$24.99Quasimorph Die, clone, deploy again
Run a space PMC in a dark cyberpunk roguelike where death costs you everything you carried in. Take corporate contracts, sneak through labs and wrecks, grab tech and get out. Clones are cheap, gear is not.
Is Quasimorph worth it?
Quasimorph is worth it if…
- you like turn-based tactics where positioning and ammo matter
- you like extraction loops of risk, loot, and losing it all
- you like building strange mercenaries with implants and heavy guns
- you like dark cyberpunk with cosmic horror and corporate contracts
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Clone in, loot out, die trying
You pick a contract, print a mercenary, and land in a planetary base or ship wreck to do the job and drag home everything you can carry. Succeed and your PMC grows stronger. Die and everything you brought is gone, so you print another clone and rethink the plan.
You step off your ship with cheap gear, count bullets, and decide whether that locked lab is worth the risk when extraction is still three floors away.
Turn-based fights with no mercy
Combat is turn-based and tactical, with stances, action points, cover, and wounds that punish sloppy positioning. Hundreds of weapons, armor pieces, and gadgets give you room to experiment, from rifles and machine guns to lasers, flamethrowers, and freezing guns.
You hold a doorway, lean out to fire, then step back out of sight while bleeding enemies chase you down the corridor. Mistakes stack up fast, which makes a clean extraction feel earned.
Build mercenaries into weapons
Your crew starts human and ends up whatever you can afford. Dozens of classes and unique mercenaries combine with cybernetic implants and body modifications, including grafted demon claws and limbs, for very specific kinds of trouble.
You send a sneaky scavenger for quiet theft one mission, then a plated gun platform with heavy weapons the next. Death ends the mercenary, not the idea, so failed builds teach the next print.
A privatized apocalypse to exploit
In a future where corporations have pushed past the Solar System, something terrible is closing in and everyone still wants to get paid. You take shadow contracts, earn reputation in sweat and blood, trade and upgrade your flagship, and recover technology from secret labs.
Corporate politics shape where you go and who shoots at you, while corrupted quasimorphosed horrors twist the mission sideways. No one mourns a clone, which is convenient for the bottom line.
What should you know before signing up?
How does death work?
Death ends that mercenary and everything carried in stays behind. What you already extracted and stored stays yours, and your PMC keeps its reputation, tech, and ship upgrades. So the loop is simple: bring less than you fear losing, steal more than you deserve, and leave before greed writes the after-action report.
What do missions look like?
Corporate contracts send you into procedurally generated bases, laboratories, and starship wrecks across the system. You clear floors, complete objectives such as elimination or espionage work, loot weapons, resources, and tech, then extract. Corporate power and technology shape the defenders you meet, from soldiers and robots to quasimorphosed horrors.
How deep is character building?
Very. Dozens of classes, unique mercenaries, hundreds of weapons and armor pieces, gadgets, and a deep augmentation system let you tune for stealth, firepower, or weird body-horror melee. You also maintain gear, manage wounds and supplies, and choose which corporations to please, which decides what work and rewards open up next.

















