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Caves of Qud News

Feature Friday coming a few days late this week

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.

It took about 15 years but epic roguelike Caves of Qud is nearly done

Caves of Qud from developer Freehold Games and publisher Kitfox Games is approaching the 1.0 finishing line, and so their roadmap towards the release has been put up and it sounds really exciting.

Read the full article here: https://www.gamingonlinux.com/2024/04/it-took-about-15-years-but-epic-roguelike-caves-of-qud-is-nearly-done

Feature Friday - April 12, 2024

206.75
  • The salt desert is once again populated with scorpiocks.
  • Credit lockboxes are now made out of metal, as claimed.
  • Gigantic tonics now indicate they contain double dosage.
  • Flowers are no longer breakable.
  • Symbiotic fireflies are now treated as live animals.
  • Legendary animated objects now have "animated" in their display names, where appropriate.
  • Added plants and farmable plants to Mountains population tables.
  • Motorized treads and gun racks can no longer be dismembered.
  • Made Spinnerets' web stickiness scale better with mutation rank.
  • Clarified in Spinnerets' description that you are immune to getting stuck.
  • When you have Dystechnia, tinkers now give the right message when you ask them to identify an artifact.
  • Light chords no longer display their blank armor stats.
  • Stalagmites now render above liquid pools.
  • Creatures are now less prone to walking over catch basins and polluting their contents.
  • Opening yourself when you are an animated container (for ex. a table) will now open your inventory rather than saying "You have nothing to trade."
  • Fixed a bug that caused some spiders not to weave webs.
  • Fixed a bug that caused the AI to toggle many toggleable AI abilities on and off again repeatedly.
  • Fixed a bug that caused the sacred well to prompt you twice about important items.
  • Fixed a bug that caused limbs dismembered from creatures implanted with a phase harmonic modulator to stay omniphase indefinitely.
  • Fixed a color issue with mumblemouth.
  • [modding] Fixed a bug that caused IPlayerParts to be deep copied.


Roadmap to 1.0 🗺️ Caves of Qud Dev Update

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 haven’t talked a ton about how we get there and what’s left to do. So let’s get to it!

[h3]Very Soon: Spring Molting[/h3]

We’ve decided to put out one last pre-release feature arc on our Journey to 1.0. This update is already in private beta, coming to Patreon supporters extremely soon, and then going to open beta in early May & releasing a few weeks after that. Here’s what’s included:

- 🚨ALL NEW INTERFACE🚨 The much-touted, transformational UI redesign is complete! Fully mouseable, fully gamepaddable, and gorgeous, but all carefully designed to maintain the essence of what makes Qud Qud.
- a refresh of the starting town of Joppa, with as much texture & lived-in feeling as the rest of the world
- hundreds of new sound and visual effects
- 40 new achievements
- several new narrative touches, big bug fixes, & performance improvements



Gallery of the gorgeous new interface: https://imgur.com/a/slSlWbh

[h3]Summer & Fall 2024: Secrets til Launch![/h3]

We don’t want to spoil everything, but throughout summer and fall our central project will be to finish the main quest, and then add something to satisfy those who complete the entire narrative arc of Caves of Qud. We’ll add a more hands-on tutorial, too.

There’s also always tons of t’s to cross and i’s to dot when finishing a game: those last achievements, missing sounds and visual effects, more bugfixes, etc. All of these things will need to be built and tested behind closed doors, and they’ll keep us busy.

[h3]Late 2024: Launch[/h3]

No, we don’t have a date, as it’s still awhile away and we don’t want to be up against the marketing budget of the next Assassin’s Cry: Breath of the Duty (trademark pending).

Part of the lead-up to launch is preparing the game architecture so we can properly handle big meaty updates post-launch. Which begs the question…

[h3]What About After Launch?[/h3]

Yep! We’re going to keep updating the game! Major content and system releases. Of course how many exactly does depend on the financial realities of sales, but no matter what, we have two big DLCs planned already. We honestly don’t know yet if they’ll be paid purchases or free upgrades, but we’re thinking about the right approach.

We’re also considering how to best support other platforms. It’s not urgent or pressing, but we want to make sure we don’t code ourselves into a corner if/when the time comes to maintain several control schemes, hardware, etc.

[h3]Back to Work![/h3]

Those are all the updates for now. We’ll shout-n-video when we have Spring Molting up on Steam for you, but hopefully this clears up any lingering confusion about what comes next. Feel free to keep asking us questions on the Discord; we’re watching out for ‘em.

Live and drink,

Tanya, Alexandra, Jason, and Brian

Feature Friday - April 5, 2024

206.74
  • Bundles of noisegrass are now more appropriately priced.
  • Added ability icons to the gas breath mutations of breathing lizards.
  • Fungus-ridden robots now actually host fungi.
  • Spacetime vortices now remain stationary for the first round they appear, giving you a window to step outside their range.
  • Cragmensch and glittermensch are now harder to set on fire.
  • High-powdered magnets now indicate when they are destroyed due to application.
  • Your DV is now set to zero while you are dominating.
  • Stasis now freezes the timer on bombs.
  • Fixed a bug that caused interact nearby, the nearby objects list, and the looker object list to consider objects inside solids differently from one another.
  • Fixed a bug that caused the direction of the current local map to be displayed incorrectly when choosing a local map to travel to from the world map.
  • Fixed a bug that caused the item description in power switch abilities to be wrong.
  • Fixed a typo in murals describing the historic liberation of cities.
  • Fixed a bug that caused dynamic turret tinkers controlled by you to be unable to place turrets.
  • Fixed a bug in the ability text of turret tinkers that displayed the internal blueprint or table name it was using.
  • Fixed a bug that caused the target details text of a hidden sidebar to be clipped when using bio-scanning bracelet.
  • Fixed a bug that caused cleave to indicate a target was cleaved even when it was immune to effects.
  • Fixed a bug that caused zones below strata 50 of Eyn Roj to be devoid of creatures.
  • [modding] Fixed a bug that caused population items that did not specify a load strategy to be skipped.
  • [modding] Fixed a bug that caused load strategies on population groups to be ineffectual.
  • [modding] The full file path is now displayed when a conversation part referenced in XML cannot be resolved.