⚜ SteamCozy

Home / News / Quasimorph

DEVLOG 017: Balance in 1.0

Quasimorph · Community Announcements · July 17, 2026

Read the original on Steam ↗

Hello, mercenaries!

In just two weeks, on July 31, Quasimorph will leave Early Access and launch in 1.0.

When we announced the 1.0 release, we saw a lot of questions about the balance of the release version. That makes sense: balancing a game that is supposed to be merciless to the player is not an easy task, and we have been wrestling with it for the last three years.

A little context

At first, our approach was fundamentally totalitarian: we made one difficulty level, and it… turned out to be too difficult for a large number of players. As a result, many of them were simply unhappy.

For a while, we tried to dance around the problem with tutorials that would teach players how to play Quasimorph, QoL updates, comeback mechanics, and even a few crutches that made the beginning of the game easier. Eventually, we decided to change our approach and added difficulty levels, along with Workshop support for those who wanted the option to simply modify the game.

The next step was modular difficulty. At some point, we realized that even fairly hardcore players might dislike one very specific thing, so it became clear that the right move for different audiences was to simply give you the freedom to customize the difficulty for yourself.

An important step in this direction was what we called “Operation Rob the Modders.” Dear modding community, we hope you are not offended by that wording! Thank you so much for pointing us toward QoL improvements and difficulty modifiers that players really wanted. This had a major impact on the game: many changes and options appeared after we noticed the popularity of certain mods.

Over the course of Early Access, we and our community have come a long way in improving the game. Quasimorph remains a difficult game where you can customize your experience to fit your preferences — that is one of our principles.

Still, by the time we approached the 1.0 release, there were a few more problems that needed to be solved. Today, we want to tell you about the improvements, increases in difficulty, simplifications, and balance changes we have made for 1.0.

Those of you who have already played the beta will be familiar with much of what we are going to discuss below, but we felt it would be right to summarize these changes before the game’s release.

Balance in 1.0

For version 1.0, we went through a huge part of Quasimorph’s systems: weapons, armor, crafting, medicine, missions, sound, allies, recipes, rewards, and difficulty progression. This is a fairly large balance overhaul for a game with hundreds of items, dozens of threat types, and many ways to die because of a bad decision, one extra step, or overconfidence.

What this means for 1.0

The main goal of balance in 1.0 is to make Quasimorph more stable, readable, and fair to the player without removing the pressure.

The first contracts should provide a clearer entry point. Late-game missions should apply pressure through enemy composition, technologies, factions, and the consequences of your decisions.

The scale of the work

We tried to add something new in every Early Access update. Now, after 3 years of development, Quasimorph 1.0 will include:

Weapons

We updated the stats of every weapon: damage, accuracy, critical damage, weight, durability, prices, and damage falloff over distance. The goal is simple: every weapon should have a role.

Not everything has to be equally convenient, and not everything has to forgive mistakes, but every tool should have its own place and niche in combat.

Medicine

Healing and medicine received a major overhaul:

In 1.0, medicine should more often make you look at the actual problem instead of frantically pressing the nearest healing item and hoping that a body wrapped in a floor rag will somehow negotiate with the bleeding.

Missions

We reworked mission stats and progression.

Economy and crafting

We updated item lists in chips, upgrade prices, crafting recipes, item disassembly, and rare weapon acquisition.

Sound, allies, and enemy behavior

We updated sound propagation and ally behavior:

Game Speed

We updated time acceleration in space. The available modes are now x1, x25, x100, and x250.

See you very soon!

We hope the direction of our work toward 1.0 is now clearer.

Our goal is for every death, every extraction, every lost backpack, and every successful contract to feel deserved.

Balance in 1.0 affects almost every level of Quasimorph: from weapon weight to mission structure, from wounds on cybernetic limbs to the economy of rare items.

The full patch notes will be available when the game is released.

We hope you will enjoy it.

See you very soon, mercenaries.

Quasimorph MORE ON STEAMCOZYQuasimorph 82.3% positive · 4,304 reviews Price tracking · player charts · similar games →