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Indie Quasimorph - dark turn-based extraction RPG - now available on Early Access

Self-Ejected

Dadd

Self-Ejected
Joined
Aug 20, 2022
Messages
2,727
Can you turn off the graphics and get some sort of ASCII mode?
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,944
Fuck, how am I hearing of this game now? Codex what are you doing?

Fucking hell, I would have bought before the 20th
 

oasis789

Arcane
Joined
Oct 9, 2012
Messages
405
christmas update
Hello, mercenaries!
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Today, we'll update you on Quasimorph's development and share what's coming in the upcoming Christmas patch: inventory improvements, new items, and community-suggested features! We'll also give you a sneak peek into next year and our plans.

The patch will be available on December 21, coinciding with the start of the Steam Holiday Sale.

Christmas Patch
Fuller
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>Artificial satellite of the Moon. It orbits in a geostationary orbit and is constantly positioned over the Sea of Rains (Mare Imbrium). The satellite is named after Richard Buckminster Fuller—an outstanding architect, designer, engineer, inventor, philosopher, mathematician, writer, and poet. Most importantly, he was a hopeless utopian whose ideas had no chance of realization under the yoke of the state. The liberation granted by the Great Anarchic Revolution made the realization of many of Fuller's ideas possible. This artificial satellite, consisting of five module-stations interconnected by engineering structures, is a living embodiment of the dreams of an extraordinary person.


The first satellite's satellite!
As an experiment, we've added a new artificial satellite in orbit around the Moon to expand the number of locations beyond our roadmap. If well-received, we plan to add artificial satellites for Venus and Mercury.

Save Slots
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Now, you can develop multiple PMC realities simultaneously! We've added three slots for independent saves, allowing you to manage relationships with different corporations or test game mechanics without affecting the main campaign progress.

Item Weight

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The item weight system has been refined and fixed. Stack weights are now calculated correctly and pose a significant threat to your survival. Remember —the more weight you carry, the lower your evasion!
Backpacks now have a property reducing overall weight. We aim to expand the backpack variety, and adding modifiers is a step in that direction.
Weight is now displayed in each item's tooltip. It seems portable scales have been added to PMC's basic equipment.

We hope these improvements make the esteemed Loot Goblin Faction happier! All these changes are crucial for the ongoing smooth inventory system improvement.

Various Improvements and Community Suggestions
We actively read your game-related messages and suggestions, incorporating them into the game when possible. In this patch, you'll see the following changes:
  • The servo-arm backpack grants a weapon reload speed bonus in its slot.
  • The sort button now consolidates item stacks.
  • Option to enable/disable text message animations.
  • Option to mute game sounds when switching window focus.
  • Auto-move restriction over hazardous tiles (fire and acid).
  • Heart spawns a blood puddle on impact (useful against acid puddles).

Don't forget to join our Discord —the lifeblood of our community!

Ship Inventory Logic Fix

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Many players faced issues with ship inventory functionality while actively storing items. This problem should be resolved with the patch. We've significantly rewritten the code responsible for loading items.

Repair and Craft
We continue to enhance the repair/disassemble/craft system for the upcoming barter system overhaul in the next major patch (Q1 2024). In the Christmas patch, we've added 10 new component items and two new homemade grenades for the workstation (Molotov Cocktail!).

We've made the repair system stricter—high-quality repair kits can now only be produced on a base ship, and during missions, you must either rely on luck or use makeshift tools. Stock up on tools in advance!

New Music Compositions
As a pleasant surprise, we've added two new music tracks to the game. You can hear them on stations with Duggur's active bramaphone.

a9b2312882e2edb275c0009f62a340e2863e2a17.gif


Merry Christmas and Happy New Year!
We hope this update serves as a nice gift for your holiday break. In early next year, we'll share more details about our plans for the next major patch!

This Saturday, December 23, we'll host a developer stream on our Discord—come chat and play Quasimorph together. Join us!

P. S. In this patch, there are a few more small surprises waiting for you, best discovered in the game itself.

Happy holidays!
you can also enter on their discord
 

Covenant

Savant
Joined
Aug 3, 2017
Messages
363
Picked this up earlier this week. There seems to be a decent foundation, but at present, the balance just isn't there in a lot of areas. Rewards for missions are pretty pitiful, which isn't helped by the fact that you pass through multiple levels filled with crafting supplies, but you're only able to carry out a few stacks due to limited inventory space, which just leads to your reward feeling even more underwhelming. But that's all rather academic because you can find high-level equipment just lying around/on enemies fairly easily, and you don't really need much in the way of resources if you're smart with your positioning.

Aside from that, the stance system doesn't work well, the strategic map equivalent leaves you wishing you were playing Battle Brothers instead, and the classes that I've unlocked so far all seem like someone was playing madlibs with potential minor perks ('Okay, every time you... reload?... do 5% more... er... melee damage... for three turns!').

That said, it has a good atmosphere which reminded me of Subterrain, and clearing out levels is pretty fun. I think if they improve the itemisation - maybe bring in a standard currency system and make powerful equipment something you save up to buy, rather than something you can rely on randomly finding without any trouble - and up the difficulty/reward of completing missions, I could see it being a hidden gem.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,669
So I picked up Zero Sievert, which is the much popular realtime version of this (top down extraction shooter).

Honestly, I prefer Quasimorph even though it has less content.

Progression in ZS is like 10% the speed of Quasimorph and it takes excruciatingly long to get better gear. Plus I prefer the turn-based tactical nature of Quasimorph compared to the realtime fuckfest that is ZS.
 

TheDarkUrge

Educated
Joined
Aug 21, 2023
Messages
226
So I picked up Zero Sievert, which is the much popular realtime version of this (top down extraction shooter).

Honestly, I prefer Quasimorph even though it has less content.

Progression in ZS is like 10% the speed of Quasimorph and it takes excruciatingly long to get better gear. Plus I prefer the turn-based tactical nature of Quasimorph compared to the realtime fuckfest that is ZS.
Sievert also looks and sounds extremely lame compared to quasimorph. It's impressive how unappealing they managed to make pixel art
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,351
So I picked up Zero Sievert, which is the much popular realtime version of this (top down extraction shooter).
They are different games though. One is turn-based, the other is real-time. One allows you to explore an open world, the other is more about exploring "dungeons" (so to speak). One is closer to DoomRL, the other is closer to S.T.A.L.K.E.R. Both games are lethal, which I like. I also love how your field of vision is limited and how searching works in Zero Sievert. Quasimorph has similar "you don't know what happens all around you", but Zero Sievert's real-time aspect makes it much more tense (and I say that as someone who also enjoys Quasimorph's combat).
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
905
The beta was available since last week, lots of stuff to test. I loved the human AI is much more aggressive they will open fire as soon you are on their grid.
But one thing I noticed everyone is more tanky with the new balance, turret wont get killed with a single burst shot from an AR. And you have to earn now the rebel power armor from the tutorial if you really want it.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,940
Pathfinder: Wrath
yeah this new patch fuck the balance even more than fix it

I guess it's more "realistic" or whatever but now even starting new game you can face enemies with decked out gear so you can no longer have a learning curve

And now enemies has noise detection so the moment you brawl in a room, the whole fucking base now beeline to you

It gets so absurd that I reached 500 (out of 1000) quasimorph counter in first floor only just from the fact that hitting people in the face now alert the whole floor
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,940
Pathfinder: Wrath
So they made the hard game even harder?

View attachment 47799

Less make the game harder and more like make the game unbalanced

In the release version up to before this one of the elements of the game is choosing when/where to fight (balancing your capability, equipment, health, objective).

Now they kinda remove that part by making enemies attracted to fight: I fight in a room, and by the time i finished all the other 3 adjacent rooms have all their guys already walking in the hallway towards you. You fight in the hallway and enemies further away start walking toward you too

It is realistic indeed but it pretty much causes you to be in endless brawl once you start a fight until all adjacent rooms are dead
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,669
Less make the game harder and more like make the game unbalanced

In the release version up to before this one of the elements of the game is choosing when/where to fight (balancing your capability, equipment, health, objective).

Now they kinda remove that part by making enemies attracted to fight: I fight in a room, and by the time i finished all the other 3 adjacent rooms have all their guys already walking in the hallway towards you. You fight in the hallway and enemies further away start walking toward you too

It is realistic indeed but it pretty much causes you to be in endless brawl once you start a fight until all adjacent rooms are dead

Interesting. It might make the game easier for me, since it sounds like it'll draw enemies out of their rooms. Opening doors and going around corners is what killed me the most.

But I'm assuming the AI won't just wander into a killing zone.
 

HappyDaddyWow!

Educated
Joined
Nov 26, 2023
Messages
169
I wanted to love this game because the concept of a single-player RPG Tarkov game is absolutely genius, but to be honest the game fucking sucks fundamentally.

The maps are randomly generated and massive. The problem with this is many of the mission objectives force you to find a specific object and bring it to extract. Multiple times, I spent upwards of 30 minutes wandering around an empty map looking for a very specific small object I missed, not knowing if the game just glitched out and it was inaccessible/didn't spawn, or if I missed it. Most times I just ended up restarting to a save before the mission.

To make this problem worse, there's a hunger system, and you can and will starve to death wandering around looking for the in-game flash drive hidden on one of 15 floors in the map you cleared out 20 minutes ago. It's totally asinine.

If you've ever played the original DOS X-COM, it's like those missions where you spend 50 turns looking for the last sectoid, but half the missions in this game are like that.
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
905
hunger system
the hunger system makes 0 world or gameplay sense in Quasimorph and it would be no loss to remove it completely
Lorewise the devs said the clones have giga metabolism. Thats how they heal bullet wounds pretty fast and thats why they eat non stop. With the new balance I noticed the hunger didnt go as fast thankfully previously you had to kill and basically consume your enemies while in combat depending on your carry weight.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,510
Location
Hyperborea
This game has been calling to me for a couple months now, and after I played a "demo" version while out on my boat I couldn't hold off any longer. I was already completely sold on the concept and aesthetic, but it's even more addicting than I imagined. I love this kind of lethal, methodical, meaty gun combat, and I've been looking for a good, grim future, top-down, non-arcadey shooter for a while. Already looked like a near-perfect match from screens and videos, and the game almost completely delivers.

The slice I played first was from October, and it had little in the way of instruction or explanation. I lost my first character rather quickly and wound up having to go into missions naked, with predictable results. I read stealth was the way to go in that situation, but made the mistake of trying to do defense missions a few times, where everyone zeroes in on your location almost immediately (didn't understand mission types yet). Then I had a few better runs where I was able to get an early melee weapon, catch people sleeping and gradually gear up with proper armor, guns, and items. Almost even completed a mission until I got heavily injured, tried sprinting away from a big quasimorph while trying to use healing items, but not knowing you can't do that while in sprint. Lost all health and died thinking I had contracted some kind of status effect that disables inventory lel.

The most recent version is quite different. There is an opening story mission instead of a basic tutorial, and more guidance over all. There's more moons. Rarely do I catch enemies sleeping (almost everyone was asleep while sneaking on the older version). There are now specific barter items to trade in instead of the normal gear and consumables. You start off with quite a bit of gear already in your cargo. There's now a difficulty rating listed for each mission.

This has potential to be a dream game to me, they just need to flesh it out and polish it up.
 
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Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,510
Location
Hyperborea
Sounds great, they seem to understand what they need to do for this game. Definitely makes me think of CDDA at times. I'm putting my main save game on the shelf after 50 hours of play. Into the harder missions against max power corporations and it can be a slog, especially on 4 floor stations with quasimorphic presence. Lots of guys in armor that require the harder to come by ammo types. Guns breaking down and not coming across repair kits at all. Nearly impossible for rookie level clones to survive, and I'm afraid to risk my higher level guys for seemingly little return or "story" advancement. Dwindling supply of quasi' reducing items and the meds to relieve addictions to said items. Getting mostly trash rewards from trading with corps I have high relations with.

Started a new save for doing naked-with-knife runs because of the dearth of missions against lower power corpos now on my main save. Lots of fun to go in in my underwear and scavenge to survive. Gives more value and satisfaction to loot and requires me to play more thoughtfully.
 
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Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,276
Into the harder missions against max power corporations and it can be a slog, especially on 4 floor stations with quasimorphic presence.
The number of hig-tier ennemy get so ridiculous by endgame that speedrunning ratpure is often the optimal play, it's way easier to deal with a single baron than a couple of realware warlord backed by a bunch of stromtrooper.
I don't get the number of people having difficulty with gun breaking down, it's pretty easy to deal with it. For floor 1 to 3 floor mission, salvaging part for repair on enemy is more than enough, for longer mission, either take the starting merc with +120% durability, tunnel rat, bring a few repair kit/tape, or pilfer weapon, you're bound to loot a few decent one. Clone level is honestly not such a big deal, you can reach level 3 on most perk within a single mission.

I'm around 100 hours, game is hardly balanced, but it's an overall fun trough sometimes frustrating experience. Finished the current storyline and killed Daggoth Ur, the implementation of the new Quasimoprh is obviously a bit rushed, the UI show their appendice as human one, and the baron does not even drop a pact.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,510
Location
Hyperborea
The number of hig-tier ennemy get so ridiculous by endgame that speedrunning ratpure is often the optimal play, it's way easier to deal with a single baron than a couple of realware warlord backed by a bunch of stromtrooper.
I don't get the number of people having difficulty with gun breaking down, it's pretty easy to deal with it. For floor 1 to 3 floor mission, salvaging part for repair on enemy is more than enough, for longer mission, either take the starting merc with +120% durability, tunnel rat, bring a few repair kit/tape, or pilfer weapon, you're bound to loot a few decent one. Clone level is honestly not such a big deal, you can reach level 3 on most perk within a single mission.

I'm around 100 hours, game is hardly balanced, but it's an overall fun trough sometimes frustrating experience. Finished the current storyline and killed Daggoth Ur, the implementation of the new Quasimoprh is obviously a bit rushed, the UI show their appendice as human one, and the baron does not even drop a pact.
Yeah heavily armored guys from high power corps are the biggest threat now. Have to have the damage type they are weak to or stay outside of their active shooting range and kite them around while gradually taking town their health, exploit explosive barrels and chem tanks, etc.. Quasimorphs look tougher than they are.

Gun damage was really only a major problem in long missions against high powered (11000) Tetzclan. They don't drop much that is useful for ranged characters, they have high resist to their own guns. Taking out my good Eclipse Blade character was a solution since they do drop strong melee weapons. I didn't trust to weapon parts because they lower max durability and who knows how many times I'd have to repair when there are a dozen enemies every room for 4 floors. The thing about rookie clones was my own fault, didn't send them in with good enough gear.
 

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