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) - 100% of the 19 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,173) - 97% of the 1,173 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 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 (160)

November 16

Feature Friday - November 16, 2018

  • We added furniture to Joppa and Kyakukya.
  • We made Tam, dromad merchant, better able to defend himself.
  • You can now cook with salt, asphalt, and cloning draught.
  • Liquids bought from the alchemist can now be cooked with.
  • Meals cooked from village ovens no longer ever bestow a permanent +1 AV.
  • Cooking recipe names are now more varied (there'll be less names like "Baklava with Smoked Baklava on top of Baklava").
  • Adjusted the way fish and farmers feel about each other.
  • Data disk descriptions now indicate if you already know their blueprint.
  • Once open, the double doors in Grit Gate no longer permanently re-lock if you close them.
  • NPCs now don't want to trade their natural weapons as often.
  • NPCs are now smarter about what equipment they use.
  • NPCs no longer compulsively remove old gear before equipping new gear.
  • Fixed a bug that caused companion NPCs not to consider whether they should equip new gear after you trade with them through via the chat menu.
  • If you recruit Indrix after completing his quest, he no longer immediately equips the amaranthine prism.
  • Wardens Esther now equips her shield.
  • NPCs no longer attempt to fire missile weapons at targets further away than their weapons' maximum range.
  • NPCs are now willing to fire missile weapons and throw thrown weapons at targets that are occluded by other hostile creatures.
  • Fixed a bug that caused NPCs to not fire heavy missile weapons at targets protected by force fields.
  • Recycling suits, portable beehives, and other liquid-generating equipment no longer generate liquid when unequipped or equipped improperly.
  • Pathfinding now prefers not to walk over ironshrooms.
  • Wearing multiple compass bracelets no longer cumulatively reduces your chance of getting lost.
  • Burrowers now more pointedly prefer moving through open space to burrowing. This means villages of burrowers won't demolish their dwellings quite so quickly.
  • The default action when interacting with trash is now (usually) 'rifle' if you have access to it.
  • When you have multiple flight effects active, the reduction to your chance of getting lost is now based on the flight effect that gives you the most beneficial result.
  • Uninstalling the giant hands implant now unequips any two-handed items you're wielding.
  • Two-handed items that prevent themselves from being unequipped are no longer one-hand equippable with the giant hands implant.
  • Fixed a bug in weapon penetration display that caused your strength modifier to be double counted.
  • Added a new debug option: 'Show debug text for chance of getting lost'. When enabled, your chance of getting lost is displayed as you move across the world map.
  • Puffer fungi now only puff if there is something nearby that they are not friendly to.
  • Force fields that overlap with normal walls no longer produce a broken tile image.
  • There is now an interaction menu option to gently wake up a sleeping NPC.
  • [modding] Removed most of the extraneous XPvalue stats on creature blueprints.
  • [modding] The NavigationBonus part is now an IPoweredPart with that class's fields and WorksOnEquipper = true. Its Amount field is now a string PercentBonus die roll that defaults to "10". It has the following new fields:
    • SingleApplicationKey -- a string that, if provided, is used as the name of an event parameter that the part sets on events it is applied to. It won't modify events that already have the event parameter, so that navigation bonuses can be made non-cumulative.
    • TravelClass -- a string used to specify a skill name, like the TravelClass attribute on terrain objects, so that the part only applies to travel in that skill's specified terrain.
    • ShowInShortDescription -- a boolean for whether the part appends its behavior to the item's short description, defaults to true.
8 comments Read more

October 31

Feature "Friday" - October 31, 2018

  • Added some furniture to Grit Gate and Bethesda Susa.
  • You can now properly equip ape fur gear bought from Svenlainard.
  • The Trip power now more properly respects the anatomy of its target.
  • The following powers and items no longer work when you're out-of-phase or have a different flying status than your targets: Kickback, Shield Slam, and geomagnetic disc.
  • Select Target and Draw a Bead are now smarter about the target they select if there are multiple potential targets in a tile.
  • Equip and autoequip no longer bypass ownership checks. This means you can no longer equip chests from the ground right in front of their owners, haul them someplace out of sight, and then open them safely.
  • NPCs are no longer immune to the exhaustion caused by Adrenal Control, and they now use Adrenal Control more tactically.
  • Drinking medicinal liquids now affects the onset of ironshank as intended.
  • Fixed a bug that prevented glowmoths and agolflies from using their range attacks.
  • Fixed a bug that caused slippery liquids to occasionally cause twice the slippage they were meant to.
  • Fixed a typo in telescopic monocle's partially identified name.
  • Added a new debug option: "Show saving throw debug text". When enabled, the details of saving throw rolls are displayed in the message log.
  • [modding] In ObjectBlueprints.xml, <inventoryobject> elements can now have a CellChance attribute that sets the ChanceSlotted field on the EnergyCellSocket part of generated objects, if they have the part.
  • [modding] There's now a general architecture for altering the results of saving throws. The object making the save has the ModifyDefendingSave fired on it, and if applicable, the attacking object causing the save to take place has ModifyAttackingSave fired on it. The attacker's event is fired first. Each has the following parameters:
    • Defender -- the object making the save
    • Attacker -- an entity intentionally causing the save to take place, if any
    • Stat -- the string name of the statistic whose modifier provides the defender with a bonus to their save. Specify a comma-separated list and the highest value is used.
    • AttackerStat -- like Stat but checked on the attacker and increasing the save's difficulty
    • Vs -- a string characterizing the save. Examples include "Stun", "Stinger Injected Paralysis Poison", "Glotrot Disease Onset". Typically this field is used with .Contains() to scope save modifiers to their desired context.
    • NaturalRoll -- an int, the defender's original 1d20 roll for the save
    • Roll -- an int, the roll after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
    • BaseDifficulty -- an int, the original difficulty of the save
    • Difficulty -- an int, the difficulty after modifications. Changes to this parameter by either event are taken into account by the saving throw check.
  • [modding] Added a new part, SaveModifier, that modifies the defending saving throws of its parent item's equipper. It's an IPoweredPart and has that class's fields, with the following defaults: ChargeUse = 0, IsEMPSensitive = false, and WorksOnEquipper = true. (If WorksOnSelf = true, this part properly modifies the saves of its parent item. Other WorksOn field behaviors may or may not work.) Its own fields are:
    • Vs -- a string with a comma-separated list of strings. If a saving throw's 'Vs' value contains any of them, this part's Amount modifier applies to the saving throw. If null or empty, this part applies to all saves. When one of the list items contains spaces, each space-separated item is matched separately, and all of them must match. Example: If SaveModifier.Vs = "Injected Poison", it will match against a ModifyDefendingSave.Vs of "Stinger Injected Confusion Poison" but not "Contact Damaging Poison".
    • Amount -- an int, the amount the part modifies saves by
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“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.”

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

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 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
    • 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
    • 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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