Caves of Qud cover
Caves of Qud screenshot
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Genre: Role-playing (RPG), Simulator, Strategy, Turn-based strategy (TBS), Adventure, Indie

Caves of Qud

We're Back! Post-1.0 Dev News

Hey friends,

It’s Alexandra from Kitfox here with a quick update on how things are going. Development has started again after the Freehold Team was on a much deserved break! As we mentioned last month, the major focus post-1.0 will be to explore localization and porting to mobile and consoles but there’s so much more in the works. There’s a couple of updates you can expect in the next few weeks:

February 28th

This week there will be a maintenance patch on the main branch with bug fixes.

March 7th

Then we have the initial 'beta' branch release of 1.1, including an upgrade to Unity 6 and Windows 64-bit builds. No new game features yet, just technical and modding platform updates for now.

Future

After that, the team will return to a regular maintenance fix cadence, probably slower than weekly updates. The team is also building the technical localization API, and starting builds for mobile & consoles but we are just in the very early stages of this so we will have more to say later.

We are excited for more folks to be able to play Caves of Qud!

See you in the next one.

-Alexandra

Qud is nominated for several awards!

Hey friends,

Happy 2025, happy lunar new year, and we hope you’re still enjoying the Caves of Qud 1.0 update. We have some updates to share with y’all. The team is still taking a rest, but we are still planning out the future of Qud, and the first priority will be looking at localization and console porting. Awards season is also in full swing and we’ve been nominated for some very prestigious categories!

Award Nominations! x4!



First is “Best Strategy/Simulation Game” at the D.I.C.E Awards. The show takes place on Thursday, Feb. 13 at 8:00PM PT/11:00PM ET and you’ll be able to watch from home on IGN’s streaming channels. See if you can spot Jason (lead developer, writer) and Tanya (Kitfox lead) in the crowd!



Caves of Qud has also been nominated for Excellence in Design, Excellence in Narrative, and the Seamus McNally Grand Prize at the IGF Awards. You can watch along on Wednesday March 19th at 6:30PM PT/9:30PM ET on the GDC Twitch channel.

We're honored to be nominated alongside these other fantastic games. Any time a game releases it's a miracle, but especially the 17-year wandering journey that it took to make Caves of Qud. To be recognized by other developers is really just the icing on the cake.

You can also participate in voting for Caves of Qud for the IGF Audience Award right here. Voting closes on Friday January 31st at 11:59PM PT so make sure you get your vote in ASAP! RIGHT NOW! Don’t keep reading! Go vote and come back!




OK you voted? Cool. FYI, Caves of Qud is also eligible for to be nominated for a Nebula Award. The only way a game can be nominated for the “Best Game Writing” award is via an SFWA (Science Fiction and Fantasy Writing Association) member. If you are a member you should be able to access this forum post and get a game key, to help you judge! If you have friends who are Nebula voters, send them our way if you think they would appreciate Qud’s unique writerly vibes.



Jason is also going to be hosting a special Writing Caves of Qud Nebula stream on his Twitch channel on Monday February 3rd, 3-5PM PDT. He'll be talking through the dev process and showing off some of the game's writing.

Porting, Localizing, and More...



As we’ve said, first the team is resting. But, when the team is back from their break, one of our focuses will be to explore localization and porting to mobile and consoles. Localizing a game with procedural text like Caves of Qud is a unique challenge that’s not easily solvable, but it’s also a fun problem to dig into. We already have an international audience excited to take a look, so we need to take the time to figure out how to get it done properly and make sure its unique tone and writerly virtues shine through in every language.

And of course consoles and mobile are also not trivial projects to undergo, but we are committed to getting Caves of Qud available to more folks out there.

Speedrun Winners



Here are the winners of the Caves of Qud Launch Speedrun contest! You can check out the Wander, Classic and Bzzt runs on Speedrun.com and the Ultra Ending run on Twitch. Thank you everyone who participated, whether it be the streamers, the viewers, or the folks who volunteered to help organize the event. If you’re interested in Caves of Qud speedrunning, you can check out the qud-speedrunning channel on the Caves of Qud Discord or Caves of Qud on Speedrun.com. We are interested in running another speedrun event in the future for non-streamers too so let us know if that’s something you’d be into. Winners will be receiving their prize packs from Mighty Merch soon.



That’s all for now! Please tune in and watch the award shows and cheer us on. We will have more to say on development soon.

-Kitfox + Freehold Games

Thank you for a stellar launch + 1.01 Patch

Hi friends,

It's been two weeks since we launched Caves of Qud 1.0, and WOW what a stellar launch it's been! There's always some uncertainty when you press the release button for a game that's been in development for so long, but we've been floored by Qud's overwhelmingly positive reception. Glowing reviews, hilarious player stories, so many interpretations of the ending...

And, wow, so many folks are playing. We 2.5X'd the previous record for number of players, and that was just a single day of activity; this has been going on for two weeks! Whether you've been with us since the beginning or you just discovered the game this December, thank you for being here and transporting with us to the vine-strangled arches.


1.01 Patch



Our 1.01 patch is live right now. It fixes some high priority issues from the 1.0 release. This patch isn't save-breaking and remains compatible with any mods made for 1.0. Full patch notes at the bottom of this post.


Designing Caves of Qud



We recently uploaded a video featuring commentary by Caves of Qud writer, designer, and co-creator Jason Grinblat and composer Craig Hamilton, going over some of the gameplay, narrative, and audio design behind the game. It's a casual video, comprehensible by people who have never played the game, so feel free to share it with your friends who may be curious.




Pre-order Qud merch



It's not too late to pre-order our official Caves of Qud launch merch from our partners at Mighty Merch. Show off your love for our esoteric indie roguelike with a Live and Drink t-shirt. Hang up a print of a fictitious sci-fi novel featuring a strange and wondrous vista from the world of Qud. The first wave contains t-shirts, stickers, posters, and pins, with more designs and items coming in future waves.




Break time + happy holidays!


We are exhausted from the endgame work & launch, so we're taking a break! In the new year we'll probably be posting a few more small patches with bugfixes, etc. Then, sometime after, we'll be back with our bigger plans for what's next...

We at Freehold and Kitfox Games want to thank everyone for your continued support. We wish y'all a restful holidays, curled up with a glowsphere, a ray cat, and a mug of mushroom cider.

Live and drink,
Jason, Brian, & the team


Full Patch Notes for 1.01


  • Added an advanced option to disable all control binding conflict checking (Options > Debug > Disable conflict checking when rebinding controls).
  • Added an advanced option to toggle autohiding of the mouse cursor (Options > UI > Automatically hide mouse cursor when inactive).
  • The Skills tab details pane now scrolls properly with the right thumbstick or shift+arrow keys.
  • Books now scroll properly with the right thumbstick or shift+arrow keys.
  • Hatters no longer sell quartzfur cloaks.
  • Made it more obvious that the [redacted] can be [redacted] to.
  • Added a clarifying message when you try to enter the [redacted] after [redacted] already [redacted].
  • The Reverse Engineer description now clarifies you can reverse engineer mods.
  • Restored the mod status alert indicator.
  • Fix-it spray foam can no longer be used to repair things that cannot be repaired.
  • Reduced the memory pressure from using Precognition.
  • Fixed a bug that prevented Page Right and Fire Missle Weapon from sharing a control bind.
  • Fixed a missing duration stat in the description of cave spider's Spin Webs ability.
  • Fixed a bug that allowed you to begin the tutorial with the modern UI disabled.
  • Fixed a couple more very rare input focus loss issues.
  • Fixed a bug that caused invalid quest locations to prevent the quest screen from opening.
  • Fixed a rare freeze when drinking warm static.
  • Fixed a rare exception with templar phylacteries.
  • Fixed a rare exception in status bar rendering.
  • Fix an animation bug with certain late-game holograms.
  • Fixed a bug that caused leaving the battlefield during Reclamation to not generate a warning if you completed Beast Slouching before defeating all the warleaders.
  • Fixed a bug that caused some generated books to always generate as a single type.
  • Fixed a bug that caused some factions to not be visible in the [redacted].
  • Made the [redacted] plural instead of singular.
  • Fixed a bug that caused rebuked robots to continue hostilities.
  • Fixed an exception that prevented you from viewing gamepad binds with no active controller.
  • Fixed a bug that caused an unendable conversation if you interacted with the Grit Gate intercom without a tongue.
  • Fixed an issue with the Pets of Harvest Dawn DLC not loading properly on some OSX devices.
  • Fixed a bug that caused 'Melee attack nearest enemy' to stop working without feedback.
  • Fixed a bug that caused loss of input focus when viewing the Records screen without any records.
  • Fixed a bug that caused the wrong endgame state to be logged in the Records screen.
  • Fixed a bug that caused endgame Records to be saved twice.
  • Fixed a bug that allowed you to recoil during the [redacted].
  • Fixed a bug that caused [redacting] yourself to yield a [redacted] that was missing reactive objects.
  • Fixed a bug on OSX that caused screen size to be reduced to 0 when toggling fullscreen mode.
  • Fixed a typo in [redacted].
  • Fixed a typo in the mod toolkit.
  • Fixed a rare exception when objects were cloned.
  • Fixed a tile flipping issue when charging.
  • [modding] GetCyberneticRejectionSyndromeChance now returns 0 by default.

Caves of Qud 1.0 OUT NOW!

We are proud to announce that after 17 years of development, Caves of Qud launches into 1.0 today. A new trailer celebrating the launch will also be debuting today at PC Gamer’s Most Wanted showcase. Make sure you tune in starting at 12pm PST/3pm EST/8pm GMT/9pm CEST.

EDIT: The 1.0 launch trailer is now live!



The Caves of Qud 1.0 update includes:

  • The conclusion of the main quest, with multiple endings
  • Lots of new music, sound effects, items, and final UI polish
  • Tons of bugfixes and small feature improvements

Launching alongside 1.0 is the Dromad Deluxe edition, which includes:




https://store.steampowered.com/bundle/46891/Dromad_Deluxe_Edition/

If you already purchased the base game, you can complete the Dromad Deluxe collection (and get your seal) by buying the rest of the items in the bundle.

What’s Next?



What comes after 1.0 for Caves of Qud? First and foremost, the team will be taking a well-deserved break. Putting the capstone on a game as complex as Qud took a whole lot of work. After that, we plan to continue updating the game, with two big feature arcs already in mind. Whether those are free updates or paid DLC has yet to be determined.

And while we might push updates to the live branch, we’ll be keeping save game compatibility stable between big feature arcs. This should allow modders to feel comfortable getting to work on new mods. Compatibility might break when a big feature arc does drop (whether it’s free or DLC), but we’ll give plenty of lead time in the run up to those releases.

Other than that, we’ll be working on supporting other platforms. More news on that later.

Beginner Tutorial



We’ve collaborated with SBPlaysGames to create a beginner tutorial designed for first time players who want to jump in quickly. If you have been hesitant to start playing, this guide is a great companion to stat your journey. And if you have any friends who are Qud-curious, send them this video!



Reddit AMA



We are hosting an AMA on r/Games with the Caves of Qud team on Monday December 9th 2024 starting at 10am PST/1pm EST. Bring your questions about Caves of Qud development, what it’s like working on an Early Access title for over 15 years, or something dank such as their favourite Dune memes!

Merch is Live!



The first wave of official Caves of Qud merch by Mighty Merch is now available for pre-order! Show off your love for our esoteric indie roguelike with a Live and Drink t-shirt. Hang up a print of a fictitious sci-fi novel featuring a strange and wondrous vista from the world of Qud. The first wave will contain t-shirts, stickers, posters, and pins, with more designs and items coming in future waves.



Speedrun Contest for Content Creators - Update to Rules!



Attention Qud experts, speedrunners, and streamers alike! We are holding a special contest to celebrate the 1.0 update and the end of the game. Choose your run difficulty and beat the game as quickly as possible in front of an audience to win fabulous Caves of Qud prize packs. This is a contest designed to be streamed and shared with your community. PLEASE NOTE: Rules have been refined and updated since last week’s post so please review all the details again. Full details and rules can be found here.

A Thank You…



It feels like a fever dream to be releasing 1.0. Seventeen years of development, nine and a half years of Steam Early Access. The only constant has been that whenever we’ve shown the game to a wider audience, there are more and more weirdos just like us who are ready to connect with it. Thank you so much for supporting us through the years — some of you since the very beginning — and helping us bring something original and heartfelt into the world.

Full Patch Notes for Caves of Qud 1.0



END OF THE GAME


  • We added the end of the game, including the conclusion of the main quest and the ability to beat the game, with multiple endings.

    In support of this we added many, many things that are too numerous to list and would need to be redacted anyway. Enjoy!


SOUND & MUSIC


  • Added several new music tracks, mostly for the endgame but one for overland maps in the salt marshes, desert canyons, hills, and flower fields.
  • Added several remasters of existing tracks.
  • Added many, many new sound effects.


UI


  • Added a new main menu with animation.
  • Refactored the main menu and secondary menu options.
  • Polished the frames of several submenus, like the Mods menu and Modding Toolkit.
  • Renamed the Skills & Powers screen to Skills, the Attributes screen to Attributes & Powers, and the Inventory & Equipment screen to Equipment.
  • We made several functionality improvements to the Equipment screen.

    • Added a new option that allows pagination binds to move between inventory and equipment panes and arrow keys to collapse / expand categories. (Options > UI > "Navigate inventory and equipment panes with left/right pagination instead of movement binds"; must have advanced options enabled)
    • The option "Equip/unequip highlighted item when pressing right or left" now functions in modern UI when using pagination navigation on the Equipment screen.
    • Added a new option to expand whichever of the inventory or equipment panes is currently focused. (Options > UI > "Expand the equipment or inventory pane when focused"; must have advanced options enabled)
    • The proper pane on the Equipment screen is now selected based on how you enter the screen (ie, hitting 'i' will enter the screen with the inventory pane in focus).
    • Added a selection highlight to the inventory and equipment lists.
    • Added hotkeys to the equipment pane in list mode.
    • Dragging an item onto the paper doll background now autoequips it to an appropriate slot.
    • Right-clicking a piece of default equipment on the paperdoll now inspects it.
    • The inventory search filter now prefers exact substring matches instead of fuzzy searching by default. The search mode can be changed in the toggle options on the Equipment screen.
    • Added tooltips for the filter categories.

  • Added compute power to the secondary attributes pane of Attributes & Powers screen. It only appears if you have compute power greater than the default of zero.
  • Added a new option that allows the character sheet to expand to full height or full screen on large monitors. (Options > UI > Character sheet size)
  • Buy Mutations and Show Effects are now navigable options on the Attributes & Powers screen.
  • The Quests screen now supports expand and collapse-all binds.
  • Left and right now expand and collapse categories correctly on the Tinkering, Journal and Quests screens.
  • Collapsing a category on the Skills screen now selects the proper parent category.
  • Using search on the Skills screen now searches all skills, including unexpanded categories.
  • Added a sort menu to the Reputation screen.
  • Added tooltips for the Journal tabs.
  • Removed the unused "general" category from the chronology.
  • The stage dock width is now saved between sessions.
  • Improved the character creation UI on small screens.
  • Improved the formatting of the Skills screen.
  • Improved the formatting of the Tinkering screen on small screens.
  • Improved the formatting of the Quests screen on small screens.
  • Right-clicking on the worldmap now defaults to look instead of the interact menu.
  • Becoming nook terminal lines can now be clicked.
  • You can now right-click the background to exit the becoming nook terminal.
  • The modern UI now properly shows robot modules.
  • Opening the abilities menu when you have no abilites no longer shows placeholder text.


OPTIONS


  • We did a big refactor of the options menu.

    • Massively simplified and reduced the number of default "simple" options.
    • There's now a "Show advanced options" checkbox next to the options search bar (and in the Legacy UI, an App Settings option). Enabling this reveals all options.
    • Did an edit & cleanup pass on option categories and text.
    • Deleted some deprecated options.
    • Added a volume slider for combat sounds.
    • Added a volume slider for interface sounds.

  • We did a refactor of the control bindings menu.

    • Did an edit & cleanup pass on binding categories and text.
    • Deleted some deprecated binds.
    • Changed all references from 'keybindings' to 'control bindings'.

  • Search text is now cleared when reopening the options menu or control bindings.


TUTORIAL


  • The tutorial pumping station no longer stocks hundreds of drams of free freshwater.
  • Sprint and Freezing Ray are taken off cooldown if you need to use them.
  • Fixed a bug that allowed you to take the starting chest.
  • Fixed a bug that allowed you to miss with Freezing Ray.
  • Fixed a softlock in the tutorial if you failed to equip the torch.
  • Fixed a bug that allowed you to reset the starting location to Joppa.
  • Fixed a bug that prevented you from getting the battle axe.


GAMEPLAY


  • We reduced the point cost of some mutations.

    • Quills now costs 3 instead of 4.
    • Psychometry now costs 3 instead of 4.
    • Stunning Force now costs 3 instead of 4.
    • Pyrokinesis now costs 4 instead of 5.
    • Cryokinesis now costs 4 instead of 5.
    • The Star-Eye Esper preset now has Sense Psychic.

  • Stunning Force now deals damage in up to 3 increments based on proximity to the center of the blast, as it's supposed to.
  • You may now seal yourself in [redacted] when you are gigantic.
  • Pools of liquid indirectly affected by warm static pouring now glitch into a safer subset of liquids.
  • Charge can now be used while standing next to plants without melee attacks.
  • Love tonic effects now more reliably expire when old zones are loaded.
  • Restocking merchants now more reliably trade away unimportant items sold to them.


MISCELLANEOUS


  • Added special time icons for Tzimtzlum and [redacted].
  • In addition to all the new objects, we added several new tiles for old objects.

    • Added a new figurine tile.
    • Added four new sultan statue tiles.
    • Added a tile for portable wall.
    • Added a tile for psychic glimmer.
    • Added new tiles for all golems.
    • Added new tiles for albino ape, ogre ape, cragmensch boulderer, cragmensch luminary, glittermensch boulderer, glittermensch luminary, several merchants, Mayor Nuntu, plated knollworm, worm of the earth, dromad caravan guard, juicing cannibal, bow turrets, yempuris phi, and the Pilgrim calling.

  • Proselytize now asks which creature to target when there are two+ targets in a square.
  • Bask is now disabled when not usable.
  • Plants summoned by Burgeoning are now considered trifling and, for example, won't generate messages for follower deaths.
  • Toggling the Trash Rifling ability now resets the autoexplore ignore list for trash in the zone.
  • Added an explanatory popup when a vendor identifies an item for you.
  • Improved the performance of power transmission elements.
  • [modding] Subtype tiles are now flipped to be right-facing programatically.
  • [debug] Added a new “resetauto” wish to reset the autoexplore ignore lists for the zone.


BUGFIXES


  • Fixed a bug that caused containers to rarely become filled with 'objects' and 'pooledobjects'.
  • Urchin cherubs are now properly mobile.
  • Fixed a memory leak on the Attributes & Powers screen.
  • Fixed a bug that caused creatures separated from their leader to sometimes ignore your attacks.
  • Fixed a bug that caused powered items to be drained rapidly if traveling on the world map in a vehicle.
  • Fixed a bug that caused sensing effects like Heightened Hearing to apply to yourself in darkness.
  • Fixed a bug that caused gigantic, two-handed equipment to use more slots than required, if any were available.
  • Fixed a bug that caused flame and frozen sound effects to rarely play at inappropriate times.
  • Fixed a bug that caused blank 'this rank' and 'next rank' entries in mutation descriptions.
  • Fixed a bug causing rapid mutations to not apply some changes to mutation effects.
  • Fixed a bug that caused the layout to jitter on the Skills screen when the scrollbar appeared and disappeared.
  • Fixed a bug that caused stacks to temporarily disappear from trade after recharging an item from the stack.
  • Fixed a bug that caused sultan statue names in the journal to not be properly highlighted.
  • Fixed a bug that caused extremely long names to break the layout on the Attributes & Powers screen.
  • Fixed a bug in the scrollbar positioning of wide popups.
  • Fixed inconsistencies in the direction the player tile faces.
  • Fixed a rare exception during object destruction.
  • Fixed an issue with right-trigger wait on Steam Deck.
  • Fixed an issue with click-to-explore pathing.
  • Fixed some responsiveness issues at 1.5x in 1080p.
  • Fixed some responsiveness issues with Skills lines.
  • Fixed some intermittent layout issues in the status screens.
  • Fixed some layout issues in character creation
  • Fix a rare exception during zone build.
  • Fixed the "mod with tinkering" item action in the classic UI.
  • Fixed a description error with ThermalAmp and hamsa selection.
  • Fixed problems with the disabled mouse input option.
  • Fixed a bug with display names of some quests involving dynamic items.
  • Fixed a bug that caused tooltips to get stuck open.
  • Fixed a bug that caused tinkering line items to be unclickable.
  • Fixed a rare bug in zone generation due to random baetyl rewards not generating properly.
  • Fixed a bug in the scroll position of the journal map when highlighting a new entry.
  • Fixed a bug that caused layout issues in the map editor when reopening after reloads.
  • Fixed a bug that caused the comparison tooltip to overflow on small screens.
  • Fixed a bug that caused the hover tooltips to sometimes flicker.
  • Fixed some layout issues on small screens on the Equipment screen.
  • [modding] Fixed an issue with AllowedMutationCategories on Genotypes during character creation.

1.0 pre-Launch Information

Hey friends,

Caves of Qud 1.0 comes out in just over a week, on December 5th! It’s been an emotional and exciting time and the team has been hard at work with all the finishing touches on the update. We wanted to share some info about what you can expect on launch day.

Dromad Deluxe Edition



The 1.0 version of Caves of Qud launches alongside the Dromad Deluxe edition, which includes Caves of Qud, the newly enhanced soundtrack now with over 2 hours of music, and the Pets of Harvest Dawn DLC pack with in-game companions to start the game with. And most importantly, if you purchase the Dromad Deluxe edition, you get a special, shiny, dromad badge on your main menu screen!



If you already own Caves of Qud, don’t worry; you can complete the Dromad Deluxe bundle by purchasing the OST and Harvest Dawn pet pack separately.

Merch!



We’ve been working very closely with Mighty Merch to develop a line of Caves of Qud merch that both channels Qud’s esoteric vibes and features your favorite characters & quotes. The first wave will contain t-shirts, stickers, posters, and pins, with more designs coming in future waves. Please note that these are launching as pre-order items from the Mighty Merch Store.



Speedrun Contest for Streamers



Starting December 5th, we will be holding a special contest for streamers to celebrate the ending of the main quest in the 1.0 update. Choose your run difficulty and beat the game as quickly as possible in front of an audience to win fabulous Caves of Qud prize packs. This is a contest designed to be streamed and shared with your community. Full details and rules can be found here.


FAQ



Q: Will the 1.0 update make my old saves incompatible?

A: Yes. Due to the nature of 1.0 update, old saves will not be compatible with the new patch on launch day. BUT! You can always continue playing old saves by switching to one of our legacy branches. The currently live branch is 208.x; you can switch to this branch now to avoid updating when the patch drops on December 5th.

Q: What is the exact time of launch?

A: 9am PT// 12pm ET// 5pm GMT




Beginner Tutorial Out Now!

Hey friends,
Surprise! The Caves of Qud tutorial is out on the main branch today. After a lot of helpful feedback during beta, we feel it's ready to release ahead of the 1.0 launch. Try it out, especially if you are new to Qud and want to get a foothold on the basics of the game.

Here are a few patch notes from the last tutorial beta.

Tutorial Patch Notes



  • Fixed a bug that allowed you to press hotkeys to bypass required tutorial selections.
  • Fixed a bug that allowed you to edit the tutorial preset.
  • Fixed a bug that caused the daily challenge to occasionally start in the tutorial area.
  • Fixed a common source of zone build errors.
  • Added an option to ask flying companions to stop flying.


Now we're laser focused on the end of the story, which is still coming (with other improvements) on December 5th with the 1.0 launch!

Thanks to everyone for the big show of support since we announced the release date; many of you picked up the game during last week's sale. Today, as we announced here, the price has increased to $29.99 USD and the OST to $9.99, the final prices heading into 1.0.

Live and drink, friends, and see you soon.

1.0 release date is here: December 5th + Beta Patch

Hey friends,

After 15+ years of development, Caves of Qud 1.0 will be released on December 5th 2024! We’re amped up on the juice, near out of our minds, and so ready to let the creature emerge from its cocoon. Check out the release date announcement trailer on Youtube:



Patch Notes for Beta Branch



  • Repolished the tutorial with new graphics, some new dialog, and several bugfixes.
  • Added a tutorial sequence to teach resting until healed.
  • We did a big refactor of the options menu, cleaning up option categories and text, gating advanced options behind a checkbox, and deleting some deprecated options.
  • We did a refactor of the control bindings menu, cleaning up binding categories and text and deleting some deprecated bids.
  • Stunning Force now deals damage in up to 3 increments based on proximity to the center of the blast, as it's supposed to.
  • Fixed several small bugs.



    Tutorial Leaving Beta for 1.0 + The Last Story Quest



    This is the capstone update to the hundreds of updates we’ve put out over the years. 1.0 will include the new tutorial that we’ve been beta-testing, meant to help teach beginners the very basics of the game. And also… the much-anticipated final quest in the main questline, with multiple endings. We’re playing this one extremely close to the vest, but just know we’re pouring our hearts and souls in.

    In addition to the tutorial and last quest, 1.0 will have several new music tracks, new sound effects, new items, lots of bugfixes, and other small feature improvements.

    To pair with this announcement, we have a Steam Daily Deal going RIGHT NOW for $16.99 USD, the lowest price Caves of Qud will ever be. On October 29th, one week from today, the price increases to $29.99 USD. So if you’ve been on the fence, or you have a friend who you’ve been nudging to dive in, today is the day!



    Pets of Harvest Dawn & Dromad Deluxe



    Alongside 1.0, we’re also putting out the Dromad Deluxe edition which includes Caves of Qud, the newly enhanced soundtrack, and the Pets of Harvest Dawn DLC pack, with in-game companions for your character. Pets of Harvest Dawn includes pets that were exclusive to Patreon supporters while the game was in early access. The pack will also include one never before seen pet.

    Whew… we’re almost there. Thank you to all our water-sibs for supporting us on this journey. As announced previously, we plan to keep working on Caves of Qud after 1.0, and we’ll have more details about those plans in a future update. For now…

    Live and drink.
  • You gain the mutation Precognition!

    A monad of answers inscribe the cocoon...

    {n} purple wardens beseech the Chair,
    What is death, if one rose is fair?
    How long from beetle moon to beetle moon?

    The tutorial beta is out now!

    Hello friends,

    We just released the Caves of Qud tutorial on our beta branch. It’s designed to teach the very basics of Caves of Qud and ends with your character arriving in Joppa, just like in a standard game. If you’re already a seasoned Qud player, you’ll likely be familiar with most of what gets taught (though there may be some useful nuggets for you); if you have a friend who’s been itching to try the game, this is a great opportunity to get them going!


    To access the beta, select Caves of Qud in your Steam library, then Properties > Betas choose “beta - beta” from the dropdown. For feedback, we’re specifically looking for bugs and breakages… so experienced players, feel free to go in and try to break it. Please post your issues here.

    The tutorial along with the last segment of the main story will come into the main branch when 1.0 releases. No date just yet, but be on the lookout.

    And a reminder: the game and soundtrack prices are going up on October 29th. One last month to buy at the current price!

    Soon,
    Live and drink.

    Final Feature Friday!

    Hey folks,
    If you missed this announcement, tonight's Feature Friday will be the last one before our 1.0 launch later this year. We're going heads down to give full focus to the endgame. Thanks for observing this Friday ritual with us week after week, and we'll see you again soon!

    Live and drink.

    207.100

    • Added a clickable close button to the status screens frame.
    • We changed how the procedurally generated, white-titled books work when read.

      • Most of the time, reading a generated book displays a short excerpt from the book instead of the full, several-page text.
      • You'll occasionally still find full-text books.
      • Due to this change, Ruin of House Isner secrets are still findable but rarer. To offset his, we've made the location secret appear more frequently when you trade for or discover journal secrets.

    • The gun rack and cathedra cybernetics can no longer rust.
    • Removed biome and stratum information from slynth sanctuary choices.
    • The "of terrifying visage" mod now shows the effect on cooldown for Berate, Intimidate, and Menacing Stare in the ability menu.
    • Removed "fast travels much faster" from the description of the flying effect since that bonus is no longer tied to the effect.
    • Horns now displays its to-hit bonus in the mutation description and on the Horns (or variants) natural weapon description.
    • Tweaked troll foal character level.
    • You know complete the Disable the Magnetic Field step of the Tomb of the Eaters quest after [redacted].
    • You can now enter the [redacted] without the Tomb of the Eaters quest without having the game lock up.
    • A sound is now played when your sharpened polyp crumbles to dust.
    • A sound is now played when you activate the Temple of the Rock platform.
    • World generation tier is now set correctly for objects generated at worldgen time such as lair owners.
    • Gave becoming nooks way more HP.s
    • Made the ingredient baskets and medical chests in the Yd Freehold unowned.s
    • Added missing grenades to some artifact tables.
    • Fixed Mass Mind not properly cooling down mental mutations.
    • Fixed a bug that caused the second golem spawned from using cloning draught as a catalyst to not be your follower.
    • Fixed a bug that caused ickslugs birthed by a snailmother to adopt a docile demeanor.
    • Fixed a bug with village apothecary stats.
    • Fixed an error in the display of the cleave amonut for gigantic axes.
    • Fixed an issue that caused mutations added from cooking recipes to not be applied properly in some cases.
    • Fixed an issue that caused cooking effects to not apply their effects but still remove the effect when wearing off in some cases.
    • Fixed an issue that caused skills added from cooking recipes to not be applied properly in some cases.
    • Fixed a bug with the tier of metal locker contents.
    • Fixed some issues with cybernetic credit wedge chests.
    • Fixed some description typos in Syphon Vim and some creature objects.
    • [modding] Added a RegionalObject part, which can place keyed groups from a population table based on the zone's terrain region.
    • [modding] Cleaned up the StreamingAssets folder.