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

Caim

Arcane
Joined
Aug 1, 2013
Messages
15,717
Location
Dutchland
What the fuck is an extraction RPG?
A game where you drop into a map, find gear, complete your objective, then leave with the gear you found which can then become your starting gear on new runs. If you die you lose the stuff you found and have to try again.
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
878
Extract Deez lmao got em.

Anyway guess they wanted to attract escape from Tarkov public where you basically gamble with risk and reward.But instead of being a shooter it use RPG stat blocks and turn based to define combat.
Game is charming, I enjoy that you can improvise during missions with either cannibalism or even lucky drops to conclude a mission.
 
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
9,854
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
391
christmas update
Hello, mercenaries!
2fa63092018086c567fdbe23e5612c9e0bcb2315.png

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
5b1dbcfcb707da69888ff21425e9b26a8c22a97c.gif

>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
5df3d2b675e8272f054948459c3707b9289ac0a6.gif

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

d6ce3381c5f300e4bf5acdf6701a7983d9a351bc.gif


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
345
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
6,091
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
116
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
4,809
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).
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,788
Insert Title Here
DEVLOG 008: The Dragon Reborn is coming!
Hello, Mercenaries!

Today we'd like to share some news about the progress of our upcoming patches (one of which is just around the corner!).

On the bright side: for the past couple of months, we've been working on a major patch "The Dragon Reborn" scheduled to release in mid-March (we're aiming for around March 14th). It's a REALLY big content patch, effectively expanding the game by almost one and a half times. We can compare the amount of content to the transition from End of Dream to the early access release.

Unfortunately, the Magnum modifications won't make it to this patch. We've decided to postpone them because they require more time for iteration, and we wouldn't want to introduce a feature that's too raw. Some dishes need more time to cook ;)

However, we don't want to delay it until the next major patch ourselves, so we'll add it in an intermediate patch closer to May of this year. We understand that this might disappoint some people, but we assure you - the upcoming patch will indeed bring a lot of content, so we're confident that you'll understand the reasons for the delay.

So, what can you expect from the new patches?

New locations in planet orbits

Tsiolkovsky - Earth

9f261ff589b1c119afd513ad9e6fc439b7fa05c3.png


Mechta - Venus

e0932f4a010f37ce21c7615eb3290a54e14e3c44.png


HAVOC - Venus

51c1272f6b0aad40bcae23545625ad9bb7f4b5a1.png


Volcano - Mercury

ff3a33876ee5dc1b9b12e9dfe67e2737d869e53f.png


Citadel-1 - Mercury

c49f6ad72084e0d544bd9251788369f20d44c6ad.png


AI opponents and new enemies

This is one of our favorite features that significantly affects gameplay. As we've mentioned before, we'll add different behavior patterns for different enemies, improve the mechanics of transforming into the possessed at high Quasimorphosis levels.

And finally, the friend-or-foe system: mobs will attack each other under conditions of hostility between their factions. For example, station defenders will also consider phasing Quasimorphs as enemies!
It'll be interesting to see how your raids and tactics change.

Of course, you can also expect new enemies:
  • 4 new enemies from <DATA REMOVED>
  • 2 new robots

Why <DATA REMOVED>, you might ask?

A storyline arc in three acts leading to <DATA REMOVED>
This is the first major storyline arc consisting of several missions that will significantly affect the situation in the Solar System.

We won't give you many details because we don't want to spoil it, but we'll hint that the events of the arc will begin on Venus, where you'll have to collaborate with <DATA REMOVED>, penetrate <DATA REMOVED>, retrieve <DATA REMOVED>, fight <DATA REMOVED>, and permanently change <DATA REMOVED> to <DATA REMOVED>!

Rework of medicine, resistances, damage types, overcap of accuracy and evasion stats, and movement mode switching mechanics

We've noticed that much of the feedback revolves around sudden spikes in difficulty. Therefore, a whole complex of changes in this patch is dedicated to smoothing out this curve and finding solutions aimed at making the gameplay more predictable and smooth.

Where it used to be suddenly very difficult - it should be "not suddenly" difficult (but still difficult). Where it used to be too easy - it will be harder to make the game more interesting to play.

We tried to rebalance the game in a way that you always feel resistance, but we tried to reduce the overall number of "sudden" events that lead to death - be it one-shots or puddles. Again - we're looking forward to hearing your feedback on these new systems, so come join us on Discord and be sure to share your impressions.

Complete overhaul of the barter system and new barter functionality

In fact, this is a transition to a "fair" economic model where stations accept goods to produce other goods from them. Goods physically move from station to station. The cost of goods changes depending on supply and demand. Logistics is disrupted as a result of mutual captures of stations by warring factions.
We're sure you'll find a way to abuse even such a trading system... But that's also part of the experience, so enjoy!

Items! Lots of them! A whole lot!

40 new types of weapons
79 new armor/clothing items

da3f5c92d0df81cdaa7d84aeed4e771c491c518b.gif

4 new medical items
5 new food items
2 new grenades
3 deployable robots
45 new barter items

356a0c6c7367e900995374f17ee6c957ea70f3f7.png

dff0d81fe94ff524eda63e54e9fc1330d225415c.png

b13d3f759c62b942987f044b3dbb70389da2a923.png

factional chips items
d43e5719ea41e43aaaf751b7367e16e26c5e131d.png


Many of these items are directly related to different factions - we want the fight against different corporations to imply different tactics and equipment selection.
Also, expect a rebalance of existing weapons, armor, crafting recipes, disassembly, and, of course, enemy equipment taking into account factional items, etc.

Lots of UI fixes and tweaks

We consistently work in this direction with each patch. This patch will certainly be no exception. You'll be able to find a full list of fixes in the patch notes before the patch is released! We're planning to release on March 14th, but we'll inform you additionally in case of unforeseen circumstances!

Join our community on Discord to be the first to learn about game news and get notified when the release happens! And also follow us on Twitter!

Thanks for your attention!
Good luck on your ventures, mercenaries!
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,788
Insert Title Here
Update 0.6 Release
Hello, mercenaries!

ef41fd40923738651533c923b3b198b3ea166e28.png


Our new major patch, The Dragon Reborn, is now available!

A big thank you to everyone who helped us test the patch: thanks to you, we were able to catch many bugs and abuses, and also were able to slightly reconsider the patch balance. We will continue to fine-tune the new mechanics even after the patch release, so don't forget to come to our Discord and leave feedback.

Disclaimers:
  • Please note that this patch will wipe saves. So, don't rush to update if you want to continue playing on your old saves.
  • Beta patch saves WILL work on the main branch of the game. So if you started playing a save on Thursday, you can continue from there.
  • Currently, English, Chinese, Russian, and French localizations are complete, but we continue to work on other languages: right now they are already fully playable, but we would be grateful if you could help us update the localization.

Patch Highlights:
  • Rework of resistances, armor, and damage.
  • Complete overhaul of barter: fast trading (can be enabled in settings), dynamic market of supply/demand.
  • AI overhaul: "factional" logic of relationships during combat.
  • First narrative factional arc consisting of three missions.
  • Addition of a large number of new items, weapons, and armor.
  • Addition of new stations.

  • Added mission difficulty indicator.

GENERAL
  • Global rework of overall balance, armor, and weapon characteristics:
    Added limits on resistance and evasion and accuracy
    Reworked shooting modes

  • Reworked barter
    Quick barter (no more wasting time)
    Stations now consume, produce, and transport resources between each other.
    The value of items on the market is determined by supply and demand.
    The value constantly changes depending on the player's activity and the activity of game factions.
    Added fast trading: the ability to trade without entering stations: it can be enabled in the game settings.

  • Reworked movement mode mechanics:
    The game cycle now consists of turns, and turns consist of action points. A turn is a set of action points for the player depending on the selected movement mode. And an action point is already what used to be a turn and a "basic update" for all game subsystems
    You can only change the mode at the beginning of the turn before any actions are taken, otherwise the switch will occur on the next turn (the switch will be displayed in the interface)
    Fixed cases where enemies intercepted the player's turn due to a change in movement mode

  • Toxic puddles will now evaporate over time until they completely disappear.
  • Added mission difficulty, now each mission will have varying difficulty, which will affect the number of enemies and rewards. You can see the task difficulty in the mission tooltip when hovering over the station.
  • Reworked player character death visual, now the death screen will be displayed after the player character's death animation finishes.
  • Now if there are more than 6 corpses in one cell, they will turn into one impassable pile of remains.
  • Reworked enemy behavior, they now attack not only the player but also other representatives of hostile factions.

  • Changes in the quasimorphosis mechanic:
    The collapse of opponents can now occur all over the map, not just in the player's line of sight.
    Human opponents can turn into possessed over time. Possessed retain equipment, injuries, and status effects after transformation
    Quasimorphs after the collapse (and possessed after transformation) will belong to a separate conflict side "Wild Quasimorphs" and will be hostile to all conflict sides on the mission. However, such quasimorphs will be allies for Tezctlan on Venus. If the player is on Tezctlan's side and has maximum reputation with his faction, then wild quasimorphs will be his allies
    In missions against quasimorph factions, the level of quasimorphosis will not decrease to the level of doubt (except for defense missions)

  • Reworked injury and health mechanics:
    Any decrease in a character's health leads to the appearance of a wound.
    Weak wounds have no negative effects.
    The effects of amputations depend on the type of damage that caused the amputation.
    Significantly reworked the properties and parameters of medications.
    The logic of character states has been reworked, and new states have been added, further status effects (infection, poisoning, dependencies, frostbite, and shock).
    Visual display of status effects on the player has been added.
    Each status effect has its own progression logic from 0% to 100% and has 4 stages (the first 0-25, the second 26-50, and so on). Each stage has its own set of debuffs applied to the character.
    Dependency status effects (narcotic, alcoholic, nicotine, and kavakha) may occur with a chance when using corresponding items. With each use of such an item, the chance of addiction increases. Using such items on a character with an existing addiction will reset its progress to 0% but will not remove it. There are separate items for treating dependencies.
    Treatment of a status effect occurs through the use of items that reduce the progress of specific status effects by a certain percentage. If after application the progress of the status effect is 0%, it will automatically pass.

  • The duration of defense missions has been changed from 150 to 80 turns.
  • Improved the model and texture of the ship. Both for the regular and "Support Set" versions.
  • Mission duration for defense missions has been changed from 150 to 80 turns.
  • Improved model and texture of the ship, both for regular and "Support Pack" versions.
  • Xiomara's Skull will now be awarded even in the case of mission evacuation, not just upon successful mission completion.
  • Increased rewards for completed tasks, and costs from rewards are now added to the player's account with the beneficiary faction.

UI / UX
  • Mission goal descriptions now include clarifications about the location of the task objective.
  • Added a screen to display item prices, where you can learn about changes in the price and demand for various goods.
  • Added a quick trade option, which allows trading with stations without landing. The option is enabled in the settings under the General tab.
  • Added an option to disable camera shake.
  • The camera has been reworked to remove shake in some cases.
  • The visual display of interaction restrictions with items and interactive objects while running has been reworked for greater clarity.
  • The description of the Pyromaniac perk has been supplemented. It is now specifically indicated that the perk affects the duration of fire on the ground (+1 turn) and the duration of burning on the target (+1 action point).
  • Added display of critical hit chance for melee weapons on the mercenary class screen.

FIXES
  • Balancing adjustments to barter.
  • Slightly reduced the radius in which enemies react to shots and sounds.
  • Fixed: Character couldn't move to an adjacent cell if there was a fence obstacle nearby.
  • Fixed: Interacting with containers and corpses consumed an extra action point.
  • Fixed: Flamethrower was hitting targets behind closed doors.
  • Fixed: Disc gun was not dealing damage to enemies in front.
  • Fixed: Disc gun was not dealing damage to the player.
  • Fixed: Fire was spreading through closed doors.
  • Fixed: Discharging the grenade launcher produced extra fragmentation grenades.
  • Fixed: Skull icon wasn't appearing on the ground after picking it up.
  • Fixed: Highlighting selected enemies didn't illuminate all parts of the enemy's body in some cases.
  • Fixed: Bullet decals were displaying purple after level load.
  • Fixed: Softlock when a human enemy turned into an obsessed and started moving.
  • Fixed: Pact of Ibo didn't heal.
  • Fixed: Various arsenal sorting bugs.
  • Fixed: Quasimorphosis level increased when quasimorphs phased back into the bramfatura.
  • Fixed: Limb amputation of a corpse caused errors and softlocks.
  • Fixed: AI behavior causing mobs to shoot "from the dark" or idle instead of attacking.
  • Fixed: Delays between turns caused by actions of mobs outside the field of view.
  • Fixed: Softlock when the baron transformed or when loading the game in a baron state.
  • Multiple fixes related to the mechanics of wounds and status effects that led to corrupted saves.
  • Fixed: Meddock healed amputations.
  • Fixed: Goods obtained by the player during fast trading were not participating in the economic process.
  • Fixed: Visiting the Promised Earth station resulted in a black screen.

We would appreciate your feedback! Join our community on Discord to be the first to hear game news and receive notification when the patch release occurs! Also, follow us on Twitter!

Good luck in battle!
Best regards, Magnum Scriptum Teamis.
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
878
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
5,451
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
5,451
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
6,091
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.
 
Joined
Nov 26, 2023
Messages
78
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.
 

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