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Caves of Qud News

Steam Awards, Mod Jam results, and port update

[p]Hey everyone,[/p][p]It's Alexandra here from Kitfox with an assortment of game news while the team remains in the midst expansion, porting, and localization efforts. They've truly grown at least one extra arm to be able to do all that! [/p][p][/p][h3]Nominate Qud for the Steam Awards 2025[/h3][p]The Steam Award nominations are now open! This year, Caves of Qud is eligible for MOST of the award categories, so make sure you vote for as many as you feel is appropriate. Maybe Story-Rich Game, Soundtrack, or Steam Deck? Sit Back and Relax for the sicko voters???? You can nominate for all the awards here: https://store.steampowered.com/steamawards/nominations/2025

[/p][h3]Mod Jam results[/h3][p]The latest Qud mod jam just concluded with a new batch of creative mods inspired by the theme "reanimated Monster Mash". You can download the mod pack and check out the monstrous entries yourself. We hosted a showcase stream with librarianmage, Sol, Alexandra, and Jason, where we celebrated all the entries. Watch to the end to see a final showdown with all the mods! You can watch the VOD on the Kitfox Youtube: [/p][previewyoutube][/previewyoutube][p][/p][h3]Switch port announcement[/h3][p]Hey folks, Jason and Brian here. Unfortunately we have to delay the switch release of Caves of Qud until January. The port took a little longer to meet our bar of excellence than we were hoping for. And given Caves of Qud's long development timeline, what matters most to us is releasing the best possible version of the game, even if it means delaying a month. The good news is we're confident about the January timeframe. So, we will see you on Switch soon.[/p][p][/p][p]That's all, friends. We'll have another general Qud update next month. Until then, live and drink.[/p][p]-Kitfox and Freehold Games[/p]

20% off for today's Daily Deal + performance improvements on Beta

[p]We posted an update with some significant performance improvements to the Beta branch. If you'd like to help us test, check it out! A lot of the UI and rendering code was refactored, so please be on the look out for issues in those areas.[/p][p]Also, Caves of Qud is the Steam Daily Deal today! Get it for 20% off, and tell someone you know![/p][p]A few patch notes below. Live and drink, friends.[/p][p][/p]
  • [p]Greatly improved UI performance.[/p]
  • [p]Greatly improved map rendering performance.[/p]
  • [p]Greatly improved line-of-sight calculation performance.[/p]
  • [p]Fixed a missing bind for deleting game saves.[/p]
  • [p]Fixed an issue in high-latency environments that caused a bunch of waits to be issued after releasing the movement stick on gamepad.\
[/p]

Tech patch on beta branch

Hey all,

We put up a new beta to test some forward-looking technical improvements to the codebase. Ideally, you should not notice any difference in play experience, but it would be helpful for some of you to test and confirm this! So if you're interested in helping, switch to beta and try it out.

The deeply simulated roguelike strangeness of Caves of Qud won this year's Hugo Award for Best Game or Interactive Work




The Hugo Awards: they're not just for science-fiction novels that make you think "I should read that one day" and never do. Now they've got an interactive category, so once a year you can be told how excellent one more videogame is, think "I should play that one day," and then never get around to that either...
Read more.

Surprise Feature Friday - August 8, 2025

210.23
  • Phase spiders are now more reliably phased.
  • Dream wrens found outside of Chavvah are now part of the birds faction.
  • You now always start with a method of seeing in the dark when entering a waking dream.
  • Waking dreams now wait until you return to the main gameplay screen to end, so for example your dream does not end in the middle of a conversation.
  • Juking now counts as movement for the cooling effects of blaze tonic.
  • Burgeoning and Temporal Fugue no longer play the gain follower sound effect for each summoned creature.
  • You now only ask the wild-eyed water merchant about Mamon Souldrinker if you have Raising Indrix.
  • The game now recognizes ciderer Erah as a proper noun.
  • The Barathrumites are now called [redacted] if you get [redacted] in [redacted].
  • The flowers in [redacted] are no longer flammable.
  • Quest objects are now more consistently reachable.
  • Tents made out of creature skins should be improperly capitalized less often.
  • Removed an outdated section in the help files about different melee weapon types having different penetration values.
  • Fixed a bug that allowed Fix-It spray foam to repair permanently broken objects.
  • Fixed a bug that caused waydroids in adjacent zones to be hostile even if you had a droid scrambler.
  • Fixed a bug that caused adjacent scrambled waydroids to count as hostile for the purpose of calculating wildfire for missile weapons.
  • Fixed a bug that prevented item-based quest steps from completing when you obtained the item via tinkering.
  • Fixed a bug that caused interactable quest objects to sometimes spawn in cells with other furniture, rendering them hard to see or interact with.
  • Fixed a bug that caused nocturnal apex durations to be half as long as intended.
  • Fixed lots of misspellings and other errors in generated text.
  • Fixed lots of misspellings and other errors in non-generated text.
  • Fixed a pronoun issue with Asphodel.
  • [modding] Skills marked as ExcludeFromPool are now excluded from warm static rolls.
  • [modding] Attempting to register for string events on XRLGame or using a handler other than IPart and Effect now outputs a warning.
  • [modding] A GenericCommandEvent can now be queued for next action manager segment using GameEventCommand.
  • [modding] A map of mod "Exclusions" can now be defined in manifest.json directories, skipping the directory if any of the listed mods is active.
  • [modding] The DroppedEvent now has a static Send method.
  • [modding] Fixed a bug that caused AwardingXPEvent to only propagate to game systems.