
A masterclass in adventure design, Caves of Qud delivers an unforgettable experience from start to finish.
95
Verdict
95%
Steam
94
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Overwhelmingly Positive on Steam (95% positive from 12K reviews)
Critically acclaimed (94/100 critic average)
Compelling narrative and story
Rich open world to explore
Steep difficulty curve may not appeal to casual players
Still in Early Access — content may be incomplete
Caves of Qud is a roguelike role-playing video game developed by American studio Freehold Games set in an open world that is partially pre-made and partially procedurally generated. The game takes place in a post-apocalyptic science fantasy setting and is inspired by the pen-and-paper role-playing games Gamma World and Dungeons & Dragons.

Runs well on modern hardware.
Last updated 18d ago
Caves of Qud is a wholey unique game. It is a game which evokes a very specific feeling in me, and it does so all the way down to the minor aspects of its presentation; Qud does an amazing job in making its world feel large and inhabited. Everything can be spoken to, and is to some degree alive; every class of being, living or dead, animate or still, is part of a faction and will react to you as such. Everything has knowledge to share, and relations with the other life in the game. Qud's particular brand of (occasional pretentious) prose, minimalist visuals leaving much to the imagination, and dedication to a robust but unique way of handling the inhabitants of its world builds a psychedelic, capturing experience that pulls you in to get lost in Qud itself. There are things to see, impacts to have, and ways to progress that engage you *wonderfully* in this game, and on every run, or on every goal if you play with saves, you will find the game able to accommodate the urge to interact with and explore the world's depth. This is what everyone praises it for, and I will not disagree... entirely. People describe Qud as deep correctly, but I feel it needs addendum, so let's run with that terminology and imagine a body of water. People describe Qud as an ocean, vast and deep in equal measure. I do love Qud, but having truly dug my head into this game for ~180 hours of exploration and experimentation until my save file just plain gave out, I have to say otherwise. Qud is more akin to a pool, which like most pools, has a deep and shallow end. Qud is a very large pool, and has quite a sizeable deep end it directly drops you into. Joppa, Red Mountain, the Canyons and the Watervine Marshes are the game's most robust areas, filled with the most to see, given the most thought, with the most engaging creatures and concepts. There is a massive variety in terrain and mob types in these areas that make them feel completely alive, and make it easy to go tile by tile and not feel things become too repetitive; the premade villages and dungeons present in this area especially support this. The problem is that as the pool expands, and you reach its edges, it becomes shallower very rapidly. When you exit the starting areas, and the prebuilt story areas, Qud rapidly devolves into a very same-y pattern. This pattern is interesting to explore, but every area falls into the same one - once you have grasped the world as it exists in any individual jungle tile, you understand most or all of them, and other tiles are often the same thing with different mobs present. The incredible variety of mobs mostly fades when you reach Qud proper, and the terrain becomes less navigable and more individually obstacle-ish, making it less satisfying to explore. Lairs stop being interesting when every individual lair is the same thing, often with the same mob. The world stops being alive, and starts to feel very distinctly procedural, simply because these areas do not differentiate themselves like the early game does. I still think it's good; my point with this is that Qud is often discussed as a massive ocean of content. I would recommend it with an understanding not to get too lost in the parts of the game that can't support the interest the first part drums up, it's almost disappointing how still good but short of amazing the rest of the game is. As invested as it is easy to get, the world is not prepared for the kind of investment you can give the intro areas to continue to the rest of it, and I think that is Qud's biggest weakness, and the most important thing for someone thinking of playing it to know.
This isn't the worst game I've ever played, but is definitely one of the worst experiences I've ever had with a game. It's certainly an achievement in several ways, but I won't go into its strengths. There's already a wealth of content gushing about its mechanical freedom and story generation, which is not entirely inaccurate. But it is overstated and wrapped in one of the most hostile ♥♥♥♥♥♥♥♥♥ of a game I've ever seen. Nearly every aspect of the player experience reminds you that, if you are 99.9% of the population, this game was not made for you. It's hard to believe it wasn't designed to be as painful and frustrating as possible.. It's like how online scammers deliberately send emails with spelling mistakes to ensure the only respondents lack critical thinking skills. It feels like Caves of Qud made playing it so psychologically grating that its fanbase self-selects for people with infinite tolerance for emotional abuse and no respect for their own time. The more I've learned in my failed effort to enjoy it, the more it looks like some kind of weird cult. [b]UI/UX[/b] This is perhaps the least accessible game I've ever played. When I play Elden Ring or ToME or another large, complex RPG, I expect to Google things as I go. Like "where's the 8th Borgorite Shard" or "best fleshromancer dex build." Playing CoQ means Googling "How the ♥♥♥♥ do I use the stairs??" and "I'm taking damage and it doesn't say why help me." I've been buying potions at shop screens since I was ♥♥♥♥♥♥♥♥ my own pants, and this is the only time I opened a shop and couldn't intuit how to buy something. The controls are an arcane fever dream of keyboard chords that aren't listed anywhere in game. The devs have, apparently, promised improved "onboarding" since Obama was in office, and it simply doesn't exist. Most game jam games have a more fleshed out tutorial. [b]Graphics[/b] Traditional roguelikes are not known for graphical fidelity, which I knew going in. Qud is on the bleeding edge of modernization for the genre by making the brave decision to actually have graphics. That said, this style leaves a lot to be desired. The overwhelming retro green theme is not only an acquired taste, it's optical terrorism after a few hours. Everything is dark and obscured by filters, with contrast either inscrutably low or brain-bleedingly high. I'm not color-blind, so I can't speak to that accessibility dimension, but I feel like I'm gonna be blind-blind if I spend a couple hundred hours staring at this Fallout terminal of a game. Even if you like the retro aesthetic, the lack of sprite detail often leaves you with no idea what you're looking at. It's essentially trying to create the experience of ASCII graphics without the ASCII. Yes, there is a unique conglomeration of pixels representing a specific thing in an abstract way, but if you don't already know what that thing is, good luck figuring it out by looking at it. As a side note, when I searched for alternate tilesets online, every thread was filled with people saying things like "The game is a visual masterpiece" or "This is a highly intentional and elegant visual style core to the game's identity." Straight up Star-Citizen-whale, Stockholm Syndrome Qud master race comments. I mention it because this seems to be the general approach to the game's design, community and developers alike, borne out in every dimension. If you feel that you [b]must suffer[/b] to assuage your Catholic guilt, and this suffering grants you [b]righteousness[/b] beyond the [b]uncultured heathens[/b], then this is the game for you. [b]Gameplay[/b] Even the pukey graphics, egregious UX and wiki-based tutorialization could be overlooked if the game delivered on its core promises [i]in a compelling way[/i], but it does not. My first impulse was to call its systems "shallow," but maybe "hollow" is more accurate. Qud promises complex systems, extreme freedom and emergent chaos, and it technically delivers. It has systems for liquid simulation, electrical power, gas dispersion, body temperature, explosions, the list goes on. These systems interact, creating a dynamic, deeply simulated world where anything could happen! But "anything," in 99% of cases, means something that will either kill you outright, or make it take 10x longer to do whatever you're trying to do. Like everything else in the game, none of these systems are explained to you, ever, and all of them have been engineered to troll you. Gas physics are less interesting when you're holding down "pass turn" for 45 seconds while a gas-filled hallway disperses over 1200 turns. Then doing it 15 more times because this dungeon is 100% gas bomb fart monsters. This is just an example, but I'm sure some Qud-Anon prelate will rebut that it's my own moral failure for not bringing a gas mask, ceiling fan backpack or whatever the hell removes gas. Qud offers tools to overcome its challenges, sometimes. Highly specific tools you don't have, don't know how to get, and probably don't even know exist. It's an endless stream of inventory-checking grief, because [b]everything[/b] is a gimmick. "Oh you have armor? Here's an armor piercing enemy that snipes you across the map, and spawns in clusters on every screen!" "Here's a completely invisible boss!" "Here's an infinitely respawning enemy you need a specific grenade for, or else you're ♥♥♥♥♥♥!" You've heard of the gacha game, now we bring you the "Gotcha!" game. Don't even get me started on the disease system. Better start fast-forwarding time to refresh vendor stocks to reroll for the 5 random ingredients you need every time you get hit by a mushroom so you don't lose your run. Super engaging. Worst of all, for all its "infinite" content, there's almost nothing to do. You basically have two activities: grinding samey randomly-generated cave dungeons, or trying to advance the sparse main story, which is gated by such brutal difficulty spikes that most of the time you have [i]one[/i] activity. Procgen content will never feel unique or authored, but Qud doesn't seem to try. There are infinity maps and infinity loot piles, but once you've seen a few you've basically seen them all. 99.9% of NPC's have 2 dialogue options: "Trade" and "Bye." There are no random events, basically zero points of interest beyond "villages" with one of 3 radiant quests and "ruins," which are cave dungeons not in caves. There are a handful of lorebooks and a few minor sidequests, but this is basically the entirety of the worldbuilding. Exploration surfaces no meaningful discoveries, and instead results in endless frustration. Grind until you hit a wall, grind somewhere else to find stuff to go back grinding at the first place, but they're all the same anyway. Honestly, I think the only reason this game has any significant profile is its potential as a meme generator. "I cloned the Space Pope, but dogs hate him so the mayor of Dogville gave me super-AIDS" is funny.. the first time, I guess. But it's not fun, because these "wacky" attributes are interchangeable text substitutions that are not meaningfully different from one another in the game world. It's basically a massively overcomplicated $30 Madlibs generator. The sandbox of Qud is so limited and uninteractive, that the [b]only[/b] way to extract joy out of its happenings is to turn them into a 4chan greentext and send them to someone who may be briefly entertained by their absurdity. But the novelty of "lol a spork" random text generation wears out quickly, especially when all its systems are gradually filing down your will to live. It's really a shame, because the game's systems are creative, and the [b]mechanics[/b] of its emergent gameplay are actually compelling. While it would not be easy to make, it's not hard to imagine a version of this concept that's actually fun for people outside its ultra-Orthodox sect of Nethack fundamentalists.
Fun to ♥♥♥♥ around, but actually progressing requires a wiki open in the background, and ♥♥♥♥♥♥♥ around too much and wandering around will just get you killed because there's random procedurally generated dungeons hanging around with massive unkillable ♥♥♥♥ in them. Games should not require a wiki to actually progress in them.
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Data sourced from RAWG, Steam, IGDB, CheapShark, Wikipedia, HLTB, and GX Corner. Sources: rawg, steam, cheapshark, igdb, wikipedia.
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