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Caves of Qud News

Beta Patch - March 1, 2026

211.36 - 'beta' branch
  • Graffiti is now visible on walls with ornately engraved plaques.
  • Merchants now allow you to trade with them you after you buy their entire inventory.
  • Stairs in the Tomb of the Eaters are now more consistently reachable.
  • The looker now indicates the number of objects in the square in the top command bar if there is more than one lookable object.
  • The default keybind for force attack up and down (Ctrl+ < or >) have been swapped to match movement binds.
  • Autoget now ignores nuggets if the "Autoget nuggets" option is disabled, even if "Autoget trade goods" is enabled.
  • Equipping multiple force bracelets now gives multiple abilities to toggle each independently.
  • Cooking with wild rice or canned Have-it-All now picks a random effect from the correct pool of effects rather using the pool of the ingredient you first cooked with this play session.
  • Temporary food items no longer stack with non-temporary food items and become permanent.
  • Build codes using mods that aren't loaded should more reliably work.
  • [modding] EmbarkBuilderModule now has a GetRequiredMod() method you can override to pop up an error if your mod is not enabled when loading a build code that uses it.

Little Feature Monday

[p]Hey friends,[/p][p]We posted a small update to the beta branch, which is the branch we've been using for all our new performance work. Here are the patch notes.[/p][p]211.35[/p]
  • [p]Repair now takes slightly lower precedence in menu priority.[/p]
  • [p]Added a debug option to allow world seeds to be input during game creation. It's experimental and won't fully work yet.[/p]
  • [p]Ruins that claim they have becoming nooks now always have becoming nooks.[/p]
  • [p]The \[redacted] now always have a becoming nook on the bottom floor.[/p]
  • [p]Reality stabilization no longer cause individual limbs and equipment (like horns) to vanish from a creature without that creature itself vanishing.[/p]
  • [p]Digging tools in the offhand are now preferred over primary non-digging weapons when attacking diggable objects.[/p]
  • [p]You now properly melee attack wallbound creatures instead of the wall when a digging tool is equipped in your primary hand.[/p]
  • [p]You can now tap your throw bind again in the throw targeting window in order to throw.[/p]
  • [p]You now get notified that you gain a \[redacted] when you \[redacted].[/p]
  • [p]Tau's crystalline items now have more hitpoints.[/p]
  • [p]Fixed various typos.[/p]
[p][/p][p]Also, today we are celebrating the launch of Caves of Qud on Nintendo Switch! It's out now in North America, Europe, and Australian regions! Watch the out now trailer and visit the Nintendo eShop to buy. [/p][p][/p][p]As always, thanks for supporting us. Live and drink. [/p][p]-Freehold and Kitfox Games [/p]

Caves of Qud on the go!

[p]Hey friends,
Qud has been officially Verified on the SteamDeck which means and we wanna see where you're playing Qud on the go. Tag us on socials or post to the Kitfox Discord with #QudintheWild with your most far out locations.
Speaking of portables, we are excited to finally announce that Caves of Qud will be releasing on the Nintendo Switch February 16th! Watch the release date trailer showing console gameplay. [/p][p] [/p][h3]What else is going on?[/h3][p]Work continues on the first of several future expansion packs which will also be paired with a free update. The team is also busy actively developing a mobile port and localization efforts.

Build Club We're also working on the revival of a beloved community event called Build Club where we create share and play custom builds. And it's also the origin of the fan-favourite mopango. We'll have more info about how you can participate soon!
Secret art project!

If you're into once-in-a-lifetime collabs, keep an eye out, we're working with the amazing Saint Vulture on a special collectible, you can also check out their game here:
[dynamiclink][/dynamiclink]Here's a little sneak peek:



Live and drink.

- Kitfox + Freehold[/p]

Beta Branch Bugfixes

211.33 - 'beta' branch
  • Greatly improved pathfinding performance.
  • Greatly improved performance when auto-moving to the edge of a zone.
  • Improved pathfinding logic of creatures, causing them to take more sensible paths around obstacles.
  • Tri-hologram bracelets no longer reset your targeting position for each hologram.
  • Fixed a bug that caused unreal objects to be affected by temperature radiation.
  • Fixed a bug that caused you to sometimes be unable to open your equipment after glitching yourself with warm static.
  • Fixed a bug that caused you to sometimes lose your inventory after glitching yourself with warm static.
  • Fixed a bug that caused you to bump into obstacles on the destination when moving to zone edges.

Your Qud 2025 Wrapped: Patches, Platforms, Staying Weird

[p]Here is your Caves of Qud year Wrapped, brought to you by a several snapjaws in a ironweave cloak.[/p][p]First, happy birthday to Qud! We launched 1.0 a year ago, and we've had a nice, long recovery from 15+ years of updates. But we still managed to make a lot of progress towards our long-term goals.[/p][p]In 2025, Caves of Qud wrapped:[/p][p]
[/p][p]Yep! In fact, we’ve been patching the Beta branch regularly with some deep performance optimizations, so if you’re curious to try a buttery-smooth experience, wander into the Beta branch and let us know if you encounter anything off.[/p][p]Meanwhile, our Switch port is coming along (release date still pending), the expansion pack is in the works, we're tinkering on our localization experiment in Turkish, and there’s more excellent merch coming in the new year.[/p][p] [/p][p]We’re spinning a LOT of plates, and we appreciate your continued patience while all of these efforts come to fruition.[/p][p][/p][h2]Mod of the Year: Hearthpyre [/h2][p][dynamiclink][/dynamiclink]We wanted to take a moment to highlight Hearthpyre, a base-building mod, and one of the best Caves of Qud mods period. It's made by Armithaig, who has since joined the Freehold team and is responsible for the tech implementation of a vast array of features, including: golem and mech interiors, much of what's atop the \[redacted], complex dynamic quests Reclamation, If Then Else, and Landing Pads, most of our recent modding enhancements, and many of the late-game visual effects.[/p][p]Armithaig got their gamedev start in the early 2000s modding games like Morrowind, Freelancer, and Dungeon Siege. With Hearthpyre they wanted to let folks live in the little nooks and homes that exist across Qud. Go check it out if you haven't already.[/p][p][/p][h2]Get an extra discount on: 1000xRESIST[/h2][p]We love this game! 1000xRESIST is one of the best-written games of the past several years, and if you own Qud, you can get it right now for an extra 10% off. That's on top of the game itself being on sale right now. If you like novel science fiction settings with powerful resonant themes (like Qud), then we highly recommend 1000xRESIST. Grab it below![/p][p][dynamiclink][/dynamiclink][/p][h2]That’s a Wrap![/h2][p]However you celebrate this time of year, warm or cold, we wish you plenty of beverages to imbibe and loved ones to hold in your many arms. [/p][p][/p][p]Live and drink,[/p][p]Everyone at Freehold & Kitfox[/p]