Quasimorph extraction guide

Quasimorph Extraction Guide

Quasimorph extraction guide: descent floors, extract pad rules, loot priority, Quasimorphosis timing, and pre-pad checklist. Verified August 2026 guide.

Turn-based extraction loop, descent floors, and when to leave with loot.

~9 min read

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At A Glance

Extraction is the spine of Quasimorph: descend procedural floors, complete the contract, reach the extract pad, and everything on your clone comes home to the Magnum. Fail to extract and the run loot vanishes with the body — no gear insurance, no shared stash on the corpse. Steam Deck Verified status and 4× speed options make repeat learning cheaper in real time, but the mechanical rule is unchanged: greed on floor three is how green players donate tier-two shotguns to the void. This Quasimorph extraction guide covers descent structure, exit timing, loot priority, and how Quasimorphosis punishes greed. Verified August 16, 2026 · Steam.

FactDetail
Core ruleExtract or lose carried + picked-up loot
Typical depth2–4 floors on standard contracts
Objective typesElimination · Steal · Sabotage · Defend · Story
Risk meterQuasimorphosis rises per floor / turn / kills
BankingMagnum storage persists; clone inventory does not until extract
GenreTurn-Based Extraction RPG

What are the extraction rules after 1.0?

There is no pity extract. If your clone dies, everything on that body — equipped gear, backpack, and loose floor loot — is gone unless a specific story or difficulty rule says otherwise. Surviving operators keep their XP and perks; the Magnum keeps whatever you already moved to ship storage.

Extraction pad activation and descent exit in motion
StateCan you extract?Notes
Objective incompleteUsually noSome story beats allow emergency evac with penalty
Objective completeYesExtract pad activates on most contracts
Clone deadNoMission ends; re-entry may cost chips on Unfair+
Mid-mission abortVariesSome contracts treat leave as failure
Critical item securedOften yesSteal/Espionage — leave immediately
Eclipse / Baron spawnYes — if you liveExtract becomes the only win condition

Extract pad is not instant invulnerability

Standing on the pad starts a transfer sequence. Enemies can still shoot during setup if you extracted under fire. Clear the room or break line-of-sight before you channel — same AP discipline as combat.

Capsule and storage on the Magnum

The Capsule module and general storage let you keep extracted goods between contracts. Make depositing a habit before you accept the next job — redeploying with your only copy of a gun because it was still on the clone is an unforced error.

Rules are simple; floor layout is where players misread difficulty — next section.

How do descent floors and objectives work?

Most contracts stack 2–4 procedural floors. Lower floors hold the objective; upper floors hold extract paths, optional loot, and sometimes harder enemy spawns. Story missions like AnCom and Civil Resistance can add skull ratings and fixed narrative beats on top of the usual layout.

Floor roleTypical contentPlayer goal
Entry floorLight patrols, tutorial lootLearn layout, spend minimal AP
Mid floorsMixed patrols, locked doorsObjective prep, medical spend
Objective floorTarget item / VIP / terminalComplete card, do not over-loot yet
Extract routeStairs or shuttle back to padLeave with blood and AP buffer
Optional basementHigh tier loot, high Q-meterSkip until mid-game builds

Read the contract card before descend

The card shows mission type, opposing faction Power, estimated resistance, and sometimes Quasimorphosis modifiers. A three-skull Civil Resistance manifesto job is not the same as a one-skull Elimination beside the Magnum — see Civil Resistance storyline.

Objective-first routing

Mark the objective room on the map before you loot side closets. Espionage jobs often put the target one floor below extract — reverse your path mentally at deployment.

Weight check at stairs

Overweight clones lose AP and burn calories descending. Drop sell-junk at the previous floor stash crate if the map provides one — coming back for trash is cheaper than dying fat.

When should I extract versus push one more floor?

Extract timing is a resource problem disguised as courage. Push another floor when you have AP, blood, ammo, and time — not when the last room "looked quiet."

  • Do01Objective complete — extract unless the card marks optional bonus rooms
  • Do02Blood below half and no bandages — leave now
  • Do03Quasimorphosis past your comfort line (see next section)
  • Do04Ammo below one full mag for your primary — shop on the Magnum, not on floor four
  • Do05Fractured leg or gun arm — extract and heal on ship
  • Do06Inventory 80%+ full — you already won; do not die sorting junk

The "one more crate" tax

Optional rooms spawn extra elites when the meter is high. The crate might hold a datachip; it might also hold three workers with flamethrowers. Value-per-slot math beats rarity glow — sell trash on the Magnum, not on the pad timer.

Defend missions need early exits planned

Defend and Conquest types punish late extracts by design. Take deployables, turrets, or companions only if you know the hold length. Beginners should avoid these until class perks are leveled.

Timing ties directly to what you pick up — loot priority is next.

Pick a long-term class chip

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What loot is worth the risk on deep descents?

Backpack slots are finite. Early extraction success means bringing home sellables, class chips, datachips, and repair materials — not every gray pistol.

Item classExtract priorityLeave behind
Class / datachipsAlwaysNever — unlocks persist
Rare weapons you will useHighDuplicates of starter tier
Armor upgradesMediumBroken low-tier with bad resist mix
SchematicsHighCommon ammo you can craft later
Human meat / odd consumablesLow unless build needsBulk junk when slots tight
Pact skullsHigh — but know the BanePacts guide

Ctrl-hover transfer on the Magnum

After extract, hold Ctrl and mouse over items to fast-transfer into sorted storage tabs. The habit reduces redeploy friction more than any single weapon upgrade.

Dismantle before you sell

The Fabricator and dismantler turn unwanted guns into parts you need for ammo and repairs. Sometimes a broken rifle is worth more disassembled than sold — check engineering recipes once the module is online.

Loot raises Quasimorphosis on some worlds — the meter section explains when greed summons barons.

How does Quasimorphosis change exit planning?

Quasimorphosis is the escalation meter (0–1000) tracking dimensional bleed on a mission. It climbs from turns spent, kills, certain items, and some planet rules. At 1000 an Eclipse can spawn Barons and supercharge every enemy on the map — extract stops being optional.

Meter bandTypical behaviorExtract advice
0–300Baseline spawnsNormal loot pace
300–600Stronger quasimorph variantsFinish objective, skip optional pits
600–900Elite mixes, eventsExtract immediately after objective
900–1000Eclipse imminentPad now — full Quasimorphosis guide
1000 (Eclipse)Barons / arena shiftsSurvive or die; no more looting

Mars is not one rule

Some Mars zones and moons apply different Quasimorphosis curves — Deimos and Phobos show up in community route guides as early campaign steps with lighter meters. Read the planet tooltip before you treat every map like Earth orbit.

Anti-quasi drugs and vices

Alcohol, cigarettes, and anti-quasi pharmaceuticals can shave the meter at a cost — addiction and debuffs if you spam them. Budget vices like you budget bandages.

Before you step on the pad, run the checklist below once — it catches most extract fails.

Pre-extract checklist for multi-floor contracts

Run this mentally at the top of the stairs back to the pad. Thirty seconds here beats a twenty-minute redeploy.

CheckPass condition
ObjectiveMarked complete on HUD / contract log
BloodAbove half OR bandages remaining
AP pathCan reach pad without fighting a fresh room
AmmoEnough to break contact if chased
MeterBelow your eclipse threshold
InventoryHigh-value items secured; junk dropped
WoundsBleeds closed; fractures splinted if moving fast

Abort versus extract

Some older community notes mention re-entering a mission with a chip after death on certain difficulties. On Normal 1.0 campaigns, treat death as a full mission reset for learning purposes — extract discipline matters more than clever re-entry.

Multi-floor extract routing

Mark the stairwell back to the pad when you enter a floor, not when alarms fire. Procedural layouts rotate, but exit vectors are usually upward or toward the landing zone arrow. If you lose the arrow, open the map before you open the next loot room.

Capsule timing

Move high-value extract to Capsule the moment you dock — not after you browse the contract board. One mis-click into a three-skull story job can strand your only upgraded rifle on a dead clone.

What is value-per-slot on extract?

When the backpack is full, sort by credits per slot and crafting rarity, not item color glow. Early campaign winners: datachips, schematic originals, compact meds, and stackable trade goods.

Item typeSlot efficiencyDrop when full?
Stackable ammo (common)LowYes — craft on Magnum
Single rare gun duplicateMediumOnly if stash has twin
Class chipInfinite valueNever — extract or die holding it
Large armor pieceLow unless upgradeDismantle on ship if duplicate
Quest / story itemN/ANever drop — objective fail

Quasimorph extraction FAQ

Can I leave a mission without the objective?

Usually no — treat optional loot as optional. Espionage/Steal types are the main exception once the target item is secured.

Do teammates share extract?

Quasimorph 1.0 campaigns focus on single-clone deployments in early contracts. Multi-companion tactics appear with robots, turrets, and certain classes — extract rules follow the active clone.

Can I extract with a wounded clone?

Yes — wounds persist on the operator after extract. Heal on the Magnum before redeploying, not on the pad timer.

Does loot in ship storage count for crafting?

Yes. Storage and Fabricator access are why successful extracts matter more than kill count.

What should I read next?

The class guide — consistent extracts let you invest in a perk spine instead of rerolling starters.

How do I do implant extraction in Quasimorph?

Implants / augments are installed on the Magnum, not yanked on the pad. After extract, open the implant bay — see implants. 1.0.2 moved more chips into containers instead of floor drops.

Did Patch 1.0.1 change extraction rules?

No pad-rule rewrite. 1.0.2 marks the Descent evacuation portal on the minimap; 1.0.1 still covers mission-prep tooltips. See updates and keep this page’s exit checklist.

Can I extract with secret data still in inventory?

Yes — extract first, then sell/deliver secret data on the Magnum / station side. Do not dump it mid-mission unless the contract says so. Buyer choice unlocks endings on the all endings page.

Last verified?

August 16, 2026

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