Name | Caves of Qud | ||
Developer | Freehold Games | ||
Publisher | Freehold Games | ||
Tags | |||
Release | 2015-07-15 | ||
Steam | 16,79€ 15,49£ 19,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  153  | ||
Steam Rating | Overwhelmingly Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  50,000 .. 100,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 88 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 88 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Caves of Qud - Linux [214.01 M] |
Hello friends!
[h3]SAVES[/h3]
[h3]WORLD[/h3]
[h3]GAMEPLAY[/h3]
[h3]MISC[/h3]
[h3]BUGFIXES[/h3]
[h3]MODDING AND DEBUGGING[/h3]
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Freehold Games' resident snapjaw v-tuber Gra is streaming live right here on Steam! She will be playing the beta for the Spring Molting update, which will be out tomorrow on the public beta branch. |
06.77
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Hey there,
You can read about Spring Molting and our roadmap for 1.0 and beyond here. Live and drink, friends. |
Hey all, |
06.75
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Hey quddites! |
06.74
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06.72
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06.70
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06.69
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06.68
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06.67
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Hey everyone,
You can expect this update to be released in Q2. [h2]Jam with us![/h2] The folks in the Caves of Qud community are doing another mod jam!! The theme this time around is...Vignettes. Like last time, they'll be compiling mods from the jam into a modpack. Unlike last time, they're allowing C# scripting - so they've also extended the duration to a week. Beginner modders are still very much welcome and encouraged to join! If you've ever been curious to try modding now is the perfect chance! The jam will run from March 15, 6:00 PM to March 22 6:00 PM EST. To sign up for the jam visit: https://itch.io/jam/caves-of-qud-modding-jam-2 If you've got questions, visit us on the Kitfox Discord in the #qud-jam channel Thats all for now! We will have more details, about the major update in the coming months so stay tuned! -Alexandra + Freehold |
06.66
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06.65
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06.64
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06.63
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06.61
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06.59
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06.57
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06.52
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The team is skipping Friday's patch this week due to the holiday week. We'll resume next week. |
06.50
If you enjoy Feature Friday, please leave a review! Every one helps. |
06.49
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06.48
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Hey folks, |
06.37
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Hey everyone,
You can read the full update with all the patch notes here: https://store.steampowered.com/news/app/333640/view/3802788059284257843 This will be our last major update to Caves of Qud before we shift our focus completely to the 1.0 release. You can follow along with updates here on Steam but also on the Kitfox Community Discord or the Official Caves of Qud Discord. Now who's ready for some Nephilim?! -Kitfox + Freehold |
v206.26
[h2]UI AND INPUT [/h2]
[h2]GAMEPLAY[/h2]
[h2]MISCELLANEOUS[/h2]
[h2]BUGFIXES[/h2]
[h2]DEBUG & MODDING[/h2]
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06.20 - 'beta' branch
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Note: this update breaks save compatibility with previous versions.
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06.11 - 'beta' branch
If you're interested in modding Caves of Qud, come join the Caves of Qud Modding Jam: Monster Mash! https://itch.io/jam/caves-of-qud-modding-jam-1 It's a perfect entry point for new modders. |
06.10 - 'beta' branch
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06.4 - 'beta' branch
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Our next feature arc, Creatures of the 7th Plague, is now in beta! Big picture, this arc includes the next quest in the main questline, significant updates to the UI and input, lots of new visual and sound effects, lots of performance improvements, and many gameplay changes. [h3]UI AND INPUT [/h3] Several of these changes were merged in from the "input" beta.
[h3]GAMEPLAY[/h3]
[h3]MISCELLANEOUS[/h3] [h3]BUGFIXES[/h3] [h3]DEBUG & MODDING[/h3]
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The beta for our next feature arc Creatures of the 7th Plague is coming next week! Once it's up, we'll post our Feature Friday updates to the beta branch until the beta is over and merged into the mainline.
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04.106
205.65 - 'beta' branch
If you enjoy our weekly updates, please leave a positive review. Every one counts! |
205.63 - 'beta' branch
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Hi friends, |
04.103
205.62 - 'beta' branch
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04.102
205.61 - 'beta' branch
If you enjoy our weekly patches, please leave a positive review. Every one helps! |
04.101
205.59 - 'beta' branch
If you enjoy our weekly updates, please leave a positive review. Every one helps! |
04.100
205.54 - 'beta' branch
If you enjoy our weekly patches please leave a positive review. Every one helps! |
04.98
205.49 - 'beta' branch
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04.96
205.45 - 'beta' branch
If you enjoy our weekly updates, please leave a positive review. Every one helps! |
Hey friends! |
04.95
205.42 - beta
If you enjoy our weekly updates, please leave a positive review. Every one helps! |
04.93
205.39 - beta
If you enjoy our weekly updates, please leave a positive review. Every one helps! |
04.91
205.37 beta
Please leave a positive review if you enjoy the weekly updates, every one helps! |
04.90/205.35 beta
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Hi there,
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04.87
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Hello all, |
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04.60
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Hi all, |
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04.52
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04.51
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04.50
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Hello friends, |
04.49
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The artifacts of plant and time,
[h2]NEW LATE-GAME REGION[/h2]
[h2]UI[/h2]
[h2]SOUNDS & MUSIC[/h2]
[h2]NEW THINGS[/h2]
[h2]GAMEPLAY CHANGES[/h2]
[h2]MISCELLANEOUS[/h2]
[h2]BUGFIXES[/h2]
[h2]DEBUG & MODDING[/h2]
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04.45 - 'beta' branch
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04.42 - 'beta' branch
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04.41 - 'beta' branch
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04.38 - 'beta' branch
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04.32 - 'beta' branch
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The beta for our latest feature arc, the Moon Stair, is here. Big picture, this arc includes the last late-game region, a new quest in the main questline, significant updates to the new UI, all new sound effects, and many, many gameplay changes. Everything is quite functional, but -- per usual -- it is subject to change and will get additional polish over the next several weeks.
[h2]NEW LATE-GAME REGION[/h2]
[h2]UI[/h2]
[h2]SOUNDS & MUSIC[/h2]
[h2]NEW THINGS[/h2]
[h2]GAMEPLAY CHANGES[/h2]
[h2]MISCELLANEOUS[/h2]
[h2]BUGFIXES[/h2]
[h2]DEBUG & MODDING[/h2]
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Hello folks, |
03.54
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03.53
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03.52
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03.51
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03.45
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03.41
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03.39
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03.38
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03.37
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03.35
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03.33
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03.32
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Hi folks, |
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03.28
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03.27
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03.25
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03.23
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03.21
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Rampant greenspread canopies a starburst of the Eaters' richest works. The jungle is torn at the corners, where crysteel balustrades and star orchid lancets peek through...
[h3]LATE-GAME HISTORIC SITES[/h3]
[h3]NEW ACHIEVEMENTS[/h3]
[h3]RED ROCK[/h3]
[h3]RUST WELLS[/h3]
[h3]BETTER RUINS[/h3]
[h3]GAMEPLAY[/h3]
[h3]UI[/h3]
[h3]POPULATION REFACTOR[/h3]
[h3]MISCELLANEOUS AND BUGFIXES[/h3]
[h3]DEBUG AND MODDING[/h3]
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Hello friends, |
03.14 - 'beta' branch
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03.12 - 'beta' branch
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03.9 - 'beta' branch
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03.7 - 'beta' branch
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03.6 - 'beta' branch
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03.4 - 'beta' branch
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Our Deep Jungle feature arc is now in beta. If you're interested, come help us test!
[h3]LATE-GAME HISTORIC SITES[/h3]
[h3]NEW ACHIEVEMENTS[/h3]
[h3]RUST WELLS[/h3]
[h3]BALANCE[/h3]
[h3]POPULATION REFACTOR[/h3]
[h3]MODDING[/h3]
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Hello, |
02.102
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02.101
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02.98
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Hey all, |
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02.95
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"What an enchanting place! The maze of polyps allowed me to slink along, mostly unnoticed, and take in the doings of its flora and fauna. A rich diversity of life radiates across Qud, but in the Reef, it flourishes on a new level. In but one hemmed in quarter I witnessed a tetrad of kaleidoslugs round the rune-cut cone of an enigma snail, a jelly huff a cloud of plasma onto a memory eater, and a polycule of tongue tyrants devour a squad of interdictors. At one point the Reef came alive and a polyp-jeweled hermit walked out of the lattice. He grinned at me and bartered a broken hand rail. When I turned my head to nod goodbye, he was gone." -Kaylenn Sand-Shell, In Maqqom Yd
You can't change your game mode once you start a game. To check what game mode you're on, your turn counter, and your world seed, hit Esc in game and select Game Info. [h2]NEW CHARACTER CREATION SEQUENCE[/h2]
[h2]LATE-GAME REGIONS[/h2]
[h2]OTHER NEW THINGS[/h2]
[h2]GAMEPLAY[/h2]
[h2]UI[/h2]
[h2]MISCELLANEOUS AND BUGFIXES[/h2]
[h2]DEBUG AND MODDING[/h2]
It's a big patch, so we probably missed some things here! If you have a question, just ask. |
This is a release candidate for Monday's launch.
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That's one week from today. This Friday, we'll post one last beta patch before the launch. |
02.88 - 'beta' branch
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02.85 - 'beta' branch
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03.83 - 'beta' branch
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02.82 - 'beta' branch
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02.80
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Additionally, here are the notes for some additional changes that were included in the last few alpha and beta patches.
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The beta for our latest feature arc -- Palladium Reef / New Chargen -- has arrived. The patch is unpolished but very functional; the full release is likely to come in the next few weeks. Here is an incomplete list of patch notes.
CHARACTER CREATION AND UI
NEW THINGS
OTHER CHANGES
If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UI issues. Here's a thread for feedback. To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Live and drink, friends. |
Hello folks, |
01.114/202.74
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01.113/202.73
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01.110/202.70
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01.109/202.69
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01.107/202.67
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Due to some team travel, we're skipping our weekly patch this week. Feature Friday will be back next week. |
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01.104/202.64
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01.99
202.59 'beta' branch
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01.62/202.22
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01.61
202.20 - 'beta' branch
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01.60/202.19
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01.59
202.18 - 'beta' branch
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01.58
202.16
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01.57
202.15 - 'beta' branch
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01.56
202.14 - 'beta' branch
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01.55
202.13
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01.53/202.11
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01.51
202.7 - 'beta' branch
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01.50
202.6 - 'beta' branch
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01.49
202.5 - 'beta' branch
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01.48
202.3 - 'beta' branch
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01.47
202.2 - 'beta' branch 202.2
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01.46
202.1 - 'beta' branch
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01.45
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The Mutation Overhaul patch is here! This update includes our biggest mutation rebalance ever, new elements of our RPG-style UI, and hundreds of other changes. Enjoy!
[h3]GAMEPLAY[/h3]
[h3]PRERELEASE UI[/h3]
[h3]OTHER UI CHANGES[/h3] [h3]MISCELLANEOUS & BUGFIXES[/h3] [h3]MODDING & DEBUG[/h3]
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Hi all,
There won't be an official patch on Friday, but we will be updating the beta branch daily in the run up to the release. Live and drink, friends. |
00.97
201.30 - 'beta' branch
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00.95
201.25 - beta branch
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00.91
201.19 - beta branch
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00.90
201.18 - 'beta' branch
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00.89
201.15 - beta This patch includes the first batch of changes for a wide-scale mutation balance. More to come!
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00.86
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00.82
201.8 - beta
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00.81
201.6 - beta
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00.80 201.2 - beta branch |
See Part 1 of this announcement, with the first batch of patch notes, here.
[h3]DEBUG AND MODDING [/h3]
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After so many months, the Tomb of the Eaters has finally arrived. Here is Part 1 of the patch note list for our biggest update ever. (It exceeded the character limit of a single post.)
[h3]NEW THINGS[/h3]
[h3]GAMEPLAY[/h3]
[h3]UI[/h3]
[h3]SOUND[/h3]
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00.66
General notes: |
00.65
General notes:
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00.57
General notes:
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00.55
General notes:
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00.52
General notes:
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00.50
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00.43
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00.41
[h3]General notes[/h3]
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00.40
[h3]General notes:[/h3]
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00.35
General notes:
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00.29
General notes:
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Tomb-related notes:
General notes:
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00.22
General notes
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00.21
General notes
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00.20: We've posted an update on the beta branch.
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We've released the OST for Caves of Qud! |
00.17
[h3]General notes[/h3]
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Welcome to the second Tomb of the Eaters beta! This patch takes you through the back half of the Tomb of the Eaters dungeon and through the rest of the quest. The full feature arc should be ready in January.
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Welcome to the first Tomb of the Eaters beta! This is an unpolished and incomplete build of the Tomb of the Eaters feature arc. The beta takes you through the first half of the Tomb of the Eaters dungeon; we'll be making the rest of the dungeon available in the coming weeks. The full feature arc should be ready in early January.
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Hey all, |
99.0 |
98.0
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Hey all,
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96.0 |
95.0 |
Hello friends,
Thanks for your continued support, all. Live and drink. |
94.0
[JoppaWorldBuilderExtension] public class MyJoppaWorldBuilderExtension : IJoppaWorldBuilderExtension { public override void OnBeforeBuild( JoppaWorldBuilder builder ) { } public override void OnAfterBuild( JoppaWorldBuilder builder ) { } } [WorldBuilderExtension] public class MyWorldBuilderExtension : IWorldBuilderExtension { public override void OnBeforeBuild( string world, object builder ) { } public override void OnAfterBuild( string world, object builder ) { } } |
93.0
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92.0
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91.0
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Hey all, |
90.0 |
88.0
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.0.186 |
.0.184.0
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Hello all, |
Small patch this week as we work on some bigger feature arcs behind the scenes. |
I accidentally deleted the original Feature Friday post while working to fix a critical save issue. The save issue has been resolved and a fix for corrupt saves has been posted as 182.1. Sorry for the trouble! |
As noted, there was a bad break in serialization. Loading games is failing in 182.x. Working on a fix now.\ |
.0.182.0 |
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.0.176 |
.0.175 |
.0.174.5
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Hey all,
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Hey all, |
Reminder: per our announcement here, there are 6 DAYS LEFT before the price of Caves of Qud bumps up to $14.99!
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Hey all, |
.0.171.0
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Hi all, |
.0.170.0 |
.0.169.0 |
.0.168.0 |
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.0.166.0
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.0.165.0 [Modding] Added support for a new zone template tag, [Modding] Added a new part, Uplift, that uplifts the parent creature object to a named unique. [Modding] Added a new part, Followers, that generates followers for the parent creature object. It has one field: Table (a population table that specifies the followers to generate). [Modding] Added a new quest field, BonusAtLevel, where you can specify if the quest has bonus rewards if completed by certain levels. If you do, those quests indicate that their rewards are level-based on the appropriate screens. Below are some additional patch notes from last week that were left out. |
.0.164.0 |
.0.162.0
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Hey folks, |
Hey all, |
Folks, |
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Small update this week as we work on a big upcoming content patch. |
Hey all, |
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Hello, |
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Below are the hindren changes from last week's beta patch.
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Additionally, we made a bunch of changes to the hindren patch on the beta branch.
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Hey all, |
Hey all, |
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"Joppa? Never heard of it." -Mehmet
Each option has its own benefits. |
We put up a beta branch for the Generated Villages & Alternate Starts patch! |
We have an announcement regarding our upcoming patch schedule. We're nearing the release of our next feature arc, Generated Villages and Alternate Starts (Part 1), which will finalize the last of our major systems and let us transition to fully fleshing out the game's content and main narrative. The prospective release date for this feature arc is July 10th. As it approaches, we'll be concentrating all of our effort on the arc, and so today's patch will be the last official weekly update until the arc is released. |
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Hey all, |
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Roguelikes have a tradition of using survival mechanics like hunger and thirst to egg the player onward. The cultural importance of water in Qud makes thirst an interesting mechanic, but our previous hunger mechanic didn't quite meet our standards. We redesigned the hunger system and added a procedurally-driven cooking system. Our goal is to evoke the unique cultural role food plays in civilization and how that role is manifested in the strange and biodiverse world of Qud.
Below is the log for the changes from last week's beta patch. |
We're putting the cooking patch up on the beta branch. If you'd like to help us test it, right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. Please leave your feedback here!
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Hello friends, |
Also, check out this announcement about our November patch schedule. |
Greetings, wayfarers.
We don't have an exact date for the Cooking patch since it's a work in progress, but it'll be around Thanksgiving time. So see you this Friday... and then until Thanksgiving: Live and drink. |
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Hey everyone, |
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Steam isn't processing updated builds at the moment; the patch will go live whenever the system goes back online. |
Because we're doing behind-the-scenes work on some of the larger feature arcs, and because the week was shortened by the 4th of July holiday, we're going to skip this week's patch. We'll be back to the regular schedule next Friday. |
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This week, we're introducing two new feature arcs that have been in development for a few months. The first is the Journal. As you play Caves of Qud, you accumulate a bounty of knowledge. We added a journal that tracks important locations you discover, gossip and lore you come across, historical snippets you learn about ancient sultans, and your character’s chronology. You can also add your own notes to the journal and keep track of interesting places on the world map.
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Hey all, |
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Hey there, |
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{ "shaders":{ "vignette":{ "enable":"false" }}} |
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Jason is attending the Game Developers Conference (GDC) this week, so the Feature Friday patch will be a bit smaller than usual. |
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Hi, I'm ptychomancer, the other core Caves of Qud dev. Here are some patch notes. These are the new & updated powers. Check them out in game for the stat requirements and costs.
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The Sultans of Qud: Part 1
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Hey everyone, |
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We're posting the patch early this week due to Thanksgiving. Happy excavating!
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Brian is out of town for a week starting tomorrow, so there will be no patch next week, and we're posting this week's patch today. In the mean time, Jason will be working on our next feature arc, procedural histories for the Eater-Sultans of Qud! More info to come.
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We have an announcement! Jason, one of our core team's two members, is now working full-time on Caves of Qud! Not only does this mean better weekly patches, but we'll also be bundling updates into bigger feature releases every few weeks. Stay tuned for more info. Until then, here's the first of our new and improved weekly patches.
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Hi everyone, |
*Added a prototype design for biomes, which alter the flora and fauna of maps and appear procedurally throughout the overworld and underground each game. Biomes have multiple grades and are generated with gradient noise maps. To try them out, from the Options menu, select 'Enable unfinished biome content' under Debug. We'll be refining them in coming weeks. |
*Added new barathrumite: Q Girl. |
*We got basic mouse support working again (it's a work in progress). To turn it on, from Options, enable 'Allow mouse input' under User Interface. |
*We improved the game summary (death) screen. |
We fixed a bunch of bugs this week and added a few new features. |
*We made some more tweaks to Tinkering. |