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Hey friends! We are thrilled to announce that Caves of Qud recently won the Excellence in Narrative award at the Independent Games Festival (IGF)! Several members of our team flew out to GDC to attend the award show, which meant some of us met in person for the first time. It was a surprise and honor to win, especially in the narrative category, since Caves of Qud's systemic approach to story is unusual among narrative games. We posted Jason's acceptance speech to the Kitfox Youtube if you wanna check it out. More good news: Caves of Qud is nominated for Best Game or Interactive Work at the 2025 Hugo Awards! This one is particularly special to us, as several members of the team grew up reading science fiction and fantasy, and so have been aware of the Hugos for quite a wall. The winners will be presented on August 16 at Seattle Worldcon 2025. Expect to hear more as that date approaches. Next updates are continuing to fix bugs and improve performance, as well as beginning to lay the groundwork for bigger work ahead, including localization and expansions. - Kitfox + Freehold
E: Issues resolved. Hotfix build 209.46 on main and 210.4 on beta. E2: If you're still experiencing the problem, you can verify client files in steam force steam to update to the latest. We're temporarily rolling back the default branch to 209.44 while we work an input bug. Saves that were upgraded by 1.0.3 will report as being 209.45 when you attempt to load them in 1.0.2, but are safe and can be played on the 209.45 branch or on the next hotfix once we fix the issue. We're working on the input problem and will repost the patch as soon as it's fixed.
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build 210.2 - 'beta' branch
build 210.0 - 'beta' branch
1.0.2 (build 207.44)
Hey friends, Its 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 theres so much more in the works. Theres 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
Hey friends, Happy 2025, happy lunar new year, and we hope youre still enjoying the Caves of Qud 1.0 update. We have some updates to share with yall. 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 weve been nominated for some very prestigious categories!
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.
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 Gamers 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! [previewyoutube=4nG-N_jtpZI;full][/previewyoutube] The Caves of Qud 1.0 update includes:
Hey friends, Caves of Qud 1.0 comes out in just over a week, on December 5th! Its 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.
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.
Hey friends, After 15+ years of development, Caves of Qud 1.0 will be released on December 5th 2024! Were 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: [previewyoutube=87TKcq4tcJ4;full][/previewyoutube]
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?
Hello friends,
We just released the Caves of Qud tutorial on our beta branch. Its 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 youre already a seasoned Qud player, youll likely be familiar with most of what gets taught (though there may be some useful nuggets for you); if you have a friend whos 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, were 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.
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
Hey friends,
Its been a while since weve had a big news post, so we want to give you an update as we head towards our 1.0 launch at the end of the year. We dont have a more specific release date yet, but we will let you know as soon as we do...
The team has reached some major milestones in completing the enormous amount of detail work it takes to get Qud to 1.0. We recently finished rewriting descriptions for the 2,000+ (!!!) objects in the game. Heres the last one we did: its trash.
We also finished activated ability descriptions, message log messages, sound effects for everything in the game (over 1,000). And we fixed some long-standing bug chains with cooking, cloning, and creature attitudes.
So what is left to do? Aside from more detail, there are two major pieces. First is the tutorial, which were designing specifically to teach the very basics of Qud and help new players get their footing. Were far along and will be making it available to Patreon backers and private testers soon.
Second is the endgame. How do you end a game like Caves of Qud? Well, weve had the outline for 15 years, and were finally making good on it. Endings are hard, we take the task very seriously, and to be frank: we are absolutely cooking! Cant say anything else yet, but were so excited to share it soon.
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Hey all, We've been working hard on finishing the game for our 1.0 release, so we're taking a break from Feature Friday next week to get some much needed rest. FF will return the following week. Live and drink, friends. 207.98
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Hello friends! We are shedding some of our text-based skin for the Spring Molting update, live NOW on the main branch. This is the FINAL major update before the 1.0 release later this year. This patch brings the much-anticipated UI overhaul and lots of other upgrades and improvements. If youve been intimidated by the console UI and it's stopped you from diving into Qud, give Spring Molting's new RPG-like interface a try. Watch the update trailer to see the changes: [previewyoutube=okr1o8j0su0;full][/previewyoutube]
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Hello friends! 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. If you'd like to watch some gameplay before diving into the update yourself, you can watch snapjaw V-Tuber Gra on Youtube. Here is the VOD from yesterday's Ludonarracon Stream. 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
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.
Caves of Qud is also part of the official selection for this year's Ludonarracon, check out the entire event over here.
Love Qud but want to get your friends in on the action too? You're in luck because there is a free demo available from now till May 13th. You can access the demo from the Caves of Qud Steam store page
Subscribe to Gra on Twitch to see more of her streams: twitch.tv/grastreams
-Alexandra
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Hey there, Here's an update on last week's Feature Friday plus some other news. Since it's already Thursday, we've decided to just wait and post Feature Friday along with this week's patch tomorrow. Then, we'll be skipping Feature Friday next week, because: the following week we're posting the Spring Molting beta! So the schedule is
Hey all, Got some team tech issues so we'll be posting this week's patch a few days late, likely some time this weekend. Until then, live and drink.
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Hey quddites! As you probably know, we announced that Caves of Qud is finally releasing on Steam in its full glory later this year, after more than 15 years of work. But we havent talked a ton about how we get there and whats left to do. So lets get to it!
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Hey everyone,
Its Alexandra from Kitfox Games with some development and community news! We are working towards the final, major content update before 1.0 release. Much like the Creatures of the 7th Plague, this one will have a ton of new features, bug fixes and improvements.
The team has been working on a full UI rework complete with fully mouseable, gamepadable, gorgeous updates for every screen. Here are some mockup screenshots of the new UI:
Joppa is also getting a refresh! Everyones favourite starting area is going to be as textured and lived-in as the rest of the world. More to show on this later!
Along with those major reworks, the update will also include:
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The team is skipping Friday's patch this week due to the holiday week. We'll resume next week. Happy new year everyone! Live and drink.
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Hey folks, No Feature Friday this week as we have team members traveling. We'll be back next week. Live and drink.
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Hey everyone, One of the biggest Caves of Qud updates, Creatures of the 7th Plague is out now! This year-long patch is full of new content: Boss fights, factions and new quests! Watch the brand-new update trailer: [previewyoutube=PZU4LpzlOQg;full][/previewyoutube]
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Note: this update breaks save compatibility with previous versions. 206.17 - '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. 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. Check out this thread if you want to post your feedback and get access to fast-forward wishes to help test the new quest. Note: previous saves won't be compatible with this beta. Live and drink, friends. Patch notes below.
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. Keep an eye out! Live and drink, friends. 204.108
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Hi friends, We're skipping Feature Friday this week due to some team travel and focus on an upcoming feature arc. We'll be back next week with an update! Live and drink.
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Hey friends! We want to introduce you to a couple of our friends at Kitfox Games, community manager Alexandra and director Tanya. Kitfox is here to help us ring in a new era of Caves of Qud development. Today, we'd like to all announce together that the game will fully launch out of Early Access next year, 2024! Kitfox will be helping us do that, and hopefully as many people as possible will enjoy the fruits of those efforts. We made a new trailer to announce the upcoming launch and publishing partnership, so please do watch it and send it to those of your friends who weirdly haven't bought the game yet for some reason: [previewyoutube=2c6burNvtsU;full][/previewyoutube] If you like the new visual effects you see in the trailer, you can check 'em out in game now, on the beta branch! (right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch) Feature Fridays will continue, as well as everything else we normally do, but we'll also be popping up regularly with news and updates surrounding other ways to chat and hype and enjoy the game together. For example, you're welcome to join the Qud channel on the Kitfox Discord server, or come meet some Kitfoxes at the Gamescom booth this year, where we'll be showing Qud to mystified Germans alongside Dwarf Fortress. Kitfox will probably livestream the game on their Twitch channel in the coming days or weeks, so keep an eye out there too, if you want to hang with some fellow mutants or even give them a few pointers on how best to enjoy our journey under the salt sun. You can sign up for our email newsletter for updates directly to your inbox! Excitedly, Brian (AlphaBeard), Jason (ptychomancer), Alexandra & Tanya
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Hi there, We've been working on some UI features, including better gamepad support, a more robust input manager, and a whole new Abilities screen. That work is now live 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. Note: previous saves won't be compatible with this beta. Please post your bugs here. Live and drink, friends.
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Hello all, We're skipping this week's patch due to some more travel. We'll be back on schedule the Friday after (3/31). Until then, Live and drink.
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Hi all, We're skipping the patch this week due to some travel. We'll be back next week! Live and drink.
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Hello friends, Due to some holiday travel we'll be skipping our weekly patch this week. We'll resume the following week. See you in the new year. Live and drink.
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The artifacts of plant and time, crust and fuzz with lossy compression, doze in moonlit marble beds, touched by august muzzles. The past is unwritten as the future, And what is left, broken and changed, to be tended by the point Colossi and their swarm. -Daughter Erinna, Modulo Moon Stair and the Tree of Life Here are the patch notes for the Moon Stair feature arc.
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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. 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. Note: previous saves won't be compatible with this beta. Check out this thread if you want to post your feedback, or get access to a debug wish to fast-forward to the new quest. Here are the patch notes, with the usual caveat that some small changes may be missing. Live and drink!
Hello folks, Yesterday's patch will be the last Feature Friday for a while as we tighten focus on our upcoming feature arc, the Moon Stair. We're still some weeks out, but our next step will be to put up a Moon Stair beta. So be on the lookout. Until then, link and drink.
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Hi folks, Due to some team travel we'll be skipping Friday's patch this week. We'll resume next week. Live and drink.
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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... [203.18. Note: This update will invalidate existing saves. If you want to keep playing your current character, switch back to a previous branch. (Steam > Caves of Qud > Properties > Betas > select branch].
Hello friends, We'll be bringing the Deep Jungle feature arc out of beta and into the mainline game this Thursday, Feb 17th. Until then, live and drink.
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Our Deep Jungle feature arc is now in beta. If you're interested, come help us test! To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. We'd appreciate if you logged issues you find at our public issue tracker. Kindly include [beta] in the bug title. Live and drink, friends.
Hello, We're skipping this week's update both to focus on our next feature arc (the Deep Jungle) and because it's Christmas Eve. Early next week, though, we'll be posting an early beta of the Deep Jungle feature arc, which'll include two minor late-game regions, the rest of the sultans' historic sites, a revamped version of the Rust Wells, dozens of new achievements, and more. Live and drink, friends.
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Hey all, As we move along our road map, fleshing out the game and getting closer to our 1.0 release, we've reached a point where it makes sense to raise the price from $14.99 to $19.99. If you're on the fence about buying the game, now's the perfect chance to jump in before the price bumps up in January. To everyone who's supported us thus far, thank you! Live and drink, friends.
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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
This is a release candidate for Monday's launch. 202.89 - 'beta' branch
That's one week from today. This Friday, we'll post one last beta patch before the launch. Live and drink, friends.
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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. NEW LATE-GAME REGIONS
Hello folks, Our usual patch cadence is to update weekly and then pause those updates as we get ready for one of our big Feature Arc patches. That's where we are right now with our next Feature Arc: the Palladium Reef / Character Creation Rework! We plan to put up a beta in the coming weeks (no date yet), so to give us the focus we need, we're pausing weekly patches as of this week. We may still sneak one in now and then if there's a reason to, but it's safer not to expect it. Thanks, friends. Until the sponge, live and drink.
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Due to some team travel, we're skipping our weekly patch this week. Feature Friday will be back next week. Live and drink, friends.
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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! version 2.0.201.44
Hi all, We'll be releasing our Mutation Overhaul patch this Monday, September 28th. It's slated to:
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See Part 1 of this announcement, with the first batch of patch notes, here.
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.) See Part 2 of this announcement, with the rest of the patch notes, here. Version 200.71
200.66 Live and drink, friends. If all goes well, you can expect Tomb of the Eaters to launch on the main branch next Friday (July 17th)! Tomb-related notes:
200.65 Tomb-related notes:
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200.22 Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 200.21. Tomb-related notes
200.21 Tomb-related notes
200.20: We've posted an update on the beta branch. A note on updates: our cadence has slowed a bit while our small team deals with some impactful life events. We'll be ramping back up soon. Live and drink, friends.
We've released the OST for Caves of Qud! Included are 14 original tracks by Craig Hamilton, totaling an hour of music, with more to come. Live and drink. https://store.steampowered.com/app/1247760/Caves_of_Qud_Soundtrack/
200.17 We've posted an update to the Tomb of the Eaters beta on the beta branch.
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. If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UX challenges. See this thread for details. To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. We'll post the comprehensive patch notes with the full feature arc. For now, here's a summary.
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. If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UX challenges. See this thread for details. To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch. We'll post the comprehensive patch notes with the full feature arc. For now, here's a summary.
Hey all, There'll be no patch this Friday. Instead, we're posting an early version of the Tomb of the Eaters feature arcthe first of the final few legs of the main queston the beta branch early next week. In December, we'll be focusing on refining the Tomb arc, and then we'll resume weeklies in January. Thanks, friends. Live and drink.
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Hey all, We want to sketch out our patch plans for you for the rest of the year. Our work on the Tomb of the Eaters feature arc is reaching fever pitch, so you can expect smaller weekly patches leading up to the Tomb beta, which'll come either in November or early December. Once we put out the beta, it's likely we'll take a few weeks off from posting weekly patches until the Tomb feature arc is fully launched. After that, weekly patches will resume as normal. That's it, friends. Be well, live, and drink. 197.0
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Hello friends, We're doing some traveling in October for Roguelike Celebration and other work-related events, and this'll impact our weekly updates. So here's our updated patch schedule for the rest of the month.
194.0 Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 2.0.193.x'.
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[PlayerMutator]
public class MyPlayerMutator : IPlayerMutator
{
public void mutate(GameObject player)
{
// modify the player object before the game starts
}
}
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Hey all, The dev team is doing some traveling this week, so there'll be no patch on Friday. The weekly patch will resume the following Friday (September 6th). Thanks, friends. Live and drink.
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188.0 Note: this update will break save compatibility. If you'd like to continue a save from a previous patch, you can switch back to that patch's branch. From Steam, right-click Caves of Qud > Properties > Betas > choose a branch. Last week's branch is 2.0.187.x'.
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Hello all, Due to a short week (July 4th holiday) and behind-the-scenes feature arc work, we're going to skip the weekly patch this week. Updates will resume with next Friday's patch. Live and drink!
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! 182.1
As noted, there was a bad break in serialization. Loading games is failing in 182.x. Working on a fix now.\ update 8:27est: I've found the problem, working on a fix now. update 8:45est: Ok 182.1 is being uploaded which should resolve the issue. Thanks to everyone that sent in a saved game! update 10:34est: 182.1 is now live
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2.0.174.5
Hey all, No mainline patch this week. Instead, we've posted a beta of the 'Grit Gate, Remodeled' patch. 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. Post your bugs in this thread. Specifically, we're looking for folks to run through the Grit Gate quest line, especially the new 'A Call to Arms' sequence. You can fast-forward directly to the start of that sequence by wishing for 'stage5'. (Note: the encounter relies on some UI elements that are currently only available if you have tiles enabled.) Live and drink!
Hey all, We're planning to post the 'Grit Gate, Remodeled' patch to the beta branch, but we're not quite ready yet, so Feature Friday will be Feature Saturday this week! See you tomorrow.
Reminder: per our announcement here, there are 6 DAYS LEFT before the price of Caves of Qud bumps up to $14.99! 2.0.173
Hey all, The story of Caves of Qud's development is a long one. Twelve years ago we began work on the project. Four years ago we put it on Steam in Early Access. Since then, we've taken an already substantial game and added art, UI, music, sound effects, deeper systems, and a richer world. For a while we've been saying that we'll be bumping up the price sometime before our 1.0 release. Now, as we arc nearer to that goal, the time has come. In TEN DAYS, on April 18th, we're raising the price of Caves of Qud to $14.99 on all platforms. To everyone who's supported the game thus far, thank you! And if you have friends who are interested in the game, now -- before the 18th -- is the perfect time to give them a nudge. Live and drink, friends.
2.0.171.0
Hi all, We're at the Game Developers Conference (GDC) all week, so we won't be posting a patch this Friday. Our weekly patch schedule will resume the following Friday (3/30). Until then, live and drink.
2.0.170.0
2.0.169.0
2.0.168.0
2.0.166.0
2.0.165.0
2.0.164.0
2.0.162.0
Hey folks, We posted a new update to the stratification beta that's closer to the final version (fewer bugs, monsters are more fleshed out, geological strata are more refined). If you'd like to help us test, switch to the beta branch, go explore some underground caves, and post your issues here. Stay tuned next week for the full patch release, which will include patch notes. Until then, live and drink.
Hey all, Today we posted a small weekly patch and an early beta for our Underground Stratification patch, which adds 50+ new monsters and geological strata to the underground cave systems. It's an early beta meant to ferret out technical issues, so the content is fragmentary. The full patch will go live in a week or two, and in the meantime we'll be posting more fleshed out beta updates to the 'beta' branch. If you'd like to help us test, switch to the beta branch and post your technical issues here. Below are the weekly patch notes. Live and drink, friends.
Folks, We're skipping this week's update to work on a big content patch with an ETA of a couple weeks (around New Year's). Until then, enjoy the holidays and, as always, live and drink.
Another small update this week as we work on a big upcoming content patch. 2.0.160.0
Small update this week as we work on a big upcoming content patch.
Hey all, We have just a brief update on the November patch schedule. We're skipping this week's patch for the holiday. The standard weekly schedule will resume with next week's patch. Until then, live and drink.
Hello, We'll be traveling some during November, so there'll be some fluctuation in the weekly updates. Here's the anticipated patch schedule for November: Week of Nov 2 (this week): Early patch on Wed, Oct 31. No patch on Friday. Week of Nov 9: No patch. Week of Nov 16: Standard Friday patch. Week of Nov 23 (Thanksgiving holiday in US): Either an early patch on Wed, Nov 21 or no patch. TBD. Week of Nov 30: Standard Friday patch. Thanks, all. Live and drink.
Hey all, We've posted the hindren patch—including a new species of deerfolk, new village, and new quest chain—to 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. Post your bugs in this thread. The hindren patch notes are below. Live and drink, friends.
Hey all, Due to some travel and concentration on an upcoming beta patch (see below) we're skipping the weekly patch this week. Next week, we're aiming to post a new village and short quest chain to the beta branch. Keep your eyes peeled for skittish deerfolk! Live and drink, friends.
"Joppa? Never heard of it." -Mehmet Previously you began every game of Qud in Joppa, a starting village with handcrafted architecture, history, customs, NPCs, and player quests. Joppa’s consistency helps new players acclimatize to the strange world of Qud, both its unfamiliar, far-future setting and its hybrid handcrafted / generated approach to worldbuilding. But for veterans who’ve started dozens+ games of Caves of Qud, the opening can feel repetitive. So, as an alternative to Joppa, we added procedurally generated villages to start the game in. They have their own generated quests that’ll take you through the early game and link you back up to the trunk of the main quest. Or you can you use them as a launching point to explore the world on your own terms. The two big cornerstones of this patch are village generation and dynamic quest generation. In addition to the starting village, we added villages across the rest of Qud, too. Every aspect of these villages is generated, including their own unique histories that are discoverable through various storytelling traditions. They also include their own fully dynamic quests. In sum, generated villages are a culmination of all our generative systems work up until this point.
We put up a beta branch for the Generated Villages & Alternate Starts patch! Want to help us test it? In Steam, switch to the beta branch: right-click Caves of Qud > Properties > Betas > select 'beta'. Please post your bugs here! There are many rough edges; we'll be fixing bugs & adding more detail and variety in the coming week. If you'd rather wait for the full release, we'll see you back around July 10th. Live and drink, friends.
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. Sometime soon (likely next week), we'll be posting an early version of the feature arc to a beta branch. If you'd like to help us test it, stay tuned for details. Otherwise, we'll see you back on July 10th. Live and drink, friends.
Hey all, Brian and I (Jason) are attending the Game Developers Conference in San Francisco next week, so there won't be a patch on Friday. We'll resume the weekly patch schedule the following week. There are also some big, exciting feature arcs on the horizon—alternate starts with procedural villages and a new side quest—but they need some more time to bake. For now: live and drink, friends.
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.
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! If you'd rather wait for the full patch release, we understand. It's coming with more recipes, more ingredients, more polish, and more of the kinks ironed out, in a couple weeks.
Check out this update to our November patch schedule.
Hello friends, We have an update about our upcoming patch schedule. We're in the midst of implementing our cooking design. It's a strange, new system that—in a very Qud-like way—combines material that's both handwritten and procedurally generated. Part of the design is a novel system for procedurally generating recipes and status effects. We like where it's going, but we don't quite feel that it meets our standards just yet. Rather than rush it out the door, we're going to take a bit more time to bang on it & get it to a place we're happy with. So instead of posting the cooking patch next Wednesday, we're going to post a normal patch early next week, probably Tuesday, and keep working on cooking. We'll release it after the holiday, sometime in early December. We may also release a small patch or two in the intervening time. Thank you, community, for continuing to live & drink (and soon, eat) in Qud.
Greetings, wayfarers. We wanted to take a moment to communicate our patch schedule for November, which will deviate slightly from our weekly patch cadence due to behind-the-scenes work on the Cooking feature arc and some time spent traveling. Here's our plan:
Hey everyone, We've been working on a big update to cybernetics and a few other long-term features. Because of this, and since Alphabeard will be out of town for a few days starting Friday, we're skipping this week's patch. The cybernetics patch is coming soon... our target date is Friday, September 1st. We'll likely post a smaller update next Friday (8/25). Until then, live and drink!
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. In the mean time, live and drink!
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. The second is the Water Ritual. The reputation system lets you befriend any of Qud’s sixty plus factions by treating with or slaying faction leaders. We expanded the rewards for earning high reputation and gave more cultural texture to the process by adding the water ritual, a custom based on sharing precious fresh water with a faction leader to secure a bond with their kinfolk. When you engage in the water ritual with a faction leader, you can spend reputation to learn secrets that get logged in your journal, earn rewards specific to that faction, or recruit the leader to your party. The details are below.
Hey all, We're skipping this week's patch so we can focus on two big feature arcs that we plan on releasing next week. The first is the Journal, a UI for all the knowledge you accumulate over the course of a playthrough, which we're integrating with a note-taking UI on the world map. The second is the Water Ritual, the practice of sharing precious freshwater with a faction leader to secure a bond with their kinfolk. You'll be able to share secrets, ask for gifts, be taught skills, recruit party members, and earn other rewards by bartering reputation. We're excited to share these features soon!
Hey there,
We put together a website to share info about the game and showcase a few stories from the world of Qud. Most importantly, we created a release roadmap that includes all the feature arcs we're working on, plus the ones we've already completed, during Early Access. We'll continue to update the roadmap as we complete more feature arcs.
Here it is! http://www.cavesofqud.com/roadmap/
Jason is attending the Game Developers Conference (GDC) this week, so the Feature Friday patch will be a bit smaller than usual. Also, if you're a roguelike fan and you're in between Qud runs, check out our friend Ibology's brand new roguelike, The Curse of Yendor. http://store.steampowered.com/app/576420/
Hi, I'm ptychomancer, the other core Caves of Qud dev. Here are some patch notes.
The Sultans of Qud: Part 1 Qud is a layer cake of fallen civilizations. If you've read the Baccata Yewtarch's influential history book, "Frivolous Lives", you know that the past 1,000 years were dominated by minor humanoid kingdoms and Girsh attacks. Before that was the Age of the Eaters, when the mysterious progenitors ruled from lofty spires now buried under shale. In particular, the lives of 5 great sultans have been preserved through cultural artifacts and oral tradition.
Hey everyone, We're skipping this week's patch because we're heads down working on a big update for the following week. It's called The Sultans of Qud: Part 1, and it'll introduce procedurally-generated histories. That means cultural artifacts—shrines, engravings, and paintings—depicting events from the lives of the former rulers of Qud. It also means some historical locations themselves, as procedurally-generated dungeons, seeded by historical events. We're excited to share this work soon!
We're posting the patch early this week due to Thanksgiving. Happy excavating! Oh, and if you're enjoying Caves of Qud, please consider nominating us for one of the Steam Awards. Go to our store page to nominate.
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.
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.
Hi everyone, We're attending the gamedev conference GDC this week, so we're skipping our Friday feature patch. Feature Friday will resume the following week, on March 25th [and on and on from there]. Thanks for understanding, and happy mutating.
*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 3 grades of a slime-based biome: slimy, slime-drenched, and slime bog. -Added 3 grades of an asphalt-based biome: tarry, tar pools, and flaming pits. -Added some creature templates for creatures generated in slime-based biomes: web-toed, slimy-finned, and slime-spitting. -Added some creature templates for creatures generated in asphalt-based biomes: kindlethumbed and firethumbed. -Added a special reward in slime bogs (hint: it's a puddle of rare liquid). -Added a special reward in flaming pits (hint: fossils). *Added an option for smaller overlay buttons: From the Options menu, choose 'Show overlay user interface (small buttons)' under User Interface. *Added mouse support to the main menu and some character creation screens. *Enhanced framework for more mouse support in the coming weeks.
*Added new barathrumite: Q Girl. *Tweaked the quest 'Decoding the Signal' to include an extra step. You must talk to Q Girl now. *Moved Sparafucile across the workshop. *Added chronology entries for visiting certain named locations. *You are no longer asked to empty a container if it contains a liquid identical to the liquid you're trying to fill it with. *We enhanced the prototype UI for mouse and touch-driven controls. -The overlay message log ['Show overlay message log' option] now includes all the info from the sidebar. -The overlay UI ['Show overlay user interface' option] now includes a set of clickable buttons to perform a variety of actions. -Added a new option, 'Show overlay directional compass'. It displays a navigational compass, useful for mouse or touch navigation. -Added an 'alt' button to the compass that can be toggled for alternate button use. Currently, the only alternate is force-attacking on move. -Certain overlay buttons are now accessible from menus. -Added full mouse support for picking a target. -Added full mouse support for firing a missile weapon. -Added support for mousewheeling through lists. -You can now click, drag, and pan while 'l'ooking at something. -Fixed some popup menus that wouldn't respond to mouse clicks.
*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. -Left click on a non-adjacent tile to move to it. -Left click on an adjacent tile to contextually attack, use, or move. -Left click on yourself to wait a turn -Right click on a tile to look. -You can click conversation options. -You can click a tile when choosing a direction. *We added a starter UI for mouse and touch-driven controls (it's a work in progress). To try it out, from Options, enable 'Show Overlay User Interface' under User Interface. *We added preliminary support for a pannable, zoomable view that centers on your character (it's also a work in progress). To try it out, from Options, enable 'Allow map to be zoomed and panned' under User Interface. *Added character level to the game summary. *You can no longer mod an item with the same mod multiple times. *Variables such as '=Name=' are now correctly replaced in conversations. *Autoexplore will now halt when an enemy attempts to attack you with a missile weapon, regardless of if it hits or not *Fixed an issue where liquid colors weren't updating after mixing liquids. *Metamorphic polygel no longer creates bugged item clones. *Nature's going wild over in the fungal jungle [extremely prototypical]. -A dense canopy of spores makes overworld navigation near impossible. -A new liquid, primordial soup, is oozing from the ground. When mixed with other liquids in large quantities, it.... reacts. -3 curious species of lichen were discovered: acid-secreting lichen, honey-secreting lichen, and lava-secreting lic
*We improved the game summary (death) screen. -Made the text more sentence-like. -Added a 'Chronology' section that displays significant events in your character's life, including: --storied items you discovered --named creatures you slew or offered gifts to --lairs you discovered --mutations you gained --cybernetics you installed --baetyls you appeased --books you read --diseases you caught --diseases you cured --times you gave a book to Sheba Hagadias --times your tongue rotted or regrew --times you wered sucked into a space-time vortex --times you drank lava --and others -Added a 'Final message log' section that displays the last 30 lines of the message log leading up to your death. -Added a scrollbar to the game summary screen. -Fixed pagedown not working on the game summary screen. -Re-enabled the saving of tombstone files with game summary info. *Added an option to grab the current game's world seed. Press 'Esc' then 'W'. *Added some color to the overworld jungle tiles. *Fixed an autosave exception when it was triggered by entering the world map *Added new tiles for the Barathrumites: Otho, Jacobo, Mafeo, Sparafucile, Dardi, and Aloysius. *Added new floor tiles to the Six Day Stilt cathedral. *Added a stand-in zone for the next upcoming region: the fungal jungle.
We fixed a bunch of bugs this week and added a few new features. *You can rename a follower now as long as they don't already have a proper name. 'L'ook at the follower and hit 'R' to rename them. *Added appropriate body types for fish, oozes, crabs, and turrets. *Added an option under Automation to automatically light and douse torches (defaults to off). *Added an option under Automation to autosave every 5 zone transitions (defaults to off). *Added an alchemist table tile. *Changed Warden Indrix's tile. *Fixed the marble dais tiles in the Six Day Stilt cathedral. *Using all your Light Manipulation charges no longer toggles the light off. *Changed several items to stack even with minor status effect differences (lead slugs, shotgun shells, missiles, arrows, and bandages). *Fixed solar cells not recharging while socketed. *Fixed the AI going dormant when presented with a missile weapon it needed to reload but no appropriate ammo. *Fixed some corner cases where the Carpace DV penality would become permanent. *Fixed Kyakukya hunters having no weapons. *Fixed Mayor Nuntu having only 1 HP. *Fixed some issues with Psychometry not properly identifying objects and sometimes showing modded object names in the schematics you discover. *You no longer autoeat while asleep. *Fixed bridges and dirt roads sometimes spawning multiple times in a cell. *Fixed one cause of stairs spawning on top of each other. *Fixed several map types incorrectly marking small, closed-off areas as reachable. *Fixed several of the character creation options, including the weekly challenge, not being selectable if you didn't have a most recent character template. *Fixed a zone build crash. *Fixed stair placement sometimes failing even when valid placement locations were available. *Fixed some instances of zone build failures due to stair placement. *Fixed some instances of surface zones failing to build when stairs were requried (particularly the 8 zones around named dungeons). *Fixed some named dungeons being unreachable through surface travel. *Fixed canyon builders not being aware of stair locations. *Fixed a bunch of typos and formatting issues.
*We made some more tweaks to Tinkering. -When you disassemble an item, you now always get the highest tier bit in that item's schematic. You also get a 50% chance at each remaining bit. -You can now disassemble tinkered items. -Item and mod descriptions are now displayed on the Tinkering screen. We'll improve the UI for this text box in a future patch. -All of your learned mods are now displayed below the list of items on the Tinkering > Mod screen, under 'Known Modifications'. -Item schematic bits are now sorted from lowest to highest tier. -Modding a stack of items no longer results in the modded item disappearing. -We fixed an issue that caused incorrect bit costs to sometimes be displayed on the Tinkering screen. *When you buy a new mutation, the mutation descriptions are now displayed on the Choose Mutation screen. We'll improve the UI for this text box in a future patch. -Factions now have preferences for certain types of items. The preferences change per world seed. -The faction reward for completing one of the branches of The Earl of Omonporch was changed to a faction heirloom. The heirloom is of the faction's preferred item type. -New book: Heirlooms of Qud. -We fixed the broken identation for all in-game books. -Quditor now supports ctrl+left click to paint continuously. -Quditor now supports ctrl+right to remove an object. *Fixed some situations where the game would incorrectly delete the Mods folder
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