Quasimorph 1.0 First Contract Guide: Survive the Floor and Return Ready

A Quasimorph mercenary entering the first floor of an industrial station

Do not accept a Quasimorph contract from the reward column alone. The briefing is already telling you how the run can fail: the objective decides when you may leave, the faction decides which equipment may be pointed back at you, the skull rating sets the risk band, and every extra floor asks whether the next container is worth a clone and everything that clone is carrying.

This guide follows version 1.0, released on July 31, 2026, and checked against the launch patch on August 1. The default Early Access save branch is not compatible with 1.0; Unstable Beta saves are compatible. If you started from the old default branch, make the opening decisions on a new campaign rather than trying to reproduce an obsolete route. Hotfixes are planned, so the live objective text, item cards, damage preview, and difficulty settings should override any fixed number in an older guide.

Before deployment, read the exit condition

Start in the Stock Exchange and mission briefing, not in the armory. Note the beneficiary, victim, station, objective type, number of floors, skull rating, power concentration, and any quasimorphic presence shown by the current client. Faction Power and Technology still help explain what a corporation can field: Power relates to enemy presence and mission loot, while Technology affects available equipment. The 1.0 patch reduced the influence of faction Power on difficulty and made the gap between skull ratings larger, so neither value is a complete forecast by itself.

Turn the briefing into one sentence: “I must do X, on Y floors, against Z, then leave with or without a carried objective.” If you cannot finish that sentence, do not launch. Robbery and Escort consume capacity in ways an Elimination contract does not. Defense and Control force you to hold ground instead of choosing every engagement. A high-value reward cannot repair a loadout that was wrong for the objective.

For an early contract, prefer a problem with a visible finish. A specific target, a small set of devices, or a low-floor objective gives you a reliable point at which to stop. A harder contract can still be the right choice when its victim uses damage you can resist and its objective suits your kit. A lower skull count is not automatically safe when your two weapons share the same damage weakness or the mission forces a long hold.

Set a loss ceiling in the inventory screen

Quasimorph expects clones and equipment to be lost. That does not mean every death should erase the tools that would have made the next attempt easier. Divide the armory into three classes before choosing gear:

  • Replaceable: craftable equipment, common ammunition, duplicate medicine, and armor you can field again immediately.
  • Recoverable with effort: a useful gun or vest with at least one backup path through crafting, barter, or a faction reward.
  • Campaign-limiting: the only copy of a strong item, a component reserved for a ship upgrade, or equipment whose ammunition you cannot replenish.

Your first independent contract should be built mostly from the first class. One recoverable item is reasonable when it solves a named threat; several campaign-limiting pieces turn a learning run into an unnecessary reset. The correct question is not whether an item is powerful. It is whether losing it would stop you from launching the recovery contract.

Keep enough empty capacity for the objective and the return. A packed backpack at deployment creates three bad choices later: abandon mission cargo, drop the supplies keeping the clone alive, or spend turns rearranging inventory in a dangerous room. Robbery is the clearest case because its valuable targets must be collected and evacuated, but the same rule applies to weapons, armor, barter goods, and ship-upgrade components taken from other missions.

Give the loadout three jobs

Version 1.0 changed weapon accuracy, critical damage, condition, prices, falloff, and many individual statistics. That makes old “best gun” lists a poor foundation. Build by job, then let the current item cards decide which available weapon fills it.

  1. Controlled first contact. Carry something that can solve a visible threat at the far end of a corridor without spending the whole magazine. Its purpose is to keep the first exchange from becoming a chase.
  2. Immediate stop. Reserve a weapon, firing mode, melee option, thrown weapon, or grenade for the enemy that appears at short range and must not receive another turn.
  3. Resistance change. Bring a second useful damage type. Inspect enemies and compare the live damage/resistance information instead of assuming one corporation or quasimorph family always keeps an old table.

Do not let these jobs silently consume the same ammunition. If both guns empty the same stack, the backup is only a second handle on the same shortage. Take a deliberate ammunition reserve, a compact medical kit, food appropriate to the expected length, and a liquid that can answer fire or acid exposure if the current item card confirms that use. Version 1.0 also makes makeshift grenades available from the start; treat one as an escape tool for a blocked angle, not a reason to enter a room without reading it.

Class choice follows the same logic. Read which weapon types and survival problems the available class actually supports, then match it to equipment you own. A class with impressive late perk interactions is a bad first-contract choice when the armory cannot activate those interactions. Current community class material covers version 1.0, but even its author frames it as advice rather than a manual; use the in-game perk card as the authority.

A Quasimorph mercenary checking a dark corridor before entering another room
A dark corridor is not empty space. Stop where the last door, corner, or long sightline still gives you a reversible move.

The one-action door rule

Use Sneak to gather information before exposing the clone, then choose the movement mode that leaves a response after the door opens. The rule is simple: never cross an unread doorway on the last displayed action. Open or cross with enough economy left to shoot, step back, close the door, use medicine, or change the angle. A mode that grants more movement is not safer if its accuracy or control tradeoff removes the response you planned to use.

At each closed room, run this sequence:

  1. Reload behind cover and inspect health, wounds, calories, active effects, ammunition, and the escape tile behind you.
  2. Check nearby positions with the safest information tool currently available. Do not confuse an unrevealed tile with a clear room.
  3. Open from a tile that does not expose the clone to two long lanes at once.
  4. Identify the enemy able to act on you first. Inspect its weapon and resistance information before committing a low-value attack.
  5. If the visible threat cannot be stopped and the retreat remains open, close the door or step back. The room has failed the entry test; you have not failed the mission.
  6. If you fire, end the exchange at cover or with the next threat controlled. Do not spend the final action walking farther into newly revealed space.

Version 1.0 makes doors more useful on keyboard and controller by adding an alternative action to close or block them. Practice that input on a safe door before it becomes an emergency. A closed door buys time, breaks a lane, and forces the next contact through a known tile. It is not permanent safety: enemies can approach from another route, and destructive weapons can change the room.

What the first gunshot changes in 1.0

Gunfire is not the only sound that matters. The launch patch states that opening doors and enemy deaths also attract attention by default; pact banes can increase that attraction, while the Silencer feature removes gunshot sound for NPCs. This means a clean kill may still have changed the surrounding floor even when no alarm animation appeared.

After a noisy exchange, do not immediately loot the body. Return to the last controlled corner, reload, and watch the routes that can reach the room. Let a mobile enemy spend actions entering your prepared lane. If a second group arrives, you want it to find a loaded weapon and a closed flank, not a clone comparing backpacks in the open.

Use the health window before the next door, not only when the health bar looks low. Wounds, infection, pain, and other status effects can remove the action economy on which the door rule depends. Stabilize what can compound; if the correct treatment is missing, shorten the route. “I can survive one more hit” is not a plan when the first hit can change accuracy, movement, or available actions.

The Quasimorph health and inventory panels showing wounds and medical supplies
Read the wound and treatment panels together. A small untreated problem can remove the action you expected to use at the next door.

Branch at the objective, not after it

The Official Quasimorph Wiki mission page was last edited in November 2025, before launch. Its objective descriptions are useful, but the 1.0 patch takes priority where mission resolution changed. Use this table as a decision map, then confirm the exact wording in the live briefing.

Contract shape What changes in your route Stop condition
Elimination, Counterattack, Infiltration Preserve burst damage and a clean route to the marked target. Counterattack adds a turn limit; Infiltration targets may reveal only after proximity or a scan, and a floor may contain no target. The required target state is confirmed. Do not convert a surgical success into a full-floor clear without a specific resource goal.
Conquest The objective is floor-wide attrition rather than one room. The pre-launch wiki describes a 50 percent enemy requirement per floor; verify the live counter before moving on. The current floor counter is satisfied and the path to the next floor or exit is controlled.
Defense, Security, Control, Surveillance, Ritual Choose the hold area before triggering it. Clear approach lanes, identify cover that will survive incoming fire, and stage medicine and reloads. Control floors may offer little ordinary loot, so exploration can add danger without funding the run. The required turns, attackers, or protected objects are resolved and the interface confirms completion.
Robbery Reserve inventory space for every required object. The 1.0 patch restricts this mission pool to valuable barter items, but mission cargo still competes with personal loot and must reach evacuation. All required objects are carried and a return path exists. Optional loot is subordinate to the space and risk budget.
Escort Inspect the NPC and, when the live interface permits it, improve their carried armor or weapon from floor loot. Move as a pair; a sprinting clone that leaves the escort in an open lane has not made progress. The NPC reaches the named area. Older references call any VIP death a loss, while 1.0 allows evacuation after VIP failure in specified story missions. Assume the objective is lost unless the current prompt explicitly offers a valid exit.
Sabotage Reach and destroy the named devices. Search objective-adjacent crates only when the area is controlled; older mission data associates them with ship-upgrade materials, but contents are not guaranteed. Every required device is destroyed and the completion state appears.

When quasimorphosis becomes the second objective

If the contract enables quasimorphic escalation, the original objective remains necessary but it is no longer the only clock. Read the live meter, current stage effects, and inspected enemy resistances. Do not carry a planet-wide resistance table as if it were a promise: the launch build changed weapon statistics, added composite damage types, revised armor and wounds, and adjusted quasimorph systems across late Early Access and 1.0.

Before committing to another room, ask three questions. Can both useful damage jobs still defeat what is appearing? Do you have the ammunition and treatment to finish the objective rather than merely survive the next contact? Is the return route shorter than the unsearched route? If the third answer is yes after the objective is complete, leave. A rare corpse is not valuable until it reaches the Magnum.

If the live inspection shows immunity or a heavily resisted attack, stop feeding ammunition into it. Change damage type, use the environment from a safe distance, isolate a different enemy, or retreat. The correct lesson from a failed damage preview is not “shoot more”; it is that the loadout’s third job has become active.

The return threshold

Set the return threshold before greed has a vote. Leave when any two of these are true:

  • the named objective is complete;
  • the backpack contains a ship-upgrade blocker, replacement weapon, armor upgrade, or trade item that changes the next deploy;
  • one combat job has run out of ammunition or condition;
  • a wound or status can no longer be treated reliably;
  • the safe route back is known, while the next room is not;
  • quasimorphic pressure has made the remaining loadout a poor damage match.

Do not confuse mission resolution with cargo survival. Version 1.0 includes a difficulty option under which mission completion on clone death or extraction resolves the conflict as if its timer expired, allowing Power to determine the winning side. That setting does not make carried equipment disposable or guarantee the result you wanted. Check the active difficulty rules, confirm the completion message, and extract while the clone can still bring the haul home.

In orbit, make the haul solve one problem

Unload before choosing another mission. Sort each important item into a next action: field it, reserve it for a named upgrade, dismantle it under the live recipe, or trade it. The 1.0 Trade Shuttle no longer follows old exchange guides. It has three modes: barter while specifying the desired item type, sale for reputation, and cargo transport from proxy-company stations. Check the selected mode before committing valuable cargo.

Ship and clone upgrades also changed at launch. Clone chips became the main limiter later in their progression, while the first few levels do not require them; weapon and armor costs and benefits were revised. Do not copy an old fixed Navigation or cloning order. Upgrade the first blocker you actually observed: insufficient carrying space, no reliable replacement weapon, weak treatment access, or a clone/class combination that cannot support the gear you keep finding.

Record the first irreversible mistake, not the death animation. “Opened with no action left,” “both guns used the same ammo,” “accepted Robbery with a full pack,” “looted before the sound response arrived,” or “ignored the inspected resistance” can each be corrected on the next contract. Change that one decision, reuse the replaceable core of the kit, and test whether the floor now stays under control.

Sources and version boundary

The Quasimorph Steam page, official 1.0 patch notes, and HypeTrain Digital’s game page established the game identity, Steam App ID 2059170, Magnum Scriptum and HypeTrain Digital credits, July 31 release, save rules, launch systems, and original Steam media. Mission shapes were cross-checked against the Official Quasimorph Wiki Missions page and readable community guides. Pre-1.0 weapon rankings, fixed resistance tables, old trade instructions, exact upgrade rushes, and claims from blocked or explicitly outdated pages were not treated as current facts.