Quasimorph implants guide: how to install augments at the Meat Cage, bionic vs quasi picks, and class synergy on extraction runs. Verified August 2026.
Quasimorph added Augmentations and Implants in the 0.9 line and kept them central for 1.0. This Quasimorph implants guide covers The Meat Cage on the Magnum, bionic versus quasi parts, slot priorities, and picks that do not bankrupt your calorie budget on deep descents. Verified August 16, 2026 · Steam.
Fact
Detail
Platform
Steam (Windows · Steam Deck Verified)
System
The Meat Cage · body-slot augments
Families
Bionic (Cyborg / Military / Rubberized) · Quasi
Classes
14 classes with chip synergies
Loss rule
Permadeath — augments lost with clone
Dev / Pub
Magnum Scriptum / HypeTrain Digital
Release
1.0 July 31, 2026 (EA Oct 2, 2023)
What is The Meat Cage and how do I use it?
The Meat Cage is the Magnum medical bay module for cutting, replacing, and recharging augmented body parts. It arrived with the augmentation overhaul and remains the only place you safely swap heads, limbs, and internal implants between contracts.
Do01Unlock Meat Cage through Magnum ship upgrades (Engineering / medical branch)
Do02Select a clone from the roster — augments are per-operative, not account-wide
Do04Install found schematics or purchased bionic parts from faction traders
Do05Recharge active augments that use limited charges before long descents
Do06Repeat after clone death — new clones start naked until you reinstall
Installation versus field repair
The Cage handles swaps and recharge. Field medicine still treats fractures and infections on organic tissue left around the augment. A disabled Military Arm from a wound behaves like a broken weapon — stabilize or retreat.
Schematics and datachips
Many quasi parts drop from bramfatura missions or faction tech levels. Bank schematics on the Magnum even if you cannot craft yet — fabrication recipes often need materials from extraction robberies and sabotage crates.
Meat Cage UI in motion
The augment bay is easier to copy once you have seen the install flow — reference loop below when you first unlock the module.
When should I pick bionic augments?
Bionic augments are the corporate-grade line: Cyborg, Military, and Rubberized families. They trade modest penalties for reliable stat bumps and are the default for your first hundred hours.
Family
Strength
Typical penalty
Best for
Cyborg
Neural / sensory boosts
Calorie or pain sensitivity
Scouts · marksmen · AP efficiency
Military
Armor integration · weapon handling
Weight · maintenance cost
Corporate Merc · heavy classes
Rubberized
Blunt / shock tolerance
Lower sharp resist
CQC · tunnel crawls · riot floors
Examples you will see early
Wiki and community lists commonly cite Cyborg's Head, Military Arm, and Rubberized Leg as tutorial-tier drops. They are not best-in-slot, but they teach slot trade-offs without quasi addiction.
Internal implants
Implant rails hold passive chips — Neural Jack, Adrenaline Injector, Cortex Bomb style items appear in datachip loot tables. Treat them like weapon mods: one purpose per slot, no duplicate effects.
When are quasi implants worth the risk?
Quasi augments graft Quasimorph biology onto clones. They scale harder than bionics but push the Quasimorphosis meter, add weird wound rules, and sometimes require bramfatura unlocks.
Trait
Bionic
Quasi
Stat ceiling
Moderate, predictable
High, build-defining
Meter impact
Usually low
Often raises Quasimorphosis
Availability
Factions · workshops
Barons · descents · rare schematics
Loss on death
Yes
Yes
Synergy
Class chips · armor sets
Pacts · eclipse farming
Ur Forged and spider lines
Examples like Ur Forged Head, Giant Hand, and Spider Claw show the design lane: rule-breaking melee or mobility at the cost of sanity-meter pressure. Install them when you have anti-quasi drugs and extraction exits mapped.
Do not mix blindly
Three quasi parts plus a Tier IV pact is a deliberate eclipse build, not an accident. If you are still learning AP and cover, stay bionic until the combat guide habits are automatic.
Which body slots matter most on extraction runs?
Not every slot is equal. Prioritize where damage lands first and where class chips already invest.
Slot
Priority
Reason
Head
High
Vision · neural perks · crit packages
Torso / chest
High
Core HP · armor mounting
Legs / feet
Medium
AP economy · carry weight
Arms / hands
Medium–High
Weapon handling · melee classes
Internal implants
Situational
Burst tools · recharge limited
Legs for extraction, arms for killers
Scouts and extraction farmers upgrade legs and torso first — you flee more than you fight. Assault classes flip the order: hands and arms before cosmetic head slots.
Active abilities need recharge discipline
Charge-based augments must be topped at the Cage between missions. Launching a four-floor descent with empty charges is the augment equivalent of half a magazine.
How do implants interact with classes and wounds?
Class chips from the class guide assume a body profile. Implants modify that profile — sometimes breaking perk thresholds.
Interaction
What happens
Fix
Weight over cap
Extra AP on movement
Rubberized legs or pack less ammo
Wound on augmented limb
Part disabled like broken gear
Splints · extract · Cage repair
Quasi + high meter
More spawns · stronger q-morphs
Drugs · earlier extract
Calorie drain augments
Hunger kills long floors
Food prep · Tunnel Rat chip
Organic versus cybernetic wounds
The health monitor treats flesh and plating differently. Stabilization items that work on meat may not restore a quasi graft — read the item tooltip before you burn rare meds mid-fight.
Ending routes
Story finales check your PMC power, not just your favorite clone. Keep a second augmented operative ready so one death does not pause a RealWare or AnCom reputation push.
What are safe starter implant picks after 1.0?
These are conservative recommendations for post-1.0 players learning extraction — not endgame min-max.
Goal
Slot focus
Family
Notes
First extracts
Torso + legs
Military / Rubberized
Survive mistakes · learn AP
Scout / sneaky
Head + feet
Cyborg
Noise and vision margins
Heavy gunner
Arms + torso
Military
Recoil and armor synergy
Quasi curiosity
One quasi slot only
Quasi hand or leg
Pair with meter control
Upgrade path
After safe extracts, read pacts for skull absorption that complements — not fights — your augment layout. Annulment items exist, but prevention is cheaper.
Pact picks
Matched by build plan, shared topics, and guide progression — not random related links.
Loot augments on contracts, buy from faction shuttle stock, and install at the Meat Cage on the Magnum. Bionic parts drop early; quasi augments appear on deeper descents — see extraction timing before slotting risky quasi picks.
What are Quasimorph augments?
Augments are the implant/body-mod items you loot or buy, then slot at the Meat Cage. Search traffic often says “augments” and “implants” interchangeably — both mean Meat Cage parts, not class perks.
What are the best Quasimorph implants?
There is no universal best set — pick bionic Military / Rubberized lines for early Magnum runs, then quasi pieces only when you can extract before Quasimorphosis spikes. Class synergy beats raw rarity.
Where do I install implants in Quasimorph?
The Meat Cage module on the Magnum flagship. Unlock it via ship upgrades, then select a clone and body slot. Patch 1.0.1 surfaces active implants on the combat HUD; 1.0.2 moves most augment drops into regular/medical containers (same spawn rate) and buffs Steps of Grigenchosach / Plague of Balar poison immunity. See updates.
Do I lose implants when a clone dies?
Yes. Augments and installed parts die with the operative unless mechanics explicitly say otherwise. Reinstall on the replacement clone.
Bionic or quasi for beginners?
Bionic Military or Rubberized lines until you understand Quasimorphosis and extraction timing.
Do implants affect story endings?
Indirectly — they change combat success and meter pressure on finale missions, not dialogue flags.
Last verified?
August 16, 2026
Related pages
Matched by build plan, shared topics, and guide progression — not random related links.