Quasimorphosis: Exordium has now been out for almost 9 months - the game has been enjoyed by thousands of players, and we have received lots of extremely useful feedback from you, the importance of which cannot be underestimated. It’s been an exciting and fruitful journey, but all journeys come to an end.
Today, we’re sharing the news that we’ve made the decision to close down Quasimorphosis: Exordium on December 8th 2022. Its Steam page will be closed from public and the game will no longer be accessible to new players starting on the date above. However, the game will remain in your Steam library if you add it there by Dec 8 (if you already have it, there’s no need to do that again), so you’ve got about 2 weeks to add the demo and retrieve anything from the Steam page you might need later on.
As we already mentioned in our previous update, we’d now like to focus solely on the development of the main game Quasimorphosis. But don’t you worry - new free demos and playtests will await you in the near future.
Thank you for playing Quasimorphosis: Exordium and staying with us - we really, really appreciate it. This is not a goodbye: make sure to drop by our Discord server, wishlist the main game, and we’ll see you in the vastness of the Solar system!
The last patch 0.1.7 is now live!
You read that right. This will be our last patch for Quasimorphosis: Exordium. From now on, we're fully focusing on the main game: Quasimorphosis. By the way, check out our Quasimorphosis - Official Gameplay Trailer: https://www.youtube.com/watch?v=7fg4oZ4wXJQ
We appreciate all and everyone who played the demo and will continue to do so, providing their feedback. You're breathtaking! Your continious feedback is greatly helping us shape the future of Quasimorphosis. Be sure to drop in to our Discord and let us know what you think!
Now, let's look at what's new in Quasimorphosis: Exordium 0.1.7.
GAMEPLAY & BALANCE
Replaced the in-game soundtrack, added sounds to some interactions (door destruction, failed repairs and some others), corrected the volume of some individual sounds.
Added firing modes for small arms and techniques for melee weapons. You can change the fire mode on the current weapon panel at the top left of the HUD or by pressing the Q key. Changing the mode of fire does not take up the player's turn.
Reworked the weapon reload mechanics: reloading in the enemy's line of sight now allows you to move your character. Any way of reloading a weapon in the inventory will also cost the number of moves equal to the duration of reloading this weapon. Reloading from unloading vest now speeds up reloading by one turn.
Redesigned the starting level.
Balanced the drop chance of armor and high-tier weapons.
Monsters now will not skip turns when moving to attack the player.
Monsters do significantly more damage; an encounter with a demon is likely to result in the death of the character.
Doors automatically close a few turns after being opened.
Standardized and changed item stack sizes for different item groups.
Demons now deal cold damage and there is no longer a delay in their actions immediately after eccolapse.
Changed the colliders size of some objects on the map, so they occupy fewer tiles than before.
Now when attempting to melee a broken door (highlighted in red) there will be a weapon melee attack against the door.
An item that has a max durability that is lower than the repair penalty will turn into a "trash" item when it is repaired.
Reloading with R will now first spend the stack with the smallest number of rounds within one container. (i.e. if there are several suitable stacks in the backpack, they will be sorted by number of ammo, ammo in the unloading vest will not be taken into account when sorting).
Unloading vest gives only one free action per turn.
Fire will gradually destroy items within the cell with fire if they have a durability reserve: by 5 durability units per turn.
Empty containers and enemy corpses are available for interaction, they are highlighted by a gray frame when hovering the cursor.
The Dr. Jones Surgical Kit now allows you to select a body part when healing, all wounds will be removed from that part.
Killed demons drop "skulls" that strengthen the character for the entire time until their death.
Halloween is also celebrated in Saturn's brahmfatura, with some demons carrying pumpkins instead of skulls (caution, explosive!).
UX
Added the option to change the screen resolution and screen mode in the settings menu. The default is windowed fullscreen mode.
Added panels to display changes in health (lower left corner of HUD) and quasimorphosis level (lower right corner of HUD) in the last turn.
When dragging an item, the allowed area under the item will now be displayed according to the size of the dragged item.
Pressing Left Alt will highlight all interactive objects, items, and enemies in sight.
If a backpack or an unloading vest is broken and there is a risk of items falling out, a warning bar will be shown at the bottom left of the screen.
The weapon tooltip will now display the number of rounds per shot in the current mode of fire.
The gun tooltip highlights the currently loaded ammo with a yellow frame.
Unloading vest slots no longer appear on the screen if there are no items in the vest itself.
TECHNICAL DEBT
The game engine has been updated from Unity 2019.4.13f1 to Unity 2021.3.9f1.
Refactoring of the item system necessary for further game features.
FIXES
The player's character made an extra move when an enemy was in the field of view if there were no enemies in the field of view during the previous turn.
Monsters didn’t spend a turn while attacking or opening doors.
Explosions no longer cause damage through closed doors.
Antibiotics now remove an infected wound completely if the infection is less than 0.
In Somnia phase, monsters did not chase the approaching player after the attack.
Ammo in the weapon isn’t resetting to default after loading the game now.
Removed the ability to throw grenades and knives or shoot simultaneously if the cursor is over the enemy.
Double explosion of barrels is fixed.
Fixed wounds with infection are now displayed in their correct colour in the wound panel (HUD).
Knife throwing didn’t count as an action, so the corresponding wounds didn’t cause the corresponding damage.
Throwing grenades always spent a turn even if the throw was cancelled.
If you try to pick up items while the inventory is full, they will be added to existing stacks if possible.
Fixed display of a flying demon corpse over an abyss.
Fixed the large demons shadow display when they are outside the field of view.
Fixed a bug where monsters didn't make sounds of taking postmortem damage.
Various localization fixes.
Fixed the position of item tooltips on the screen.
See you on Saturn's orbit!
Major announcement
FULL GAME PAGE
Hi all! We are pleased to announce the appearance of the page for the full version of the game, which is currently under development. We will be very grateful if you follow the link and add the game to your wishlist. Link
But in order not to scatter empty promises, we have prepared an update 0.1.6 Quasimorphosis: Exordium. Here is the list of changes:
GAMEPLAY AND BALANCE
Complete rebalance of the game.
The visual of demons has been redesigned, new demons have been added.
A lot of new weapons, loadouts and backpacks have been added.
Added a new class of operative - engineer.
Added a new (special) floor with new presets.
Added a new type of item - automap. When used, the entire level becomes explored.
Added a new type of interactive object - jammer. Until it is destroyed, the minimap will be inaccessible.
Added a backpack with a new mechanic - a servo arm. If you equip it, an additional slot for weapons will appear.
Some particularly formidable opponents can make a melee attack with a chance of amputating a non-lethal body part.
Grenades can stack up to 3 pcs. in one cell.
The empty space between the rooms is filled with destructible soil.
The monster that noticed the player will warn the entire group in which it is a member.
Some remains are now broken down into sharpened bone and meat.
When reloading from unloading, it is no longer possible to change the type of ammunition. Reloading is allowed with cartridges of the same type.
UX
Added save system when exiting the game. If the character dies, the save is erased.
The door code has been completely rewritten, many visual bugs associated with doors have been fixed, as well as interaction with them through mouse buttons.
The panel for displaying the current number of wounds on the HUD screen has been redesigned, now it shows the number of wounds by body parts and by their state (fixed / amputated).
Item tooltips now show the difference in stats compared to an equipped item of the same type.
Ranged weapon stats now display weapon spread and damage type for non-ammo weapons.
The inventory now displays the type of empty slot on the character, as well as the class of the current fighter.
Damage from wounds is displayed taking into account resistance parameters.
Now a hardware cursor is used instead of a software cursor, so there will be no problems with mouse sensitivity in some cases.
FIXES
Fixed many cases when the game freezes after exploding barrels or exploding into demons.
The obstruction of some cells at the place of an obstacle after its destruction has been fixed.
The ability to sometimes open containers that are far from the character has been removed.
Zero number of batteries in the stack after using the card/med scanner has been fixed. Stations.
Fixed an explosion after the death of a bloated Possessed when he dealt damage through a door or if the Possessed fell into an abyss.
Many cases of incorrect AI behavior with doors have been fixed. Sometimes monsters would attack doors when they shouldn't and vice versa.
Fixed a bug due to which monsters that passed through more than one cell per turn did not catch fire if they passed through a cell with fire.
Wound affecting accuracy incorrectly calculated the final value of the penalty to accuracy.
Interface scaling on ultra-wide monitors (eg 5120x1440 or 3840x1080) has been fixed.
Various localization fixes.
Small patch
GAMEPLAY AND BALANCE
The elevator and the platform in front of it are now invulnerable.
Floor tiles in narrow passages will now be less likely to be completely destroyed.
Now information from the map scanner about items and exit is saved until the end of the level.
The current level of infection will be shown in the lower left panel of the screen.
Now amputation / throwing and reloading using a completely broken weapon is not available.
Minor balance changes.
UX
Added Shadows option to settings. It is recommended to turn them off if there is a need to increase FPS. The option is only available from the main menu.
FIXES
Fixed a bug in the generation of wide passages on the third level due to which it became impassable.
Fixed Vibroblade's durability bar not updating during a series of attacks.
Fixed a bug in dismantling a stack of items into a single output item.
Fixed a visual bug when the monster was shaking too much when taking damage.
Various localization fixes.
Small patch
Bugfixes
This small update fixes several cases of cursor freezing and the inability to interact with the environment.
UI
We also updated the font for elements with a large amount of text.
Version 0.1.3
GAMEPLAY AND BALANCE
The mechanics of wound infection has been reworked.
Fire 9mm cartridges have been reworked: now they set fire to the target instead of setting fire to the tile below it. Dragon Barrage ammo works according to the old logic.
Floor and wall tiles now have more durability.
Elevators are now completely indestructible.
Demons after eccolapse will no longer act on the same turn.
Large fire now destroys objects in the cage below it.
UX
Added the ability to send bug reports from the main menu and the pause menu.
A long-range attack mode (shooting/throwing) on the tile above the cursor has been added: if L.Shift is pressed and LMB is pressed, the character will attack in the direction of the tile under the cursor.
By pressing F1 during the game, the help section with game controls will be displayed.
Added text scroll element for terminals.
The exit from the floor on the minimap will be displayed with a more visible animated element.
FIXES
Generation bug with missing elevator to the trail has been fixed. floor.
Fixed generation bug when there was an obstacle in front of the door to the room.
The name of the wound in English has been fixed. localization, was “shoulder frostbite”, became “shoulder fracture” and now corresponds to the actual type of wound.
Fixed that the tab button (open inventory) from the Health Monitor screen did not work.
Small update
UX
Added brightness setting option.
Added V-sync (vertical sync) option.
FIXES
Generation bug with missing elevator to the next level has been fixed.
The bug of incorrect display of resistance parameters after repairing an equipped armor element has been fixed.
Minor localization fixes (lack of localization for the terminal).
Public access
Gameplay and balance
Full characteristics and item drop rebalance. Damage parameter moved from ammo to weapon. Ammo count in one stack limit reduced to 50.
Added new various items.
Added new room presets.
Reworked melee throw mechanic: now LMB on enemy with throwable weapon in hands will throw weapon in enemy. If an enemy is in melee attack radius then melee attack will be used instead of throwing.
Some enemies now can use different types of grenades.
Item “Dr. Johns” now will restore random wounds on use.
Station scanner changed:first it will unlock items vision, last - level exit vision.
QoL
Tuned some loudness, new sound effects have been added.
Art of the female PMC was updated.
Item’s durability is now always available at the bottom of the item slot.
Now, before disassembling weapons, unloading ammo will happen.
Damaged or blocked doors now will be highlighted red and available for attack by range weapon.
Effects status panel was reworked (For example, now you can always see regen buffs/debuffs from starvation).
Health monitor screen was reworked, now you can see accuracy for each hand.
Added zoom in/zoom out option by Middle Mouse Button.
In the item tooltip now visible special abilities of melee weapons.
Volume settings now consist of two options: Sounds volume and Music volume.
Fixes
Multiple fixes of the localization.
Fixed long passes sometimes were blocked with obstacles..
Fixed inventory bug when ammo stack was dragged on weapon with loaded another kind of ammo.
Fixed ammo with stun ability has 100% of stun instead of 15%.