Quasimorph Mods Guide: Where to Find and Install Them

A Quasimorph mods guide covering Steam Workshop and non-Steam install steps, popular community mods, and the official tools used to build new ones.

Quasimorph supports mods through the Steam Workshop plus a growing set of official modding tools, and the community has already produced quality-of-life tweaks, weapon expansions, and full custom map packs.

Where to find mods

The official Steam Workshop page is the primary hub. For technical modding documentation, the developer's own official Steam Workshop guide — confirmed directly by developer Aleksandr in the game's Discord — is currently the most authoritative starting point for anyone building a mod rather than just installing one.

Installing mods on non-Steam versions

A pinned Discord post specifically for GOG and Epic players explains that non-Steam versions need a mods folder created manually inside the game directory, and warns that BepInEx should not be run alongside that setup, since the two conflict.

Popular quality-of-life mods

Community-listed QoL mods include a Backpack & Stack Size Tweak that expands inventory grid space and raises consumable stack limits, a Crafting Speed Tweak that pushes base-management crafting timers close to instant, and a Faction Advance Speed Tweak that slows the dynamic territory-control system down. On the visual side, players have built a ReShade cyberpunk preset with ambient occlusion and bloom, a high-contrast UI overhaul, atmospheric weather effects, and a blood-and-gore enhancer.

Gameplay-changing mods

Beyond visuals, gameplay mods let players adjust enemy HP and damage on a slider (from brutally punishing to a more narrative-focused difficulty), change the action-point economy for more movement and tactical flexibility, scale encounter density up toward horde-defense scenarios, and increase augment and weapon drop rates to cut down on grinding.

Community mods worth knowing

Several specific mods came up repeatedly in the modding forum: a large faction-wide weapon-expansion mod distributed both through the Workshop and as a manual download package for Epic/GOG users, a perk-expansion mod that's open source on GitHub, and a GUI-based content-mod editor built on top of an existing content-mod creator API, requiring Node.js to run. A "loot-vacuum creep" mod that spawns enemy waves after clearing a floor disclosed that AI was used to build it, with the developer specifying that AI involvement was limited to a single Steam Workshop icon asset. Another mod in concept stage proposes a lootable currency item and an associated crafting chain, with graphics permission credited to another game's mod author.

Check the tag before installing

The modding forum uses a consistent tag system — Gameplay, Balance, Behavior, New Items, QoL, Utility, Mod Idea, and Spriting — which is a fast way to filter for exactly the kind of mod you want without reading every thread.

Official modding tools and roadmap

Mod-development tool repositories shared by the community include a Visual Studio mod template, a toolset maintained by the game's own technical lead, and a data-tracking repository for config and localization changes. The developers announced in mid-2024 that the game had been migrated to the Mono architecture specifically to make modding easier, with a planned mod manager that will support Steam Workshop uploads — though the first iteration of that manager was stated to only support config-file-level changes, with support for custom assemblies planned for later.

Custom maps and level design

Beyond code mods, a #modding-maps Discord channel hosts community-built room and map packs — one contributor has been continuously expanding a large custom room pack, sharing archives of over 200 rooms at a time. A recurring lesson shared by the official team in that channel: unreachable walkable tiles can still spawn enemies or quest items, so map authors need to make sure every walkable tile is actually reachable, and packing in too many large rooms has been reported to throw off the game's internal calorie/resource balance, pushing experienced map authors toward smaller room designs.

Official video tutorials exist but aren't narrated

Two official tutorials are pinned in the modding Discord — a Map Editor tutorial and a walkthrough for adding a custom enemy from scratch — but both are silent screen recordings with no spoken narration (one is literally titled "silent guide"), so they're useful to watch step-by-step but don't translate into quotable text content.

Quasimorph mods FAQ

Where do I download Quasimorph mods? Primarily the official Steam Workshop, plus manual download packages posted in the game's Discord modding forum for non-Steam players.

How do I install mods on the GOG or Epic version? Create a mods folder manually in the game directory, and don't run BepInEx alongside it, since the two conflict.

Is there an official mod manager? One is planned, announced alongside the game's move to the Mono architecture, but its first version is limited to config-file-level changes only.

Are there official video tutorials for modding? Yes, an official Map Editor tutorial and a custom-enemy tutorial, though both are silent screen recordings without narration.