Early-Game Item Chips
Common blue and green chips granting basic ballistic armor (Kevlar vests), 12-gauge shotguns (Taiga-24), 9mm SMGs, and surgical splints. Readily farmable on 1-2 skull stations.
Steam 1.0 · Progression & Tech Harvesting
Weapons break and clones die, but uploaded data cores endure forever. In Quasimorph 1.0, campaign progression is driven by extracting Item, Mind, and Class chips and permanently uploading them to your Magnum shuttle console. Master Network Centre server room sweeping routes, avoid catastrophic terminal detonations, and leverage the Marauder double-drop meta to assemble an unstoppable mercenary arsenal.
Core Architectural System
Every technology unlock in Quasimorph is encapsulated in one of three standardized data crystal formats. Understanding the role of each chip type dictates your tactical harvesting priority:
| Chip Category | System Role & Function | Primary Container / Target | Loss on Death Risk | Terminal Upload Effect |
|---|---|---|---|---|
| Item Chips (Blueprints) | Unlocks manufacturing schematics for weapons, armor pieces, ammo types, medical packs, and cybernetics. | Server Racks, Data Safes, Mainframe Terminals, Chief Technicians | 100% LOST ON DEATH | Permanently adds schematic to Magnum Fabricator database across entire campaign. |
| Mind Chips (Clone Templates) | Unlocks human clone operative chassis (Percy, Francis, Isabella, Kenzie, Victoria) with innate stat perks. | Cryo-Chamber Terminals, Bio-Research Mainframes, High-Sec Safes | 100% LOST ON DEATH | Permanently enables clone synthesis in Magnum Medical Vat; selectable for all deployments. |
| Class Chips (Perk Trees) | Unlocks military combat disciplines (Marauder, Tunnel Rats, Eclipse Blades, Space Hussar, Scout of Hades). | Security Server Nodes, Armory Databanks, Military Commander desks | 100% LOST ON DEATH | Permanently unlocks perk progression tree; any clone can train under that discipline. |
Common blue and green chips granting basic ballistic armor (Kevlar vests), 12-gauge shotguns (Taiga-24), 9mm SMGs, and surgical splints. Readily farmable on 1-2 skull stations.
Purple military schematics unlocking 7.97 AP assault rifles, Buffalo DMR sniper chassis, composite ballistic plates, and sealed Hazmat visors. Requires corporate R&D facility raids.
Gold prototype chips unlocking heavy pulse beam cannons, monomolecular vibro-blades, heavy power armor, and Quasimorphic field suppressors. Found on 4-5 skull planetary strongholds.
Tactical Room Infiltration
Not all station tilesets yield equal technology rewards. Network Centre stations, satellite relay arrays, and corporate communications complexes have the highest density of high-yield data containers:
The most common rookie disaster is clearing a server room with an RGD-5 frag grenade, an RPG-7 rocket, or an explosive shotgun slug:
Container Target Checklist: Always thoroughly search: (1) Tall Server Racks, (2) Floor Mainframe Consoles, (3) Electronic Data Safes with keypads, and (4) Slain Chief Engineer and Elite Technician corpses.
Persistent Account Architecture
Physical chips in your mercenary's backpack are vulnerable to permanent loss until they undergo formal cryptographic registration at the shuttle bridge terminal:
Develop the rigid muscle memory: Shuttle Lands → Walk to Central Terminal Console → Insert All Item, Mind, and Class Chips → Verify Upload Confirmation → Then and only then, manage clone loadouts. A single forgotten chip left in a clone backpack will be wiped if that clone perishes on their next deployment.
Class Optimization Meta
While combat classes like Space Hussar or Eclipse Blades excel at raw DPS, the Marauder class is mathematically uncontested for rapid blueprint acquisition:
| Operational Factor | Standard Combat Class (e.g. Space Hussar) | Marauder + Scavenger Perk Tree | Farming Advantage & Impact |
|---|---|---|---|
| Container Loot Rolls | 1 standard roll per server rack / safe | +50% bonus roll chance per container | Significantly higher frequency of discovering multiple blueprints in single server rooms. |
| Technician Corpse Loot | Standard 1-drop chance table | Double drop check on fallen elite technicians | Elite engineers frequently drop both an Item Chip and an electronic weapon mod component. |
| Inventory Capacity | Standard slot weight limits | Encumbrance reduction & expanded rig slots | Allows carrying 4-6 heavy chips and crafting scrap without suffering movement AP penalties. |
| Expected Blueprint Yield | 0.8 – 1.2 blueprints per 3-floor raid | 2.2 – 3.0 blueprints per 3-floor raid | More than doubles overall campaign progression speed and tech unlocks. |
The definitive technology harvesting setup is pairing clone operative Francis with the Marauder class. Francis boasts innate bonus carrying capacity and high baseline blunt resistance, allowing you to vacuum up dozens of heavy components and server data cores. Deploy Francis on 1-2 skull Network Centre contracts early in your campaign to unlock complete sets of Tier 1-3 equipment blueprints before corporate tech levels escalate to lethal levels.
Planetary Navigation
Patch 1.0.4 introduced a mandatory 11-21 day station cooldown timer following contract completion, preventing players from repeatedly farming the same high-tech facility:
Target planetary communication stations around Mars orbit. Rich in ballistic weapon schematics (Taiga, Buffalo) and advanced medical blueprints (Surgical Splints, Coagulants).
While Mars cools down (14 days flight transit), strike Venusian corporate research complexes for heavy composite armor plates, monomolecular blades, and thermal hazmat visors.
Orbital satellite arrays above Mercury and Earth's Moon house dense server arrays featuring elite Mind Chips (Kenzie, Victoria) and military Class Chips (Eclipse Blades, Marauder).
Use interplanetary transit times to your advantage. A shuttle trip from Mars to Venus consumes approximately 12 to 16 campaign days. By cycling through a 3-planet circuit, stations on Mars will have fully completed their 11-21 day cooldown timers by the time you return from Venus and Mercury, creating a perpetual, highly efficient blueprint farming loop.
Video Field Intel
Watch high-level tactical gameplay demonstrating server room sweeping, chip preservation, and permanent Magnum terminal uploads:
Field FAQ
Network Centre stations, planetary communication relays, and corporate research hubs (particularly AnCom, SBN, and Sunlight Corp facilities) house dense clusters of server racks, mainframe consoles, and electronic data safes. These containers have the highest weighted drop rates for blueprint items, neural templates, and military class data cores in the game.
Yes. Carried chips in your inventory are physical data crystals. If your operative dies inside a station before extracting, all carried chips, blueprints, and materials are completely destroyed and cannot be recovered. They only become permanent account-wide assets once you successfully extract to the Magnum shuttle and upload them into the central bridge terminal.
Server racks and mainframe terminals possess low physical durability. High-explosive ordnance—such as RPG rockets, frag grenades, Phase Bombs, or explosive shotguns—instantly obliterates computer hardware and vaporizes any loose chips or blueprints stored inside or dropped on the floor. Always use precision kinetic firearms or melee blades when clearing server rooms.
The Marauder class possesses the Scavenger perk skill tree, which increases container loot roll chances by +50% and initiates a secondary bonus loot roll on fallen elite technicians and chief engineers. In practice, this dual-roll mechanism roughly doubles the yield of rare Item Chips and Class data cores per mission compared to standard combat classes.
No. Once a chip is uploaded to the Magnum central terminal, the blueprint schematic, operative clone chassis, or class perk tree is permanently registered to your campaign master database. Even if your entire roster of active clones is wiped and ship supplies drop to zero, all previously uploaded schematics remain available for fabrication indefinitely.