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 (28) - 96% of the 28 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,134) - 97% of the 1,134 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 (152)

September 21

Feature Friday - September 21, 2018 [Hindren Patch]

  • Qud's augurs have read the petals on the wind and agree: the deerfolk who call themselves 'hindren' are real, and their hidden village exists. The hindren patch is now live!
    • Added a new village: Bey Lah, hidden in the flowerfields.
    • Added a new faction: hindren of Bey Lah.
    • Added several new hindren NPCs.
    • Added a chain of quests: Petals on the Wind, Find Eskhind, and Kith and Kin.
    • Added a new signature dish: mah lah soup.
    • Added a new denizen to the Stiltgrounds.
    • Added Kindrish, the ancestral bracelet heirloom of the hindren.
    • Added a few other legendary hindren items.
    • Added some procedural love poetry.
  • We made a bunch of enhancements to the prerelease input manager.
    • Updated to the latest version of Rewired.
    • Cancel now properly escapes out of most menus.
    • Improved the styling of the control mapping screen.
    • Alt (in the key mappings) + Use now uses the menu-based interaction mode.
    • Changed "get nearby" to "interact nearby", allowing a button to be mapped to menu-based interaction.
    • Fixed an issue that caused navigation of the control mapping screen to freeze.
    • Fixed an issue that caused the prerelease trade screen to not function properly when used via gamepad.
    • Fixed an issue that prevented the trade screen mappings from functioning properly on the classic trade screen.
  • Vibro weapon penetration is now visible in weapon stat display.
  • The following actions can no longer be taken while frozen: Slam, Conk, Dismember, Hook and Drag, Hamstring, Hobble, Shank, Flurry, Jump, Heal, Staunch Wounds, Set Limb, Sweep, Butcher, Harvest, and trash rifling.
  • Shank no longer double counts some negative status effects.
  • Conk now takes its target's anatomy into account.
  • Hook and Drag now properly requires an axe in the primary hand.
  • Added a tile for Grit Gate's intercom.
  • Fixed a bug that stopped vibro weapons from consuming charge.

Below are the hindren changes from last week's beta patch.
  • Added Kindrish, the ancestral bracelet heirloom of the hindren.
  • Tweaked the Bey Lah map.
  • Added some more chronology entries.
  • Fixed some clue tagging and quest outcome issues.
  • Tweaked Kith and Kin rewards.
  • Changed some aspects of how Kith and Kin's completion affects Bey Lah's fate.
  • Gave Eskhind's hideout a minimum distance from Bey Lah.
  • Added reputation rewards for completing Kith and Kin.
  • Made clue items appear around Bey Lah more sensibly.
  • Moved Eskhind to the Hindriarch's hut when appropriate.
  • Added conditional dialog options with appropriate hindren for when you recover Kindrish.
  • Added a procedurally generated sonnet.
  • Changed Lulihart's water ritual rewards.
  • Added some additional tiles.
  • Changed some quest dialog.
  • Added a choice signature to the Kith and Kin reward dialog.
7 comments Read more

September 14

Feature Friday - September 14, 2018

  • Brainless things no longer fall asleep.
  • Hindren clues should now be more successfully excluded from gossip.
  • Pressing left on an object in the inventory screen now collapses the whole category.
  • Pouring liquid on the ground now results in a salt-diluted puddle of the same volume you poured, not twice that volume.
  • You can no longer avoid attacks by certain sludges on the basis of the attacks overquenching your thirst.
  • Generated names from the arcology of Ekuemekiyye no longer occasionally contain a trailing space.
  • Psychic hunters no longer get vestigial legendary titles.
  • Fixed a bug that caused on-damage cooking effect trigger's percentage to drop to 0 after saving and loading.
  • Fixed some plurality issues with generated text when preserving ingredients.
  • Fixed a bug that prevented run-down carcass kneaders from being wound up.
  • [modding] The RandomColors part has a new property, BackgroundColor, for specifying random background colors.
  • [modding] The IPoweredPart base class has been refactored to IActivePart, which is identical to IPoweredPart except for some of its new default property values: ChargeUse = 0, IsBootSensitive = false, and IsEMPSensitive = false. IPoweredPart is now a subclass of IActivePart with these defaults: ChargeUse = 1, IsBootSensitive = true, and IsEMPSensitive = true.

Additionally, we made a bunch of changes to the hindren patch on the beta branch.
  • Refined the various quest endings and made Neelahind much more willing to explain them.
  • Made Bey Lah a legitimate map location.
  • Changed the quest XP rewards.
  • Tweaked the Bey Lah map.
  • You now correctly get credit for finding all the clues.
  • Clues only get inscribed in your journal if you have the Kith and Kin quest.
  • Changed some quest item rewards.
  • Fixed some issues with the quest item rewards.
  • Fixed some issues that caused certain quest clues to not be discoverable.
  • Hindren villagers can now share rumors.
  • Eskhind now properly comes to Bey Lah after you complete Find Eskhind.
  • Added chronology entries for finding Bey Lah and completing the quest chain.
6 comments Read more
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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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