A first-ten-contract progression loop
- 01
Finish the tutorial and inspect every interface
Learn movement modes, expanded tooltips, the Stock Exchange, ship departments and how to inspect enemy resistances before risking valuable gear.
- 02
Use replaceable starter loadouts
Bring treatment, food, common ammunition and a backup damage type. Do not make the first unknown faction a test for rare implants.
- 03
Favor readable nearby contracts
Mars and other locations without ordinary Quasimorph activity can reduce one source of complexity while you establish supplies, but the contract and faction can still be dangerous.
- 04
Extract permanent progress
Prioritize class chips, operator chips, blueprints and ship-upgrade materials over low-value room clearing.
- 05
Build a replacement economy
Unlock production or acquisition for the ammunition, medicine, food and armor your normal loadout consumes.
- 06
Expand with a tested kit
Leave the training region when the PMC can replace a failed run and your loadout answers both human and Quasimorph threats.
OFFICIAL GAMEPLAYChoose ship upgrades by the bottleneck they remove
| Bottleneck | Upgrade direction | Why it matters |
|---|---|---|
| Too few contracts | Navigation Monitoring path | Creates additional mission opportunities and improves rewards or reputation later |
| Unknown floors | Navigation Scanner path | Reveals more of the station and can influence mission loot and enemy pressure |
| Cannot save good loot mid-run | Hangar Capsule path | Provides limited item evacuation capacity with charges and cooldown |
| Cannot manufacture basics | Engineering and production projects | Converts recovered chips and materials into replaceable supplies |
| Operators remain weak | Cloning Genome or Training paths | Improves long-term profiles and perk development |
| Classes do not fit roles | Research Classes path | Allows selected perk replacement using recovered class chips |
Why players recommend Mars—and the limit of that advice
Recent community discussions still recommend Mars-area contracts because ordinary Quasimorph activity is absent there at the start, removing the meter from many early decisions. That can make it easier to learn doors, action points, resistances, wounds and extraction without a second faction appearing through Eccolapse.
Mars is not a guaranteed easy mode. Version 1.0 ties mission structure more clearly to skulls and still uses faction Power, Technology, objectives and difficulty presets. A bad matchup or long route can destroy an early loadout anywhere. Treat the region as a classroom, not a promise.
Extract these before ordinary loot
- Class Chips that open a role your current roster cannot perform.
- Operator or Mind Chips that unlock profiles or permanent development.
- Blueprint and item chips that make ammunition, medicine or dependable armor replaceable.
- Materials required by the next ship upgrade that removes a real bottleneck.
- Rare faction equipment that solves a known damage or inventory problem.
- Story items whose loss would force another risky route.
Choose relationships for supply, not a universal tier list
New players often ask which corporation to support. The better first question is which inventory and Technology path supports the build you can sustain. Inspect what each faction fields and sells, then protect reputation with one or two partners that provide ammunition, armor, backpacks, chips or implants you actually need.
Avoid helping everyone indiscriminately. Missions change Power, Technology, station ownership and reputation. Supporting a faction can also make its forces stronger when you later fight them. Keep enough strategic balance to preserve mission availability and trading options.
When the PMC is ready to expand
| Check | Ready signal | Wait signal |
|---|---|---|
| Supplies | Can replace the normal mission kit | One failed run empties ammunition or medicine |
| Combat | Two useful damage profiles and a retreat habit | One weapon must solve every enemy |
| Economy | Known factions and station demand | Cargo is moved without checking buyers |
| Progression | A ship upgrade plan tied to bottlenecks | Materials are spent wherever a button is available |
| Risk | Written extraction threshold | Every mission becomes a full-clear attempt |
Plan the transition after Mars
| Question | Ready signal | Next page |
|---|---|---|
| Can one death be replaced? | A complete replacement loadout remains in storage | Midgame Recovery |
| Can the kit answer Quasimorph resistance? | A sustainable primary and compact backup use different damage types | Damage Types and Resistances |
| Is the next route purposeful? | Venus, Mercury, the Moon, or a belt contract advances story, supply, or a ship bottleneck | Where to Go After Mars |
| Can the meter be controlled? | Food, phase boundaries, extraction threshold, and Baron decision are understood | Planets and Quasimorphosis |
FAQ
Frequently asked questions
Where should a beginner do early missions?
Nearby readable contracts, often around Mars, are useful while learning because ordinary Quasimorph activity is absent in several starting locations. Still inspect skulls, faction Power, Technology and objectives.
Which ship upgrade should I build first?
Build the upgrade that removes the current bottleneck. Monitoring helps mission availability, Scanner helps information, Capsule protects selected loot, and production paths make core supplies replaceable.
How do I recover after losing equipment?
Return to short contracts with cheap loadouts, prioritize extracted weapons and production materials, use faction barter deliberately, and stop risking the first recovered high-value kit.
Should I clear every floor for experience and loot?
No. Permanent unlocks and a successful extraction are usually more valuable than optional rooms after supplies or safety begin to fail.
Where should I go after Mars?
Choose Venus for story progression when prepared, Mercury or the Moon for a suitable damage matchup, or another readable contract when replacement gear and ship upgrades remain the priority.
Research trail
Sources and further reading
Current HIS Magnum departments, module effects, requirements, and progression paths.
02 · OfficialQuasimorph 1.0 and 1.0.1 NotesOfficial mission progression, difficulty, economy, UI, class, mercenary, implant, and balance changes.
03 · WikiMissions — Community WikiMission types, faction effects, story triggers, and spoiler-safe progression notes.
04 · CommunityQuasinoobs: Guide and TipsPractical beginner routing, action economy, positioning, healing, and loot advice.
