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

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,276
My solution for dealing with Tez was mainly to rely on the moon Q-crossbow, and take a single stack of regular nail. Bring something with a lot of burst close-range (shotgun or smg typically) to deal with the occasional pranker waiting within a blind spot. I guess melee is somewhat possible, but I lost too many clone being beheaded in a single turn by raging madman to try it. Once you get the blueprint for incendiary grenade, they are dirt ship to produce and incredibly useful here, Venus quasimoprh don't have any kind of resistance against fire.

I didn't face all the elite troop from every corp (it's literally impossible in a single playthrough, or maybe after 300 hours), but realware are the most obnoxious to deal with by far, the only electric weapon I got is a melee one, and the poison pistol ammo are incredibly rare.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,514
Location
Hyperborea
Finally just lost my eclipse blades commander to Tezctlan. They just kept flooding into this one room, I had every tile covered with multiple bodies. And when I had to pass back through that room, more kept coming. Got two-shot by a cold rifle. Only two floor mission, but both guns were nearly broken, ran through all three stacks of shotgun ammo, piercing sub machine gun had maybe had three more kills worth of durability . I don't even care about clones dying but the good, rare armors I had, and the general drain on resources. I figure I spent too much time dicking around early game and let corps power get to high. I've been supporting AnCom, but if Tez unit numbers are that ridiculous, can only imagine how tough AC are at 18000 .
 

Cogemesiter

Novice
Joined
May 1, 2024
Messages
73
I’m fairly new to Quasimorph, but couldn’t hold off any longer and bought it a few days ago. Very fun, I enjoy it more than Zero Sievert. I do hope in the future you can pledge yourself to one of the corporations. Not necessarily control it, just be employed by them.
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
337
Location
Brazil
Game now has Steam Workshop support. Interesting.
I will probably buy the game on this sale.

https://store.steampowered.com/news/app/2059170/view/4255420398667322658
Rocket Science 0.7 is Out!


Hello, mercenaries!

Patch 0.7 is finally here! A lot of effort and hard work has gone into this patch. As we mentioned, this is the biggest patch in terms of game mechanics. We've done a lot of testing, but we need to hear your thoughts, so don't forget to come to our Discord and leave feedback.

GENERAL
  • WIPE. We apologize for the progress wipe. In this update, we completely rewrote the save system code and changed the save file format to JSON. These measures will prevent future wipes.
  • Full rebalance of stats, enemies, recipes, and perks. Magnum's cargo hold expanded from 5 to 7 tabs.
  • Added Magnum upgrades,
    including 6 departments with up to 3 modules each:
    • Navigation Department
    • Supply Department
    • Cloning Department
    • Research Department
    • Engineering Department
    • Hangar
  • Added three new classes:
    Angels of Spades, Terror Pack, Valkyrie Squad. Perks of some old classes were reworked and replaced.
  • Added a new story mission

  • Added
    new class weapon traits and reworked old ones.
  • Reworked operative rank mechanics; ranks now level up based on kills instead of the number of completed missions. Each rank provides specific bonuses and abilities to the operative. Rank leveling is only available with the experience capacitor installed on Magnum.
  • Critical damage reworked from absolute to percentage-based.
  • Enabled support for Steam Workshop.
    The scripting backend was changed from IL2CPP to Mono, making game modification easier for modders.
  • Recovery/cloning of operatives after a raid now takes in-game time.
  • Weapon max durabilities were increased by 50%. Repair kits restore max durability. Recipe for kits is unlocked by default.
  • Items will no longer restore their durability after missions.
    However, they can now be repaired in Magnum's cargo hold.
  • Added new workbenches: Printer, Industrial Fabricator, Medical Fabricator.
  • Mines in levels of procedural missions will now spawn in an activated state.
  • Depending on their behavior pattern, enemies will now ignore or avoid hazardous tiles and mines.
  • Upon transforming into a Baron, their ranged weapon will be available (if any).
  • The Data Miner item now destroys all jammers on the level instead of revealing the map.
  • The Eye of Karroch item now reveals the map and highlights all quasimorphs for 20 turns.
  • Quasimorphosis Detector item, new feature - highlights all quasimorphs for 20 turns.
  • Defibrillator item, new feature - resurrects human enemies as allies.
  • Evacuation from a mission is allowed upon obtaining a quasimorph pact (without absorbing the pact).
  • To create a pile of remains, 6 corpses are now needed instead of 7 in one cell.
  • Added new room presets, reworked many old ones.
  • Expanded the list of destructible surfaces.
  • Spiders are now immune to poison damage.


UI / UX
  • The perk tooltip will now list the weapons to which the perk applies.
  • Improved the post-mission stats window:
  • It will notify about faction relationship breaks.
  • The item tooltip in the rewards block now shows information about the specific item/chip.
  • When leaving a peaceful station, there will now be a warning about items left on the floor.
  • Inverted the trade buttons on the quick trade screen.


FIXES
  • Fixed: Enemy stats display did not account for quasimorphosis phase for affected enemies.
  • Fixed: Various bugs related to weapon durability and Francis Reid-Daily's talent.
  • Fixed: Enemies sometimes did not spawn on the floor.
  • Fixed: Frequent generation of two elevator rooms next to each other.
  • Fixed: Transforming between floors in Baron form would not persist.
  • Multiple object passability fixes in room presets.
  • Fixed: Enemies and items did not spawn on lower-level tiles.
  • Fixed: On the corpse screen, a completely broken item could be dismantled via the dismantle all button.
  • Fixed: Sometimes the stats window did not show up after a mission.
  • Fixed: Tec'tlan's spear disappeared from the backpack after the Ruins of Ancient Bramfatur mission.
  • Fixed: "Abuse" of free turning in stealth mode.
  • Fixed: Heartbeat sound playing after loading the game.
  • Fixed: Skull sprite remained on the floor after picking it up from a pile of items.
  • Fixed: With the Pain Immunity perk, it was possible to equip a weapon in an amputated slot via Ctrl-click.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,790
I think quasimorph will be a pretty good game once it's content complete and they adjust the balancing a bit more.

:thumbsup:
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,848
Put some hours into this recently. Thoughts:

-Atmosphere is good. It's got that corporate dystopia feeling locked down pretty well. Environments are gritty, writing is decent enough, styles of weapons and armour fit in properly. Good stuff and in a genre that is woefully underserved.

-Time to Kill is insanely low in both directions. Every time I've tried a melee build someone has died in a single turn to some random dude with a shovel or whatever the fuck. Even if you don't die in the first hit, the whole stun mechanic means you're basically dead as soon as something stuns you; you won't be able to escape or return fire so you just keep eating shit and die. OTOH with a decent ranged weapon you can mow down like 4 enemies a turn multiple turns in a row.

-Exploration within missions feels a bit lame after I figured out all the good shit is placed at the end. You can find lots of other stuff scattered around but you have very limited inventory to haul it around, and there's not much stopping you from hanging around after winning the mission and picking up the good shit. There's some stuff that is theoretically good to find during missions like maps or medbays, but they haven't been relevant so far. Maybe that changes later on.

-The whole loot exchange barter thing seems pointless. Again, maybe this changes later on, but right now all the loot I can carry from a mission might add up to like 1000 value, but scattered across so many types of things that I can sell them to any individual vendor for like 200 at most. Since you get random shit in return and have other priorities for loot to bring back (like weapons, consumables and ship parts), I'd need to do like 30 missions before this would be worth my time dicking around with the inventory and star map to get something even slightly useful. Would vastly prefer if I could just get generic credits I could exchange for what I want, even at a vastly reduced rate. Anyone who has played Path of Exile before- it feels like trying to trade your 30 different currencies for something useful.

-Class system seems potentially cool, but I've only unlocked one additional class so far and it's based around energy weapons I can't afford to use repeatedly yet.

-Bunch of stuff that I either haven't unlocked yet or isn't in the game yet.

-Mission balance seems very off. Some have you constantly hounded by demons, others don't. Some have you facing waves of enemies with ranged weapons surrounding you constantly spawning out of thin air, others let you sneak through a warren of corridors and ambush enemies armed with melee weapons. That variety itself is fine, but the mission rewards and potential loot don't reflect the challenge or resource costs involved.

- Ammo and weapon durability seems rather harshly tuned. I basically destroy a gun every mission and am near neutral on ammunition if I scavenge it from everyone I fight and convert it to the type I used. Again, maybe this gets better later on. OTOH, maybe the game expects me to be using more melee or constantly cycle through shitty enemy weapons and only use the decent ones as backup for tougher enemies. Not sure how I feel about this overall. I could certainly farm up some ammo by taking certain types of missions with more ammo efficient weapons just to farm ammo, but that feels tedious.

- Balancing/Manipulating the relative positions of the various corpos is interesting in theory. I haven't done much with this yet, jsut trying to keep them all on the board and not let anyone go hog wild. Some are inherently a lot stronger though so I'm kind of delaying the inevitable and maybe I'm supposed to pick one or two to be buddies with and make them take over. Some offer way better rewards for missions than others (which is the main source of stuff like new classes or the ability to craft new equipment, but some reward you with shitty armour or other filler) but there's also the factor of them being enemies you can steal loot from during missions. Overall seems like a good system.

-Movement feels very clunky. Definitely suffer from the occasional misclick and needing to swap between arrow keys and left side of keyboard while also using mouse feels quite awkward. Maybe solvable through rebinding but haven't bothered trying yet.

-There's definitely some 'fuck the player' assymmetry going on in terms of weapon designs, with stuff like incredibly damaging crossbows that the player won't use because of reload times but are dangerous in enemy hands with superior numbers and being able to win by sacrificing dozens to take you down with one lucky shot. Not a huge fan of that sort of thing.

TLDR: 7/10, has good potential to get better, worth the time and price to take a look if any of it piques your interest.
 

mercyRPG

Cipher
Joined
Feb 20, 2013
Messages
796
Location
Alpha Centauri
Just checked the updates and RATING, and wanted to see development progress. So after the demo last year, I played for a couple hours..
Full 10/10 Overwhelmingly Positive personal Gameplay Experience, while half of disgruntled Steam players gave a MIXED rating to this game. :D

Mixed on Steam ATM, because of unbalanced enemy difficulty.
However, current EA version is best, when cheating on this insane difficulty level.
Problem is for most Ironman players that your re-printable clone - playable character - on mission, can die in as few as 5 to 20 roguelike turn-based steps.

So I edited the TXT format savegame and multiplied the myriad First Aid Tools there. You have all kinds of drugs, booze, injectables, just like in Fallout 1-2. Addictions as a result, then addiction-clearers. Then as you adventure deeper in this Sci-Fi Hellish, Dark Cyberpunk World, ruled by MegaCorporations, you find increasingly more powerful regenerator salves, healing artifacts, IVs (bloodbags), anything you can imagine. Except a full blown ER room complete with surgeons.. But maybe the developers are already building those in too..

So I multiplied more powerful healing stuff, then batteries for my energy weapons. I also found - with time - more powerful armor on the dead bodies of Top Class Mercenaries sent to kill me.. :D

Then instead of dying - in Ironman as most players do nowadays and give a MIXED rating on Steam -, I just applied my many hacked-in healing tools.

But those big number of tools are super-heavy, with the increased backpack size came increased calories consumption. So I increased my Satiety from 3000 to like 700000.
Also DODGE % went down from 10%...25% into -70%. Because with dragging all that added health-item weight, I was "a standing target" regards attack-evasion.

Tried multiplying grenades - because many strong enemies surrounding me cannot be conveniently shot down one-by-one.. But using grenades there is a big problem with spreading fires, which can burn me as well!

So I was lucky to find like two Nano Plasma Grenades with do mono-molecular damage - like ALIENS molecular acid. It causes burn wounds, and destroys DOORS, WALLS, the environment, - kills demons the best and the many mercs converging on my position go down from just one - but most valuable equipment stays - for a while - in the nano-blast radius, so I multiplied it and it became my favorite go-to weapon. As the findable weapon prototypes are worth SHT ATM.. :D :) Lots of monsters have various natural resistances / protection from kinetic and electric and beam, laser, etc.. weapons, but not from NANO GRENADE!! HHHAAAAHAHAHAHAHAAAA!!

Also the DOOM-like Demons From Hell give you very powerful Artifact-level loot sometimes: SuperHealer, Fix-All-Damage artifacts and "Wizards-Eye"-style all map-current-level revealing demon-eye artifacts as well. AMAZING!! These save your lives basically, while keeping the entire game super-creepy and frightening and a foreboding feeling positively DOOOOMED! :D

Anyway, the first Golden Skull Retrieval Mission I accepted on Venus. Well, the Demonic Arch-Enemy MegaBoss is nesting on Venus too as its his HQ.... Didn't look at the Many RED SKULLS difficulty sign on the mission - before accepting -, which I should have...

So my Space-Trillionaire MegaCorp Employer decided toward the end of the mission that I went in with making too much noise and caused massive destruction and I alerted their MegaCorp enemies, so He declared that my mission is VOID and He called in a nuclear strike on my position...

My Cortana-Like Chick Mission Assistant - PDA - declared that the blast won't hit me directly, but I must run for my life from the explosions as fast as I can to the evacuation points, which are always ELEVATORS!

But when - after dying many times fighting tooth and nails - I got there - barely - some idiot blew up the elevator!!! ??? Did the developers do this????! AAAAAAAAAAAARRGGGHH!!!

Anyway my remaining option were the stairs leading up to top level = the surface, where my ALIENS-style escape shuttle waited. So I started upward, wading through hordes of ELITE MERCENARIES plus the Hordes of Hell suddenly flooding out of the DOOM DIMENSION.

So one Artifact-Level Organ a bigger Doom-demon drops is a hellish organ, that when used, reduces the "GLOBAL DOOM-DIMENSION AGGRO Level" and demons suddenly stop teleporting through. Everything calms down!

But use of this artifact causes hallucination sickness which immediately restarts the - ever increasing - "GLOBAL DOOM-DIMENSION AGGRO Level" COUNTER.

But of course, while the counter slowly climbs up, at least I have peace to use healing stuff, reload and look for a way up, finding a MAP-COMPUTER.

BUT the MegaCorp idiot bosses called in the Nuclear Strike and the Warship arrived and it started FIRE-TORNADO BOMBING the entire map!!!

So now I have to deal with:
1. Elite Mercenaries sent to kill me
2. DOOM-Dimension Demons phasing in, when their AGGRO-counter reaches like 900
3. The friggin' NUCLEAR FIREBOMBING everywhere - causing Earthquakes - , spreading deadly fire everywhere and my suit catches fire, if I don't find a bathroom, where blasts can cause Water-Floor-Tiles to appear, which prevent burning or I don't find blue water bottles using which I can extinguish the flames burning my armor and body....

So the Nuclear strike "firebombings" gives you AIRSTRIKE-like Red Bullseye icons on the floor pinpointing TARGET FLOOR TILES which will have big fire explosions IN THREE ... TWO ..ONE turns. The Red Bullseyes are increasing in thickness as they count down their 3-2-1 fire explosions on their tile.

But the entire floor starts SHAKING VIOLENTLY WITH THE EXPLOSIONS throwing me everywhere, suddenly it gets hard to run and maintain direction just like in real life. AMAZING FEATURE..

But in the end the Nukes killed all electronics computers even the GPS-map, so there was only STATIC ON THE AUTOMAP!!!!

MAXIMUM DRAMA and deadly TRAUMA for me and all big number of enemies on the map everywhere I run. Now the Elite Mercenaries are also fighting the DOOM-DEMONS teleporting in. Also when I throw a NANO-Grenade with 200 damage, some / most smaller demons either get stunned or DISORIENTED, meaning they turn away from me! So I could have advantage HACKING THEM TO PIECES with the powerful MEELEE AXES, etc.. bladed weapons the game offers.

EXCEPT!! I don't have any melee weapons, because I'm stupidly holding a laser rifle and an Advanced Merc Assault Rifle, or any more beefy prototypes, which DO NOT have the high damage output of the awesome - but close-range - melee bladed gore-weapons.

So I have to MIND THE BLAST DISTANCE of my NANO-Grenades, which I now use as my main weapon, it kills mercs on first strike and bigger Demons need about 3-4 to DIE in groups!!!!!

With all the Fire Tornado Mass Carpet Bombardment Explosions happening all around me.

At this point in game-mission time 99,99% of Steam Ironman Players are probably DEAD!!!!! No way they survive with that much fire-health damage and monsters 1-SHOT-Killing me..

But not me the Cheater Game Developer. I save every 10-20 roguelike turn steps. If I die - 90% of the time - then I just exit to the main menu, ALT+TAB into Windows and simply COPY--PASTE OVERWRITE the entire Save Folder with my myriad of earlier saves containing save folders. Because the game has only Ironman mode....so no Quicksaves or savegames at all are built ingame..

Also when I'm low on the myriad of healing items, first aid, splints, medical glues, etc... I go into the save file and Text-Edit a larger amount directly into my backpack of everything that KEEPS ME FROM DYING VIOLENTLY in that by now extreme hectic HELL.

So I realized late, that I can zoom out the game level map and also I can scroll the entire thing to look for exits = stairs - which the automap also shows. The live battlescape of course has FOG-of-WAR, except when a big demon drops a "Wizards-Eye"-like artifact and if I use that it lights up all the game map and shows everything.

So after I fought myself UP from bottom floor three levels up to the surface, and after dying a lot on that top level in the Nuclear Blast Fire-Tornado with all the Hell-demons and Elite Mercs shooting and biting at me, I noticed I can scroll the battlescape and suddenly I see my SHUTTLE!!!

So now instead of running around blind and getting stuck in Dead-End Fire-Blast Traps forever, now I see, where I must RUN!!!!!!

Indeed RUNNING is much better - the game has sneak, walk and IIRC run and sprint modes. So running is exactly like a super hectic Apocalyptic Action Movie with Fire-Blast-Asteroids Exploding around the protagonist hero's speeding car as he desperately attempts to swerve and avoid them. Except when RUNNING its much easier to run into burning Fire tiles! Fire instantly sticks onto my (not fully) armored body and causes lots of RED ICON HEALTH WARNINGS, red poison icons, red burn wound icons, wounds get INFected Red icons and Broken Bones Red Icons from Demon Monster hits and bites are now all screaming at me - with all the monsters joining in - as a Hellish Choir - as my hero screams from pain or groans loudly then violently VOMITS BLOOD every few steps from internal bleeding / organ damage!

So after playing this mission - refusing to die via non-ingame SAVE-RELOADS and hacked-in First-Aid-Kits I finally, after a 9 hour straight playing stretch during the whole hot (no-AC) Saturday summer night, I finally get to my shuttle and can LAUNCH to the safety of SPACE.

I also increased my backpack size from 6 x 3 to a cheat-hack-improved 6 x 20 SLOTS so in the end I stuffed it full with valuable BARTER GOODS and artifacts mainly. :D :D

So after this absolutely dramatic, maximum ADRENALINE intense, DEATH-RICH gaming session, I now can use the rare artifacts I collected during my first amazing Refusing-to-Die Death-Run and I could upgrade my ALIENS-style space-ship (just a bit!), regards research, manufacturing, engine, bio-printing, weapon enhancement, etc....

While most Steam users had a really frustrating experience stamping a MIXED RATING on Quasimorph, hacking it, I had one of the best Gaming sessions of my life!

:D :D :D
 
Last edited:

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,414
Pretty cool game, although not everyone's cup of tea as the lethality is EXTREMELY high; the meta is to simply explode enemies before they get a chance to act, as you risk getting instaggibed by everyone but the lowliest of the low (ex: salarymen with no guns and only tools).

There is also too stark of a difference when using the class that increases loot drops and the others that don't.
 

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