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.
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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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.
| Fact | Detail |
|---|---|
| Core rule | Extract or lose carried + picked-up loot |
| Typical depth | 2–4 floors on standard contracts |
| Objective types | Elimination · Steal · Sabotage · Defend · Story |
| Risk meter | Quasimorphosis rises per floor / turn / kills |
| Banking | Magnum storage persists; clone inventory does not until extract |
| Genre | Turn-Based Extraction RPG |
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.

| State | Can you extract? | Notes |
|---|---|---|
| Objective incomplete | Usually no | Some story beats allow emergency evac with penalty |
| Objective complete | Yes | Extract pad activates on most contracts |
| Clone dead | No | Mission ends; re-entry may cost chips on Unfair+ |
| Mid-mission abort | Varies | Some contracts treat leave as failure |
| Critical item secured | Often yes | Steal/Espionage — leave immediately |
| Eclipse / Baron spawn | Yes — if you live | Extract becomes the only win condition |
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.
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.
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 role | Typical content | Player goal |
|---|---|---|
| Entry floor | Light patrols, tutorial loot | Learn layout, spend minimal AP |
| Mid floors | Mixed patrols, locked doors | Objective prep, medical spend |
| Objective floor | Target item / VIP / terminal | Complete card, do not over-loot yet |
| Extract route | Stairs or shuttle back to pad | Leave with blood and AP buffer |
| Optional basement | High tier loot, high Q-meter | Skip until mid-game builds |
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.
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.
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.
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."
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 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.
Matched by build plan, shared topics, and guide progression — not random related links.
Backpack slots are finite. Early extraction success means bringing home sellables, class chips, datachips, and repair materials — not every gray pistol.
| Item class | Extract priority | Leave behind |
|---|---|---|
| Class / datachips | Always | Never — unlocks persist |
| Rare weapons you will use | High | Duplicates of starter tier |
| Armor upgrades | Medium | Broken low-tier with bad resist mix |
| Schematics | High | Common ammo you can craft later |
| Human meat / odd consumables | Low unless build needs | Bulk junk when slots tight |
| Pact skulls | High — but know the Bane | Pacts guide |
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.
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.
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 band | Typical behavior | Extract advice |
|---|---|---|
| 0–300 | Baseline spawns | Normal loot pace |
| 300–600 | Stronger quasimorph variants | Finish objective, skip optional pits |
| 600–900 | Elite mixes, events | Extract immediately after objective |
| 900–1000 | Eclipse imminent | Pad now — full Quasimorphosis guide |
| 1000 (Eclipse) | Barons / arena shifts | Survive or die; no more looting |
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.
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.
Run this mentally at the top of the stairs back to the pad. Thirty seconds here beats a twenty-minute redeploy.
| Check | Pass condition |
|---|---|
| Objective | Marked complete on HUD / contract log |
| Blood | Above half OR bandages remaining |
| AP path | Can reach pad without fighting a fresh room |
| Ammo | Enough to break contact if chased |
| Meter | Below your eclipse threshold |
| Inventory | High-value items secured; junk dropped |
| Wounds | Bleeds closed; fractures splinted if moving fast |
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.
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.
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.
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 type | Slot efficiency | Drop when full? |
|---|---|---|
| Stackable ammo (common) | Low | Yes — craft on Magnum |
| Single rare gun duplicate | Medium | Only if stash has twin |
| Class chip | Infinite value | Never — extract or die holding it |
| Large armor piece | Low unless upgrade | Dismantle on ship if duplicate |
| Quest / story item | N/A | Never drop — objective fail |
Usually no — treat optional loot as optional. Espionage/Steal types are the main exception once the target item is secured.
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.
Yes — wounds persist on the operator after extract. Heal on the Magnum before redeploying, not on the pad timer.
Yes. Storage and Fabricator access are why successful extracts matter more than kill count.
The class guide — consistent extracts let you invest in a perk spine instead of rerolling starters.
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.
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.
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.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.