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:
Recent:
Very Positive (14 reviews) - 100% of the 14 user reviews in the last 30 days are positive.
Overall:
Very Positive (284 reviews) - 97% of the 284 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?

“The price won't change.”

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 (35)

June 24

Feature Friday - June 24, 2016

  • We added Steam Workshop support.
    • The workshop is now live for everyone.
    • Added a Steam Workshop uploader, accessible from the Modding Utilities menu.
    • Added a tutorial mod to the workshop called Blue Ctesiphus. This mod completely alters the Caves of Qud experience by changing Ctesiphus's color from magenta to blue.
    • Added an Installed Mod Configuration menu, accessible from the main menu when the overlay UI is enabled.
    • Added workshop documentation to the modding wiki https://freehold.atlassian.net/wiki/display/CQP/Caves+of+Qud+-+Technical+Guidebook
  • Added tiles for these items.
    • square cap
    • chainmail coif
    • all other varities of metal helmets
    • headlamp
    • recycling suit
    • Fist of the Ape God
    • throwing axe
    • eigencannon
    • copper, silver, and gold key
  • Along the banks of the fungal jungle's primordial soup rivers, gelologists continue to observe the strange congealing of soup sludges.
    • Lava sludges congeal out of soup and lava mixtures again, and now they're appropriately flaming when they congeal. They no longer instantly turn into shale.
    • Added slimy, oily, and unctuous sludges. Their pseudopods are slippery, so hold on to your weapons.
    • Added bloody sludges. They are kind, noble beasts who just want to drain your life essence.
    • Acid sludges congeal out of soup and acid mixtures again. It hurts when they touch you, because of acid.

4 comments Read more

June 17

Feature Friday - June 17, 2016

  • We added some modding features.
    • Added a Modding Utilities menu to the overlay UI. It's accessible from the bottom right of the main menu. (To enable the overlay, from Options > User Interface, click 'Allow overlay user interface elements').
    • Ported the map editor to the new UI and linked it from the Modding Utilities menu. We also removed the F11 shortcut.
    • Added a modding documentation wiki and linked it from the Modding Utilities menu. Here it is: https://freehold.atlassian.net/wiki/display/CQP/Caves+of+Qud+-+Technical+Guidebook
    • Added support for true color tiles in mods.
  • Added tiles for these items.
    • chain mail
    • ulnar stimulators
    • all varieties of metal gauntlets
    • all varieties of cloth and leather gloves
    • leather boots
    • chain boots
    • all other varieties of metal boots
    • grassy yurtmat
    • electric snail shell
    • forked-horned helm
  • Added a salty pseudopod to salty sludges. It probably doesn't dehydrate you to death (*nods assuredly*).
  • Added a honeyed pseudopod to honeyed sludges and a tarry pseudopod to tarry sludges. Tar and honey are sticky, so you figure it out.
  • When soup sludges spit liquid, the color of the animation now matches the types of liquids spit.
  • When an NPC tries to eat or drink while full, you no longer get the popup dialog asking you to confirm the decision.
  • The overlay message log no longer blocks tile clicks, making the overlay 7648% more usable.
  • Added a draggable corner tab to resize the overlay message log.
  • Fixed an error that occurred when you used Temporal Fugue with a fungal infection.
  • Fixed an issue where the main menu displayed while you loaded a game.
  • Fixed an issue where large message log contents that were causing crashes.

3 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows® XP+
    • Processor: 1GHz or faster
    • Memory: 4 GB RAM
    • Graphics: Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
    • Storage: 2 GB available space
    Minimum:
    • OS: OS X 10.6+
    • Processor: 1GHz or faster
    • Memory: 4 GB RAM
    • Graphics: Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
    • Storage: 2 GB available space
    Minimum:
    • OS: Ubuntu 10.10+
    • Processor: 1GHz or faster
    • Memory: 4 GB RAM
    • Graphics: Graphics card: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
    • Storage: 2 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (14 reviews)
Overall:
Very Positive (284 reviews)
Recently Posted
Verdigriss
( 30.7 hrs on record )
Early Access Review
Posted: June 25
You will drink water you scooped from a puddle in a cave. You will butcher your enemies for their oily flesh and chitinous armor. Your fancy gun will run out of ammo. Your best sword will be rusted by a careless brush with the oxidizing tendrils of qudzu. You will find a great treasure where you least expected it--a locker in the corner of a crumbling ferrocrete ruin; a traveling dromad merchant's wares; a rickety chest in a poorly-defended hillfort. You will die. You will think, 'why did I run towards that chaingun turret?'; 'why did I attack that sleeping beast?'; 'why didn't I use my sphinx salt injector the instant I realized who I was facing?'. You will make resolutions. You will be invincible next time. Next time. Next time.
Play as a tinker, horticulturalist, apostle, eunuch, arconaut. Or pick something strange.
Brilliant writing, brilliant character design and skills system, great crafting system, immense replay value. And the developer is active. What are you waiting for?
Helpful? Yes No Funny
SgrA8
( 30.3 hrs on record )
Early Access Review
Posted: June 24
Caves of Qud is an awesome game with tremendous replayability.

Since everything is randomly generated, strange things can happen. E.g., the main quest giver in the first town has another town denizen that is hostile toward him and kills him before you can get the quest.

I look forward to the finished game!
Helpful? Yes No Funny
barberza
( 96.7 hrs on record )
Early Access Review
Posted: June 24
Yeah this is probably my favorite game ever. It takes a long time (sevaral hours of gameplay + reading) to really start to get comfortable with what's going on. That being said, it's totally worth the time and effort. The level of costomization is unreal. 90 some hours in and I'm not even done seeing everything the game can offer, that's a good deal for $10.

Devs are super active, update weekly and respond to issues in the forums. 10/10
Helpful? Yes No Funny
info
( 12.4 hrs on record )
Early Access Review
Posted: June 17
still in development, but one heck of a roguelike.
there are options for a different UI you can enable.
constant progress. dev's working hard.
buy!
Helpful? Yes No Funny
Zekkass
( 40.9 hrs on record )
Early Access Review
Posted: June 17
tl;dr Exploratory roguelike with brilliant writing, a huge pool of interesting abilities, and an expansive world to explore.

Caves of Qud! One of the best roguelikes I've ever had the pleasure of playing - I have endless entertaining stories from this game, from the time I knife-fought a bear and won, to the time I set the horrifying Slog on fire and shot lasers from my eyes until he died! (And oh so many amusing deaths, such as the time I was flying over a river, fell into it, and was eaten by madpoles. It's one of those games, see!)

Before I can recommend it, however, I must offer a few caveats: first, most importantly, the learning curve is high for those who aren't used to roguelikes. The GUI is entirely keyboard driven, and having a numpad is highly recommended. There are handy dandy references on display - hit F1, read the quickstart - but you will need to actually read for a little before you're off and running.

Second, character creation will be intimidating when you first run into it. There are so many interesting mutations to take, and so many True Kin classes - don't panic. Pick whatever sounds cool, and marvel at the choices. Take a lot of Toughness, grab freezing hands or light manipulaton, get yourself into the game.

Thirdly, it's still in Early Access. There is a lot of content - there is so much content the devs could stop developing it today (and I'd weep!) but it would still be a full game in its own right, capable of entertaining for hours. The skinny: the main quest line is unfinished. As far as I know, it's roughly halfway done? But: it's difficult and long already, and unless you're really good at roguelikes you won't get to the end of what's in already. (And it will tell you when you hit the end for now.) (Note: the devs are updating it weekly! They revamped caves just recently, and there's even more stuff in the pipeline that hits every friday.)

So, with those caveats in mind, you might be asking - why would I rec this? The answer is: once you learn the ropes and get going, it's one of the best roguelikes out there, and quite possibly the king of the exploratory genre of roguelikes. Caves of Qud is well-written (flavor text abounds!) and has a lovely tileset, and poking around in its jungles and deserts and caves leads to all kinds of fun. There are bears you can talk to in this game, and even bigger, deadlier bears with jetpacks you can die to, for example. There are also actual books in there, Elder Scrolls-style with multiple pages of in-game lore, and those are honestly more exciting to me than the rest of the game, but I'm a lore hound, and I digress.

Once you've poked around the starting town and assigned hotkeys for your numerous abilities, you'll use the world map to either go north to Red Rock or east to the Rust Wells, and there you'll fight in traditional roguelike style - bump against the monster to harm it, on a turn-by-turn basis. Or use your mutant abilities to harm things from afar, or get the multiple arms mutation to dual wield greatswords against your foes. Invest in axes, dismember the limbs of your foes! There are so many interesting options, and the mutations interact in interesting ways as you fight through these distinct areas to get loot and - more importantly - more food and water. Water is the game's currency, and you need both it and food to live. It's a survival sim, in that respect, and you should be careful that you don't go into the desert without food, because you will run out and die of starvation.

Slowly you'll learn where the dangers are - use the look command always to assess your enemies - and you'll learn when to run, or use the big guns in your arsenal. Slowly, you'll forge your way to Grit Gate, and Golgotha, and beyond.

And you'll die. Over and over and over, trying new mutations every time, or just using the "replay most recent character" option until you're sick of playing espers. Caves of Qud, for all it has a learning curve and its brutal difficulty - coaxes you back in by asking you repeatedly: "what if you had this mutation instead?"

It works brilliantly. Please buy this game and enjoy it!
Helpful? Yes No Funny
loke
( 47.5 hrs on record )
Early Access Review
Posted: June 16
Top-notch roguelike, interesting post-apocalyptic setting with a good bit of depth and variety in character building, with ranged combat that's actually enjoyable and intuitive, and a massive overworld to explore. It's also hard as nails and I've never made it to the late-game, so you should probably just disregard all of this,but the game's pretty good.
Helpful? Yes No Funny
astro-demonoid dill clyntin
( 18.4 hrs on record )
Early Access Review
Posted: June 12
Little tip: a fire ant is a fire breathing ant. Not the kind of fire ant we know.
Helpful? Yes No Funny
5 Beers On Patrol
( 20.9 hrs on record )
Early Access Review
Posted: June 11
A fantastic modern roguelike that provides good ranged combat (which most roguelikes don't) as well as an interesting setting. You're able to customise your build in fantastic ways, either through skills or mutations, which can be game changing. Playing a flying mutant that controls minds and shoots a sniper rifle? Sure you can.
Helpful? Yes No Funny
J-Doy11
( 69.7 hrs on record )
Early Access Review
Posted: June 9
I love this game, and once I recover (not so serious, really) I would play it again. Sacrifice graphics and design for an awesome gameplay (unless if you are fan of retro), just like Cataclysym: Dark Days Ahead. Since I have played a game like this, controls are easy to learn for me but I guess it would be complex to others. What's new to me is the splitting of areas (sadly you can't shoot enemeis offscreen) and the map movement (whatever it is called but I would call it "fast travel"). The wayfaring concept is great too. As for the setting, the concept of technological reset (I'm not sure) is great, just like Adventure Time, except the fact that creatures are able to salvage few technologies and use it at their disposal. The tinkering is promising. Let's just say that it's hard to survive with a tinker build that even snapjaws can kill you (in my opinion). The mutations are great too, but I hope there is a natural means of getting mutation (for those who uses the true kin character build) and more negative mutations (naturally acquireable one too! The good thing is that the story is linear, and the bad thing is that the story is linear. I mean, randomized game with same quests and map, why? Randomized game with same quests and map, why not?

Although, it would be better if the map is randomized (the starting point would have the same name but different position) and the village at the desert! It would be better if the sellers there can restock their items (dromad trader on field too if possible) so that I would hesitate to kill the sellers. Oh and also the wristblades! They give me nostalgia from certain game/s. Could you make them less rare? I was lucky to get one from a jeweler (he won't give it to me so I ended up with fatal negotiations).

What disappoints me is the faction concept, it would be nice if even the smallest bit rank of creature in a faction affects your reputation. Only the influential ones do so. I've been wondering with the Schrodinger Annals, so basically, your character is lying about something worth praising but didn't actually happen. And how did the Annals instantly spread news like fire to the faction you helped to (lied to). It would be nice if reputation from annals increase over time only like for every day +10 reputation until it reaches a certain amount. Not that I hate it, but you shouldn't be able to face the Mechanimist Head Preacher (lest you want to die) inside the cathedral after killing tons of Mechanimist pilgrims and preacher near the vacinity.

Also, at the Barumithe-or-whatever conclave, you could buy its Recoiler with a energy cell at the same price as those without (sorry if I exploited it), it would be nice if it is fixed.

Died countless times, one from falling. And the best of all, after defeating Mamon Souldrinker at level 15 and killing the Slug from golgotha where I got the glotrot, curing it caused me to burn so I went to the ponds of Joppa and ended up dying from the scalding steam. Yes, steam killed my character.

Due to the psychological damage (rage) it caused me I would stop playing it for now. But I do recommend it.

tl;dr
too lazy to make one :)
Helpful? Yes No Funny
Fabulous Knight
( 18.8 hrs on record )
Early Access Review
Posted: June 7
CoQ is a great Rogue-Like. The tiles are genuinely good-looking (as opposed to some other games, where the ASCII actually looks better...), the mechanics are tight, there's plenty of customisation and plenty of different playstyles. You can play a ranged gunslinger, a mutated melee character, or just ♥♥♥♥ ♥♥♥♥ up as a psychic mutant. And you can customise your game, too: want to save scum like the coward you are? You can do it in-game!

-- But that's not the main draw of CoQ, not at all. That's the excellent world that comes with it. This has some of the best lore I've seen in *any* game, let alone a rogue-like. The theme's already amazing (Dune style sword-and-planet, hell yeah!), and the writing fits the atmosphere perfectly. You genuinely feel like you're in the decaying remains of an old, old world. CoQ is definitely the game for anyone wanting to have a dash of story with their dungeon crawling.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
4 of 4 people (100%) found this review helpful
Recommended
40.9 hrs on record
Early Access Review
Posted: June 17
tl;dr Exploratory roguelike with brilliant writing, a huge pool of interesting abilities, and an expansive world to explore.

Caves of Qud! One of the best roguelikes I've ever had the pleasure of playing - I have endless entertaining stories from this game, from the time I knife-fought a bear and won, to the time I set the horrifying Slog on fire and shot lasers from my eyes until he died! (And oh so many amusing deaths, such as the time I was flying over a river, fell into it, and was eaten by madpoles. It's one of those games, see!)

Before I can recommend it, however, I must offer a few caveats: first, most importantly, the learning curve is high for those who aren't used to roguelikes. The GUI is entirely keyboard driven, and having a numpad is highly recommended. There are handy dandy references on display - hit F1, read the quickstart - but you will need to actually read for a little before you're off and running.

Second, character creation will be intimidating when you first run into it. There are so many interesting mutations to take, and so many True Kin classes - don't panic. Pick whatever sounds cool, and marvel at the choices. Take a lot of Toughness, grab freezing hands or light manipulaton, get yourself into the game.

Thirdly, it's still in Early Access. There is a lot of content - there is so much content the devs could stop developing it today (and I'd weep!) but it would still be a full game in its own right, capable of entertaining for hours. The skinny: the main quest line is unfinished. As far as I know, it's roughly halfway done? But: it's difficult and long already, and unless you're really good at roguelikes you won't get to the end of what's in already. (And it will tell you when you hit the end for now.) (Note: the devs are updating it weekly! They revamped caves just recently, and there's even more stuff in the pipeline that hits every friday.)

So, with those caveats in mind, you might be asking - why would I rec this? The answer is: once you learn the ropes and get going, it's one of the best roguelikes out there, and quite possibly the king of the exploratory genre of roguelikes. Caves of Qud is well-written (flavor text abounds!) and has a lovely tileset, and poking around in its jungles and deserts and caves leads to all kinds of fun. There are bears you can talk to in this game, and even bigger, deadlier bears with jetpacks you can die to, for example. There are also actual books in there, Elder Scrolls-style with multiple pages of in-game lore, and those are honestly more exciting to me than the rest of the game, but I'm a lore hound, and I digress.

Once you've poked around the starting town and assigned hotkeys for your numerous abilities, you'll use the world map to either go north to Red Rock or east to the Rust Wells, and there you'll fight in traditional roguelike style - bump against the monster to harm it, on a turn-by-turn basis. Or use your mutant abilities to harm things from afar, or get the multiple arms mutation to dual wield greatswords against your foes. Invest in axes, dismember the limbs of your foes! There are so many interesting options, and the mutations interact in interesting ways as you fight through these distinct areas to get loot and - more importantly - more food and water. Water is the game's currency, and you need both it and food to live. It's a survival sim, in that respect, and you should be careful that you don't go into the desert without food, because you will run out and die of starvation.

Slowly you'll learn where the dangers are - use the look command always to assess your enemies - and you'll learn when to run, or use the big guns in your arsenal. Slowly, you'll forge your way to Grit Gate, and Golgotha, and beyond.

And you'll die. Over and over and over, trying new mutations every time, or just using the "replay most recent character" option until you're sick of playing espers. Caves of Qud, for all it has a learning curve and its brutal difficulty - coaxes you back in by asking you repeatedly: "what if you had this mutation instead?"

It works brilliantly. Please buy this game and enjoy it!
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
58.9 hrs on record
Early Access Review
Posted: May 30
TL;DR: 8/10. Buy it if you're into character creation.

Caves of Qud is a rogue-like RPG, but where it really shines is character creation and experimentation. The idea is that you're set in a world so far into the future that everything is unrecognizeable. The range of abilities you can have is very extensive, though hindered slightly by the constant death. If you're not into restarting the entire game every time you accidentally die, I highly recommend you turn off permadeath.

That being said, I get the feeling that Qud is meant to be extremely deep. It wants to be a deep and complex world teeming with politics and people. However, because of the permadeath, I think there's a strong need for the development to be focused on the "wide" aspect rather than the "deep" aspect. The story (as far as I know) isn't completely finished, and while the new features are very helpful and fun, there is very little attention given to the later stages of the game.

The game is still very fun though.

Pros:
-Faction system makes certain creatures friendly while others might hate you
-Very interesting world with unique lore
-In-depth character creation that makes it exciting to experiment
-Memorable story

Cons:
-Unfinished story
-Mouse input is very limited
-At times, the world feels too random

Overall, I'd recommend this game. Good value for the price and the developer is a nice guy.
8/10.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
9.5 hrs on record
Early Access Review
Posted: June 2
Product received for free
I hate this Game. Let me rephrase that 9 hours of my life at the time of writing has been taken to Qud and back and what do I have to show for it. NOT A ♥♥♥♥ING COPPER WIRE and if that artifact ♥♥♥♥♥ sasses me Imma shoot him. In short I became a Eunich Outlaw.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
69.7 hrs on record
Early Access Review
Posted: June 9
I love this game, and once I recover (not so serious, really) I would play it again. Sacrifice graphics and design for an awesome gameplay (unless if you are fan of retro), just like Cataclysym: Dark Days Ahead. Since I have played a game like this, controls are easy to learn for me but I guess it would be complex to others. What's new to me is the splitting of areas (sadly you can't shoot enemeis offscreen) and the map movement (whatever it is called but I would call it "fast travel"). The wayfaring concept is great too. As for the setting, the concept of technological reset (I'm not sure) is great, just like Adventure Time, except the fact that creatures are able to salvage few technologies and use it at their disposal. The tinkering is promising. Let's just say that it's hard to survive with a tinker build that even snapjaws can kill you (in my opinion). The mutations are great too, but I hope there is a natural means of getting mutation (for those who uses the true kin character build) and more negative mutations (naturally acquireable one too! The good thing is that the story is linear, and the bad thing is that the story is linear. I mean, randomized game with same quests and map, why? Randomized game with same quests and map, why not?

Although, it would be better if the map is randomized (the starting point would have the same name but different position) and the village at the desert! It would be better if the sellers there can restock their items (dromad trader on field too if possible) so that I would hesitate to kill the sellers. Oh and also the wristblades! They give me nostalgia from certain game/s. Could you make them less rare? I was lucky to get one from a jeweler (he won't give it to me so I ended up with fatal negotiations).

What disappoints me is the faction concept, it would be nice if even the smallest bit rank of creature in a faction affects your reputation. Only the influential ones do so. I've been wondering with the Schrodinger Annals, so basically, your character is lying about something worth praising but didn't actually happen. And how did the Annals instantly spread news like fire to the faction you helped to (lied to). It would be nice if reputation from annals increase over time only like for every day +10 reputation until it reaches a certain amount. Not that I hate it, but you shouldn't be able to face the Mechanimist Head Preacher (lest you want to die) inside the cathedral after killing tons of Mechanimist pilgrims and preacher near the vacinity.

Also, at the Barumithe-or-whatever conclave, you could buy its Recoiler with a energy cell at the same price as those without (sorry if I exploited it), it would be nice if it is fixed.

Died countless times, one from falling. And the best of all, after defeating Mamon Souldrinker at level 15 and killing the Slug from golgotha where I got the glotrot, curing it caused me to burn so I went to the ponds of Joppa and ended up dying from the scalding steam. Yes, steam killed my character.

Due to the psychological damage (rage) it caused me I would stop playing it for now. But I do recommend it.

tl;dr
too lazy to make one :)
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2 of 2 people (100%) found this review helpful
Recommended
30.3 hrs on record
Early Access Review
Posted: June 24
Caves of Qud is an awesome game with tremendous replayability.

Since everything is randomly generated, strange things can happen. E.g., the main quest giver in the first town has another town denizen that is hostile toward him and kills him before you can get the quest.

I look forward to the finished game!
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2 of 2 people (100%) found this review helpful
1 person found this review funny
Recommended
30.7 hrs on record
Early Access Review
Posted: June 25
You will drink water you scooped from a puddle in a cave. You will butcher your enemies for their oily flesh and chitinous armor. Your fancy gun will run out of ammo. Your best sword will be rusted by a careless brush with the oxidizing tendrils of qudzu. You will find a great treasure where you least expected it--a locker in the corner of a crumbling ferrocrete ruin; a traveling dromad merchant's wares; a rickety chest in a poorly-defended hillfort. You will die. You will think, 'why did I run towards that chaingun turret?'; 'why did I attack that sleeping beast?'; 'why didn't I use my sphinx salt injector the instant I realized who I was facing?'. You will make resolutions. You will be invincible next time. Next time. Next time.
Play as a tinker, horticulturalist, apostle, eunuch, arconaut. Or pick something strange.
Brilliant writing, brilliant character design and skills system, great crafting system, immense replay value. And the developer is active. What are you waiting for?
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1 of 1 people (100%) found this review helpful
Recommended
7.7 hrs on record
Early Access Review
Posted: June 2
This, is the perfect amount of hard, for my liking! This is for the people who always wanted to play Dwarf Fortress, but could never learn how to play it. And its pretty hilarious, if you think about the actions of the victim/character you are.

The best game ive had so far, is setting fire to the guy in the house to the bottom left, in the vinewaver town, run and continuesly "toast" that guy, find a graveyard run in circles around the graveyard, for approximetly 1 ingame day cycle. Finally get the kill and go on a adventure, and get hunted down by a hoard of goatfolk and pygmyr's, where i die after 1 day circle because they cornered me. (there was atleast 12 of them)

TEN OUTTA TEN
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1 of 1 people (100%) found this review helpful
Recommended
18.8 hrs on record
Early Access Review
Posted: June 7
CoQ is a great Rogue-Like. The tiles are genuinely good-looking (as opposed to some other games, where the ASCII actually looks better...), the mechanics are tight, there's plenty of customisation and plenty of different playstyles. You can play a ranged gunslinger, a mutated melee character, or just ♥♥♥♥ ♥♥♥♥ up as a psychic mutant. And you can customise your game, too: want to save scum like the coward you are? You can do it in-game!

-- But that's not the main draw of CoQ, not at all. That's the excellent world that comes with it. This has some of the best lore I've seen in *any* game, let alone a rogue-like. The theme's already amazing (Dune style sword-and-planet, hell yeah!), and the writing fits the atmosphere perfectly. You genuinely feel like you're in the decaying remains of an old, old world. CoQ is definitely the game for anyone wanting to have a dash of story with their dungeon crawling.
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1 of 1 people (100%) found this review helpful
Recommended
15.7 hrs on record
Early Access Review
Posted: June 5
Very promising roguelike with lots of emergent gameplay
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1 of 1 people (100%) found this review helpful
Recommended
12.4 hrs on record
Early Access Review
Posted: June 17
still in development, but one heck of a roguelike.
there are options for a different UI you can enable.
constant progress. dev's working hard.
buy!
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