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Caves of Qud News

Journey to 1.0! Final preparations + new price

Hey friends,

It’s been a while since we’ve 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 don’t 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. Here’s the last one we did: it’s 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 we’re designing specifically to teach the very basics of Qud and help new players get their footing. We’re 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, we’ve had the outline for 15 years, and we’re finally making good on it. Endings are hard, we take the task very seriously, and to be frank: we are absolutely cooking! Can’t say anything else yet, but we’re so excited to share it soon.

[h2]As we head into the endgame…[/h2]

A few important things to know as we approach the finish line.

  1. No More Feature Fridays. This Feature Friday (September 20th) will be the last one until 1.0! We’re going heads down to give full focus to the endgame.
  2. Tutorial Beta is Coming. Early next month, we’ll put the tutorial up on a beta branch and ask folks to help us test. Be on the lookout!
  3. The Price is Going Up. After much consideration to many factors, including how far the game has come since our Early Access launch in 2015, we’ve decided to raise the price on October 29th to $29.99 USD (and the OST to $9.99). This will be the final price heading into 1.0. We wanted to give as much notice as possible so that folks can get the game at its current price and take advantage of the 10% off sale running now. Please tell your friends who’ve been on the fence to pick up the game before the price goes up!


We are nearly there, and we’re feeling it: excited, exhausted, etc. We’re committed to having these last few updates put a satisfying capstone on the game while also welcoming new players with (multiple) open arms. Thank you so much to everyone who has stuck with us for the long haul.

Soon...


Live and drink!

Feature Friday - September 13, 2024

207.99
  • Added the rest of the activated ability descriptions.
  • Added several more descriptions for creatures and items, finishing a full pass.
  • Added icons to the pet selection menu during character creation
  • You may now cook with objects from adjacent cells (eg, open bodies of water).
  • Inanimate objects that are on fire or being attacked will no longer be too distracted to allow you to place objects on or in them.
  • Clicking on zone transition arrows now walks you to the edge of the screen instead of taking a single step.
  • The pet Frondzie now more reliably uses it's taunt whenever you are in combat.
  • Fixed the "NoCombat" tag used on various pets.
  • The pet Ercolano should be properly animated now.
  • The lairs of legendary girshling should now be populated with more girsh creatures rather than random creatures.
  • Added a verification step when saving the game to ensure it was written to disk correctly.
  • Gave decarbonizers turret bodies rather than hover robot bodies.
  • Fixed a bug that caused the Precognition vfx to get stuck or not wait until the zone was rendered before animating.
  • Fixed a bug that caused companions to have the incorrect water ritual liquid.
  • Fixed a bug that caused creature opinions to temporarily be ignored after a save was loaded.
  • Fixed a bug that caused multiple redundant popups to appear if your precognitive vision was about to run out after you already chose to return.
  • Fixed a bug that rarely caused you to die after choosing to return to the start of your precognitive vision.
  • Fixed a memory leak when choosing to not return to the start of your precognitive vision.
  • Fixed a bug that caused cloned abilities to never come off cooldown.
  • Fixed a bug that caused Ultra Fire to not have a cooldown.
  • Fixed a typo in the Empty the Clips activation message.
  • Fixed some typos in worldmap messages.
  • [modding] Added a 'clearcooldowns' wish that can be used in some cases to resolve issues with non-ticking cooldowns.

Feature Friday - August 30, 2024

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
  • Clicking on an interactable object or hostile creature now advances one square before warning instead of preventing movement altogether.
  • The accomplishment for donating books to Sheba can now only be engraved on your [redacted] once, if other deeds are available.
  • Proselytizing a creature is now only an accomplishment if they have not previously been your companion.
  • Fixed a bug that took some loot away from the ancient bones in the asphalt mines.
  • Fixed an issue with metabolizing effects from cooked recipes not triggering properly.
  • Fixed the character sheet description of Light Manipulation to properly show the PV and reflect chance of the next level.
  • Fixed a bug with installing two onboard recoilers at the same time resulting in only one being usable.
  • Fixed a bug that caused the ceremonial vibrokhopesh to clack and buzz constantly on the world map.
  • Fixed a bug that caused popups referring to the chime '_' to be incorrectly capitalized.
  • [modding] Added float and double gamestate methods.
  • [modding] Added several methods for getting properties from HistoricEntity and HistoricEvent.
  • [modding] Fixed a bug that caused the Circuitry part to lose all charge on the world map.
  • [modding] The IXP multiplier wish (xpmul:#) behavior is now stored as a float game state "XPMul" and will persist on save load.

Feature Friday - August 23, 2024

207.97
  • Objects are now re-flagged for autoget after being thrown.
  • Flurry now properly integrates with effects that impact physical attacks (eg. sprinting, stuck, etc.)
  • The ancient bones now look like bones and are easier to spot.
  • Included daughters of Exile is dynamic encouters.
  • Removed the chiming rock from dynamic encounters.
  • Fixed a bug that caused "when you drink freshwater" trigger effects to trigger even if you declined the prompt to drink.
  • Fixed a bug that caused liquids to be consumed even when you declined a prompt about drinking too much.
  • Fixed a bug that rarely caused an elevator platform to spawn on top of stairs down in Bethesda Susa.
  • Fixed a bug in the display of a single standalone iron fence tile.
  • Fixed a bug that caused several legendary creature types to be uncloneable.
  • Fixed a rare exception when cloning.
  • Fixed a bug that caused phasing to be able to be reactivated on the turn it expired.
  • Fixed some odd grammar around staring at one's own reflection.
  • Fixed a rare exception in party leadership assignment for breeders.
  • Fixed a rare exception during worldgen.
  • Fixed a grammar bug with shimmering heat messages.
  • Fixed a bug that caused the music during the battle for Omonporch to loop incorrectly.
  • Fixed a bug that caused the stair traversal sound to play even if something blocked your way.
  • Fixed a bug that caused the sound for identifying an artifact not to play.
  • Fixed some grammar issues in the effects of one of the new special items.
  • [modding] Added a Notify conversation delegate, which triggers an event on the target object and game systems.

Feature Friday - August 16, 2024

207.93
  • Reverse Engineer now lets you reverse engineer mods.
    • 15% chance (per mod) to learn a mod when you disassemble a modded item.
    • If you have Disassemble and Reverse Engineer, you can now disassemble non-tinkerable items if they have tinkerable mods.
  • Added Daughter of Exile.
  • Added a few new special items.
  • You can now scroll choice dialogs with the right stick on gamepad.
  • Reduced volume of the wait sound.
  • Replaced the prompt sound with the standard popup sound in most cases.
  • Fixed an issue with tents made from memory eater scales.
  • Fixed overlapping ability bar command text.
  • Fixed several pages in the character sheet that weren't responding properly on small screens.
  • Fixed overlapping ability pagination bindings.
  • Fixed a grammar issues when using a high-powered magnet from a stack.
  • Fixed a bug that caused planished godhed pariahs to appear unplanished in their display names.
  • Fixed a rare exception when changing keybinds.
  • Fixed a memory leak when using Precognition.
  • Fixed a bug that caused 3d cobblers to start teleporting you randomly after looking at a wall.
  • [modding] Added BeforeShieldBlockEvent and AfterShieldBlockEvent.
  • [modding] Added StaticObjectsTable tag populations, which function similarly to DynamicObjectsTable but ignore the ExcludeFromDynamicEncounters tag.