Getting Started with Quasimorph
Learn the extraction loop before you risk your first clone
Quasimorph is a turn-based extraction RPG on Steam developed by Magnum Scriptum and published by HypeTrain Digital. After years in Early Access since October 2, 2023, version 1.0 arrived on July 31, 2026 with five storylines and nine endings. At its core the game is still a single-player PC mission loop: send a clone from the Magnum, loot a station, and extract alive. Everything in this guide exists to make that first loop succeed.
The Magnum and your clones
Your home base is the Magnum, a corporate ship orbiting humanity’s fractured stations. Each mission deploys a clone with the loadout you prepared. Clones are expendable in fiction but costly in progress. If your clone dies on station, every item and credit carried on that body is gone for good. Survive and extract, and the loot transfers to ship storage where you can barter, craft, and unlock classes.
Think of clones as rented bodies, not save-scum checkpoints. The game expects you to plan extractions, not brute-force rooms until something sticks. Early failures are normal; repeated failures without changing tactics are optional.
Mission flow in four beats
Every run follows the same rhythm once you internalize it.
- Brief and loadout — Pick a destination, review threats, and equip from the Magnum armory. Use the Loadout Planner if you want to test weight and weapon combos before committing.
- Deploy — Enter the station map in turn-based mode. Action points govern every move, shot, and interaction.
- Loot and objective — Clear or avoid hostiles, grab valuables, and complete optional story hooks when ready.
- Extract — Reach the exit before AP, ammo, or health runs out. Extraction is the only moment loot becomes permanent.
Skipping 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.
Starter classes
Version 1.0 still opens with two playable classes: Scouts of Hades and Eclipse Blades. Both are viable for learning. Scouts emphasize reconnaissance and careful movement, which pairs well with Sneak-heavy play described in Combat Stances in Quasimorph. Eclipse Blades lean toward decisive melee bursts when you have already scouted a room.
Additional classes unlock through Class Chips found on missions or traded on the Magnum. Do not chase every unlock before you can reliably extract from beginner zones. A mastered starter kit beats a half-built rare class.
Begin on Mars, Phobos, or Deimos
Three early destinations share a critical property: no Quasimorphosis. That horror mechanic reshapes stations elsewhere and punishes players who have not learned door discipline yet. Mars, Phobos, and Deimos let you practice AP management, inventory Tetris, and extraction timing without an extra fail state layered on top.
The World Hub breaks down each location’s factions, loot tables, and story hooks. For your first five to ten successful extracts, stay in this triangle. When you are comfortable clearing rooms using Room Clearing Tactics, move outward into Quasimorphosis territory with the dedicated Quasimorphosis Survival Guide.
Controls and interface essentials
Quasimorph runs entirely on PC with keyboard-driven turns. Before your first firefight, open the Controls Reference and note how to rotate, examine tiles, open inventory, and end turn. Muscle memory here prevents mis-clicks that waste AP.
On station, always examine enemies before you commit to a fight. Examination costs little relative to a wasted attack into cover or armor you did not know about. Combine examination with Sneak movement so you spend information cheaply.
Economy between missions
Loot only matters once it is on the Magnum. Between runs you barter with station factions, repair gear, and stock medkits. Reputation changes what traders offer; letting it fall below zero can strip barter access entirely. Read Bartering on the Magnum once you have completed two or three successful extracts and have items worth trading.
Story content when you are ready
The 1.0 release adds structured storylines — Civil Resistance, Tezctlan, Xiomara, AnCom, and RealWare — leading to nine distinct endings. None of them 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 the full release feels compared to Early Access, see the Quasimorph Review.
Habits that prevent early wipes
- Open doors in Sneak when possible; it costs one AP and avoids the sprint penalty.
- Never end turn peeking a door on your last action point — enemies act before you can react.
- Sprint only through confirmed empty corridors; sprint blocks inventory and door use.
- Extract with partial loot rather than dying with a full bag.
These habits overlap heavily with Combat Stances and Room Clearing. Treat this page as the map; those guides are the drill.
Next steps
After two clean extractions on Mars or Phobos, read Combat Stances in Quasimorph, then Room Clearing Tactics. Browse Classes Hub when you are ready to specialize beyond the starters. Quasimorph rewards methodical players who treat each clone like a budget, not a respawn button.
Frequently Asked Questions
Quick answers to the most common questions.
What happens to loot if my Quasimorph clone dies?
Everything your clone was carrying on that mission is lost. Gear stored on the Magnum and previously extracted loot remain safe. Only unextracted inventory on the dead body disappears.
Which Quasimorph class should beginners pick?
Scouts of Hades and Eclipse Blades are both starter options. Scouts suit cautious Sneak play; Eclipse Blades reward players who examine enemies and strike decisively. Master one before chasing Class Chip unlocks.
Why start on Mars, Phobos, or Deimos?
Those moons have no Quasimorphosis, so you can learn AP management, extraction timing, and combat basics without the station horror mechanic active. They are the intended beginner sandbox.
Is Quasimorph a multiplayer game?
No. Quasimorph is single-player only on PC via Steam. All mission planning, combat, and extraction are solo.
When should I begin the 1.0 storylines?
After you can reliably extract from beginner moons and understand stances. The Walkthrough hub covers Civil Resistance, Tezctlan, Xiomara, AnCom, and RealWare when you want guided narrative progress.
Does Early Access progress carry into 1.0?
Save compatibility depends on your existing Steam save, but the core loop unchanged: clones die, loot extracts, and the Magnum persists between missions. Treat 1.0 as the same game with fuller story content.