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Quasimorph

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Quasimorph

Oct 2, 2023

Main game

3.57 average rating based on 7 ratings

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Take on a role of a hardened PMC fighter in a dark turn-based extraction RPG. Engage in unforgiving combat, manage your ship and pile up the bodies of your clones to unravel the dark mystery behind threat to all life.
Release Dates
Oct 02, 2023 Early Access (Worldwide)
PC (Microsoft Windows)
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User Stats
85
In Collection
7
Wish Listed
0
Playing
31
Backlogged
How Long Is Quasimorph?
Main story: 16.0 hours
Total completions: 1
GigaDeathNullGolem
GigaDeathNullGolem gave Nov 2, 2025
GigaDeathNullGolem gave Nov 2, 2025
Unique/interesting and i do like some elements of it but I'm not sure where it all goes.

Quasimorph, is basically a rogue that takes inspiration from games like Sword of the Stars - The Pit, and the Cladun series, and gives it a bit of a space trading twist with some unusual flavors (somewhat like Star Wolves series, but a very different playstyle)

The trouble is, the trading is super shallow, and you get just one guy in your fireteam... So this has neither a lot of the appeal of games such as XCOM (for base management) or JA2 (For unit specification, equipment or management) or even BattleTech (for company management and tactical finesse) Menus and ingame stuff is not intuitive, but it works, (and a few hours in a tutorial taught me everything in and out, pretty much) I'm torn between wanting more text and wanting less. The game so far, feels repetitive, but improving loot and loadout is satisfying. The design concept is interesting here, there just isn't really too much here for roster support possibilities (since they don't participate alongside each other on missions)

The actual 'run' itself is pretty satisfying, chaotic and fun to calculate... The action is pretty intense when you do fight. The art and sounds are great. As of …

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Quasimorph, is basically a rogue that takes inspiration from games like Sword of the Stars - The Pit, and the Cladun series, and gives it a bit of a space trading twist with some unusual flavors (somewhat like Star Wolves series, but a very different playstyle)

The trouble is, the trading is super shallow, and you get just one guy in your fireteam... So this has neither a lot of the appeal of games such as XCOM (for base management) or JA2 (For unit specification, equipment or management) or even BattleTech (for company management and tactical finesse) Menus and ingame stuff is not intuitive, but it works, (and a few hours in a tutorial taught me everything in and out, pretty much) I'm torn between wanting more text and wanting less. The game so far, feels repetitive, but improving loot and loadout is satisfying. The design concept is interesting here, there just isn't really too much here for roster support possibilities (since they don't participate alongside each other on missions)

The actual 'run' itself is pretty satisfying, chaotic and fun to calculate... The action is pretty intense when you do fight. The art and sounds are great. As of this time, I'm just not sure where it all goes in the meta segment (or how it all works) I may keep playing this or I may hang up my hat whenever I lose my first merc. I've done about a dozen missions and trying the various classes. Game seems a bit light on story elements but has a lot of interesting background lore.

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