In this update2
Full notes
Full Quasimorph update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
Quasimorph changes
“Contracts are waiting. But as the saying goes: if honor is not lost, nothing is lost; if honor is lost, everything is lost.” — Francis Reid-Daly
Hello, mercenaries!
First of all, we want to once again thank you for the incredible amount of attention you’ve given the game — for the streams, discussions, and, of course, all of your feedback.
The quasimorphic storm that erupted in the Steam reviews deserves a special mention: from declarations of love to curses aimed at the developers and every generation of their ancestors, all the way back to the lobe-finned fish. We genuinely did not expect the release to generate THIS MUCH gavvakh.
We are now regularly collecting, processing, and organizing your feedback. We can see that Quasimorph has genuinely resonated with a broad audience, but at the same time, certain parts of the game still need further improvements — particularly when it comes to the interface, the readability of game systems, and QoL.
That is where most of our attention is currently focused.
What Changed in This Patch
Reworked tooltips for missions and peaceful stations.
Reworked the way mission difficulty is displayed. The skull display logic has been changed so that the number of skulls now gives you a clearer indication of how difficult a mission will be relative to other missions in the Solar System.
Added more information to the trading screen. The trading interface now shows which types of items the selected station is willing to accept.
Active implants have been moved to the HUD. They can now be accessed and their status checked directly from the main in-game interface.
Improved the difficulty selection screen. We added more detailed descriptions for each difficulty level, as well as a separate recommendation for new players.
Improved the mission preparation screen. The button for starting a mission is now more prominent, and the interface more clearly indicates which faction you will be completing the contract for.
Fixed localization issues. Major update to the Korean localization, localization fixes for some parameters and descriptions.
Extended dialogue windows
What We’re Working on Next
This is only the first batch of changes based on the feedback we’ve received since the 1.0 release. In the near future, we plan to focus on the following areas:
Inventory and item management — improving interactions with equipment and items.
Perk tooltips — clearer explanations of their effects and mechanics.
Camera and minimap — additional in-mission QoL improvements.
Enemy AI — improving enemy behavior in various gameplay situations.
Equipment presets — making it easier to prepare your mercenaries for upcoming contracts.
We’ll continue to closely follow reviews and discussions after this patch. If there are still parts of the game that confuse you, frustrate you, or simply make you wonder, “Why exactly does this work like that?” — please keep telling us about them.
Thank you to everyone who continues to play, leave reviews, and help us make Quasimorph better.
Happy hunting, mercenaries.
Magnum Scriptum
Source
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