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Quasimorph New and Returning Player Guide

Everything that changed and what to do first in version 1.0

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Quasimorph New and Returning Player Guide

Quasimorph launched version 1.0 on Steam July 31, 2026, ending three years of Early Access that began October 2, 2023. If you last played during Early Access or are entirely new to Magnum Scriptum’s turn-based extraction RPG, this page bridges the gap between what you remember and what the game looks like now. It covers 1.0 additions, save compatibility, meta progression, and the fastest route to your first successful extraction.

What version 1.0 changed

The July 31, 2026 full release is content-complete for the single-player campaign. Five major storylines — Civil Resistance, Tezctlan, Xiomara, AnCom, and RealWare — now have structured arcs across 38 story missions leading to nine distinct endings. Twenty-nine new guns joined the armory. One hundred and forty-two skull-linked pacts integrate with storyline rites, especially on Tezctlan and AnCom council beats.

The Map Editor and Mod Manager shipped inside 1.0 for community mission creation and Steam Workshop support. Patch 1.0.1 added trading screen improvements, mission prep clarity, inventory polish, and HUD refinements. Patch 1.0.2 added sort buttons, Cryochamber perishable filters, AI Investigating behavior, camera drag controls, and story fixes for Telegraph and Nanauatzin’s Fire.

Patch 1.0.2 also improved starting kits — they are slightly richer and less likely to spawn without a weapon. You still load ammunition yourself from the Magnum armory before every mission.

Save compatibility at launch

Default Early Access saves are not compatible with the 1.0 main branch. Treat a fresh campaign as the clean path if you were on the default EA branch. Unstable Beta saves may carry forward with progress intact, though story flags and inventory should be verified mission by mission after loading.

Always backup before experimenting:

%USERPROFILE%\AppData\LocalLow\Magnum Scriptum\Quasimorph\

Or use Steam cloud rollback if a slot corrupts after switching branches.

Meta progression — what persists between runs

Quasimorph is a roguelite: individual clone deaths are permanent, but ship-level progress survives every wipe. Understanding what carries forward shapes how you prioritize time on the Magnum between extractions.

What persists after death or extraction:

  • Ship upgrades purchased on the Magnum
  • Unlocked crafting recipes and bench recipes
  • Class Chips used to imprint operator abilities
  • Faction reputation and barter standing
  • Weapons, armor, and consumables stored in ship inventory
  • Credits and trade goods
  • Story flags and quest progress tied to extracted items

What resets each run:

  • Clone body and loadout — a new operator with fresh HP, wounds, and inventory
  • Mission-specific loot still on the station floor
  • Quasimorphosis meter and Bramfaturas state
  • Station control and patrol positions

The Meta Progression Guide documents every persistence layer in detail. Ship upgrades and class unlocks are the highest-value investments after every failed clone.

Meta progression priorities after 1.0

New and returning players consistently ask the same question after their first few extractions: where should I put resources? Version 1.0 reshuffled Early Access upgrade priorities, so what held in 2023 may not hold in 2026.

First priority — Conveyor and Supply nodes

The first production queue on the Magnum reduces the cost of failed runs. When opening cargo includes a Welder, install a Conveyor immediately. One production slot plus one queue slot is enough to start basic Sorbent crafting so a dead clone costs less in consumables.

Second priority — Scanner or Monitoring

If mission selection feels blind or the board seems empty, the Scanner and Monitoring nodes address those pain points directly. Scanner reduces blind searching on contracts; Monitoring improves mission board visibility.

Third priority — Clone rank and Capsule

When clones die routinely with valuable items, the Clone Rank and Capsule upgrades protect investment. Capsule especially guards storyline items that would otherwise vanish on a dead body.

Full upgrade sequencing with rationale lives in Magnum Upgrades.

Core loop for new players

Every Quasimorph run follows the same rhythm:

  1. Brief and loadout — Pick a destination, review threats, equip from the Magnum armory.
  2. Deploy — Enter the station map in turn-based mode. Action points govern every move, shot, and interaction.
  3. Loot and objective — Clear or avoid hostiles, grab valuables, complete optional story hooks when ready.
  4. Extract — Reach the exit before AP, ammo, or health runs out.

Skip extract because you greed one more crate is the most common rookie mistake. Set a loot threshold before you enter and leave when you hit it.

What to do on your first session

If you are brand new:

  1. Complete the Pine Gap tutorial.
  2. Unload all tutorial gear onto the Magnum.
  3. Install the first Conveyor if opening cargo includes a Welder.
  4. Pick Mars, Phobos, or Deimos for your first contract — all are Absentia moons with no Quasimorphosis.
  5. Match your class and weapon to the loadout you can actually supply.
  6. Extract with partial loot rather than dying with a full bag.
  7. Read Getting Started with Quasimorph and First Contract for detailed opening loop guidance.

If you are returning after EA:

  1. Backup your save folder before loading 1.0.
  2. Read Hotfixes, Patch 1.0.1, and Patch 1.0.2 to understand post-launch changes.
  3. Expect starting kits to be richer; you still load your own ammo.
  4. Rebuilt kits via Items crafting notes, especially Weapons and Armor.
  5. Quasimorphosis sectors hit harder than memory suggests — read Quasimorphosis Survival before leaving Absentia.

Classes after 1.0

Early Access opened with two starter classes. Version 1.0 adds unlockable classes via Class Chips found on missions or traded on the Magnum. Community consensus for most players:

  • Scouts of Hades — strong for cautious Sneak play, good first body for new players.
  • Eclipse Blades — rewards players who examine enemies and strike decisively with melee bursts.

Do not chase every unlock before you can reliably extract from beginner zones. A mastered starter kit beats a half-built rare class. Compare all classes in Classes Hub.

Combat and stance reminders

Quasimorph runs entirely on PC with keyboard-driven turns. Before your first firefight, open Controls Reference and note how to rotate, examine tiles, open inventory, and end turn.

Three stances govern action point spending:

  • Sneak — low movement cost, enables door peeking, recommended for unknown rooms.
  • Walk — moderate cost, stabilizes ranged accuracy, default for known corridors.
  • Sprint — high cost, blocks inventory and door use, for confirmed empty paths only.

Never end turn peeking a door on your last action point — enemies act before you can react.

Difficulty settings for new players

New players should start on Normal (or Easy if turn-based tactics are brand new). Version 1.0 exposes Unfair and full Customize sliders for vision, enemy stats, crafting speed, extract rules, starting operators, and reputation gains. Do not jump to Unfair until Mars Absentia extracts feel automatic. Details in Difficulty Settings.

Story and when to engage

The 1.0 campaign rewards methodical players who treat each clone like a budget, not a respawn button. None of the five storylines require perfect play on day one. When you want narrative direction instead of sandbox farming, switch to the Walkthrough Hub. For a broader look at how 1.0 feels compared to Early Access memory, see Quasimorph Review.

Quick reference for returning players

What changedDetails
Default EA saves incompatibleStart fresh or use Unstable Beta branch
29 new gunsCheck Weapons for 1.0 additions
142 pactsIntegrated with Tezctlan and AnCom storylines
Map Editor and Mod ManagerShipped in 1.0; see Tools
Starting kits richerPatch 1.0.2; still load your own ammo
Stonecrusher reclassifiedNow Power Armor per Hotfix 1.0.561
Patch 1.0.1 trading UIImproved mission prep and inventory
Patch 1.0.2 sort buttonsCryochamber filters, camera drag, AI fixes
Nine endingsFive storylines produce branching outcomes

Quasimorph rewards players who read patch notes before deploying expensive clones. Bookmark the Updates Hub and check it whenever Steam pushes a new build.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Do Early Access saves work on Quasimorph 1.0?

Default Early Access saves are not compatible with 1.0. Unstable Beta saves may carry forward. Start a fresh campaign or restore from backup.

What is the fastest way to learn Quasimorph in 2026?

Complete the tutorial, install the first Conveyor, pick a Mars Absentia contract, match your loadout to a gun you can supply, and extract with partial loot. Read Getting Started and First Contract alongside your first runs.

What meta progression persists between runs?

Ship upgrades, unlocked recipes, Class Chips, faction reputation, stored gear, and credits persist. Clone bodies, station loot, and Quasimorphosis meter reset each run.

How many endings does Quasimorph 1.0 have?

Nine distinct endings emerge from five major storylines — Civil Resistance, Tezctlan, Xiomara AnCom, and RealWare — combined with key choices at decision beats.

What changed about Stonecrusher armor in 1.0?

Hotfix 1.0.561 reclassified Stonecrusher as Power Armor and adjusted its craft inputs. Re-check Magnum benches after updating.

Should new players use Normal or Easy difficulty?

Start on Normal unless turn-based tactics are entirely new. Easy is available if the genre is unfamiliar; Unfair should wait until Mars Absentia extracts feel automatic.