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Quasimorph News

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.

Unchained Belt 0.8 is Out!

Hello, Mercenaries!
Thank you to everyone who participated in the Beta testing of this patch. It's release time!

Here are the highlights of the patch:
  • Difficulty level settings: Choose from one of three presets and customize them to your liking.



  • Asteroid Belt: New locations, bramphaturas, and factions.



  • 6 new mission types and the ability to choose a side in the conflict before the mission begins.
  • Barter system overhaul – improve relationships to gain direct access to specific resource trades.



  • And as always, many new items, several new mechanics, and quality of life improvements!




Please note that many mods may be incompatible with the new patch, so we recommend disabling them before starting the game until the authors update them.

We also want to inform you that most of the translations are currently in a WiP (Work in Progress) status, and we plan to update them closer to the game's release.

Now, onto the patchnotes:
[h2]CONTENT[/h2]
  • 4 new story missions
  • 6 new planets/asteroids
  • 2 new factions
  • 3 new bramphaturas
  • 50 new items
  • 10 new pacts

[h2]GENERAL[/h2]
  • Added difficulty settings.
  • Added new mission types – Ritual, Infiltration, Heist, Surveillance, Escort, and Counterattack.
  • New mechanic – choosing a side before the mission begins.
  • New mechanic – total faction destruction.
  • New mechanic – station population. Population growth affects the speed of resource consumption and production on stations.
  • Added a cap on Magnum project upgrades at the maximum level.
  • Overhauled the faction barter mechanic.
  • Overhauled the faction tech level mechanic.
  • Reworked the armor penetration formula.
  • Reworked the mission reward selection algorithm and reward pool.
  • Reworked grenade throwing mechanics and flight path display.
  • Added a new item type that grants experience to specific perk groups upon use.
  • Magnum class modification: original perk selection (reset) will now be free.
  • Added a limit on the maximum number of steps for project upgrades at Magnum. Some Magnum upgrades will now increase this limit.

[h2]UI / UX[/h2]
  • Completely redesigned the faction screen.
  • Reworked the star map screen: Now shows the current positions of celestial objects on the map, and displays portraits of celestial objects.
  • Changed the player icon on the minimap for better readability.
  • Added a shuttle icon on the minimap.
  • The weapons tab at Magnum’s crafting window is now split into melee and ranged weapons.
  • Added flight sound effects for Magnum during space travel.
  • Improved the effects panel. Now, when all wounds of a certain type are treated, the icon of that wound type will turn yellow.
  • Added an option to choose date display format.

[h2]FIXES[/h2]
  • Multiple perk fixes.
  • Fixed: Magnum project upgrade time always equaled the last step's cost, not the sum of all steps (if there were multiple upgrades), causing upgrade times to be shorter than intended.
  • Fixed: All firearms without silencers were considered to have silencers, causing mobs not to react to gunfire sounds.
  • Fixed: The trading shuttle traded with all stations instead of just stations of the selected celestial object.
  • Fixed: Evacuation by item was still available even after the player discarded the item from inventory.
  • Fixed: Enemies disappeared from view when switching to sniper weapons in some cases.
  • Fixed: Grenades getting stuck in walls.
  • Fixed: HUD could be clicked through during raids.
  • Fixed: Class list sorting differed in the class selection window and class modification window.
  • Fixed: Buttons not working when clicked rapidly.
  • Fixed: Collider sizes of some buttons exceeded their bounds.
  • Fixed: Acid, once replaced by another liquid, no longer regenerates or refills the cell after liquid levels decrease.
  • Fixed: Mobs could stand in a cell where the player exits after using the elevator.
  • Fixed: Thrown weapons could get stuck under indestructible objects.
  • Fixed: Shotgun knockback could occur toward the shooter in some cases.
Good luck on your raids, mercenaries!
All the best, Magnum Scriptum Team.

HypeTrain Publisher Sale: Huge Discounts, New Reveals, and Updates!

Heya!

The HypeTrain Digital Publisher Sale is live from October 7 to October 21, bringing you the biggest discounts across our entire catalog! Whether you’re hunting for your next epic journey or in the mood for revisiting an updated favorite of yours, now’s your chance to do it without breaking the bank.

💥 The Best Discounts on All Our Games!

For a limited time, enjoy massive price cuts on every game published by HypeTrain Digital. Whether you’re into intense action, brutal survival, deep strategy, or gripping RPGs, there’s something here for you. Browse our catalog and grab your favorites at unbeatable prices while the sale lasts!

HypeTrain Publisher Page

🚀 New Game Announcements!

We’re thrilled to reveal two major titles coming your way:

[h3]Pathologic 3[/h3]

The next chapter in the cult-favorite narrative RPG series. Return to the eerie, plague-stricken town where time is your deadliest enemy.

https://store.steampowered.com/app/3199650/Pathologic_3/

[h3]Class Zero Seven[/h3]

A third-person brawler RPG where you fight to end substance abuse. Play as Rin, a mysterious transfer student, and face off against Rivalry Gangs and the ominous threat of The Wicked Children.

https://store.steampowered.com/app/1752990/Class_Zero_Seven/

Stay tuned for more details in the coming months as we unveil more about these exciting projects.

⚙️ Major Updates

We haven’t forgotten about the games you already love! As part of the publisher sale, we’re also rolling out significant updates for some of our most popular titles:

[h3]Gatekeeper[/h3]
The Interplanetary Store update introduces major changes: the return of Prisms with new ways to collect them, an expanded artifact selection in obelisks, larger locations with no loading screens, and the option to summon the Siren at your convenience. Look out for Conflict Altars for extra challenges, a new location called Delta, and the all-new Triads mechanic, which lets you combine artifacts for powerful effects.

https://store.steampowered.com/app/2106670/Gatekeeper/

[h3]Intravenous 2[/h3]
The first major update for the game adds 4 new weapons to the Supporter Pack DLC, the Fog of War gameplay mutator to the base game, fixes the infamous "enemies react to everything, but refuse to move" bug, and improves various aspects of the game.

https://store.steampowered.com/app/2608270/Intravenous_2/

[h3]Quasimorph (Currently in Beta)[/h3]
New locations, new items, new contracts, and new areas to explore. But also... New enemies: both regular and quasimorphic. New factions fighting for dominance in the Solar System and three new Bramfaturas! Plus, added difficulty settings, barter improvements, and the ability to choose sides in any conflict.

https://store.steampowered.com/app/2059170/Quasimorph/

___

Don’t miss out on the chance to get amazing discounts and check out what’s new before time runs out.

Happy shopping!🛒