Quasimorph — Patch 1.0

More coverage: WutsHot keyword page →

Released: 7/31/2026, 4:00:06 PM

Source: https://store.steampowered.com/news/app/2059170/view/667246521005114967


Summary (AI)
Quasimorph has officially launched version 1.0, leaving Early Access. Saves from the default early access branch are not compatible with this release, but saves from the Unstable Beta are supported. The game is available at a 33% discount for the next two weeks. A Supporter Pack is also available, including the soundtrack, unique content, older builds, and artwork. Several bundles featuring Quasimorph and other games have been introduced to celebrate the launch.
Tip: expand all for quick scanning.
  • Thank you to everyone who stayed with us throughout Early Access.
  • Truly, thank you.
  • Good hunting, mercenaries.
  • Saves from the default branch are not compatible with version 1.0.
  • Saves from the Unstable Beta are compatible.
  • Greetings, mercenaries!
  • Quasimorph has officially left Early Access and launched in version 1.0.
  • For the next two weeks, the game will be available at a 33% discount.
  • Patchnotes:
  • https://store.steampowered.com/news/app/2059170/view/667246521005114967
  • Save Compatibility Information:
  • You can support Magnum Scriptum not only by purchasing the game, but also by picking up the Quasimorph Supporter Pack.
  • Quasimorph owners can purchase the Supporter Pack with an additional discount through a special bundle:
  • https://store.steampowered.com/bundle/35370/Quasimorph__Supporter_Bundle/
  • To celebrate the release, we have also prepared several bundles featuring other games:
  • Hey hey people.
  • https://store.steampowered.com/bundle/52550/Hey_Hey_People__Limited_Time/
  • FPS limit setting.
  • Loading screen at the start of the game.
  • When trying to move into a tile occupied by an ally while using keyboard or controller, allies will now step aside for the player, just like they already do when moving with the mouse.
  • Sorting rules can now be configured in the Cryochamber and Dismantler tabs.
  • All: Hotkeys for switching to the previous and next inventory tabs.
  • Keyboard/Controller: When opening a container or corpse's inventory, the cursor will now appear there, not in the player's inventory.
  • Keyboard/Controller: Ability to use an alternative action; you can now close and block doors.
  • Keyboard/Controller: Some actions displayed a dash instead of a key.
  • Controller: You can throw melee weapons using the firing mode.
  • The usages of multi-use items have been normalized. Now, combining two items with a single use will always result in a 2-use item. However, items obtained before the previous patch may have old usage costs and cause stacking issues.
  • The Enemy Anatomy perk now also works with explosions created by the player.
  • Bonus thrown weapon range now also applies to grenade throwing range.
  • The item pool for Robbery missions has been restricted — you will no longer need to steal cheap resources, only valuable barter items.
  • The Security Service Magnum upgrade now gives you a squad of allies only on the first floor instead of every floor. After all enemies on a floor are killed, they will move to the elevator and be able to proceed together with the player.
  • Player-controlled and mobile allies can now move between floors together with the player.
  • Quasimorphs won’t immediately hunt the clone in bramfatura Descent missions.
  • The Ritualism perk now triggers from using any quasimorphic consumables, not just from eating gavvakh.
  • If mission completion on clone death or extraction is enabled, the mission no longer fails, but is resolved as if the time has run out. This means that the winning side depends on their Power.
  • The Phase Bomb recipe is now awarded in several storylines - Xiomara, RealWare before the fork, AnCom in both branches, Tezctlan.
  • Quasimorphosis bonuses are now shown as additive multipliers.
  • Updated the item chip lists and item upgrade prices to reflect their current technology level.
  • NPCs for VIP protection and CEO/assistance from proxies have been separated. Elite troops will now once again come to your aid.
  • More NPCs can now become traitors - becoming hostile to other NPCs when accidentally hit.
  • Time acceleration in space has been updated, now it is x1, x25, x100, x250.
  • The spawn chances and cost of enemy squads have been updated; the midgame should have been most impacted.
  • The faction growth rate has been changed for difficulty presets - from 80% to 60% for Easy difficulty, from 120% to 150% for Unfair difficulty.
  • In Escort story missions and the CR - Manifesto server defense mission, you can now evacuate a clone if the VIP is killed or the server is destroyed.
  • Passive perks now gain experience at 0 calories.
  • Crafting and dismantling recipes for weapons and armor have been updated.
  • Hit calculations at high animation speeds, while shooting diagonally, and in situations where enemies were standing next to walls.
  • The game no longer breaks when using more than 50 mods.
  • When using two weapons with the Overheat property, the overheat value was shared between them instead of being tracked separately for each one.
  • If an enemy used the Red Frenzy of Nanauatzin pact, it triggered on other enemies instead of the player.
  • Incorrect message about the amputated body part when using the Red Frenzy of Nanauatzin pact.
  • The CEO and their guards could spawn outside their designated room during CEO Elimination missions, including in the elevator.
  • Fog of war could update on load and reveal items the player had not yet seen if the floor had previously been revealed by a Scanner.
  • The Laser Sight showed accuracy lower than the actual 95%.
  • Niko Medich’s talent granted an accuracy bonus to all weapons instead of pistols only.
  • An NPC could enter the player’s tile if its movement was interrupted by vomiting.
  • A rare case where enemies in attack mode would not enter the player’s field of view.
  • If you saved and loaded the game during a robot’s or turret’s activation turn, they could get stuck in activation mode and stop acting.
  • Tier 4 and 5 pacts were not dropping in bramfaturas.
  • Wrong music was playing on planets.
  • Saturn's rings would occasionally flicker.
  • NPCs were using some implants earlier than intended. Enemies will now move closer to you before using their Cortex Bomb.
  • Floors didn't restart if the option to restart a floor on clone death was enabled and the mission objective was completed.
  • NPCs attempting to fire with an empty magazine would trigger the firing animation.
  • Skrivnus and Ron pillars weren’t displayed in the Pleroma.
  • NPCs attempting to use implants that had no charges.
  • NPCs didn’t attack some cover they could destroy.
  • Some alternative skulls could be obtained from barons.
  • The Laser Sight trait worked outside the effective range.
  • The debuff from the Gibil's Blackfire pact didn’t expire if the baron was killed before the debuff expired.
  • Resources could be spent on already unlocked Magnum upgrades.
  • Splitting a stack in the inventory wasn’t counted as an action.
  • If multiple hits or wounds were received simultaneously, the sounds from them would overlap and be louder than intended.
  • During long flights, the Magnum could fly through objects in space.
  • It was possible to gain negative weight through Francis's talent and the Lightweight Gear perk.
  • The jammer destruction sound didn’t take into account the distance to the player.
  • Several pacts (Bathin’s Black Pool, Zār's Drumbeat, Fukabirna Pulse) couldn’t be used in space and pits.
  • Magnum flickering.
  • Disabling V-Sync limited the FPS to 60.
  • The weapon slot for an amputated arm remained unavailable after restoring amputations during a mission.
  • Restoring amputated hands and feet didn’t replace shoulders and thighs.
  • Enemies outside of your line of sight could be inspected through the aim mode.
  • The player's blind status didn’t show a debuff at the top of the screen.
  • The actual explosion area was slightly larger than the one shown when aiming.
  • Sprites for some doors didn’t disappear when adjacent walls were destroyed.
  • Heavy weapons could be fired if a different weapon was held during movement.
  • Error when a pact reflected an attack from an implant.
  • Incorrect lighting changes in some procedural and story missions.
  • Robots didn’t move with the player between floors if the player did it during their activation phase.
  • Lighting affected the tile selection cursor.
  • It was impossible to set behaviors for spiders hatched from cocoons.
  • Errors with the range at which sounds attract enemy attention have been fixed.
  • The additional AP buff wasn’t removed upon transforming into a Baron.
  • The Adrenaline Injector implant only worked correctly on the first turn.
  • The clone’s model wasn’t rendered for some AMD graphics cards.
  • All pellets from a single salvo were spent on attacking a single enemy; now, extra pellets, which would otherwise be an overkill, will fly further.
  • Allies summoned by pacts appeared with the hold attack behavior.
  • Player’s perks that provided bonuses to deployable turrets and robots provided bonuses when those were placed by NPCs.
  • Some curses of Gannix and Olirna applied to everyone.
  • Multi-use items dropped garbage each time they were used.
  • Pacts that amputate body parts didn’t amputate vital body parts.
  • The Overclocking and Overheating weapon traits were charged when attacking with the buttstock.
  • The Spider Cocoon description didn’t show the spider's resistance.
  • A rare error occurred when moving to the next floor with an active buff.
  • Explosions ignored walls.
  • Some faction rewards were listed as Tech Level 0 or 11+.
  • Double Tech Level bonus for VIPs.
  • The incorrect sound was played when using a consumable in space.
  • In Control missions, if you take control of an enemy, they would continue attacking the target.
  • The Mirage bane (Shartmakhum 3) could remove an elevator to the next floor in story missions and softlock you.
  • An error when extracting augments or implants.
  • Adrenaline could provide more AP than the limit.
  • Adrenaline could end a turn prematurely.
  • Faction strategies showed mission types they don’t issue.
  • Incorrect text color for difficulty settings when they can’t be changed.
  • In story missions, allies could get trapped inside a closed door when crossing a staircase.
  • If the elevator was too close to the CEO's room during the CEO Elimination mission, the CEO or their guards could spawn in the elevator room.
  • NPCs were pushing turrets when out of sight. Now they actually switch places. This is to prevent NPCs from getting stuck.
  • Weapons that loaded one round at a time could be reloaded infinitely if the magazine was already above its limit.
  • If you started Xiomara's storyline before completing the second tutorial, Feathered Masks would not appear after absorbing the pact. Xiomara's storyline can now only be started after completing the second tutorial.
  • Enemies with two ranged weapons out of ammo or enraged but out of ammo would not move to attack in melee.
  • Pain Stun caused NPCs to skip an entire turn.
  • It was possible to fire a weapon while a rocket from the Integrated Launcher implant was in flight, which could lead to a softlock.
  • A clone would get stuck in the last animation after an NPC used the Magnetic Generator.
  • If a reloading weapon is dropped by Fokerma’s Cold Grip pact, it will continue reloading on the floor. Reloading will now stop, and ammo will be returned from the magazine.
  • NPCs with 1 AP didn’t play the stun animation.
  • It was possible to act while pact projectiles were in flight.
  • It was possible to throw a grenade and attack simultaneously and this would consume just 1 AP.
  • Inventory would be reordered after transforming into a Baron and after the transformation was complete.
  • Gavvakh and Soma would restore HP completely, now only the specified amount.
  • The door could close if a portable cover was placed in it.
  • The sound for deploying a portable cover wasn’t played.
  • The player's shadow from the Doubling bane (Ron 2) didn’t immediately move toward the player.
  • If you used Bathin’s Umbral Mirror to create a copy of a mission target and killed it, the game treated it as a target kill.
  • The Itzpapalotl Blood Debt pact granted shield points based on the number of times the pact was used during a mission. Now grants 40 shield points for each death.
  • CR and RealWare storyline It was possible to enter Issachar's Consciousness with allies.
  • RealWare and Unchained Belt storyline The Ship of Ghouls mission didn’t disappear after eliminating the pirates.
  • Kills were not counted towards rank advancement when at 0 calories.
  • If you kill someone with your last AP while the Itzpapalotl Blood Debt pact ability is active, shield points for that kill were only awarded at the start of the next turn.
  • The Unchained Belt mission didn’t become unavailable upon Olirna's awakening.
  • Some faction story strategies were not creating procedural missions.
  • Stuns from fourth stages of Shock and Hypothermia status effects lasted longer than 1 turn. These stuns now last 1 turn, after which the corresponding status effects reset to 0% and 40%.
  • The Backup Curse (Ur 5) worked on allies.
  • Descents into the Duggur bramfatura didn’t work.
  • An error when Baron of Gannix would appear.
  • Steam Achievements. Using console commands now makes saves invalid for achievements.
  • Config overhaul and cleanup of outdated items.
  • Magnum Pact Department. Allows you to exchange low-tier pacts for high-tier pacts. There's a chance to get a pact that doesn't drop from barons.
  • Mission Laugh of Tonatiuh Xiomara's death didn’t result in mission failure.
  • The RealWare storyline with 2 endings.
  • AnCom storyline with 2 endings.
  • Thrown weapons have been separated from grenades and now have their own item type. They receive bonuses as melee weapons and can break when thrown. This includes not only throwing knives, but also saws, nails, and empty bottles.
  • The virtual stage of the Beacon mission has been redesigned.
  • Frozen enemies break into ice shards upon death.
  • Locked doors can now be unlocked using the Employee ID.
  • Mercenaries!
  • Quasimorph leaves Early Access and launches in 1.0 on July 31 - just one week from now.
  • This release brings the main campaign to its conclusion, adds multiple story paths and endings, and brings together everything we have developed and improved throughout Early Access.
  • But 1.0 will not be the end of development.
  • After release, our immediate priority will be addressing your feedback and supporting the game with hotfixes throughout Q3 2026.
  • Later this year, we plan to release our first major post-launch update:
  • Q3 2026 — Hotfixes
  • Q4 2026 — Post-Launch Update #1: Bestiary and QoL
  • We will share more details about these updates, their scope, and our development plans in early 2027.
  • Once 1.0 is released, please continue sharing your thoughts, suggestions, and reports with us.
  • We will spend the rest of the year working with your feedback, fixing problems, improving existing systems, and making Quasimorph better.
  • Thank you for following the development of Quasimorph.
  • See you on July 31!
  • Good luck, mercenaries