Quasimorph Patch Notes — April 3, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hey, everyone! Time for a new beta.
The upcoming beta is called “Unstable” for a reason.
Because of the large number of reworks, conflicts, bugs, and other surprises may occur.
Play at your own risk.
The beta is already available in the corresponding section of the game’s Steam properties.
Wipe and configs
We have updated all configs, fixed naming issues, removed items from classes they no longer belong to, and reorganized the tables to make them easier to navigate.
This requires a wipe — old saves will not work.
If no sudden urgent need arises during the beta (it shouldn’t, we’ve checked, though we can’t rule out that some issues may surface), then saves started during the beta should remain playable in the full 1.0 release.
That said, at least one wipe during the beta is planned.
Map Editor
We changed the way maps and story mission layouts are stored. This made it possible to give you access to our Map Editor.
If you add a room or corridor preset into the location-type folders found in Procedural, it will be added to the room pool used to generate procedural missions.
In World Structure, you can see and configure which rooms are used to build story mission levels and according to what rules. However, the editor alone is not enough to create story missions — for that, you will need programming knowledge.
The Map Editor is first and foremost a tool for advanced users and modders. Your feedback on how it works is especially important to us, so please make sure to report any bugs you find.
Also here you can find a tutorial to Map Editor:
New
New: Map Editor.
New: Config overhaul and cleanup of outdated items.
New: Thrown weapons have been separated from grenades and now have their own item type. They receive bonuses as melee weapons and can break when thrown. This includes not only throwing knives, but also saws, nails, and empty bottles.

New: Loaded batteries now affect weapon stats. The damage type is determined by the weapon itself.
QoL
QoL: When trying to move into a tile occupied by an ally while using keyboard or controller, allies will now step aside for the player, just like they already do when moving with the mouse.
QoL: Added a hotkey that lets you pan the camera while holding it.
QoL: You can now click on any upgrade to see the required items, not just the next one in the list.
QoL: Sorting rules can now be configured in the Cryochamber and Recycler tabs.
QoL: Wound names now include the damage types that caused them.

Balance
Balance: The Enemy Anatomy perk now also works with explosions created by the player.
Balance: Bonus thrown weapon range now also applies to grenade throwing range.
Balance: The item pool for Robbery missions has been restricted — you will no longer need to steal cheap resources, only valuable barter items.
Balance: The Security Service Magnum upgrade now gives you a squad of allies only on the first floor instead of every floor. After all enemies on a floor are killed, they will move to the elevator and be able to proceed together with the player.
Balance: Player-controlled and mobile allies can now move between floors together with the player.
Balance: If, during the Tezctlan storyline, the player made either the Church of Revelation or the Solar Coven their proxy, then \after it is taken away, the player will be able to capture a new proxy\.
Balance: Reduced the number of enemies in Descent missions.
Fixes
Fixed: Hit calculations at high animation speeds, while shooting diagonally, and in situations where enemies were standing next to walls.
Fixed: The game no longer breaks when using more than 50 mods.
Fixed: When using two weapons with the Overheat property, the overheat value was shared between them instead of being tracked separately for each one.
Fixed: If an enemy used the Red Frenzy of Nanauatzin pact, it triggered on other enemies instead of the player.
Fixed: Incorrect message about the amputated body part when using the Red Frenzy of Nanauatzin pact.
Fixed: Tooltips for interactive object icons did not disappear if the object window was closed with Esc.
Fixed: The CEO and their guards could spawn outside their designated room during CEO Elimination missions, including in the elevator.
Fixed: Fog of war could update on load and reveal items the player had not yet seen if the floor had previously been revealed by a Scanner.
Fixed: Enemies activated shields after taking damage instead of when entering combat.
Fixed: The Laser Sight showed accuracy lower than the actual 95%.
Fixed: Niko Medich’s talent granted an accuracy bonus to all weapons instead of pistols only.
Fixed: An NPC could enter the player’s tile if its movement was interrupted by vomiting.
Fixed: A rare case where enemies in attack mode would not enter the player’s field of view.
Fixed: If you saved and loaded the game during a robot’s or turret’s activation turn, they could get stuck in activation mode and stop acting.
Fixed: A possible memory leak at high resolutions when the clone is not shown in the mission preparation window.
Fixed: The Shaker grenade launcher could have its damage reduced infinitely, allowing it to be upgraded for free forever.
Fixed: Tier 4 and 5 pacts were not dropping in bramfaturas.
The beta is already available in the corresponding section of the game’s Steam properties.
We’d be glad to see you in our Discord if you have any feedback to share or run into any issues, errors, or bugs.
Good hunting, mercenaries!
P.S. A sneak peek of what will come.
