1.0 PATCHNOTES

Hello, friends!Today, Quasimorph launches into 1.0, which means the default version of the game is finally receiving all the changes we’ve been testing over the past several months.You can find the full list of changes below.Save Compatibility Information:Saves from the default branch are not compatible with version 1.0.Saves from the Unstable Beta are compatible.In other words, if you haven’t played the beta, you’ll need to start over.NEWSteam Achievements. Using console commands now makes saves invalid for achievements.Config overhaul and cleanup of outdated items.Map Editor. Custom Map Pack creation.In-game Mod Manager. It allows you to set the mod load order, enable and disable mods, and displays map packs collisions.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.Trade Shuttle rework. It now sells any item, but items that are not required are sold at a reduced price. Three trading modes: barter with the ability to specify the type of desired items to purchase, selling items to increase reputation, and cargo transportation from proxy company stations.The RealWare storyline with 2 endings.AnCom storyline with 2 endings.29 new guns, 2 new composite damage types, 2 deployable covers, 4 gas grenades, 10 Olirna pacts, added pacts previously weren’t done, reworked Tezctlan and Xiomara quest pacts – a total of 142 pacts, 70 of which can only be obtained through rites.Updated fire and liquid mechanics, added gases. Try setting fire to puddles of poison - it'll be fun.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.Loaded batteries now affect weapon stats. The damage type is determined by the weapon itself.The virtual stage of the Beacon mission has been redesigned.Frozen enemies break into ice shards upon death.Quasimorphic Data can now reduce the accumulated bane level.Locked doors can now be unlocked using the Employee ID.Tutorial messages have been added to the rite menu, corporation capture, augments and implants window, when receiving a pact, encountering gas; the trade shuttle message has been updated.New random events - enemies with alternative pacts in bramfaturas, messages in space from factions with negative reputation.FPS limit setting.Loading screen at the start of the game.Option to disable the black hole shader for those experiencing performance issues in Pleroma.QUALITY of LIFEWhen 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.Added a hotkey that lets you pan the camera while holding it.You can now click on any upgrade to see the required items, not just the next one in the list.Sorting rules can now be configured in the Cryochamber and Dismantler tabs.Wound names now include the damage types that caused them.New settings for enabling in-mission lighting changes and window animations. Enabled by default.Fixed an issue with FPS drops in the crafting menu with a large number of recipes.CONTROLSAll: Hotkeys for switching to the previous and next inventory tabs.All: Added a hold delay multiplier - how long you need to hold a key for it to be recognized as more than just a single press.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.Controller: When activating a vest, tooltips for the items in it are now displayed. When the item is activated, the tooltip closes.Controller: Scrolling with the right stick without activating the scrollbar is now available in all windows.LOCALIZATIONMajor update for English, German, Spanish, Japanese, and Chinese localizations.BALANCEUpdated weapon stats. Key notable changes include increased flamethrower damage in the attack zone; revised weapon accuracy (slightly decreased on average) and critical damage (slightly decreased overall, but some weapons have increased damage); light weapons have been made lighter; maximum condition has been increased; weapon prices have been adjusted, mostly decreased, but increased for a few particularly powerful ones; damage falloff has been slightly reduced on average.Updated effects for addictions, statuses, and wounds. Composite damage types now have their own effects. Stronger wound differentiation for human, quasimorphic, and cybernetic body parts. More realistic wound distribution between body parts. The poisoning status now decreases over time, rather than initially increasing and then decreasing. For example, robots will no lon

Aug 1, 2026 - 02:56
 0
1.0 PATCHNOTES
Hello, friends!

Today, Quasimorph launches into 1.0, which means the default version of the game is finally receiving all the changes we’ve been testing over the past several months.

You can find the full list of changes below.

Save Compatibility Information:
  • Saves from the default branch are not compatible with version 1.0.

  • Saves from the Unstable Beta are compatible.

In other words, if you haven’t played the beta, you’ll need to start over.

NEW
  • Steam Achievements. Using console commands now makes saves invalid for achievements.

  • Config overhaul and cleanup of outdated items.

  • Map Editor. Custom Map Pack creation.

  • In-game Mod Manager. It allows you to set the mod load order, enable and disable mods, and displays map packs collisions.

  • 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.

  • Trade Shuttle rework. It now sells any item, but items that are not required are sold at a reduced price. Three trading modes: barter with the ability to specify the type of desired items to purchase, selling items to increase reputation, and cargo transportation from proxy company stations.

  • The RealWare storyline with 2 endings.

  • AnCom storyline with 2 endings.

  • 29 new guns, 2 new composite damage types, 2 deployable covers, 4 gas grenades, 10 Olirna pacts, added pacts previously weren’t done, reworked Tezctlan and Xiomara quest pacts – a total of 142 pacts, 70 of which can only be obtained through rites.

  • Updated fire and liquid mechanics, added gases. Try setting fire to puddles of poison - it'll be fun.

  • 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.

  • Loaded batteries now affect weapon stats. The damage type is determined by the weapon itself.

  • The virtual stage of the Beacon mission has been redesigned.

  • Frozen enemies break into ice shards upon death.

  • Quasimorphic Data can now reduce the accumulated bane level.

  • Locked doors can now be unlocked using the Employee ID.

  • Tutorial messages have been added to the rite menu, corporation capture, augments and implants window, when receiving a pact, encountering gas; the trade shuttle message has been updated.

  • New random events - enemies with alternative pacts in bramfaturas, messages in space from factions with negative reputation.

  • FPS limit setting.

  • Loading screen at the start of the game.

  • Option to disable the black hole shader for those experiencing performance issues in Pleroma.

QUALITY of LIFE
  • 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.

  • Added a hotkey that lets you pan the camera while holding it.

  • You can now click on any upgrade to see the required items, not just the next one in the list.

  • Sorting rules can now be configured in the Cryochamber and Dismantler tabs.

  • Wound names now include the damage types that caused them.

  • New settings for enabling in-mission lighting changes and window animations. Enabled by default.

  • Fixed an issue with FPS drops in the crafting menu with a large number of recipes.

CONTROLS
  • All: Hotkeys for switching to the previous and next inventory tabs.

  • All: Added a hold delay multiplier - how long you need to hold a key for it to be recognized as more than just a single press.

  • 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.

  • Controller: When activating a vest, tooltips for the items in it are now displayed. When the item is activated, the tooltip closes.

  • Controller: Scrolling with the right stick without activating the scrollbar is now available in all windows.

LOCALIZATION

Major update for English, German, Spanish, Japanese, and Chinese localizations.

BALANCE
  • Updated weapon stats. Key notable changes include increased flamethrower damage in the attack zone; revised weapon accuracy (slightly decreased on average) and critical damage (slightly decreased overall, but some weapons have increased damage); light weapons have been made lighter; maximum condition has been increased; weapon prices have been adjusted, mostly decreased, but increased for a few particularly powerful ones; damage falloff has been slightly reduced on average.

  • Updated effects for addictions, statuses, and wounds. Composite damage types now have their own effects. Stronger wound differentiation for human, quasimorphic, and cybernetic body parts. More realistic wound distribution between body parts. The poisoning status now decreases over time, rather than initially increasing and then decreasing. For example, robots will no longer take damage per turn from wounds, but the penalties will be greater.

  • Updated medicine - increased stabilization through bandages, slightly weakened first aid kits, increased the duration of pills.

  • The prices and price progression for clone, armor, and weapon upgrades have been updated. For clone upgrades, chips are now the main limiting factor, but they are not needed for the first few levels. The number of items required for upgrades has been reduced; for example, level 100 upgrades now require 450 items instead of 3000. The number of stats granted per upgrade level has been reduced. For weapon and armor upgrades, overall upgrade availability has been increased, but the maximum upgrade cost has been lowered. More different items are now required. At the same time, the number of stats gained per level has been adjusted to account for their usefulness. Different armor pieces have different upgrade steps - a helmet provides less protection than a chest piece but also costs less to upgrade.

  • 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.

  • If, during the Tezctlan storyline, the player made either the Church of Revelation or the Solar Coven their proxy, then after it is taken away, the player will be able to capture a new proxy.

  • Reduced the number of enemies in Descent missions.

  • 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 way body stats affect weapons have been updated. Critical Chance and Critical Damage for clones and NPCs will now be added to their melee weapons. The corresponding stats for melee weapons have been reduced to maintain the same overall stats. Clone stats now affect throwing weapons.

  • The Phase Bomb recipe is now awarded in several storylines - Xiomara, RealWare before the fork, AnCom in both branches, Tezctlan.

  • The chance of receiving each item when dismantling has been reduced from 50% to 33%.

  • The difficulty difference between missions with different skulls has been increased. The average mission duration has been reduced. Faction power has a slightly lesser effect on mission difficulty.

  • Makeshift grenades have been added to the crafting recipes available from the start.

  • Quasimorphosis bonuses are now shown as additive multipliers.

  • Updated the item chip lists and item upgrade prices to reflect their current technology level.

  • Descent missions now have a new Tech Level progression. The progression is no longer linear: the first floor is TL4, the fourth floor is TL8, the seventh floor is TL9, and the tenth floor and below are TL10.

  • NPCs for VIP protection and CEO/assistance from proxies have been separated. Elite troops will now once again come to your aid.

  • In addition to gunfire, sounds for opening doors and enemy deaths will now also attract attention by default, the pact banes only increase them. The Silencer feature nullifies the gunshot sound for NPCs. The bullet impact sound is now quieter, making it harder to attract enemies with shots. However, you can always use explosive ammo.

  • More NPCs can now become traitors - becoming hostile to other NPCs when accidentally hit.

  • Updated crafting, disassembly, and amputation recipes for the minigun and laser turrets. You can now obtain the Judge ABC and PV-277 from them, and the chance of obtaining them through amputation has been increased. You can say goodbye to Prism.

  • Proxy buffs from Magnum upgrades have been reduced.

  • Time acceleration in space has been updated, now it is x1, x25, x100, x250.

  • The Collimator trait reduces damage falloff by 12% → 10%.

  • The total cost of a full spacecraft upgrade has been increased by 20%; the increase is focused on late-game and optional upgrades.

  • Monitoring recharge time has been increased.

  • 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.

  • Repair Kits are now less readily available for crafting at the beginning (as they require non-starter components), but fabricators craft them using a simplified recipe without advanced components.

  • CR storyline - When the God-Builders appear, their first step is now always to simply complete three missions for them against the Civil Unity

  • Passive perks now gain experience at 0 calories.

  • Crafting and dismantling recipes for weapons and armor have been updated.

FIXES
  • 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.

  • Tooltips for interactive object icons did not disappear if the object window was closed with Esc.

  • 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.

  • Enemies activated shields after taking damage instead of when entering combat.

  • 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.

  • A possible memory leak at high resolutions when the clone is not shown in the mission preparation window.

  • The Shaker grenade launcher could have its damage reduced infinitely, allowing it to be upgraded for free forever.

  • Tier 4 and 5 pacts were not dropping in bramfaturas.

  • Wrong music was playing on planets.

  • Saturn's rings would occasionally flicker.

  • An error when extracting augments or implants.

  • Descents into the Duggur bramfatura didn’t work.

  • An error when Baron of Gannix would appear.

  • Mission Laugh of Tonatiuh Xiomara's death didn’t result in mission failure.

  • Auberon Lukas's talent didn’t reduce explosion damage.

  • 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.

  • Rate-of-fire effects will now also increase it in weapon tooltips.

  • NPCs attempting to fire with an empty magazine would trigger the firing animation.

  • Skrivnus and Ron pillars weren’t displayed in the Pleroma.

  • Attacking with a damage type to which an enemy is immune now displays the correct amount of damage dealt.

  • NPCs attempting to use implants that had no charges.

  • The Insanity perk didn’t reset the damage bonus after mission completion.

  • 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.

  • Leveling up perks through the Training Department didn’t increase the overall level displayed in the class window.

  • 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.

  • Missing floating damage text for attacks with the Cleave trait on adjacent enemies.

  • 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.

  • Quest items can no longer be sent via the shuttle, placed in barter windows, or the recycler, otherwise the game may not recognize their presence in the player's possession. If an NPC used a projectile pact or implant and immediately moved afterward, they could hit themselves.

  • 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 Sniper Training perk added its range when comparing any weapon to a sniper weapon.

  • 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 Marauder perk didn't work correctly on containers, now every 100% is plus one item, partial percentages are a chance for an additional item. It also didn't work with some containers, we added a list of general items from which the perk will choose.

  • 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.

  • Having too high a reputation with the Civil Resistance and completing the second tutorial mission would lead to a required reputation level above 100 to begin the Civil Resistance storyline.

  • Memory leak in the briefing window.

  • Unkillable enemies near the map border.

  • Error when attempting to force movement beyond the map border.

  • Error when displaying a tutorial message when an enemy threw a grenade beyond the map border.

  • The Backup Curse (Ur 5) worked on allies.

  • 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.

  • Localization issues in drop-down menus.

  • 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.

  • The Backstab perk didn’t increase Critical Chance and Critical Damage.

  • An error occurred when receiving damage with the Jolt bane (Ron 4).

  • 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.

  • The Gibil's Blackfire pact effect now shows the duration in the icon, and the damage dealt is shown in the effect description.

  • 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.

  • Clone critical damage wasn’t being added to melee weapon tooltips.

  • An issue where NPCs' critical chance and critical damage bonuses were mixed up. Expect more critical hits from enemies with melee weapons, but slightly less critical damage.

  • 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.

  • Clone ranks could be increased beyond the unlocked limit.

  • 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%.

Thank You to Everyone Who Shared This Journey With Us

Thank you to everyone who stayed with us throughout Early Access.

To those who played the earliest versions. To those who returned after every update. To those who wrote reviews, reported bugs, argued about balance, created guides, videos, and mods, told their friends about the game, or simply decided to give Quasimorph a chance.

Truly, thank you.

Good hunting, mercenaries.

Magnum Scriptum

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