How many endings does Quasimorph have?
Nine endings across five storylines in the 1.0 release, each with an epilogue. RealWare and AnCom contribute two endings each.

Quasimorph all endings guide: all nine endings across five storylines with route prerequisites, missable choices, completion checklist. Verified August 2026.
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Quasimorph shipped its full campaign on July 31, 2026 with five storylines and nine endings, each with its own epilogue. This Quasimorph all endings guide is the completion checklist: which faction spine unlocks which route, where the two-ending branches live, and how to avoid locking yourself out of a finale run. Verified August 16, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam (Windows · Steam Deck Verified) |
| Storylines | 5 campaign routes |
| Endings | 9 finales with epilogues |
| Achievements | 82 Steam achievements |
| Release | 1.0 July 31, 2026 (EA Oct 2, 2023) |
| Dev / Pub | Magnum Scriptum / HypeTrain Digital |
| Reviews | Very Positive (Steam) |
Version 1.0 treats the campaign as five parallel narrative spines rather than one linear chapter list. You still run extraction missions, manage the Quasimorphosis meter, and upgrade the Magnum between beats — but each spine asks you to align with a different power bloc in the solar system.

| Storyline | Endings (1.0) | Entry theme |
|---|---|---|
| RealWare | 2 | Corporate espionage · secret data sold to RealWare |
| AnCom | 2 | Anarcho-capitalist contracts · AnCom reputation |
| Civil Resistance | 1–2 | Anti-corporate resistance · positive Civil Resistance rep |
| Tezctlan | 1–2 | Feathered Serpent pacts · Tezctlan / Xiomara threads |
| Xiomara | 1–2 | Baron gifts · Feathered Serpent Skull pact route |
A storyline is the full arc; an ending is the specific finale state inside that arc. RealWare and AnCom were expanded for 1.0 with two conclusions each, which is why completionists track nine epilogues even though marketing lists five storylines.
Each ending ships with its own epilogue screen summarizing your PMC’s fate. Treat that moment as the save milestone — screenshot achievement pop-ups here if you are hunting the full 82.
Next: the two corporate routes most players hit first after the faction tutorial.
RealWare is the military-industrial spine. It rewards players who feed secret data to RealWare and follow the delayed message chain on the contract board. Full start-to-Palace route: RealWare storyline.

Secret data is the fork. Selling to RealWare starts Covert Operations Guide; selling to AnCom starts Community and Anarchy. You can eventually see both routes on separate saves, but one sale usually commits your current timeline — see the factions guide for reputation math.
The wiki documents a RealWare reputation spike (+75) tied to the Feathered Masks mission Madness put to good uses — negative Tezctlan rep, Venus rapture, pact absorption, then Mars Sinkhole Oasis. That mission chain is how Tezctlan/Xiomara content bleeds into RealWare endings, not a separate save file.
AnCom is the other dual-ending spine added for 1.0. It punishes players who treat every corporation the same.
| Mission gate | Requirement | Notes |
|---|---|---|
| Community and Anarchy | Sell secret data to AnCom | Wait ~two weeks after the sale |
| Men in Black | +50 AnCom reputation | Requires Community and Anarchy complete |
| Finale branch | Late-route dialogue choice | Two epilogues — details on the storyline page |
AnCom missions assume you have been taking AnCom contracts, bartering with their trade shuttle, and avoiding missions that tank their Power. If Men in Black never appears, you are usually short on reputation, not missing a hidden item.
Full choice notes without duplicating every spoiler: AnCom storyline guide.
Negative reputation with three corporations triggers Ship of Ghouls on the Unchained Belt route. It is not an AnCom ending, but completionists often stumble into it while juggling rep — finish or ignore it before you assume your save is broken.
The remaining endings belong to resistance and quasi-religious factions. They interact heavily with pacts, Quasimorphosis, and planet-specific rules.

| Storyline | Known mission gates | Build note |
|---|---|---|
| Civil Resistance | Manifesto → From a Spark, a Flame (+50 rep) | Anti-corporate contracts · slogan choices on the storyline page |
| Tezctlan | Poison Trial after secret data sale to Tezctlan | Gannix blood pacts · high Quasimorphosis maps |
| Xiomara | Feathered Serpent Skull · Tezctlan gifts | Baron pact route · Venus/Mars chain from Feathered Masks |
Start with positive Civil Resistance reputation and clear Manifesto. From a Spark, a Flame needs roughly +50 rep — same pattern as AnCom’s Men in Black gate. Slogan and branch choices that flip the epilogue are catalogued on Civil Resistance storyline.
Tezctlan story content and Xiomara’s Feathered Serpent gifts share the Gannix bramfatura family. Expect pact absorption, rapture missions, and Baron skull drops if you ride this spine. Read Quasimorphosis before you hit 1000 meter eclipses mid-finale.
Pact-specific picks live on the pacts guide — do not absorb a skull you cannot annul later if you still need a clean ending branch.
Use one master checklist and duplicate saves before finale dialogue. Quasimorph allows long PMC runs — softlocks are usually reputation timers, not hard crashes.
Diluting Power and Tech across every faction feels flexible but delays every story mission. Pick one storyline per save until the epilogue rolls, then branch.
Finale branches hinge on dialogue and a handful of mid-route contracts — not on a single hidden item. If you are unsure, save before accepting a story contract with red warning text.
Matched by build plan, shared topics, and guide progression — not random related links.
Endgame story missions still use extraction combat. Under-geared clones die, and dead clones delay reputation grinds.
| System | Why it matters for endings | Guide |
|---|---|---|
| Class chips | Stable DPS and extraction pace on multi-floor finales | Class guide |
| Implants | Meat Cage augments without ruining calorie economy | Implants guide |
| Pacts | Optional power for Tezctlan/Xiomara — manage Banes | Pacts guide |
| Quasimorphosis control | Finale maps spike the meter | Quasimorphosis guide |
| Extraction timing | Leave with story items intact | Extraction guide |
Players who rush finales with starter clones often fail elimination targets on timer missions. Two evenings on the combat guide and extraction guide pay back more time than reloading a 40-hour save.
Nine endings across five storylines in the 1.0 release, each with an epilogue. RealWare and AnCom contribute two endings each.
Finale branches usually need separate decisions. Most players use multiple saves or sequential PMC campaigns rather than one omniscient file.
Sell secret data to RealWare, wait for the message chain, then complete Covert Operations Guide when it appears on the board. Full trigger order: RealWare storyline.
Sell secret data to AnCom, wait ~two weeks for Community and Anarchy, then reach +50 AnCom reputation for Men in Black.
Treat secret data as a story fork, not quick cash: pick the buyer (RealWare / AnCom / Tezctlan), sell or hand it in at their station, then wait for the delayed message / mission unlock (~two in-game weeks for RealWare and AnCom). Wrong buyer stalls the epilogue — see RealWare storyline and AnCom storyline.
It starts RealWare, AnCom, and Tezctlan ending routes. Selling to the wrong faction does not always fail the contract, but it locks the epilogue you wanted.
Mission gates are listed here; slogan-specific branches are on the Civil Resistance storyline guide.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.