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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]

United We Stand 0.9.5 is Out

Greetings, mercenaries!
Huge thanks to everyone who participated in the beta test of the United We Stand patch. It’s time for the release of the patch: starting today, it is available to all players!

This update includes all changes from the last three months of the beta branch. Over that time, we’ve been testing content with the community and now we’re ready to share the results.

[h2]Cumulative changes from the past 3 months:[/h2]

Save Compatibility
You can continue your old saves and they will be playable. However, if your save was started in version 0.9 or during the beta before July 18, some new features may not work properly, and story missions may behave incorrectly. If it was started before June 17, the game will lack Hexarch Tianming entirely. Saves from version 0.9 may also have issues unlocking armor sets.
We recommend starting a new game for the best experience.

New Bramfatura Flauros and Hexarch Tianming
Jupiter is no longer a safe zone, and its moons now have their own bramfatura, pact, and phase 2/3 music.
Joining the struggle for control over the Solar System's economy is Hexarch Tianming, a faction known for its strict discipline and willingness to exploit all available resources, including bioreactors.



Story Missions and Two Endings
Four new storyline missions for the Civilian Resistance have been added, leading to two different endings and permanently shifting the balance of power in the Solar System. These missions become available after completing “Manifesto” and “From Spark to Flame.”



Faction Window Overhaul
You can now track story mission requirements!
Faction Strategies have been updated — they now show not only what missions the faction can generate, but also what they need from you to progress their storyline.
Subscribed factions will display this information in the top-left corner while in space.



UI Updates
Tooltip rework: now more concise, but packed with useful info.
Medical items show what damage types they heal. Weapon trait descriptions are accessible by holding Alt.
The top-right corner of an item’s tooltip now shows how many are needed to upgrade Magnum. You can also see what’s required to repair an item.



Augmentation Department
The new Augmentation Department allows you to craft augments and implants (if you have the license). Department upgrades will:
  • Increase chances of obtaining augments/implants from enemy corpses
  • Remove max health penalties from augments
  • Allow installation of Quasimorph body parts
Management Department
Gain control of a minor corporation and:
  • Access their station inventories without limit
  • Boost their station performance
  • Increase Power and Tech gains from missions
  • Requisition a friendly squad for faction missions
  • Even switch your faction’s alliance — e.g., make it part of the Emerald Cult so Tezctlan stops attacking your stations!




Random Events
The first version of our random event system is live, adding surprise encounters during missions, including third-party interventions!
Another reason to maintain good faction relations: they might send you gifts.
More event types coming soon.



Balance Changes
  • Major rebalance for gear and faction progression
  • New hybrid damage type: entropy (resisted by the lower of fire or cold armor)
  • Damage types and armor tiers reworked across all factions, scaling with Tech level — especially for Quasimorphs
  • Faction reward lists overhauled
  • Projectile handling reworked to support rocket launchers and explosive ammo
  • Weapon traits no longer tied to weapon class — many new ones added (e.g., Heavy Weapon, Optical Scope, Wind-up)
  • Rebalanced melee: different attack modes may deal different damage types (e.g., Mengeles’ knife can now deal piercing in addition to poison)
  • Armor resistances now scale with tech level and type (greater difference between light/heavy); repair materials reworked
  • Armor chips now unlock entire armor sets
  • Fog of war fully hides all activity — no more spotting fire or blood from afar
  • You can now swap positions with allies by moving into their tile
  • You can shoot through adjacent allies — and so can enemies!
  • Loot drop balance improved — no more overflow of certain items


New Items
2 melee weapons, 19 ranged, 7 new ammo types (including 4 rockets), 1 backpack, 7 armor sets, 1 food item, 1 packaged drone, 2 new chips — plus 5 new unique items used in the Civilian Resistance storyline.



New Maps
Room presets have been restructured and expanded. They now depend more on station type than planet, so expect more visual and gameplay variety!
New maps include: Europa’s mines, Martian cities, and more.



Voice Acting
Enemy barks and VO lines updated.
Thanks to: PolitelyWicked, SarahRavenVictoria, VielleART, Archives (press 'q' to quaff), Suspicious Wizard, and Toshlyra for their voices!

Join our Discord to stay updated: a refreshed roadmap and future plans are coming very soon.

Good luck on your raids, mercs!

Beta 0.9.5 Now Available!

[h2]Patch Notes for 0.9.5[/h2]

Greetings, mercenaries!
We’re continuing preparations for Patch 0.9.5 and plan to release it closer to the end of the month.
However, all new content is already available in the Beta branch.
Please note: the Beta version may be unstable!

So, what’s in store in this update?

[h2]Faction Window Overhaul[/h2]
The long-awaited addition: you can now track the requirements for story missions!
We've updated the Faction Strategies window: it now not only shows what missions a faction can generate but also what they may require from you to advance their storyline.
When subscribed to a faction, this information is also displayed in the top-left corner of the space UI.



[h2]Augmentation Department[/h2]
The new Augmentation Department allows you to craft augments and implants (if you have the necessary licenses). Its upgrades will:
  • Increase the chance of retrieving augments and implants from enemy corpses
  • Remove the maximum health penalty from augments
  • Allow you to install Quasimorphic body parts


[h2]Management Department[/h2]
The Management Department lets you take control of a minor corporation. With it, you can:
  • Gain unlimited access to the corporation’s station inventories
  • Boost the production speed of their stations
  • Increase Power and Technology gains from missions for your faction
  • Requisition allied squads for missions
  • Even change your faction’s alliance — for example, you could make your faction part of the Emerald Cult, and Tezctlan will stop attacking your stations!


[h2]Random Events[/h2]
The first iteration of the random events system is here to add variety to missions.
You may now encounter unexpected situations like third-party intervention in combat!
Another reason to keep good relations with factions: from time to time, they may send you helpful gifts.


[h2]Story Missions and Two Endings[/h2]
Four new story missions have been added for the Civilian Resistance, leading to two different endings that will forever alter the balance of power in the Solar System.
These missions become available after completing “Manifesto” and “From Spark to Flame” missions.



[h2]New Items & Traits, Balancing[/h2]
In the previous Beta update, we introduced many new items — some with placeholder graphics. Now, their visuals have been added!
We’ve also introduced five new weapon traits: Suppressive Fire, Collimator, Laser Sight, Backstab, and Corrosive.
Weapon traits have been slightly rebalanced — some weapons had too many.
Faction reward lists were updated.
Loot generation in missions was slightly adjusted — and we’ll continue tweaking it based on feedback.

[h2]Voice Acting[/h2]
We’ve updated the enemy voice line roster!
Throughout the Beta, we gradually added new NPC voice lines, and as of today, the full set is finally in the game.
Huge thanks to PolitelyWicked, SarahRavenVictoria, VielleART, Archives (press 'q' to quaff), Suspicious Wizard, and Toshlyra for lending their voices!

The Beta is available now in the appropriate branch in the game’s Steam settings.
In 2–3 weeks, the patch will go live in the default version!

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

DEVLOG 014: United We Stand

Greetings, mercenaries!

Today we’re sharing what we’ve been working on over the past month, what we’re busy with right now, and what you can look forward to in the upcoming July 0.9.5 update.

Some of the content is already live on the beta branch, and we’ll keep updating it right up until the patch ships to the stable version in July. We’ve marked items in the text so you can easily see what’s currently in development and what’s already being tested. So feel free to jump in and try it out!

[h2]New Magnum Departments[/h2]

(coming soon to beta)

Patch 0.9 added a ton of augmentations and implants. Now we’re expanding everything around them:

Augmentation Department – Crafts augments and implants for you (provided you hold the right licenses) and boosts the chance of successfully extracting them from enemies.

Management Department – At last, an expansion of the market mechanics! It’s time to get a seat at the table, not just play someone else’s pawn. Take out a rival CEO, claim their chair, and steer a minor corporation yourself. Speed up production, bring corporate allies on missions, and even change your corporation’s type.

[h2]Random Events[/h2]

(coming soon to beta)

The Solar System is vast, but it’s a small world and plans rarely survive contact with reality. Our goal is to make the gameplay feel more dynamic and alive, with new challenges, opportunities and rewards.

On-mission floor events: expect spider nests guarding cocoons, hunter squads from factions you’ve angered, levels lacking key resources, pirate or police raids, and even worker uprisings.

In orbit: discover hidden bases and trade shuttles ripe for looting. Factions that like you might occasionally send gifts.

[h2]New Story Missions[/h2]

(coming soon to beta)

Update 0.9.5 will add four new story missions that conclude the Civil Resistance arc.
Uncover their secrets across two possible endings.


[h2]New Bramfatura Flauros & Hexarch Tianming[/h2]

(already in beta)

Jupiter will no longer be a safe backyard: the planet’s moons are getting their own bramfatura. Brace for new enemies and loot tied to this bramfatura. Hexarch Tianming enters the war for Solar System market dominance. He controls extensive assets in the Outer System and is infamous for strict discipline and wringing every drop of value out of his resources right down to the bioreactors.

Not all arts are ready, expect some placeholders.



[h2]UI Overhaul[/h2]

(already in beta)

Over the last six months we’ve audited almost every item to make each one more unique and functional. Now we’re reworking tooltips to be shorter yet more informative. Medical items, for example, now show exactly which damage types they treat, and weapon traits can be viewed right in the tooltip, so we hope that now you will need less FAQ diving.



[h2]Weapon & Armor Reworks and Balance[/h2]

(already in beta)

We’re rebuilding how projectiles are handled, paving the way for genuine rocket launchers and explosive ammo. Expect even bigger booms!
Beyond ballistics, weapon traits are no longer tied to weapon class - they’re modular. We’ve also added many new ones. For example:
Heavy Weapon – can’t attack if the clone moved this turn.
Optical Sight – shifts a weapon’s optimal range.

Weapon stats have been adjusted to accommodate the new traits and widen player options. Some melee weapons now deal different damage types per attack mode. For instance, the Mengele Toxic Knife can now have an option to pierce with penetrating damage as well as strike with poison.
Armor has been re-balanced too: resistances now depend more clearly on armor type and tech tier, and heavy vs. light armor are farther apart. Repair materials have also been reviewed and redistributed.

Your feedback on balance is crucial: the changes are hands-on in beta right now, so let us know what you think!



[h2]Beta Test[/h2]
As before, the beta is open. You can already try out several of these changes, give feedback, and help hunt bugs! There’s a forum thread listing every change in the beta build.
Not all arts are ready, expect some placeholders.



[h2]When’s the patch?[/h2]

The patch is slated to hit the stable branch in the second half of July.

Good hunting, mercenaries!

The Meat Cage 0.9 is Out!

Hello, Mercenaries!
Huge thanks to everyone who participated in the beta testing of the Meat Cage Update. Now it's time for its release!



[h2]Highlights[/h2]

  • New mechanics: Augmentations and Implants
  • Controller support and full keyboard-only control mode
  • Combat log
  • New locations: 4 new tilesets, 5 celestial bodies, 27 new stations
  • 2 new story missions
  • 4 new melee weapons, 9 ranged ones, 1 hat, 35 augments, 21 implants
  • Faction items in barter
  • A TON of bug fixes and balance changes

Let’s get into the details!
This patch has spent a long time in beta, and today we’re finally updating the main game branch to version 0.9.
Here’s what’s new:

[h2]Game Interface Overhaul[/h2]
Full support for controllers and keyboard-only controls.
Check out the control and hotkey settings! There, you can pick your preferred control scheme, tweak input delay, and assign a wide variety of keys and combos including full controller support.
We’re looking forward to your feedback and hope this will make the game more accessible to even more players.

[h2]New Locations[/h2]

  • 4 new tilesets: industrial, Jupiter stations, Europa snow, Callisto tundra
  • 5 new celestial bodies with 27 stations: Jupiter, Io, Europa, Ganymede, Callisto
  • Bramfaturas will be introduced in future updates, but the first-stage soundtrack is already available!

[h2]Augmentations & Implants[/h2]

  • Augmentations let you replace your clones’ body parts with components salvaged from robots (and not just them!) - from heads to drill arms.
  • Human medicine won’t help fix them! You’ll need tools marked specifically for “Robots”
  • Implants are slotted into operatives and provide anything from passive buffs (more armor, immunity to certain wounds) to active skills (enemy reveal, stun scream). We won’t spoil too much — experiment and find what works!
  • Enemies can also have augmentations and implants! And yes, that’s one way to get your hands on them (you know what to do).
  • The Augmentation Department on the Magnum is not available yet and will be added in future updates.
  • Augmentations and implants are installed aboard the Magnum via a new menu in the Operative Management screen.


[h2]Combat Log[/h2]

Wondering who hit you, from where, with what, and how hard? Now you’ll know. We’ve added a text-based combat log in the bottom left of the screen, giving you more info about what’s happening during combat.

[h2]Extensive Balance Changes[/h2]
As always, we continue tweaking the balance based on your feedback and new ideas from development. This time, we focused on:
  • Faction profiling for specific damage types and resistances - you should now have more strategic options when planning to attack a faction.
  • Scientists, professors, VIPs, and assassination targets now have access to higher-tier gear than other units. Solid gear for solid lords.
  • Line of Sight and Aiming algorithms reworked - no more “they see you and shoot, but you can’t see them” (hopefully).
  • Adjusted mission difficulty balance:
    • Easy missions now give fewer reward points
    • Hard missions are slightly shorter
    • Escort missions give more reward points
    • Increased enemy count in Defense and Surveillance waves
  • Item stats have been tweaked - from weight reductions to new properties (yes, that includes a pet spider).
  • Multi-use items have been removed from Robbery mission objectives.
  • Upgrade costs for the Magnum have been simplified.


[h2]2 New Story Missions[/h2]
“Men in Black”, continuing the “Community and Anarchy” storyline.
“From a Spark, a Flame”, continuing the “Manifesto” arc.
Whose side will you take in this conflict? Of course… there's always a way to work for everyone.

[h2]New Items[/h2]
4 new melee weapons, 9 ranged weapons, 1 hat, 35 augments, 21 implants.
Special thanks to Discord server members for contributing artwork: Lynchantiure, Disjunction Junction, Invictus!

[h2]Key Fixes[/h2]

  • Thrown weapons now have a chance to pass through objects.
  • Destroying a wall connected to a door now also destroys the door.
  • Player and NPC fists now display correctly depending on which hand is used.
  • New animations for quasimorphs dissolving upon death.
  • Shuttle arrival skipping is now instant and fully skips the flight cutscene.
  • Intro sequence updated when starting a new game.
  • Barter system update: faction gear can now sometimes be found at stations - based on the faction’s Technology Level.

You can find the rest of the minor fixes here:
https://steamcommunity.com/app/2059170/discussions/0/505069214894162607/

Thank you once again to everyone who shared feedback during beta testing!

This patch was a huge undertaking: we spent a long time perfecting controller support, and augmentations turned out to be a far larger and more complex feature than we originally planned. But it’s done and now it’s in your hands.

We’re excited to hear your thoughts and as always, please report any bugs you encounter!

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