Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations.
User reviews:
Very Positive (34 reviews) - 100% of the 34 user reviews in the last 30 days are positive.
Overwhelmingly Positive (562 reviews) - 98% of the 562 user reviews for this game are positive.
Release Date: Jul 15, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

Caves of Qud is a colossal project. We've weaved a rich, exotic, and well-researched culture around deeply simulated physical and political systems. The world is expansive, the gameplay is unpredictable, and the plants are sentient. For example, you can:
  • Play as a turtle-shelled gunslinger
  • Play as a telepath with amnesia
  • Dig a tunnel anywhere in the world
  • Swap stories with an albino ape mayor
  • Clone yourself, mind-control the clone, and then hack off your own limbs
Before calling it done, we want to watch the community play Caves of Qud, and as the strange, unexpected stories of their characters unfold, we want to use them to refine the systems and make the game better.”

Approximately how long will this game be in Early Access?

“We don't have a strict timeline. At the very least, Caves of Qud will remain in Early Access until you can complete the main plot. In the mean time, we'll be adding all sorts of items, monsters, NPCs, quests, new regions, new systems, tweaks to old systems, and more sentient plants.”

How is the full version planned to differ from the Early Access version?

“The full version will have:
  • A completed main plot
  • Tile art for every tile
  • Improved UI and graphical effects
  • Sound and Music
  • Less bugs
Additionally, it'll feature refinements to all the game's systems, more monsters and items, new sidequests and locations, and more lore.”

What is the current state of the Early Access version?

Caves of Qud already has a tremendous amount of game, amounting to 50-100 hours of play. There are:
  • Over 70 mutations and 24 player castes and kits
  • Hundreds of monsters
  • Dozens of overland regions with unique ecosystems
  • Scores of conversable hand-crafted NPCs and infinite procedural ones
  • Rich and varied sidequests
  • Hundreds of items and a tinkering system to craft them
  • Themed dungeons—ruined sectors of a fossilized arcology
  • Diseases, storied artifacts, history books, the poetic ramblings of a mad goatman, cryogenic chambers, and cybernetic implants
Most of the major systems are already in the game. The big missing piece is the resolution of the main plot, and that's our #1 development focus.

Also, while Caves of Qud is very stable considering the complexity of the engine, there are some late-game save corruption and crashing issues. We'd love your help identifying these bugs! If you encounter them, please give us the details so we can reproduce them.”

Will the game be priced differently during and after Early Access?

“We plan to increase the price by approximately 50% when we exit Early Access.”

How are you planning on involving the Community in your development process?

“You're going to teach us how to play Caves of Qud—from bizarre bug reports...

'I can walk even though a saw-handed robot cut off both my feet.'

—to emergent weirdness...

'Farmer Mehmet's procedurally generated backstory said he hates the Wardens for repeatedly beating him at dice, so he attacked Warden Ualraig, and Ualraig killed him.'

We can't possibly play through all the permutations ourselves, so we're asking for your help. We're active on the Steam forums, Twitter, and our website—tell us your story.”
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Recent updates View all (68)

February 17

Feature Friday - February 17, 2017

  • Added legendary gunsmiths. You'll find their workshops as new overland encounters.
  • Added secluded distilleries.
  • Added legendary ichor merchants and new overland encounters for their distilleries.
  • Added a new music track "Moghra'yi Remembrance Circle" to desert areas
  • Legendary creatures guarding the relic chests on the last levels of historic sites are now leaders of their respective cults.
  • Relic quests now properly complete when you equip or activate the relic directly from a chest.
  • You no longer get multiple chronology entries for visiting the same historic site.
  • Fixed an exception when looking at cybernetic credit wedges.
  • Move Up and Move Down keybinds will now cycle through multiple objects in a cell in look mode
  • Added UI options to show or hide plants and pools in the nearby items list, defaults to hide
  • The new UI multiple-choice dialog now correctly supports capitalized hotkeys
  • Taught the AI to use: bezerk, force wall and the new long blades tree
  • Updated several NPCs and creatures to the new skills
  • Reduced the frequency of several items of stacked walls and furniture occuring in a single cell in areas generated by the historic-style dungeon builder
  • Changed XP Bar to more conventionally display percentage of progress through only the current level's xp
  • Fixed dismember allowing you to dismember with non-axe weapons
  • Fixed invisible objects showing up in the nearby items list
  • Fixed issues with relics with several stat boosts not being properly displayed, applied or removed
  • Fixed issue with relics applying their boosts in inappropriate slots
  • Fixed some layout issues with the popup choice window
  • Fixed some issues with level stacking of mutation power-granting relics
  • Fixed the trade button in the new ui conversation screen being un-navigable
  • Fixed XP and HP bars sometimes not resizing properly
  • Fixed fungal infections dropping as items
  • Fixed fungal infection items showing up on dynamic tables
  • Fixed a few rare cases where Calloused's bonuses would stop applying
  • Fixed some cases where you'd end up with multiple stairs up in a square
  • Fixed some cases where you'd end up with a missing stairs down
  • Fixed many effects that were incorrectly rendering in non-active zones
  • Improved the layout of conversations
  • Improved the readability of the selection highlight on new ui dialogs
  • [modding] Added stat:<statid>:<amount> wish to modify a stat basevalue
  • [modding] Added statbonus:<statid>:<amount> wish to modify a stat bonus
  • [modding] Added statpenalty:<statid>:<amount> wish to modify a stat penality
  • [modding] Added xp:<amount> to award a given amount of experience
  • [modding] Added cureglotrot and cureironshank wishes
  • [prerelease content] Metamorphosis no longer duplicates inventory and non-natural equipment and transfers your own equipment during transformations.

19 comments Read more

February 10

Feature Friday - February 10, 2017

  • Added a new type of overland encounter: secluded workshops.
    • Added legendary shoemakers (and their hired guards).
    • Each legendary merchant has a distinct maker's mark that they use to brand their artisan wares.
    • Added a new faction: merchants' guild.
  • You can now give your followers randomly chosen names from their particular cultures.
  • You can also give your followers randomly chosen names from your character's own culture.
  • Added unique name generators for the following factions.
    • insects
    • oozes
    • crabs
    • reptiles
    • humanoids
    • fish
    • worms
    • baboons
    • various animal factions
    • various plant factions
  • New UI: added a new sidebar for interacting with objects adjacent to you (Options > Overlay UI > Show overlay nearby objects list). Left-click on an object in the sidebar to interact with it contextually, and right-click on it to get a list of options. It's especially convenient for picking up adjacent items.
  • Each data disks description now includes the Tinker level required to build the item.
  • Refactored each region's list of creatures that can become legendary and get their own lairs.
  • Tweaked lair population.
  • Tweaked the way merchant guards are generated.
  • Greatly improved the formatting for multiple-choice dialogs in the new UI.
  • Fixed an issue where the amaranthine prism sometimes [redacted].
  • Removed 'a scroll bound by kelp' from dynamic encounters.
  • [modding]You can now specify static reasons for why various factions admire or dislike faction leaders. Use the StaticLikeReason and StaticHateReason tags on a creature with the GivesRep part.
  • [modding]NPCs now inherit from BaseHumanoid instead of Humanoid.
  • [modding]Fixed an issue where inherited objects tried to override existing xtags.

13 comments Read more
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About This Game

Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations. Decide: is it a dying earth, or is it on the verge of rebirth?

Who are you?

Play the role of a mutant indigenous to the salt-spangled dunes and jungles of Qud, or play a pure-strain descendant from one of the few remaining eco-domes—the toxic arboreta of Ekuemekiyye, the Holy City; the ice-sheathed arcology of Ibul; or the crustal mortars of Yawningmoon.

You arrive at the oasis-hamlet of Joppa, along the far rim of Moghra'yi, the Great Salt Desert. All around you, moisture farmers tend to groves of viridian watervine. There are huts wrought from rock salt and brinestalk. On the horizon, Qud's jungles strangle chrome steeples and rusted archways to the earth. Further and beyond, the fabled Spindle rises above the fray and pierces the cloud-ribboned sky.

You clutch your rifle, or your vibroblade, or your tattered scroll, or your poisonous stinger, or your hypnotized goat. You approach a watervine farmer—he lifts the brim of his straw hat and says, "Live and drink, friend."

What can you do?

Anything and everything. Caves of Qud is a deeply simulated, biologically diverse, richly cultured world.
  • Assemble your character from over 70 mutations and defects and 24 castes and kits—outfit yourself with wings, two heads, quills, four arms, flaming hands, or the power to clone yourself—it's all the character diversity you could want.
  • Explore procedurally-generated regions with some familiar locations—each world is nearly 1 million maps large.
  • Dig through everything—don't like the wall blocking your way? Dig through it with a pickaxe, or eat through it with your corrosive gas mutation, or melt it to lava. Yes, every wall has a melting point.
  • Hack the limbs off monsters—every monster and NPC is as fully simulated as the player. That means they have levels, skills, equipment, faction allegiances, and body parts. So if you have a mutation that lets you, say, psionically dominate a spider, you can traipse through the world as a spider, laying webs and eating things.
  • Pursue allegiances with over 60 factions—apes, crabs, robots, and highly entropic beings—just to name a few.
  • Follow the plot to Barathrum the Old, a sentient cave bear who leads a sect of tinkers intent on restoring technological splendor to Qud.
  • Learn the lore—there's a story in every nook, from legendary items with storied pasts to in-game history books written by plant historians.
  • Die—Caves of Qud is brutally difficult and deaths are permanent. Don't worry, though—you can always roll a new character.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows® XP SP2+
    • Processor: 1GHz or faster. SSE2 instruction set support.
    • Memory: 4 GB RAM
    • Graphics: Graphics card: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities.
    • Storage: 2 GB available space
    • OS: OS X 10.8+
    • Processor: 1GHz or faster. SSE2 instruction set support.
    • Memory: 4 GB RAM
    • Graphics: Graphics card: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities.
    • Storage: 2 GB available space
    • OS: Ubuntu 12.04+
    • Processor: 1GHz or faster. SSE2 instruction set support.
    • Memory: 4 GB RAM
    • Graphics: Graphics card: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities.
    • Storage: 2 GB available space
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