Quasimorph Campaign Guide: 5 Storylines, 9 Endings

A Quasimorph campaign guide to the five storylines and nine endings, pre-story certification, faction diplomacy, and ship-upgrade order for a 1.0 playthrough.

Quasimorph's 1.0 campaign runs through five storylines — Civil Resistance, Tezctlan, Xiomara, AnCom, and RealWare — and produces nine endings total, driven by which storyline you finish and the choices you make at flagged missions along the way. RealWare and AnCom each resolve into two endings on their own; Civil Resistance, Tezctlan, and Xiomara anchor the remaining epilogue paths. There are 38 story missions in total across the campaign.

Do certification missions before starting a storyline

Before committing to any storyline, complete a certification phase on the Quasimorphosis-free stations around Mars, Phobos, and Deimos. You want reliable extraction habits, sneak-first door discipline, comfort with all three movement stances, and baseline Navigation, Supply, and Research on your ship. Skipping certification "sends you into horror beats with gray weapons and empty medkits" — recoverable through bartering, but a rough way to lose story-critical items.

The five storylines, briefly

Civil Resistance is a rebel-network arc against corporate overreach; early contracts stay close to low-horror stations before mid-arc missions push into SBN and RealWare territory. Tezctlan is a disciplined, culturally-driven military storyline whose missions often lock the Quasimorphosis meter at zero, and its rites connect to a large share of the game's pacts. Xiomara crosses Civil Resistance, Dilthey, and corporate factions at once — helping one ally here can lock out another ending path several contracts later. AnCom is smuggler/syndicate economics that rewards aggressive, loot-heavy missions and resolves into two endings. RealWare is an industrial corporate arc with robot-heavy stations and high-armor enemies, also resolving into two endings.

For a first playthrough, Civil Resistance or Tezctlan are recommended for gentler horror pacing and clearer faction introductions; AnCom or RealWare suit players carrying Early Access experience, and Xiomara is better saved for a second run.

How endings and quest items actually work

A few rules matter across every storyline: some missions force a betrayal one way or another, and hedging your bets tends to default you toward a neutral ending rather than a decisive one. Extract quest items immediately — a clone that dies mid-mission erases any narrative item that wasn't already banked in ship storage, and it has to be recovered by re-running the mission. It also pays to bank barter purchases before a reputation-hitting mission, since dropping below zero standing with a faction removes their trader until you recover.

Best settings and starting build for a first campaign

For settings, normal difficulty at 4x game speed is the commonly recommended pace (8x is described as "really, really fast"). The one toggle worth never touching is no faction destruction — losing a faction outright means losing its items, dialogue, and missions permanently, and it can happen within the first ten hours if you're not paying attention.

Two solid campaign openers

Percy as Scout of Hades is a durable, hard-to-kill opener thanks to his armor perk and large calorie pool. Once Kensei Yukio is unlocked, respeccing him as a Tunnel Rat trades a little survivability for more accuracy and dodge.

Back the minor factions or the Hexarchy takes over

The Hexarchy — RealWare, Dilthey, Tianmìng, SBN, and AnCom — will slowly absorb the rest of the galaxy if you don't actively help the minor factions resist. Left unchecked for roughly twenty hours, most planets end up Hexarchy-controlled, which starves minor factions of the tech tiers needed to keep offering varied gear and missions. Factions worth backing include Civil Resistance, French Comté, Unchained Belt, Placid Bridge, Core World, Church of Revelation, and Grasshopper.

Ship-upgrade order for a campaign run

Navigation first — it generates more missions, and its scanner reveals up to the third floor of a level, which saves a lot of early time otherwise spent finding the elevator. Capsule second, since it lets you extract extra items per mission (and still banks an item even if the clone dies right after extracting it); later Capsule tiers add a shuttle that can haul out an entire floor's worth of loot. Class and clone perk-swap upgrades come third, followed by Supply-line items like scavengers, a cryo chamber for perishables, and recycling for efficient material breakdown.

Loot, trading, and inventory priorities

Prioritize crates and containers (gun crates, armor crates, guardsman-clothing crates), welding machines and hydraulic pumps, clone-enhancement items for the endgame, and every chip or data item you find, since chips are what unlock clone and class upgrades. Buy clone and class chips early while the trader roster is still varied, then shift spending toward upgrade resources. Faction standing swings prices heavily — poor standing can add 50–67% to costs, and good standing only unlocks its discount at that specific faction's own location. A recommended inventory layout keeps ammo, food, and medical supplies in the first tab so a mission loadout can be assembled in well under a minute.

Quasimorph campaign guide FAQ

How many endings does Quasimorph 1.0 have? Nine, spread across five storylines and driven by mission choices and faction standing at branch points.

Which storyline is best for a first playthrough? Civil Resistance or Tezctlan, for gentler pacing.

Can I get all nine endings on one save? Unlikely without replaying earlier branch points.

Do I lose story progress if my clone dies? Completed missions and already-extracted items persist; quest items still on a dead clone must be recovered by re-running that mission.