Quasimorph is finally out of early access after being three years in development. With the latest 1.0 patch that released on July 31, the main campaign storyline is officially finished. Because 1.0 introduces tighter resource management and item tier-locks, choosing which corporations to support is the one of most important decision you will make. In this guide, I will go over the best corporations to work for in Quasimorph 1.0
Best corporations in Quasimorph 1.0
The two standard rules that you must keep in mind while choosing a corporation are:
- Short-Term Farming – Usually involves working with Hexarch
- Long-Term Campaign Victory – Supporting Independent Factions to prevent a “bad” ending
Hexarch involves major corporations like Realware, AnCom, etc. that give high-tier weapon and gear rewards for your support. However, if you only work for them, they will completely crush minor factions, conquer the solar system, and scale out of control.

Below are the corporations that give consistent, high-payoff rewards, ranked in descending order:
RealWare
Faction Type: Hexarch
RealWare offers arguably the best defensive progression in the game. Their armor provides high protection with relatively few drawbacks, which makes mistakes a bit less punishing. This corporation also provides armor piercing weapons with excellent stats, making it a noob-friendly choice that even experienced players prefer to use. Highly recommended.
Dilthey
Faction Type: Hexarch
Dilthey has one of the strongest offensive equipment in Quasimorph 1.0. They use battery ammunition for their weapons, which is still incredibly powerful thanks to its immense damage potential. Unlike other corporations that focus on just a weapon type, this Dilthey also offers a medical bonuses that stay relevant throughout nearly the entire campaign. A great pick for aggressive, AR-focused builds.
Solar Broadcast Network (SBN)
Faction Type: Hexarch
SBN has some of the strongest futuristic equipment available in the game. This corporation’s focus is beam weapons, that have the ability to melt through enemy armors even in the later stages. They also offer excellent utility equipment, including one of the game’s most useful SILVER weapon series – a range of guns that don’t need any ammo to fire. A great choice for tech-focused builds, especially if you wish to carry the same into the late game.
Church of Revelation
Faction Type: Minor Corporation
The Church of Revelation doesn’t really give you the strongest or highest damage gear. But, it makes up for it by making your campaign much smoother. It rewards you with useful utilities like:
- Anti-Quasi Cigarettes
- Food
- Alcohol
These rewards come in handy during long campaigns where resource shortage is a common bottleneck. The Church also unlocks several exclusive weapons like the Jeffhammer MD Shotgun.
Daydream Chems
Faction Type: Minor Corporation
Daydream Chems specializes almost entirely around cold damage. It can slow enemies down, create crowd control opportunities, and open up retreat possibilities. However, the lack of armor piercing abilities and the fact that you need to build around cold damage to get the most of it puts it down in the list.
Anarcho-Capitalist Communications (AnCom)
Faction Type: Hexarch
AnCom’s focus is shock damage, which is useful especially early on when enemies have low to none armor on them. However, shock equipment doesn’t really outperform battery, beam, or cold weapons across the full campaign. You need to reach at least Tech Level 9, which unlocks the OMEGA M3 Level 3 Plasma Generator, one of few late game shock weapons that are actually useful.
Some corporations function more as story factions than just weapon and gear suppliers. Examples include:
- Civil Resistance (The Revolutionaries)
- Tezctlan (The Invasive Empire)
- Xiomara/Feathered Masks (The Venusian Rebels)
You must absolutely support one of these if you don’t want the Hexarch corporations you supported to snow-ball out of control. Doing missions for these factions keep them in check, making them important for campaign progression and endings.




