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Quasimorph News

Beta 0.8.6 is available now!

Hello everyone!

As we mentioned in our devlog, starting from the 14th, we are transitioning to a new testing format. Today marks the launch of the first phase of testing, which will run for approximately a month.
Please leave your feedback in our Discord and in the dedicated discussion thread on Steam.

Beta test participation is open to all players, but please be aware that we cannot guarantee game stability or save compatibility when exiting the beta.

The beta test is available via a separate branch, which can be switched in the game's properties.

[h2]CONTENT[/h2]
1. Controller Support
We have reworked the game’s UI for controllers and are looking for feedback.
In addition to controller support, we have also refined older interfaces, including support for keyboard-only play (old-school mode).

2. First Iteration of Augmentations
Preparatory changes to character and enemy body part properties.
All enemies now have limbs corresponding to their body type.
Cybernetic body parts now grant passive properties (making robots more dangerous).

3. Industrial Tileset
New visual updates for some older locations and new environmental objects for this tileset.

4. Balance Improvements
Adjustments to enemy class and items distribution among factions.
These changes aim to further specialize factions, making fights against AnCom feel more distinct from battles with RealWare.

[h2]GENERAL[/h2]
  • Second iteration of controller support and "keyboard-only" mode. This is still not the final implementation - we're looking forward to your feedback.
  • Key bindings and control settings have been split into two separate sections in the settings menu.
  • Changes to Pacts:
    • Transformation duration is now measured in turns instead of AP.
    • After returning from Baron form, all positive and negative effects will be reset, and health will be fully restored.
  • AI Improvements, enemies now consider their fire and poison resistances when pathfinding.
  • Turret and mine deployment now triggers negative status effects for "action wound" mechanics.


[h2]UI / UX[/h2]
  • Mod icon added to the main screen - hovering over it will show active mods.
  • Option added to select the current control scheme.
  • Option added to disable radio chatter sounds during flight.
  • Option added to disable mob notification icons (! and ?).


[h2]BUG FIXES[/h2]
  • Multiple fixes to AI logic and pathfinding.
  • Fixed: Softlock when throwing weapons through multi-tile environmental objects.
  • Fixed: Quasimorphs/Possessed breaking doors at floor start.
  • Fixed: Allies attacking the player if they attacked a mob that later transformed into a Possessed.
  • Fixed: Mobs appearing outside the level when transferring between floors.
  • Fixed: Items with an Expire timer could be restored to full duration via stack manipulation.
  • Fixed: Game would lock up if interacting with an ally while in Baron form.
  • Fixed: Allies standing in fire or acid would not yield their position to the player.
  • Fixed: Ally armor values in inventory would only update after reopening the inventory when swapping armor.
  • Fixed: When attacking a door via the context menu, the attack and block buttons would disappear.
  • Fixed: NPC resistance was not affected by the difficulty selected.


[h2]KNOWN ISSUES[/h2]
  • Unloading ammo in a dead body or ally inventory doesn’t refresh the visual ammo counter in that weapon.
  • Some functions are not possible to do in Keyboard-Only/Controller modes.
  • Tutorial texts aren't adapted for Keyboard-Only/Controller modes.
  • To bind a combination of 2 keys for an action you have to press them at the same time.


That’s all for this update! Thank you for testing, and we look forward to your feedback! 🚀

DEVLOG 012: Future is near

Hey, folks!

Today, we’d like to share our plans for the near future: changes to how the beta works, upcoming game updates, and preparations for version 1.0, which we plan to release this year.

[h2]Changes to the Beta-testing[/h2]
We've decided to take a more structured approach to delivering new versions and managing the beta branch:
1. Every month, we’ll update the beta branch to experiment, make intensive changes, and gather feedback.
2. Every three months, we’ll prepare a major patch that consolidates our experiments. This approach remains mostly unchanged—we're still aiming for one big patch per quarter—but we want to start collecting feedback earlier.

And we’re starting right now! The next beta update will be on February 14, followed by another on March 14. The next major 0.9 patch is planned for release in the main branch towards the end of March.

[h2]First Beta Update (February 14)[/h2]

1. Controller Support
We’ve reworked the game’s UI for controllers and are looking for your feedback.
Along with controller support, we’ve refined older interfaces, including support for keyboard-only play (old-school mode).

2. First Iteration of Augmentations
Preparations for changes to body part properties for both player characters and enemies.
All enemies now have limbs corresponding to their body type and melee attacks with matching icons.
Cybernetic body parts now have passive properties (robots will become more dangerous).

3. New Industrial Tileset & Environmental Objects
Some older locations now feature an industrial tileset, along with new environmental objects.


4. Improved Enemy Units Balance & Faction Item Distribution
These changes aim to further specialize factions, making fights against AnCom feel more distinct from RealWare battles.

[h2]Second Beta Update (March 14)[/h2]
1. Second Phase of Augmentations – Implants
Different limb types now have implant slots.
Implants grant both passive and active abilities.
Tactical and strategic diversity will now come from a mix of mercenary talent, class, limb replacements, and installed implants.


2. New Locations: Jupiter
Fresh environments to explore.

3. New faction items to fill in missing gaps
Some factions lacked unique gear, and we’re gradually fixing that.

4. Economy & Barter System Improvements
More specialized production chains at stations.
Production cost dependency based on component prices.
Stations may now offer more consumables, weapons, armor, and exclusive faction items.

[h2]End of March – Patch 0.9[/h2]
1. Two new story missions AnCom vs. Civil Resistance Civil Resistance vs. AnCom

2. New Ship Upgrade Module – Augmentation Department
A significantly different system from current weapon & armor upgrades.

3. Combat Log
A text-based event log to track everything happening to the player—first iteration.

System Events, Pact Improvements & a New Hexarch - these will be moved to intermediate patches after 0.9.
Augmentations are a major feature, and we want to develop them thoroughly. We know they’ve been long-awaited, and we’re committed to delivering a deep and satisfying system.

That’s all for now! We’ll see you soon with the next beta patch release. Join our Discord and follow us on X to stay updated and never miss the latest news!

Happy hunting, mercenaries!

Update 0.8.5 is out! Final Patchnote

Hello, mercenaries!

We are excited to announce that patch 0.8.5 is moving to the main branch of the game.
A huge thank you to everyone who helped us during the open beta testing.

We will continue improving controller support and get back to you with a new version later.
We also want to issue a warning:
  • Saves from version 0.8 are not supported.
  • Saves from the open beta 0.8.5 will work correctly.

So please do not update if you want to continue playing on older saves.

Now, onto the final patch notes!

[h3]General[/h3]
  • Killing the Baron now sets the minimum Quasimorphosis level on the mission to 100, and it cannot be reduced by any means.
  • 3 new asteroids with 10 new stations.
  • A new extended track for the first phase of the Martian Bramfatura (when Mars is still asleep).


[h3]Migration to Unity 22[/h3]
The engine has been upgraded to Unity 2022.3.50f1, opening up new opportunities for further optimization and game expansion.

[h3]New Data Table Structure[/h3]
! Saves from version 0.8 are not supported. ! ! Please turn off mods until they are updated to the current version of the game ! ! Saves from the open beta 0.8.5 will work correctly. !
  • Nearly 250 new items: from weapons and armor to new medical supplies. A significant amount of new content, including 40 new armor sets was added since the last open beta patch.
  • Enemy unit and squad generation has been revamped to offer much greater variety. Loot generation logic for missions has been improved—for example, in some cases, the type of station where a mission takes place will have an even greater impact.


[h3]Medical System Update[/h3]
  • The medical system has been reworked. The initial chance of treating a stabilized wound is now 5%, but all medical supplies have increased treatment chances.
  • Pills now provide a temporary buff that increases the chance of healing specific types of wounds.
  • Many medkits and repair kits have multiple uses now.


[h3]Repair Items[/h3]
  • Repair equipment types have been unified.
  • Equipment descriptions (especially for armor) now specify their repair type.


[h3]AI and Interaction[/h3]
  • Enemy AI logic has been reworked.
  • Procedural squad generation has been improved, and squads may now have a leader that enemies will not stray too far from.
  • Patrol behavior and switching fire modes have been added. Be prepared for heavy fire from military units.
  • You can now set ally behavior (follow - stand, attack at will - attack prohibited), change their equipment, and even heal them.
  • However, don’t expect Quasimorphs to obey your commands!


[h3]New Enemy Rendering[/h3]
Enemy rendering has been significantly improved: more combinations of items and weapons are now available for different enemy types.

[h3]Quality of Life[/h3]
  • Alerts above enemies’ and allies’ heads when a suspicious sound or enemy is detected.
  • Some medical supplies now reduce pain over several turns.
  • Robots, turrets, and mines can now be placed on a selected tile.
  • Food consumption is allowed on the Cargo Hold screen in Magnum (when an operative is selected).
  • Faction barter is now allowed with an empty trade stash.
  • Characters will now stop moving upon any input command.
  • The stack sizes for almost all types of ammo have been increased.


Once again, thank you so much for your support!
See you very soon!

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!