1. Caves of Qud
  2. News

Caves of Qud News

Caves of Qud dev teases "at least three" expansions for the sci-fi roguelike

17 years after development began and 14 on from its first public beta, sci-fi roguelike Caves of Qud hit 1.0 in 2024 to a tremendous response. Its old-school aesthetic puts it in the wheelhouse with Dwarf Fortress (with which it also shares publisher Kitfox Games), and its deep, retrofuturistic sandbox world will keep you similarly sucked in once you can get over the initial learning curve. Spurred by the success of its launch, developer Freehold Games now teases what's next, with multiple expansion packs currently on the cards.


Read the rest of the story...


RELATED LINKS:

Caves of Qud is currently 2024's highest-rated game, so now I have to play it

95% rated roguelike Caves of Qud just hit 1.0 after a 15-year wait

Caves of Qud update adds a ton of new content to 9/10 Steam roguelike

The Future of Caves of Qud

[p]Hey friends,[/p][p]For a long time we hoped we could keep working on Caves of Qud after its 1.0 release. Not just porting and localizing to other languages (work that is well underway), but adding new layers of game to the already 17-year layer cake — things like new types of playable creatures, underground villages, new mechanics, and expanded lore. As we’ve hinted here and elsewhere, the success of the launch is allowing us to do just this! And now that we’ve had some time to take a rest, reflect on the release, and think through how we want to structure our future releases, we’re happy to share today the broad shape of our plans, even if details are yet to come. [/p][p][/p][p][/p][p][/p][h2]Expansion Packs[/h2][p]We’re going to be focusing development into a few big expansion packs that’ll come out one by one over the next few years. Each expansion pack will be paired with a big update to the base game. The base game updates will be free, and the expansion packs will be purchasable as DLC. The first one will likely come out sometime next year. We have at least three sketched out, but time will tell what they look like beyond the first.[/p][p][/p][h3]FAQ[/h3][p]What will go into the base game vs. the expansion packs?[/p][p]This’ll be a call based on what makes sense, whether we feel the feature being added is core to the game (a better version of what already exists) or part of a new set of non-vanilla features. Both the expansion pack and its paired base game update will have a lot of stuff in them, though.[/p][p]
How much will expansion packs cost?
[/p][p]Still TBD, but since they will be big updates that take a lot of development time and energy to make, we plan on pricing them accordingly (i.e., definitely more than the Pets of Harvest Dawn pet pack). [/p][p][/p][p]Speaking of, what about future pet packs?
Originally our plan was to release a cycle of pet packs — Harvest Dawn was the first. Now we think it makes sense to just add more pets to the one pet pack, possibly paired with the timing of each expansion pack release. Everyone who owns the Harvest Dawn pet pack will get the new pets for free. We -may- slightly increase the price of the pet pack in the future to reflect this; we haven’t decided yet. [/p][p][/p][p]What will happen to Dromad Deluxe? [/p][p]The Dromad Deluxe bundle (base game + OST + Pets of Harvest Dawn) will eventually rotate out to make room for new bundles. So if you want your main menu dromad badge, get the bundle before it goes! We’ll post a warning closer to when it makes its exit. [/p][p][/p][p][/p][h2]r/Fantasy AMA[/h2][p]This Saturday, July 19th at 10 AM PST, we’ll be hosting an AMA (“Ask Me Anything”) on r/fantasy. Come by and ask us a question, about expansion packs (maybe we’ll answer) or anything else![/p][p][/p][h3]Hugo Awards[/h3][p]And if you are a Seattle Worldcon member or attendee and eligible to vote for the Hugo Awards, please consider voting Caves of Qud for Best Game or Interactive Work! Deadline to vote is July 23rd, 11:59pm PST.[/p][p][/p][p]Thank you, friends. We’ll have more to say about expansion pack #1 later on, and a few more surprises coming soon. As always, live and drink. [/p]

Beta Bugfixes - July 4, 2025

210.21 - 'beta' branch
  • Fixed a bug in zone building due to placing quest items on villagers or lair owners that lack inventories.
  • Isahind and Warden Yrame now always have the appropriate freezing ray variant for their descriptions.
  • The n-pointed asterisk can no longer be disassembled.
  • Multi-turn charge abilities like Decarbonize, Run Over, and Wrecking charge now render each turn spent charging.
  • Fixed a crash when a burgeoning cooking effect triggered on gaining new followers.
  • Fixed a bug that caused several effects like flying, sprinting, or wading to sometimes alter your tile in the UI.
  • Fixed a bug that caused golems that were overkilled by several times their base hitpoints to be reshaped with 0 hitpoints.
  • Fixed a bug that caused mutations to be displayed with their class name when selecting an atzmus.
  • Fixed a bug that caused the gear from the Great Machine to disarm natural weapons.
  • Fixed a bug that caused secrets in multi-tile world terrain such as rivers Svy and Opal to not match the interests of any factions, such as fish.
  • Fixed a bug that caused incorrect or null values to be displayed instead of a creature's immature person term.
  • Fixed a bug that caused 'Her' and 'Their' pronouns to sometimes be displayed instead of the substantive 'Hers' and 'Theirs'.
  • Fixed a bug that caused the quest 'Reclamation' to soft-lock by pouring warm static on warleaders.
  • Fixed a bug that caused you to permanently be rendered below other objects after being enclosed.
  • [modding] Added a TierScaling flag to XP events which when disabled will skip scaling awarded XP by tier differences to killed creatures.

Patch 1.04 is here!

We've merged all the changes from the last few months of our beta branch into mainline. Full patch notes below.

Soon we'll be updating the beta branch with some architecture changes to prepare for localization. If you'd like to help us bang on it, keep an eye out!

210.10

[h3]GAMEPLAY & UI[/h3]
  • Added a new advanced option in the Prompts section: 'Show popups when you dismember or decapitate someone'.
  • Added a new advanced option in the Debug section: 'Strip color formatting from UI text'.
  • Added new directional keybinds to autowalk to specific edges of the map.
  • Added a fallback font for the modern UI with many previously missing international unicode characters.
  • Search text is now cleared when reopening the options or control bind menus.
  • Search on the Skills screen now searches all skills, including unexpanded categories.
  • Options that require a game restart to take effect now prompt you to do so upon exiting the menu.
  • Creatures with photosynthetic skin now bask in the sunlight.
  • The endgame score screen now displays the correct number of lairs you found.
  • Switched the icons of Steady Hand and Steady Hands.
  • Clarified that some abilities let you jump over creatures in Jump's skill description.
  • The legendary mecha in Reclamation is now loved by the Putus Templar.
  • Walls created via 3D cobblers or step sowers no longer inherit your phase.
  • Love tonic effects should more reliably expire when old zones are loaded.
  • Restocking merchants should more reliably dispose of unimportant items sold to them.
  • Particle effects now respect visibility and won't render on top of objects that stand over them.
  • The message for blocking now includes what shield you blocked with.
  • Minorly improved performance across the board.
  • Improved performance when many particle effects were active onscreen.
  • Improved performance when you hold a light source at night.
  • Improved performance when you move.
  • Increased the render layer of the still chime.
  • Windows builds are now 64-bit.
  • DLC is no longer subject to the 'Enable mods' option.


[h3]BUGFIXES[/h3]
  • Fixed a bug that caused creatures to prioritize hostiles farther away, resulting in them frequently getting blocked in narrow passages.
  • Fixed a bug that caused creatures to sometimes ignore stationary hostiles that were shooting at them.
  • Fixed a bug that caused some epilogue conversations to be inaccessible when marooned.
  • Fixed a bug that caused Jab to sometimes not work with chimeric hands.
  • Fixed a bug that caused you to lose your followers when recoming at Gyl.
  • Fixed a bug that caused custom time clocks to not display in other planes.
  • Fixed a bug that caused water rituals with followers to skip awarding reputation for loved factions beyond the first.
  • Fixed a bug that caused some control binds on non-English keyboard layouts to render incorrectly.
  • Fixed some dynamic language when describing unknown jewelry.
  • Fixed a typo in tongue twist.
  • Fixed dynamic grammar issue with hindren scout's description.
  • 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 that caused you to have multiple primary limbs if you regenerated a previously dismembered primary limb.
  • Fixed a bug that caused 3D cobblers to ignore walls of the same type, even if they were visually different.
  • Fixed a bug that caused the poisoned effect to sometimes ignore immunity.
  • Fixed a bug on the Windows builds that caused prompts for opening Player.log to instead open an unrelated folder.
  • Fixed a bug that caused the mod manager to close after a popup was dismissed.
  • Fixed a bug that caused the mod manager to still receive key input while a popup was displayed.
  • Fixed a bug that caused important items to be traded or stored when toggling all items to trade.
  • Fixed a visual bug in the popup frame decoration.
  • Fixed a bug that caused rare sultan statues to appear with missing textures.
  • Fixed a bug that caused 'Melee attack nearest enemy' to walk on top of plants like dreadroots.
  • Fixed a bug that caused items placed next to the golem mound to report as valid for construction but fail when asking Klanq to build it.
  • Fixed a bug that caused Girsh Qon to lose the use of her shave flaps when absorbing the chord of Agolgot.
  • Fixed a bug that caused Girsh Qon to confuse herself if under your control.
  • Fixed a bug that caused various messages involving pariahs, such as those for petting, to become malformed.
  • Fixed a bug that caused the individual steps for 'The Golem' quest to not complete when providing materials.
  • Fixed a bug that prevented opening the character status screen if you had a mutation with an invalid variant.
  • Fixed a message that referred to the wrong object when attacking a creature that blinks away on damage.
  • Fixed a bug that caused disabling the zone transition autosaves to instead save on every transition.
  • Fixed a typo in "Chiliad Creature Hoof" which prevented the blueprint from loading.
  • Fixed a bug where the teleport animation didn't respect tile flippedness.
  • Fixed a bug where Ornate Tables would change colors when items were placed on them.
  • Fixed a bug where enclosed objects could appear above their encloser.
  • Fixed a bug that caused some historic regions to generate without articles.
  • Fixed a bug that caused common phrases for "cooking" to not generate.


[h3]MODDING & DEBUG[/h3]
  • [modding] Steam workshop mods now check for updates and prompt downloads if you've declared a version in your manifest.json.
  • [modding] You can now add HistorySpice.json files to your mod, which will merge with the base HistorySpice.
  • [modding] Added LoadBefore and LoadAfter to manifest.json, which can influence mod load order without creating dependency cycles.
  • [modding] The XRL namespace is now checked for type name conflicts, which should prevent cases of silent incompatibilities between mods.
  • [modding] Map files in subdirectories now merge together by their ID. If no ID is defined, the relative path is used.
  • [modding] The game is now restarted when the mod configuration is changed to fully unload old mod data.
  • [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.
  • [modding] We added some new features to manifest.json.
    • Mod dependencies can now be declared, allowing your mod to require and be loaded after others.
    • Separate subdirectories can be loaded depending on what version of the game is running, allowing further mod compatibility.
    • Subdirectories can also be loaded only if a certain mod is present, allowing optional interwoven features.
    • Defining a manual LoadOrder is deprecated, in favor of dependencies.
    • Refer here for usage: wiki.
  • [modding] You can now add a 'Textures' folders for your sprites anywhere in your project, respecting your manifest.json directories.
  • [modding] Added an alert to the main menu if enabled mods are missing dependencies.
  • [modding] Added a new GetBleedLiquidEvent, which defaults to the old BleedLiquid tag or property.
  • [modding] XML files loaded by root now print an info block of file counts to the Player.log.
  • [modding] Crystallinity is now added via its mutation entry, allowing its class to be changed.
  • [modding] You can now define a 'Reputation' xtag for various state used by the GivesRep part, such as 'LovedBy', 'LikedBy', 'NotDislikedBy', etc.
  • [modding] Conversation parts now have a disposal step after the conversation is over and no more events will fire.
  • [modding] Combo options can now define a separate display value using '|', e.g. '0|None'.
  • [modding] Adding an invalid object to cybernetics population tables no longer prevents world generation, instead logging an error.
  • [modding] Various methods on Tinkering_Disassemble have been made public & static.
  • [modding] Added an OptionFlag attribute, which can sync an option's value to a field or property.
  • [modding] Added a Options.HasOptionValue method to check if an option has a player-configured value.
  • [modding] Fixed a bug that caused displayed version numbers using the upgrade operator to be parsed as a color code.
  • [modding] Fixed an exception when specifying invalid attribute requirements for powers.
  • [modding] Fixed a bug that caused custom clock images to fill the available space in the status bar.
  • [modding] Fixed a bug that sometimes caused the wrong extrinsic attack to be removed when processing a melee action.
  • [modding] Fixed a bug that caused the default values of options to be ignored when used as conditions for manifest.json directories.
  • [debug] Added 'shimmering' wish that gives you the effect of eating Eater's flesh.

Beta Update - May 14, 2025

210.8 - 'beta' branch
  • The score screen now displays the correct number of lairs you found.
  • Switched the icons of Steady Hand and Steady Hands.
  • Clarified that some abilities let you jump over creatures in Jump's skill description.
  • Added a new advanced option 'Show popups when you dismember or decapitate someone'
  • Added new directional keybinds to auto-walk to specific edges of the map
  • Fixed some dynamic language when describing unknown jewelry.
  • Fixed a typo in tongue twist.
  • Fixed dynamic grammar issue with hindren scout's description.
  • Walls created via 3D cobblers or step sowers no longer inherit your phase.
  • The high mecha in Reclamation is now loved by the Putus Templar.
  • Fixed a bug that caused creatures to prioritize hostiles farther away, causing them to frequently get blocked in narrow passages.
  • Fixed a bug that caused creatures to sometimes ignore stationary hostiles that were shooting at them.
  • Fixed a bug that caused some epilogue conversations to be inaccessible when marooned.
  • Fixed a bug that caused Jab to sometimes not work with chimeric hands.
  • Fixed a bug that caused you to lose your followers when recoming at Gyl.
  • Fixed a bug that caused custom time clocks to not display in other planes.
  • Fixed a bug that caused water rituals with followers to skip awarding reputation for loved factions beyond the first.
  • [modding] Crystallinity is now added via its mutation entry, allowing its class to be changed.
  • [modding] You can now define a 'Reputation' xtag for various state used by the GivesRep part, such as 'LovedBy', 'LikedBy', 'NotDislikedBy', etc.
  • [modding] Adding an invalid object to cybernetics population tables will no longer prevent world generation, instead logging an error.
  • [modding] Fixed a bug that caused custom clock images to fill the available space in the status bar.
  • [modding] Fixed a bug that sometimes caused the wrong extrinsic attack to be removed when processing a melee action.
  • [debug] Added 'shimmering' wish which gives you the effect of eating earer's flesh.