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Quasimorph News

Vote for Quasimorph in the Steam Awards 2025!

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

Steam Awards 2025 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

0.9.8 "No Suffering - No Gavvakh" is out now!

Hi friends!
We’re drawing a line under update 0.9.8 that you helped us shape during beta, and we’re rolling out the final fixes! The patch is also leaving beta and moving to the game’s default branch, and below you’ll find the full patch notes, info about the new features, how to start the new story missions, what changed in the economy and AI, plus a heap of QoL tweaks.

[h2]The most important highlights of the patch:[/h2]
  • 6 new story missions
  • Endless missions
  • Ability to travel across the Solar System without advancing time
  • New planet: Saturn and 4 moons
  • 5 new classes; all old ones reworked
  • UI with hit chances, NPC HP and AP; floating texts
  • Reworked completion conditions for some missions — if objectives are met but you died, you still get the reward
  • Economy update
  • AI update: more behavior models (they can surrender!) and the ability to use summons
  • Filters and renaming for Cargo Hold tabs.
  • Inventory sorting
  • 66 implants, including 20 active and 17 quasimorphic; 1 new grenade; ore cargo
  • 26 new random events
  • And many more QoL and balance improvements!

Now for the details:
[h2]New storyline: Tezctlan[/h2]
6 missions in a separate branch that adapts to your situation: some missions may be automatically skipped if you already have the required items or assets.
  • How to start? The storyline begins after selling the Secret Data to any faction.
  • If you already sold it in your current save, you may need to start a new game to begin the storyline.
  • If the Data was sold to Tezctlan but the “Poison Trial” mission hasn’t been completed yet, finish it and the story will proceed without obstacles.

[h2]REDACTED Engine and endless bramfaturas[/h2]
  • The REDACTED Engine lets you head into the REDACTED, where endless missions await you.
  • Dive into bramfaturas as deep as your nerves and guns allow: there’s no limit. The deeper you go, the tougher and denser the enemies.
  • While you’re in the REDACTED, time in the Solar System is frozen: ship systems operate unstably.
  • But you gain one crucial advantage: you can now travel across the Solar System without losing time.

[h2]New sector: Saturn and 4 moons[/h2]
  • We’re returning to where Quasimorph’s story began: Saturn and its moons — Titan, Enceladus, Phoebe, Hyperion.
  • The crystalline peaks of Olirna are slumbering for now, and the bramfatura is closed off from external influence — what does it hide?
  • You’ll find out soon. Stay tuned for further news!

[h2]Overhaul of mission completion conditions[/h2]
Die, but get it done!
  • If the objective is completed but the clone dies on the way back, the mission still counts. The clone will be missed, but the reward will ease the pain.
  • VIP's death during an escort no longer leads to your operative’s elimination. You can evacuate the clone and keep your gear — or try to revive the VIP and finish the mission.

[h2]Major overhaul of the Solar System economy[/h2]
  • Required and produced items have been revised on all stations.
  • Chain logic: resource extraction → processing into parts → assembling devices → generating Power and Technology points.
  • When there are shortages, the chain “bogs down” — completing missions now influences faction strength more strongly.
  • Most non-barter items have been removed from the economy.
  • Corporate item stock in station inventories has been increased by roughly 5×.
  • Disassembly recipes for many barter items have been revised — expect pleasant surprises.
  • Quasimorphs grow aggressively, devouring the population; if the conquest stops, they wither.
  • Civilian resistance has its own, more universal economy with simplified production chains.
  • Important: to ensure the new economy works correctly, you need to start a new game.

[h2]AI update[/h2]
  • NPCs spend a limited amount of AP on attacks — from 40% to 70% depending on quality/training, at least one attack per turn.
  • New behavior states: retreat to defensive positions, panic, attempt to surrender to the player.
  • NPCs learned to use items: be ready to see robots, turrets, and spiders appear right before your eyes.
  • An unarmed NPC can pick up a weapon from the ground.

[h2]New difficulty settings[/h2]
Fine-tune the sandbox to your style:
  • Backpack sizes and item stack sizes.
  • Condition of items on killed NPCs.
  • NPC evasion bonus/penalty.
  • Modifier for the number of floors in missions.
  • Option to forbid complete annihilation of a faction.
  • Flexible failure conditions for the employer when a clone dies or is evacuated if the objective is not completed.

[h2]New content[/h2]
  • 5 new classes; all old ones reworked.
  • 66 implants, including 20 active and 17 quasimorphic.
  • 1 new high-explosive grenade.
  • 3 kinds of dog meat.
  • 1 new barter item — ore cargo.
  • 26 new random events.
  • The weight carried by your clone now affects the chance of knockback.

[h2]UI with hit chances, NPC HP and AP, and floating texts[/h2]
You can now see right in the game:
  • indications of what weapon type the enemy is holding (melee or ranged)
  • how much AP they have
  • their health bar
  • When dealing damage, a floating text with an icon of the damage type will appear.
  • Hit chance on the enemy or the cover you’re aiming at, including their evasion.

[h2]Inventory workflow improvements[/h2]
Includes new hotkeys and new capabilities:
  • You can configure filters for Cargo Hold tabs so that items automatically go to the chosen tab.
  • Hotkeys for quickly switching between tabs and quickly moving a selected item to the desired tab.
  • Hotkeys to open the Cargo Hold and the Operatives Screen.
  • Option for quick item transfer on mouse hover while holding Ctrl.
  • Repair gear by dragging a repair item onto it.
  • Switch active weapons while the inventory is open.

[h2]Big QoL list[/h2]
  • UI with hit chances, NPC HP and AP; floating texts.
  • Filters and renaming for Cargo Hold tabs; more hotkeys; repair an item by dragging a repair item onto it; switch active weapon while the inventory is open.
  • Failed wound treatment grants a cumulative +5% bonus to the next attempt.
  • Display of augments and implants when inspecting NPCs.
  • Highlighting of containers and corpses factoring in whether they contain items and whether the player has inspected them.
  • If you lack resources for a locked Magnum upgrade, the plus sign won’t be shown on its icon.
  • In the system objects list, moons now have indents for clearer hierarchy.
  • Production selects the maximum stack size by default.
  • If a recipe in a chip is already unlocked, its icon will display this.
  • Option to disable decals (bullet marks, casings, destroyed objects).
  • Items that grant perk XP will highlight the perks your current clone has.
  • On the Stock Market’s second tab, manufacturing stations are shown even when a mission is available there.
  • All thrown grenades blink on the floor.
  • The craft selection window remembers its last position.
  • The Clone screen shows bonuses and penalties to receiving and inflicting wounds.

Thank you for your attention! A quick reminder that
  • Starting the Tezctlan branch depends on the status of selling the Secret Data.
  • You need a new game for the updated economy.

Thanks for the tests, feedback, and love for tactical chaos.
Be sure to leave your feedback under this patch or in Discord if something behaves oddly.
We read everything!

Happy hunting, mercenaries!

Beta 0.9.7

Hello, friends!
We’re continuing to gather feedback for a big pre-release patch we’re targeting for late fall.
This time, the beta will include an AI update and new implants.
We’d love to hear your feedback!

Also here is a small teaser for future content


[h2]Patch Notes 0.9.7 BETA[/h2]

[h3]New content[/h3]
  • New: AI Update. Limit on the number of attacks per turn for NPCs. New behavior states. NPCs can now use some items and active implants.
  • New: 66 new implants, including 20 active ones and 18 quasimorphic ones.
  • New: Tab filters and sorting update. Starting items are now sorted between tabs. Weapons are divided into melee and ranged weapons. Tabs can be excluded from the autosorting. Arms and legs are now considered augments, not weapons, for sorting.
  • New: 26 new random events.
  • New: You can play with the Combat Log expanded using the Keyboard + Mouse control scheme.
  • New: The NPC HP and AP HUD now has 3 settings: off, always on, and visible on mouse hover.
  • New: Enemy Dodge difficulty settings have been updated to fit in with other settings. 100% is now the default value, and you can set it from 50% to 200%. If you're having troubles with enemies, open the C:\\Users\\%username%\\AppData\\LocalLow\\Magnum Scriptum LTD\\Quasimorph folder, find your save slot (slot_*_session.dat and autosave_slot_*_session.dat), open them with any text editor, find EnemyDodgeMult in the files, and set it to your desired value (1 - 100%, 0.5 - 50%, 2 - 200%).
  • New: Thanks to Discord users 23n1nbb, whisperagent, and Recal1Nahsor for providing their Chinese localization! It has been added to the current beta.


[h3]Balance changes[/h3]
  • Balance: The "Overcharged Batteries" perk now also applies to melee weapons that use batteries.
  • Balance: Perk stats - effects, experience gain. Adjusted crafting recipes for the "Scholar" and "Medicus" perks.


[h3]Fixes[/h3]
  • Fixed: The Emergency Case didn't give items and disappeared upon opening.
  • Fixed: NPC were opening doors without animations..
  • Fixed: The ammo description in the upper left corner during missions would display incorrect info when holding Alt.
  • Fixed: The damage prediction indicator didn’t account for range changes from perks.
  • Fixed: Regular arms and legs will no longer generate as implants.
  • Fixed: Softlock when using explosive ammo.
  • Fixed: Ammo localization was not displayed if the weapon overrode its stats with its own.
  • Fixed: It was possible to attempt to repair Pacts.
  • Fixed: The hit chance indicator didn’t account for the ability to shoot through an ally in an adjacent cell.
  • Fixed: The known recipe icon for a chip would disappear after removing the recently acquired indicator (yellow border) from the chip.
  • Fixed: Stabilized wounds continued to cause pain.
  • Fixed: The Krav Maga perk wasn’t gaining experience.
  • Fixed: The “Cyber Compatibility” perk description has been updated, it grants a dodge chance for each installed implant.
  • Fixed: The “Selfhealing” and “Steel Within” perks were triggered by minor wounds.
  • Fixed: The Discharge Chamber was also affecting the player.
  • Fixed: NPCs weren’t receiving some augments.
  • Fixed: NPCs sometimes didn’t spawn in Control missions.
  • Fixed: Floor objects were obscured by stairs and the shuttle. They are now displayed above them and corpses.
  • Fixed: Sometimes tiles would become impassable after a quasimorph eccollapsed or an ally died.


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

Migrating to the new version of the Unity engine.

[p]Hello everyone.[/p][p]This is a technical update for the stable branch due to news that Unity developers have discovered a critical vulnerability in their engine.[/p][p]This has now been fixed.[/p]

DEVLOG 015: No suffering - no gavvakh

[p]Hi, friends! It’s time for another devlog. [/p][p][/p][p]Today we’ll talk about our plans for the beta that starts today, share some details about the next patch we’re aiming to release this fall, and briefly touch on the 1.0 launch. We’re already working on the next big patch, planned for late autumn. It will be the last major update before 1.0. [/p][p][/p][p]After it ships, we’ll take a short break to prepare the endings of the game’s storylines and do final polish on balance, UI, and localization. The fall patch itself focuses on core mechanics, a rework of the class system, and a wide range of Quality of Life improvements. [/p][h2]New beta is live![/h2][p]A large update with new content has landed in the beta branch! As always, we want to start gathering feedback before the patch goes public, so drop by our Discord if you have thoughts to share. [/p][h2]How to join the beta branch[/h2]
  • [p]Open your Steam Library → right-click Quasimorph → Properties.[/p]
  • [p]Go to the Betas tab and select the available branch (beta).[/p]
  • [p]Wait for the update to download and launch the game. [/p]
What’s waiting for you in the beta?
[h2]Class System[/h2][p]We’ve added 5 new classes and reworked all the old ones.
In total, that’s almost 60 new or changed perks.

Now in Magnum’s rotation you’ll find:[/p]
  • [p]Matian Mech Inf is a specialist in augments, implants, and heavy weapons: they can use active implants more often, increase resistances gained from augments, shoot LMGs more accurately, and can even turn a regular 12.7 into an explosive round. [/p]
  • [p]Tongkong is a ruthless assault trooper: higher pain threshold, boosts to SMGs and fire, and can even increase their AP. [/p]
  • [p]CO.B.R.A. are stealth eliminators: bonuses to throwing melee weapons, land more strikes, and gain extra AP when in danger. [/p]
  • [p]Unit 317 favors light weapons: bonuses to 9 mm and .42, reduced damage falloff over distance, and can easily boost their Dodge and damage dealt. [/p]
  • [p]Golem Group uses and buffs allies: this class increases ally stats — even their AP! — grants health regeneration, and in dangerous situations can redirect part of incoming damage to the nearest ally. [/p]
[p]All existing classes have been reworked as well. New classes and the reworks are the main focus of this beta stage, so we’ll be happy to hear your feedback! [/p][h2]Quality of Life changes[/h2][p]There are a lot of them this time! That’s the second focus of this beta stage: we want the game to be more convenient and readable. We collected feedback in Discord and looked at which mods players use most often. Huge thanks to our mod community!

[/p][h2]UI: hit chances, NPC HP & AP, floating texts[/h2][p]You can now see directly in game:[/p]
  • [p]indicators of what weapon type the enemy is holding (melee or ranged) [/p]
  • [p]how much AP they have [/p]
  • [p]their health bar [/p]
  • [p]When dealing damage, a floating text with an icon for the damage type will appear. [/p]
  • [p]And most importantly, the game now shows the hit chance against the enemy and cover you’re aiming at, including their evasion. [/p]
[h2]Inventory handling improvements[/h2][p]Includes new hotkeys and options:[/p]
  • [p]You can set filters on Cargo Hold tabs so items of certain types auto-sort into that tab. [/p]
  • [p]Hotkeys to quickly switch between tabs and instantly move a selected item into the desired tab. [/p]
  • [p]Hotkeys to open the Cargo Hold and the Operator Screen. [/p]
  • [p]Option to quickly transfer items by hovering with the mouse while holding Ctrl. [/p]
  • [p]Repair equipment by dragging a repair item onto it. [/p]
  • [p]Switch the active weapon while the inventory is open. [/p]
[h2]Other QoL[/h2]
  • [p]If a wound healing fails, the next attempt will receive a cumulative 5% bonus to its chance of healing. [/p]
  • [p]Highlight containers and corpses based on whether they hold items and whether you’ve already inspected them. [/p]
  • [p]If you don’t have the resources for a locked Magnum upgrade, the plus sign won’t appear on its icon. [/p]
  • [p]In the Solar System list, moons and satellites are now indented to make hierarchy clearer. [/p]
  • [p]Production will default to the maximum stack size. [/p]
  • [p]If a recipe from a chip is already unlocked, its icon now shows that. [/p]
  • [p]Option to disable decals (bullet marks, casings, destroyed objects). [/p]
  • [p]Items that grant perk XP now highlight the perks your current clone has. [/p]
  • [p]In the second tab of the Stock Market, manufacturer stations will show up even if there’s a mission there. [/p]
  • [p]Thrown grenades will now blink on the ground. [/p]
  • [p]The production-item selection window now remembers its last position. [/p]
  • [p]Indicators for the presence of augments and implants when inspecting NPCs. [/p]
  • [p]The clone screen now shows bonuses/penalties to receiving and inflicting wounds. [/p]
[p]Ta-da! We hope these changes improve readability and make your life easier — and your deaths more understandable.
[/p][h2]Additional difficulty options[/h2][p]We know many of you want more tools to tailor the game to your taste, so we expanded difficulty customization:[/p]
  • [p]Item and backpack stack sizes (x1 x2 x3 x4) [/p]
  • [p]Condition of items on killed enemies (0%–100%) [/p]
  • [p] NPC Dodge bonus/penalty[/p]
  • [p] Mission floor count modifier from −3 to +3 (final count is at least 2)[/p]
  • [p] Prevent total faction wipeout. If enabled, a faction’s last remaining station becomes immune to missions until they control at least two stations.
    [/p]
[h2]Coming in the next beta patches[/h2][p]What’s next?
An AI rework that adds new states and actions. Enemies will not only throw grenades but also pre-position more cleverly, panic or rage, use other items and even active implants.
A large number of new implants (nearly 60!), including special quasimorphic ones.

From extra resistances or accuracy/damage bonuses to increased enemy detection range and even a cortex bomb that can detonate when you receive a head wound. Among the quasimorphic options you’ll find a teleport and a damage-absorbing shield.
And finally… the last two Magnum Departments. A step beyond reality. And the final planet.

More on that next time.
[/p][h2]Important[/h2][p]This is a beta: temporary balance quirks, visual artifacts, and rare crashes are possible. We actively gather feedback and fix critical issues as they appear.
[/p][h2]Thank you![/h2][p]Thank you to everyone helping us test and polish Quasimorph. Your feedback directly shapes the final release.
Happy hunting, mercenaries!

[/p]