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Dwarf Fortress publisher Kitfox helping roguelike Caves of Qud to release

Caves of Qud from Freehold Games is probably the absolutely wildest roguelike I've ever played and now the developers are teaming up with Dwarf Fortress publisher Kitfox Games to publishing it with the final release in 2024.

Read the full article here: https://www.gamingonlinux.com/2023/07/dwarf-fortress-publisher-kitfox-helping-roguelike-caves-of-qud

Feature Friday - Boulders are now less flammable.

204.96
  • Quartzfur items can now get three item mods.
  • Phylactery squires now carry steel bucklers instead of steel shields.
  • Autoexplore no longer explores inside a vantabloom radius.
  • When autoexplore finds nothing left to explore, but there are unexplored regions inside vantabloom darkness, an appropriate message is now displayed.
  • Autoexplore no longer explores through solid walls if you're (temporarily) phased.
  • Burrowing creatures are now more willing to pathfind through walls.
  • Mopango now have the claws normally granted by their species' Burrowing Claws mutation.
  • Taking and then giving an item to a merchant follow now removes the merchant stock designation and makes them more likely to equip it.
  • Wax nodules are now takeable.
  • Boulders are now less flammable.
  • Made ashes more stackable.
  • Improved the grammar in messaging around metamorphic polygel and ashes.
  • Made improvements to some spark shower visual effects.
  • Fixed bugs that prevented NPCs from equipping phylacteries and pickaxes.
  • Fixed a bug that prevented NPCs from using offensive activated abilities provided by equipment.
  • Fixed a bug that made having a nanopneumatic jackhammer equipped caused you to try to autoexplore through walls even when the jackhammer was unpowered.
  • Fixed a bug that caused scrambled waydroids to sometimes be hostile to your companions and vice versa.
  • Fixed a bug that caused the droid scrambler to work unreliably when in the inventory of a companion.
  • Fixed a bug that caused you permamently blink out of existence if you dominated Aoyg-No-Longer at the wrong time.
  • Fixed a bug that caused a clone of Aoyg-No-Longer, if one is present during the quest, to sometimes zip away instead of the original.
  • Fixed a bug that caused warm static to rarely not apply a random effect.
  • Fixed a bug that caused non-adjacent map squares with a clear path to them to become explored even when not lit.
  • Fixed a bug that prevented Empty The Clips from applying its effect if you didn't have at least a single pistol equipped.
  • Fixed a freeze when attempting to view the incantations for your golem when you have several thousand chronology entries.
  • [modding] IActiveParts now include the result of GetActivePartLocallyDefinedFailureDescription() (as "LocallyDefinedFailureDescription") in their debug internals if their status is LocallyDefinedFailure.


205.45 - 'beta' branch
  • Added new visual effects for several abilities: teleportation, slammed, digging, and temporal fugue.
  • Added new visual effects for several types of deaths: decapitation, transmuted, consumed, lased to death, and immolated.
  • Added new visual effects for several missile weapons: all lead slug weapons, laser rifle, chain laser, laser pistol, point defense laser, spitting seed plant, and light rondure.
  • Added new visual effects for several other items: HE grenades, neutron flux, and hookah.
  • Added new visual effects for throwing.
  • Added some icons for death messages. More to come.
  • Added new tiles for some flashing status indicators: swimming, wading, covered in spores, flying, and sprinting.
  • Fixed a bug preventing key repeat looking.
  • Removed "laptop defaults" keybind options. The new defaults should be usable without numpad.
  • Improved conflict-checking logic for main keybinds screen.
  • Controls that had all bindings removed no longer revert to defaults when loading.


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Dwarf Fortress's publisher is now helping the best early access roguelike across the finish line after 8 years on Steam




fter an 8-year stint in early access, the brilliant Caves of Qud is due to hit 1.0 next year with the help of Dwarf Fortress publisher Kitfox Games. It seems like a good match, with Dwarf Fortress being a big source of inspiration for the indie roguelike sim...
Read more.

Meet Kitfox Games! They are co-publishing Caves of Qud 1.0 with us!

Hey friends!

We want to introduce you to a couple of our friends at Kitfox Games, community manager Alexandra and director Tanya. Kitfox is here to help us ring in a new era of Caves of Qud development. Today, we'd like to all announce together that the game will fully launch out of Early Access next year, 2024! Kitfox will be helping us do that, and hopefully as many people as possible will enjoy the fruits of those efforts. We made a new trailer to announce the upcoming launch and publishing partnership, so please do watch it and send it to those of your friends who weirdly haven't bought the game yet for some reason:

[previewyoutube][/previewyoutube]

If you like the new visual effects you see in the trailer, you can check 'em out in game now, on the beta branch! (right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch)

Feature Fridays will continue, as well as everything else we normally do, but we'll also be popping up regularly with news and updates surrounding other ways to chat and hype and enjoy the game together. For example, you're welcome to join the Qud channel on the Kitfox Discord server, or come meet some Kitfoxes at the Gamescom booth this year, where we'll be showing Qud to mystified Germans alongside Dwarf Fortress.

Kitfox will probably livestream the game on their Twitch channel in the coming days or weeks, so keep an eye out there too, if you want to hang with some fellow mutants or even give them a few pointers on how best to enjoy our journey under the salt sun.

You can sign up for our email newsletter for updates directly to your inbox!

Excitedly,
Brian (AlphaBeard), Jason (ptychomancer), Alexandra & Tanya

Feature Friday - July 21, 2023

204.95
  • Point-defense systems can now target dart projectiles, in the same tracking category as arrows.
  • Fjorn-Kosef's fists no longer have antimatter cells slotted into them, nor are they considered weird artifacts.
  • Made improvements to how NPCs equip gear.
  • NPCs are now better able to use fidget cells.
  • Stasis now prevents bloodsplatter and similar effects.
  • Colossal creatures can now equip large boulders.
  • When you dominate a creature, your companions now stop attacking it.
  • When you get lost on the worldmap, you no longer always wind up in the center of the parasang.
  • When you become unlost via an unconventional method, you now get the usual message about regaining your bearings.
  • Nests and nest-like creatures who are villagers should no longer collapse after they finish spawning.
  • Items that are temporary, coated in dangerous liquids, or in the process of being eaten away by acid can now be given to or taken from NPCs via the trade screen, except you still cannot sell them.
  • Creatures that leave trails of objects behind them no longer fall through the floor when they leave a pit in the space behind them.
  • Krakens no longer do their two-step move on the worldmap.
  • Fixed some issues causing energy cells with the radio-powered mod not to recharge correctly.
  • Fixed a bug that made it only possible to disarm weapons equipped in hands or in missile slots.
  • Fixed a bug that disqualified items from becoming magnetized based on total stack weight rather than weight per item.
  • Fixed a bug that made it impossible to look at fungal infections. Existing fungal infections in saved games will not be affected.
  • Fixed a bug where Reverse Engineer success messages would refer to the artifact by its unidentified name.
  • Fixed a bug that made padded items worthless.
  • Fixed a bug that caused errors when some creatures tried to retreat via teleportation.
  • Fixed a bug that made leyline puppeteers, enigma cones, and enigma caps only able to accept two item mods.
  • Fixed the default subterranean wall type in baroque ruins.
  • [modding] The Lost effect is no longer hardcoded to JoppaWorld; being lost is now tracked per world.
  • [modding] Fixed a bug that made removing Photosynthetic Skin cause errors with bleeding.


205.42 - beta
  • Changed the default bind for the Factions page to ctrl+f.
  • Fixed a bug that caused Light Manipulation to cast ambient light even when out of charges.
  • Fixed a bug that caused some popup selections to cancel autoexplore immediately after.
  • Fixed an issue that caused a spurious option popup when selecting a category in the trade menu.


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