key component of the game’s backend overhaul is rendering animations and character models based on equipment.
This is a complex part of the project that was initially implemented under tight deadlines, and it’s long overdue for a rework. The new approach allows for more enemies, more animations, different weapon grips, and so on.

In the future, we plan to provide tools for modders to add their own character models to the game.

[h2]Roadmap Update[/h2]
During development, we occasionally adjust priorities, add or remove stuff, as we recognize that some features require more focus or will take longer than expected. We hope for your understanding and believe our update's scope shows that we know where we’re headed.

Our roadmap has seen a few important changes: we’re gradually getting everything together and plan to release the game next year.



A year ago, we entered Early Access and have been working step by step to create the game we envisioned. Thank you to our community for this incredible year, and we hope you’ll be pleasantly surprised by the holiday patch.

We’ll be back soon with information about the patch’s release date.

Happy hunting, mercenaries!

Quasimorph on Save and Sound 2024

Hey folks! Hope 0.8 launch is going great for you.

We prepared a small surprise for you:
On November 4th, we’ll be part of Save & Sound 2024—an event dedicated to soundtracks and sound design in video games.

[previewyoutube][/previewyoutube]

Our composer Evgeny Zhuravsky has cooked up something cool for the event, be sure to tune in!



Good luck on your raids, mercenaries!
All the best, Magnum Scriptum Team.