Quasimorph Patch Notes — December 18, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello, friends!
New Year is just around the corner, and we’re not going into the holidays without a small gift for you! Meet the Fresh Meat patch – packed with Christmas spirit and festive vibes.
A proper celebration needs plenty of guests, so this patch brings 5 new mercenaries and a full rework of all the old ones.
On top of that, we’ve delivered a major update to all procedural missions. We’ve been following your feedback after the previous patch and worked on victory/defeat conditions. And of course: a few new items, Combat Log improvements, and a bunch of QoL changes.
Let’s dive in:
New Mercenaries
Five new mercenaries have been added. Joining the squad:
Hannah Reich — Gains a dodge bonus after moving and can interact with the environment and inventory while sprinting.
Edward Lowrance — Has lower quasimorphosis gain per turn, and enemies need to get closer to spot him.
Bob Denarre — Has increased HP regeneration and faster perk cooldowns.
Jan Shrammert — Has increased enemy detection range, and his attacks ignore the armor of unsuspecting enemies.
Laksha Saminath — Restores more health from medicine and has a high chance to successfully extract implants from enemies.
Mercenaries Rework
All mercenaries have been reworked; their talents now have two properties instead of one. Your alive clones must be recloned to receive the new talents.
Procedural Missions Update
All procedural missions have been updated.
Defensive missions now have station dwellers.
Failure and evacuation are now possible in all missions where appropriate.
Security (the reverse of Robbery missions) has been completely reworked; now you have to hunt robbers.

NPCs performing the ritual have been added for Ritual and Counterattack missions.
Panicked and surrendered enemies are counted as eliminated.
New Interactive Objects
Cartridge Press, Medical Printer, Primitive Workbench, Primitive Kitchen, Maintenance Station, Recharge Station.
Some old recipes have been updated.
The interfaces for using all interactive objects have been standardized.

New Items
6 new implants
Cyber Implants
Stealth Skin
Makes the player invisible to enemies’ sight.

Bioaccumulator
Grants a dodge bonus based on the clone’s satiety.
Data Lock
Greatly increases the clone’s field of view.
Quasimorphic Implants
Steps of Bodb
Gives a chance to stun enemies in melee combat.
Whisper of Euphos
Accuracy and dodge bonus.
Plague of Balar
Spreads poison and infections around the player.

Also 1 new ammo, 1 collar, 1 alcohol item, 5 raw foods, 3 dishes, 3 spare parts, 5 resources.
New properties for Adrenaline.
New Stuff
New: Items — 6 implants, 1 ammo, 1 alcohol, 5 raw food, 3 dishes, 3 spare parts, 5 resources. New properties for Adrenaline.
New: The "Cobra Throw" (Co.B.R.A.), "Tactical Camouflage" (Unit 317), and "Ghost Killer" (Angels of Spades) perks have been reworked. Now they interact with the new NPC AI.
New: Deployable turrets and robots now require a turn to activate.
New: NPCs will now use medicine in combat as well. They can also heal and revive allies. Yes—VIPs will heal themselves if given a First Aid Kit.

New: The use of implants by NPCs is now noted in the Combat Log.
New: Difficulty setting — using the elevator and stairs costs a turn. Disabled by default on Easy and Normal difficulties, enabled on Unfair difficulty.
New: The Large Text setting now affects the displayed hit chance and floating text.
New: The name of the installed implant is now shown in the body part tooltip.
New: The deepest level of Bramfaturian Descent reached has been added to the statistics.
Balance Changes
Balance: The "Combat Physicist" perk now applies to melee weapons that use batteries.
Balance: Mercenary stats have been rebalanced based on two talent properties. They now have a sight range of 10 by default.
Balance: The Civil Resistance storyline step between the missions "From Spark to Flame" and "Iron Broom" has been adjusted; it no longer matters where the stations are captured.
Balance: The stats of many augments and implants have been adjusted. Shield implants lose some of their health per turn.
Balance: Slightly reduced passive dodge. Trigger perk cooldowns reduced. Average time to fully level perks up is +25%.
Balance: Minor changes to armor stats, with the biggest impact on Hazmat and RealWare armor.
Balance: Medical component production moved closer to the Inner System. Requires a new save to work.
Balance: Quasimorphic consumables are now tied to specific bramfaturas. Shards now repair everything.
Balance: The rewards for the Secret Data PCPU have been revised; the Tech Level of awarded items has been reduced.
Fixes
Fixed: Surrendered NPCs were blocking passages.
Fixed: The Seismic Generator implant ignored knockback immunity.
Fixed: Pathfinding issues — NPCs couldn’t find a path to the player; NPCs could get stuck.
Fixed: A situation where it was impossible to return from the Pleroma to the Solar System.
Fixed: Knockback properties for melee weapons in the hands of NPCs were not working.
Fixed: The "Sandman" perk description now mentions a silencer.
Fixed: The "Integrated Jammer" property wasn’t working.
Fixed: Railings didn’t block knockbacked clones and NPCs.
Fixed: The implant extraction chance bonus from augments and implants didn’t work on living enemies.
Fixed: Descents into the Ron might not generate a level.
Fixed: Bugs when entering the Pleroma from some satellites.
Fixed: The "Enemy Anatomy" perk wasn’t getting experience.
Fixed: When using the "Leap of al-Abarsa" implant on the last AP, the player's turn would end and the implant would trigger during the enemy's turn.
Fixed: Locations in the Pleroma would change owners after completing storylines.
Fixed: Locations from the Pleroma were displayed in the Stock Market.
Fixed: Level names were displayed incorrectly during Descents in bramfaturas.
Fixed: A capsule could block passage when appearing near a ladder.
Fixed: The "Feel No Pain" talent didn’t stop the gain of pain from meds and wounds.
Fixed: If you entered a Descent before the tutorial message from Professor Eipschwitz appeared, the travel button wasn’t available afterwards.
Fixed: The Laser Sight trait displayed the hit chance with the target’s dodge included.
Fixed: Incorrect processing of clones’ wound chance modifiers.
Fixed: Enemies surrendered when they shouldn’t.
Fixed: State icons were displayed over dead NPCs.
Fixed: Corporation employees weren’t receiving PlanetBridge and Coreward MG faction armor.
Fixed: NPCs without arms (Faris, spiders, drones, etc.) could throw grenades.
Fixed: NPCs could enter some objects if they had no other way.
Fixed: Class projects would reset if a perk in the same slot was changed multiple times. Clone projects would reset if a clone’s talent was changed multiple times.
Fixed: The VIP’s death in the shelter didn’t fail the mission. Now you’ll have to return and resurrect them.
Fixed: Active implants couldn’t be used if the clone had a minor wound.
The Magnum team is glad to wish you a Happy New Year and Merry Christmas!
Happy hunting, mercenaries!