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 (19) - 94% of the 19 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,618) - 96% of the 1,618 user reviews for this game are positive.
Release Date:
Jul 15, 2015
Developer:
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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 (202)

August 23

Feature Friday - August 23, 2019

190.0

  • Arconauts report the continued unearthing of a massive tomb complex surrounding the Spindle at Omonporch. A stolen ledger reveals the presence of catacombs, a crematory, crypts, and sepulchers for each of the Six Great Sultans. They insist that we monitor the site for further developments, which, they say, will continue to come.
  • The description on shields now clarifies that shields only grant their AV when you successfully block an attack.
  • Shield block messages and particle text now display the bonus AV granted.
  • Added a background to the mod configuration page.
  • Indrix now repeats his directions to Mamon Souldrinker when you talk to him again after starting Raising Indrix.
  • Sparking baetyls no longer ask for unobtainable glow-wight corpses.
  • Lairs are no longer sometimes generated with a mysterious 'baboon hero' occupant.
  • Dialog nodes with consequences can no longer be avoided by performing the water ritual or entering the trade screen.
  • Removed some deprecated skills from NPCs.
  • Updated the description of Disintegration to clarify that bonus damage is done to structural objects rather than inanimate objects.
  • Fixed a bug that caused indigenous village tinkers to be unable to repair, identify, and recharge items.
  • Fixed a bug that caused various skill powers to fail to work with natural equipment (e.g., fists).
  • Fixed a bug that caused issues when amphibious player characters traveled on the world map.
  • Fixed a bug that allowed you to disassemble equipped items without actually losing the item.
  • Fixed a bug that caused Shake It Off to fail to attempt to prevent daze or stun the first turn the effect was acquired.
  • Fixed a bug that prevented medicinal liquids from attempting their disease prevention effect in the case of Ironshank.
  • Re-enabled the Modding Utilities menu background image.
1 comments Read more

August 16

Feature Friday - August 16, 2019

  • Reclassified various mushroom-based consumables as fungi rather than plants.
  • Reduced the Ego requirement of Menacing Stare (and thus the Persuasion skill) to 17.
  • Feral lah now get XP for kills made by their pods, unless the pods have found a new party leader.
  • You no longer get a popup message when one of your burgeoned plants dies.
  • If you [redacted] while wielding the amaranthine prism, [redacted].
  • Did some more adjustment of creatures roles, fixing several cases of creatures having reduced or inflated stats.
  • Lase now tells you when your laser beam fails to penetrate your target's armor.
  • Items covered in liquid now correctly have their display names modified (e.g., "sticky Mehmet").
  • Effect text that referred to regaining hit points as "regeneration" now instead uses "natural healing rate" to avoid confusion with the Regeneration mutation and clarify that limbs aren't regenerated naturally.
  • Fixed a bug that prevented Beguile from working when used via a cooking effect.
  • Beguiling a creature via a cooking effect now uses the correct Beguile level (the one that's listed in the effect description).
  • Made the target picker more descriptive when beguiling via a cooking effect.
  • Changed the wording in the effect description of resonance grenades from "inorganic matter" to "structural objects" to clarify that they don't do bonus damage to robots.
  • Replaced number words with their easier-to-parse numerals in a few contexts.
  • Removed duplicate brain parts from arconauts and great saltbacks.
  • Standardized the spelling of the various tenses and forms of the word 'worshipping'.
  • Fixed some subject-verb agreement issues with unidentified artifacts.
  • Fixed a typo in the dawnglider tail description.
5 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 7 SP1+
    • 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: Mac OS X 10.11+
    • 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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