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.
Recent Reviews:
Very Positive (40) - 97% of the 40 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (881) - 97% of the 881 user reviews for this game are positive.
Release Date:
Jul 15, 2015
Developer:
Publisher:

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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 at least 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 (119)

January 19

Feature Friday - January 19, 2018

  • We added legendary chefs.
    • You'll find their kitchens as new overland encounters.
    • Each kitchen contains an oven where you can sample the chef's dishes.
    • Chefs may share one of their recipes during the water ritual.
    • Each chef sells a personalized cookbook.
  • Canned Have-It-All no longer contains neutron flux. This means that cooking with canned Have-It-All no longer has the chance to cause critical gravitational collapse. The makers of canned Have-It-All realize this change to their formula renders their product in violation of advertising law, but "canned Have-Most-of-It" didn't do as well in market research, so they're willing to take their chances in court.
  • You can no longer cook on the world map.
  • You can now make camp any time there's no campfire nearby.
  • When you make camp, you're no longer asked to choose a direction until it's confirmed that you can camp here.
  • Campfire sounds now respect global sound settings.
  • You can now go up or down stairs via the Use command.
  • The glowpad merchant is now a member of the Consortium of Phyta, as intended.
  • Changed the colors of the witchwood tree and its bark.
  • Restored the option to automatically dissasemble scrap.
  • Added a new prerelease UI element for ability cooldowns. You need to enable the prerelease input manager to change ability selection bindings (Options > Controls > Prerelease: Use new input manager).
  • Added item costs to the prerelease trade UI.
  • Fixed the molting basilisk poison message being displayed when non-player characters were infected.
  • Fixed an issue with the popup message generated when you travel to a known lair or workshop for the first time.
  • Fixed an issue in the prerelease input manager that allowed you to use abilities even when they were on cooldown.
  • Fixed an issue that caused projectiles to apply their on-hit effects to the attacker if they didn't penetrate the defender's armor.
  • Fixed an issue that occasionally caused injectors to apply their effect even if they didn't penetrate the defender's armor.
  • Fixed an issue with sacrificing items at the Sacred Well where whole stacks of items were improperly consumed.
  • Fixed an issue that caused some liquid containers with cookable liquids to not appear in the ingredient selection menu.
  • Fixed an issue that allowed you to select zero-volume liquid containers as cooking ingredients.
  • Fixed an issue with food preservation that resulted in the wrong number of servings being preserved.
  • Fixed some issues that caused the wrong number of servings to be consumed while cooking.
  • Fixed an issue that caused stacks of energy cells to disappear from the trade UI when you tried to recharge them.
  • Fixed some additional issues with item stacks.
  • Removed some archaic statues to non-existent sultans.
  • Fixed the game thread not properly suspending when the game window went out of focus.
  • Fixed a memory leak that occasionally occurred if the game window was out of focus for long periods of time.
  • Fixed some spelling errors.
  • [modding] AmmoGeneric now supports a new field, SpecializedProjectileObject, that combines with the existing ProjectileObject field to allow AmmoGeneric-based magazine weapons to load several types of ammo. You use the new field to specify an ammo object whose behavior you want to mimic. For example, let's say you create two new ammo objects, each with the AmmoGeneric part. If you set the ProjectileObject field in both parts to "Projectile12Gauge", a gun that can load Projectile12Gauge ammo will be able to load both your new ammo objects. You can then set the SpecializedProjectileObject fields on both parts differently, say one to "IncendiaryBullet" and one to "ElectrifiedBullet". Now these new ammo objects will mimic the behavior of the IncendiaryBullet and ElectrifiedBullet objects respectively, and they'll both be loadable by guns that can load Projectile12Gauge ammo.
22 comments Read more

January 12

Feature Friday - January 12, 2018

  • You can now cook with slime.
  • You can now cook with neutron flux. Do so at your own risk.
  • Named NPCs can now be hated by a faction for insulting various aspects of their culture, not just their women.
  • Named NPCs can now be admired by a faction for praising various aspects of their culture.
  • Rivers that course through the salt desert are now rivers of salt.
  • We made a bunch of performance improvements for late games (games with high-level player characters that have explored a lot of the world).
    • Reduced save file size by 30-90% across the board, but late games benefit more.
    • Greatly improved memory use in late games.
    • Fixed several issues causing objects to memory leak in late games.
    • Fixed several issues that caused more zones than necessary to be loaded into memory.
  • Objects cloned by temporary metamorphic polygel are now themselves temporary.
  • Fixed an issue that soft-locked the game when you cooked in the Rainbow Wood (and more rarely in a few other places too).
  • Fixed an issue that let you cook with more ingredients than the maximum by selecting too many ingredients, unselecting some, then cooking.
  • Fixed the formatting on some campfire popups.
  • Fixed the position of the target picker help text.
  • Fixed an issue causing some walls to be painted incorrectly after loading a saved game.
  • Improved memory use for some objects.
  • Fixed a rare issue causing objects generated during world generation to not properly spawn in game.
20 comments Read more
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Reviews

“There’s a sense of magnificent history to dredge from its depths.”
Kill Screen

“Caves of Qud is one of the best roguelikes in years, packed with evocative prose and featuring a captivating world of arcane secrets to explore.”
Kotaku

“Narratively, this is one of the most compelling game stories that I’ve seen in a long time.”
Polygon

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 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
    Minimum:
    • OS: OS X 10.9+
    • Processor: 1GHz or faster. SSE2 instruction set support.
    • Memory: 4 GB RAM
    • Graphics: Graphics card: OpenGL 3+ and DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities.
    • Storage: 2 GB available space
    Minimum:
    • OS: Ubuntu 12.04+
    • Processor: 1GHz or faster. SSE2 instruction set support.
    • Memory: 4 GB RAM
    • Graphics: Graphics card: OpenGL 3+ and DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities.
    • Storage: 2 GB available space

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