
Take on a role of a hardened PMC fighter in a dark turn-based cyberpunk 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.
Most likely between $3.7M and $10.5M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 83% | approximately $6.2M |
| GOG | $16.75 | 88% | #118 |
| Xbox | Free | 0% | — |
| Epic | $19.99 | 91% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1601 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Nah, I like roguelikes, but this is too RNG hard. Theres like 8-10 defenses (didnt count) and each one can have a status effect. With the exception of 2 MINOR versions ive seen, they last until cured. The Curing things (bandages, splits) give a CHANCE to cure it. Ive had a bullet hole that persisted through 3 bandages (max stack of 5) and proceeded to bleed out until I died. I played a melee character and came across a jammer, I hit it with my melee wep and BOOM it doesnt break it EXPLODES, welp, im now electroshocked taking 1 dmg every movement / action. Permanently until the proper item is used (didnt have). Just bring a cure for everything! great, but i have 14 invetory slots. I need heals, ammo, FOOD, then if i super load up, i have 3? invetory slots with which to loot, which means im LOSING money doing the mission. Enemies seem to be coded to wait in front of doors instead of just opening (to regenerate action points), so often on their turn they 'waited' and now open AND can shoot, for half my life. Now if it was a shotgun, i probably hit pain threshold and have 1 action i can choose to 1. heal. 2. try to run which wont work. 3. shoot him and hope i can 1 shot them. 1. he shoots me again and now my life is even lower, 2 he shoots me as i run and I die, 3. I RNG into dmg and hit chance and pray i get lucky. Maybe its that the tutorial tells you how to heal and shoot and loot and says HAVE FUN! But I die and genuinely have no idea what I should have done differently to prevent the death (besides getting better RNG). With my knowledge I dont know WHAT I should have done earlier. Can enemies hear me walking a room away through a closed door? idk if so I wish I could. How the exchange works is never really explained, but in short first couple runs i grabbed the most expensive weps off enemies to try and barter. O no, they dont want guns. Guess its back to RNG to find someone who wants what I happened to find and thats not needed for 1 of the 100 of ship upgrades. Spoiler im 11 hours in and have... 5 upgrades! In short I feel most my deaths are RNG. They opened a door and got a free shot on me, and its a lost run. which loses all you gear. See again the CRAFTING HEALS FOR EVERY STATUS AILMENT. The one thing that reliably heals a lot costs 3 rages, 2 plastic, 1 rotten meat and.... 4-5 days? to craft since you need to make 3 things to make it. Hope you dont die and lose all that. So now your working against RNG for not dieing super easy, then HOPING rng gives you actually something good instead of 500 slug shot bullets as a reward. Too much RNG stopping 65% of the strategic thinking, even bringing heal items is no guarantee that you will cure the effect and not die. Final note, did i mention swarms? I know i mentioned dieing in 2 hits depending on character... well how about a room with 7 enemies in it! THANKS!
the tutorial for movement etc is fine, but as soon as that's over you are given zero information on anything. What is the quasimorph number in the corner? is it bad? is it good? where do I go? what should I do? what missions should I do? How should I invest? when do I get more people? Outside of that I spent about 80% of my mission time just managing my miniscule inventory
The game is brutal. The game is addictive. The game does not hold your hand. The game does not love you. The game runs well on a 486DX machine. You do not play the game, the game plays with you. Buy it. Play it. Regret playing it. Uninstall. Reinstall when you wake up next morning and start a new run.
loved the game at the start but every update that comes out it feels like the game is punishing you for interacting with its systems, to even attempt a story mission you'll have to run like 50 normal missions collecting the best possible gear and as many meds as you can, usually just to get stun locked to death and in the rare occasion you aren't? well mid and late game you need to have top tier armor for every faction, day dream chems? better have armor you can only get via working for...day dream chems...otherwise one shot by chem nades...Sunlight Coven? well you need rad protection! where do you get that from? that's right, Sunlight Coven. But unless you are HELPING these factions you don't get the armor to COUNTER them and they don't tech up fast enough. Meaning your best armor does nothing against them, so the best tactic is going but naked with an axe, killing one, then using their gear. but that ISN'T FUN, I want to use my big cool guns and cool gear, but I know I'll lose it to idk, a naked experiment throwing a cyrogrenade at me or some ♥♥♥♥♥♥♥♥ like that. personally, I can't recommend this game anymore
- 한글 번역이 치명적인 수준으로 나빠 메뉴판의 메뉴조차 이해하기 힘든 순대국밥집 - 비직관적인 ui와 파밍한 아이템을 쉽게 상점 등에 팔기 어려운 이해하기 어려운 게임 시스템 처음 튜토리얼 이후 인게임에 휭하니 던질 때부터 싸했는데 먹다가 이건 도저히 아닌 것 같아서 시식을 중단했다. 1/5점
A great and addictive game. But right now it is far too frustrating for beginners. First off, the game has a prologue in the form of a demo that used to be free but is now hidden in the "Supporter Pack" that needs to be purchased separately. That wouldn't be such a big deal if the prologue didn't contain some very crucial plot details that the full game just explains in two text screens. "We accidentally unleashed the apocalypse onto the solar system. Ooops?" Want to know more? Too bad. Pay up. For shame, devs! Secondly, the game does its best to explain as little as possible. Sure, you have your tutorial explaining the base mechanics, but then it just throws you into the fire. The worst offender here is that you cannot tell how difficult a mission will be. When picking a mission, you have your difficulty meter ranging from one to five skulls...except that doesn't mean anything. The difficulty meter might as well be 1000 dancing unicorns. The difficulty level is actually made up of multiple factors, such as a faction's tech level, some arbitrary number called "power concentration" and the amount of floors you have to complete. All of this is blissfully unexplained by the game. The devs have vowed to patch this soon, but why has this not been addressed during three years of Early Access? Once you look up everything you need to know, the game is real fun...for the first few missions. Then the difficulty curve just decides to launch straight into orbit. Part of the problem is that factions increase their tech level over time, which gives them deadlier weaponry. The issue here is that it happens way too fast. When you lose a mission, you lose your soldier and all gear. Lose too many missions and the whole system snowballs, leaving you no chance to catch up. And to boot, the game has the most nonsensical barter system I have ever seen. Don't get me wrong, I love this game, but it still has some flaws that should not have made it into the full game after three years of Early Access.
Desde mi punto de vista, no le den demasiado peso a la mayoría de reseñas con menos de 50 horas en el juego. En mi opinión, no se puede formar un criterio sólido sobre Quasimorph en tan poco tiempo, esto se puede notar en reseñas que lo resumen como "un juego injustamente difícil" o "un sistema de comercio diferente, por lo tanto, malo" las cuales dejan de lado al resto de divertidas mecánicas que los amantes del género pueden disfrutar. Quasimorph es un titulo que se mantuvo en beta abierta durante casi 3 años. Durante este tiempo, el juego fue evolucionando gracias a los desarrolladores y la activa comunidad que constantemente retroalimenta los cambios al mismo en el Discord oficial del juego. Debido a estos constantes cambios, las reseñas "viejas" tampoco suelen reflejar el panorama actual del juego. Teniendo en cuenta esto Quasimorph es un juego único, que combina mecánicas roguelike de extracción y gestión de recursos, a un gameplay isométrico por turnos con la brutalidad y estilos atmosféricos y artísticos de juegos como los clásicos Doom o Quake. La historia del juego se desarrolla en un entorno Sci-fi que te pone al mando de una nave mercenaria (y sus respectivos mercenarios-clones) que trabaja para las distintas mega-corporaciones que controlan los planetas dentro del sistema solar, mientras, simultaneamente, luchas en contra (o "apoyas") una facción de primitivas creaturas dimensionales que quieren tomar el control del plano existencial humano. Las facciones a las que apoyes o perjudiques terminan evolucionando en función de tus misiones y sus acciones con el tiempo, llevando a enemigos mucho mas fuertes con un árbol tecnológico evolucionado con nuevos objetos como armaduras, municiones, armas, a las que les puedes sacar ventaja si apoyas a las facciones correctas. La dificultad no perdona errores y busca desafiarte constantemente. No necesariamente esto significa que el juego es EXTREMADAMENTE DIFICIL E INJUGABLE, pero si será necesario que equipes tu inventario en función de las facciones a las que te vas a enfrentar para lograr hacerles algo de daño, evitar ser obliterado de un cañonazo laser o reducido a carne molida a manos de un malviviente con una porra. Finalmente, la banda sonora y el departamento de arte del juego representan muy bien la atmosfera opresiva y decadente que existe en este universo 10/10. Personalmente lo considero un gran juego, el nuevo precio es de ~25 dólares lo cual puede sonar un poco intimidante para ser un indie, pero cada centavo vale la pena (y ciertamente será puesto en rebaja con frecuencia). Súbanse a la ola, únanse al Discord oficial, tomen agua, el juego sacará la 1.0 pronto. Mucha suerte!
It needs work, it really doesn't feel like a finished game. The UI is very clunky, and its clear that it was put together without much forethought. Its very easy to look at the way the UI is implemented and go "why can't I view the name of these items in the planet/station inventories? Why do you need to open a new window to view not just the sprites of the items but also the item names when going to upgrade your ship? Why is this missing mouseover windows, and why is this other menu or inventory not missing them? Why are so many of the resource sprites nearly identical recolored boxes when the icons of them in some menus are greyed out and don't show the name of the item, meaning you have to chase down the box in some other menu to determine what it is? Why are none of the crafting or cloning cooldowns visible from the navigation screen where they would be most relevant as your ship travels over a long period of time? why is it not displaying this information? Why can I not scroll in or out on this map I've pulled up? Why is there no custom equip loadouts to quickly equip my character with gear I want them to use rather than manually dragging everything over every single time?" Etc. etc. In a similarly clunky fashion, the gameplay is very stilted. There are two timer types which punish taking too many turns, but often a first floor will be large, empty, and with mazelike corridors and there is only one elevator to the next floor. This not only incurs punishment by the aforementioned timers, but it also means I've spent a bunch of time looking around not fighting anybody or finding anything and that's boring. Why have a first floor at all if its so big and empty, why not start the player on the second floor if that is where the action happens, this Isn't a slow burn horror movie and the mission are meant to be repeated, you don't need to build suspense or pad the start of every single mission with a vapid first floor, drop me off in an area with items and enemies, I want to PLAY the GAME when I start a mission not look around in an empty map. For a game with strong themes involving Corporatism, selling items to get capital is also very obtuse, in fact, there is no currency across the systems at all, only per faction reputation and item to item bartering exists. wouldn't it make sense to have, say, some sort of universal value tracking system, you know, something that the corporations could use as a metric to determine the value of items and the missions you do for them? Some kind of, oh I don't know, unified currency that could be traded for goods or services? No, that would be silly, instead how about this : "I'll give you this wheelbarrow of cabbage for your crate full of ore! Oh sorry, you aren't in the market for cabbage this season? Good heavens, forget I even asked!" What is this, medieval times? It's supposed to be a futuristic sci fi capitalist hellscape and they haven't invented the dollar? Sure man.... Luckily a mod in the workshop amends this utterly bizarre "design choice" and adds a real time stock market to boot. Still, not a good look for base game 1.0 if features need to be patched in by the players through mods to make the game feasible or really just coherent. On top of this, missions can be a bit buggy, just last time I played it was a "protect the crates" mission and although there were no more enemies on the floor, the mission did not update to indicate me having defended the floor, same on the second and third; even after there were no enemies in sight, and all of the crates were still intact and.... nothing. I sooner died to the timer than figure out what was wrong. A lot of times I feel I'm waiting for a quest trigger to progress a mission forward instead of just playing the game and going with the flow, again the gameplay is very stilted. It comes across as not quite reaching the status of a real roguelike or a real extraction game both at the same time. Think of Caves of Qud, pretty good roguelike right? And then there is Sulphur, a pretty good extraction game. But both these genres mushed together? After playing Quasimorph, I'd think maybe its not a good idea. All in all, I feel like this game can be summed up just like one of the in game food item tooltips : "Chunks in Jelly". Its got some substance, sure, but in a sloppy, chunky kind of way that is ultimately hard to swallow. Though I guess there is still hope it gets updated to fix these problems, even as I write this I see a few of the UI issues are being looked at, however, it did just exit early access so, who knows.
Инди-тактика в солнечной системе разлитого саспенса. [h1]Abstract[/h1] An indie tactics game set in a solar system of spilled suspense. Windows port works perfect on [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3143450724]Steam Deck[/url] out of the box (Proton 11.0-2) with external QHD monitor, keyboard and mouse. [h1]Полёты по солнечной системе[/h1] — это прекрасно! Вот только не фига не понятно что тут творится и зачем я в это вляпался? Разработчики окунают игроков в вязкую и буквально овеществлённую атмосферу какого-то межпланетного «звездеца» не размениваясь на такие мелочи как объяснения. [h1]Инди-тактика[/h1] Боёвка уж очень инди. Можно попробовать сравнить это с [url=https://steamcommunity.com/profiles/76561198084019881/recommended/7760/]X-COM: UFO Defense[/url], но уж слишком тут всё инди… Из похожего я могу вспомнить разве что [url=https://steamcommunity.com/profiles/76561198084019881/recommended/636320/]Depth of Extinction[/url]. Ну и самая главная проблема тутошней системы извлечения ресурсов из противников — это [i]размер вашего рюкзака[/i]. [h1]Симулятор инвентаря[/h1] Вы думаете в будущем основное время у вас будут занимать перестрелки и космические перелёты? Фиг вам: будущее — это перекладка инвентаря и попытка понять есть ли в собранном вами мусоре хоть что-то полезное. И да, вы в курсе, что импланты нужно вырезать, причём желательно из ещё живых тел? Ну и особо вычурная крышечка в этом паноптикуме сборки мусора: вы не сможете это просто продать. В той же весьма неоднозначной [url=https://steamcommunity.com/profiles/76561198084019881/recommended/250520/]Underrail[/url] есть торговцы, хоть и сильно привередливые, но они платят за собранный хлам деньги! Тут же всякая охамевшая корпорация имеет свою собственную валюту и даёт её только за определённые типы товара, который пойди ещё найди. Экономика будущего — это полное разочарование. [h1]Локализация[/h1] Локализация родная, но в понимании «Шо здесь происходит?» не очень-то и помогает. [h1]Фактура на любителя[/h1] Возможно я с удовольствием бы прочитал роман по вселенной этой игры, но играть в неё у меня не получилось, хотя я честно пытался… [h1]🐧 GNU/Linux[/h1] Межпланетный апокалипсис не затянул даже с третьей попытки в среде [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3143450724]Steam Deck[/url] + выносной QHD монитор и клавиатура с мышкой. Игра через Proton 11.0-2 отработала без нареканий. [b]P.S.[/b] Этот и [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3606020893]другие мои обзоры[/url] можно глянуть у куратора [url=https://store.steampowered.com/curator/35831383/]Записки линуксоида[/url].
I bought Quasimorph two years ago and ended up refunding it. It had too little inventory space, an annoying hunger rate and horrible late game balancing. Now with 1.0, it still has all those things, but you can change the settings to have more inventory space, change the hunger rate, tweak damage, make losing less punishing so getting randomly 1-shot isn't as much of a problem, and there's a Steam Workshop to change anything else you might dislike.