Grab up to 3 other players--be they your friends, siblings, neighbors, or your grandma for insane local multiplayer action! With support for local couch co-op, you'll be able to take on the evil Smogulan forces with a party of up to 4 players at once!
Choose your favorite Toxic Crusader and jump into the fight across Tromaville and locales beyond! Gang up on bosses, toss around enemies on the streets, or compete to see who can get the highest combo number!
Defenders of Tromaville, Earth, and...Other Stuff!
While the original team consisted of Toxie, Nozone, Major Disaster, Junkyard, and Headbanger, we just had to add in Yvonne and, of course, Mrs. Junko (Toxie's mom) for players to choose from!
Play as Toxie, the mop-wielding heroic leader of the Toxic Crusaders!
Choose Yvonne, Toxie's girlfriend with a KILLER singing voice!
Pounce on foes as Junkyard, the lovably vicious dog boy!
Storm onto the battlefield as Major Disaster, the commander of nature!
Fly into the fray as Nozone, the former ace pilot with a devastating sneeze!
Wield the brains and the brawn as Headbanger, the conjoined hero of Dr. Bender and surf boy Fender!
Or bring the pain as Mrs. Junko--Toxie's caring mother!
You can look forward to grabbing your friends to play local couch co-op in Toxic Crusaders when the game launches later this year!
Stay tuned for even more!
Be sure to follow Retroware's developer page to stay up-to-date on all our games, news, and more!
Stumble and fall early access has officially launched!
Prepare for chaotic fun with friends in this hilarious multiplayer brawler. Whether you're duking it out in intense battles or laughing at the absurdity of it all, Stumble And Fall promises endless entertainment.
Hi everyone, We are ready with a new update. This is a major one with new content and lots of changes. Note that the older saves will not work with this update. The older version can be found under beta at the client.
The highlights of this update is equipment durability and upgrades. Equipments now wear off as we use them. Hero finds repair tools in the world to battle this entropy. You can right click on an item to open a menu to repair/salvage items individually. Repairing items consumes repair tools randomly (roughly 50% of the time).
For a quicker way, there is a quality of life gui thingy to help with that: “Repair All” button. With this button you can choose to repair all items, all equipped items or all badly damaged equipped items. This button simulates repairing all items: rolls dice for each of them, consumes repair tools if needed and repairs them instantly.
There is also a new skill called arms mastery to govern repairing and salvaging equipment. As hero gains level with this skill, repairing becomes easier and salvaging becomes more profitable. Hero can even salvage multiple diamonds, rubies and other precious gems from equipment.
The other new feature is blacksmiths. Blacksmiths are available in towns with minimum two prosperity. They can repair and upgrade weapons/armors. Hero needs to bring some materials and coins to upgrade his beloved equipment.
With this update, town prosperity becomes much more important. Towns with less prosperity will have less services. General shop, tavern and blacksmith now have levels according to the prosperity of the town and they offer more services as their level increases. For example, general shop will not sell weapons in a town with one prosperity. Blacksmiths will upgrade armors at only towns with four prosperity.
Note that as much as we tested this update for dozens of hours and tried our best to balance things out, the game has become really big to test all the builds and play styles. So some players may feel the durability of items is too little while others may feel the other way. Repair tools may be scarce or not. Upgrading equipment may be too expensive or cheap. So feedback in the forums is most welcome!
With this update, I have now implemented all the features (and some more) I planned for early access. So version 1.0 is just around the corner. But it will not be the end of development. I will continue working on the game and introducing new features and content after the full release.
See below the details of the update.
ADDITIONS
Weapons and armors are now upgradeable.
Weapons and armors are now salvagable.
Weapon and armor durability added.
Blacksmith added to the towns.
Repair tools added.
Arms mastery skill added.
Armor Breaker monster trait added.
Iron Hide monster trait added.
Roll over cards added to the town prosperity and reputation gadgets, explaining their effects.
CHANGES
Town facilities now have levels.
Prosperous towns pay better price for valuables.
Decreased the probability and duration of beastly odor curse to tone down the effect.
Strengthened the last boss.
Highlander starts with arms mastery skill.
Gladiator starts with arms mastery skill.
Tempest starts arms mastery skill.
Roll over card of Strength, Dexterity, Intelligence attributes now show how much they affect certain stats.
Reduced the effect of inventory load on food consumption.
Crawlers, golems and gargoyles now have iron hide trait.
Enemies with a large warhammer like Skeleton Captain now have armor breaker trait.
Elderthorn golems now have bleed ability.
Elite slimes now have 20% chance to corrode equipment instead of 15%.
Sort inventory puts healing and stamina potions in the first row.
FIXES
Some of the belts were not showing correctly on the hero.
Fixed and issue about screen messages. They were rarely coming up on each other.
We are excited to announce that the Spring Molting update is live now in beta. We'll be testing for a few weeks and then releasing the update on the main branch June 6th. Full patch notes can be found at the end of this post, but here is a summary:
- 🚨ALL NEW INTERFACE🚨 Our transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and much prettier, but all carefully designed to maintain the essence of what makes Qud Qud. More polish is coming, but everything functional is in. - Support for Steam Cloud saves. Play between PCs or between Steam Deck and PC, at your leisure - a refresh of the starting town of Joppa, with the same lived-in texture as the rest of the world - hundreds of new sound and visual effects - several new narrative touches, big bug fixes, & performance improvements
To access the beta, select Caves of Qud in your Steam library> Preferences> Betas> Beta Branch. No password required. For bugs and feedback, please post here.
And if you want to get your friends in on Qud, there is a free demo available from now till May 13th. Access it from the Caves of Qud Steam store page.
Live and drink!
-Freehold + Kitfox
SPRING MOLTING PATCH NOTES
UI
We added an entire new UI. (ie, we completed work on the modern UI, for folks who've been following our progress). More polish will be coming over the next several weeks, but all the functionality is there.
There are too many changes to fully document, but here's a partial list of new screens: trade, quests, message log, character sheet, skills, equipment & inventory, tinkering, game summary, every journal tab, status effects, reputation, world generation, interact nearby, books, in-game terminals.
The new UI has full keyboard, mouse, and controller support.
The new UI plays natively on handhelds like Steam Deck.
Added a search bar to relevant screens.
SAVES
Added full support for Steam Cloud saves.
Vastly improved the performance of saves and loads.
Greatly reduced the number of files per save.
Greatly reduced save size.
Saves are now more resilient towards breakage, from mods or otherwise.
Saves now kept in the \Synced subdirectory, and unsynced files are kept in \Local.
WORLD
We refreshed the starting village of Joppa.
Added a new apothecary: Nima Ruda.
Replaced Warden Ualraig with a more fleshed-out version: Warden Yrame.
Gave all major NPCS new dialog and new descriptions.
Widened the range of artifacts that can be turned in to Argyve. Concurrently, we gave some true kin castes fewer starting trinkets.
Made some significant changes to O Glorious Shekhinah! These changes carry through to the generated village starts, and in fact are slightly different in each village type.
Gave the village a makeover, with several new walls, pieces of furniture, and monuments.
Joppa NPCs now point you to questgivers, like the villagers of dynamic villages do.
We refreshed the Naphtaali faction and culture.
Replaced or renamed several Naphtaali. Here's the new roster of creatures: Naphtaali forager, Naphtaali tinker, Naphtaali nimrod, Naphtaali jeer, and Naphtaali sap.
Replaced chrome idols with unplanished godheds, and their legendary counterparts, planished godheds.
Refreshed woodsprogs and added them to jungle populations.
Added Erah the ciderer to Kyakukya.
GAMEPLAY
Strong feelings creatures have due to actions you take (such as attacking them) now weaken over time instead of reverting suddenly when a map is unloaded.
Creatures belonging to multiple factions now take your reputation with all those factions into account when determining their attitude toward you.
Creatures no longer ignore changes to your faction reputation if they have a personal opinion of you.
Companions no longer revert to their base attitude when they lose track of their leader.
Creatures now get mad at you if you tell your companions to attack them.
Added a new piece of furniture: electric generator.
Tables randomly have items. on them more often.
MISC
COMING SOON THIS BETA: 40 new achievements
Added many, many new visual and sound effects.
Looping music tracks now play seamlessly.
Made some alterations to the track that plays during Reclamation.
Made some tweaks to hindren and mopango dialog.
Refreshed and polished the dynamic wall generation system used for villages (e.g., "dragonfly chitin tent")
Refreshed and polished the display names, tiles, and descriptions of uindentified artifacts and partially identified artifacts.
Added some new trinkets: Added bubble level, spiral iron, and salt mill.
Added a wrench and a pestle.
Reduced memory fragmentation over long play sessions.
Improved turn-by-turn performance.
Improved lightray casting performance during the day.
Changed Issachari renderstring to 'h'.
BUGFIXES
We made many, many fixes to long-standing issues around creature attitudes, including creatures losing their
Fixed Asphodel's followerss being limited to 8.
Fixed nonspecific gender verb conjugation.
Fixed several cases of messages referring to a *PooledObject.
Fixed the performance impact when many creatures had died or objects had been destroyed.
Fixed non-human village tinkers and apothecaries not having tier-appropriate stock.
Fixed many other small issues.
MODDING AND DEBUGGING
[modding] Creatures now have action-specific opinions of others. For example, being attacked by someone's ally now garners the OpinionAttackAlly opinion.
[modding] Creatures now maintain a history of allegiance. For example: "On the 3rd of Ut yara Ux, <creature> was constructed by a turret tinker." and "On the 12th of Tuum Ut, <creature> was proselytized by you."
[modding] Many invalid components are now removed gracefully when loading a saved game, making it possible to remove a mod from a saved game and continue playing.
[modding] Made the Leader part more general and functional. Use it to generate a creature with companions.
[modding] MinEvents now support registration with prioritized execution and optional serialization.
[modding] Any class can now register for a MinEvent by implementing the IEventHandler interface.
[modding] Event handlers now use event registrars to handle both registration and unregistration with a single method implementation.
[modding] Some events are now sent and can be listened for on the global game level, such as AfterPlayerBodyChangeEvent.
[modding] Added ModSingletonEvent, ModPooledEvent and IModEventHandler, which allow creating modded events with native performance. See XML docs for examples.
[modding] Object instances can now tokenize themselves for the serializer by implementing the ITokenized interface.
[modding] IParts can now define a priority which determines their order within the parent object's list. This has an effect on the orders of event processing and serialization.
[modding] Inert parts with no functionality, such as those gained from some skills, can now define a skip priority that excludes them from event processing, for a minor performance benefit.
[modding] Ported blueprint builders to be IObjectBuilders, which are singletons that can process many game objects without creating garbage or polluting the object's parts.
[modding] Text variable replacers, such as "=verb:shloop=" or "=player.waterRitualLiquid|capitalize=", are now moddable by decorating a class and method with the related attributes.
[modding] Complex and/or custom text variable operations can now use the Text.StartReplace() builder to do every replacement in a single pass.
[modding] Abilities can now set IsWorldMapUsable to allow activation on the world map.
[debug] Added a 'show attitude' action to creatures when debug information on object internals is enabled.
- Enhanced some levels with fresh tunes - Refined the audio experience - Eased up the timed puzzle on level 1.3 - Fixes for the Charmer boss level - Adjusted credits