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Caves of Qud News

Beta Update - build 210.0

build 210.0 - 'beta' branch
  • Unity version upgraded to 6000.0.41f1.
  • Windows builds are now 64-bit.
  • DLC is no longer subject to the 'Enable mods' option.
  • [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  • [modding] Mod approval has been replaced by a one-time option to opt-in when installing a script mod for the first time.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.

Maintenence Update - 1.0.2

1.0.2 (build 207.44)
  • Changed Make Camp so that only campfires you made are considered when checking for existing campfires.
  • Psychic hunters now ambush you less often in [redacted].
  • The pool of brain brine effects no longer includes adding skills or skill points if you already have every skill.
  • Distracting holograms now have a higher render layer.
  • Increased the render layer of lit campfires.
  • Fixed the circle of light in the chord of Rermadon not displaying its resistance boosts.
  • Fixed a bug that caused the golem to sometimes remain in a semi-piloted state after being destroyed, preventing player control.
  • Fixed a bug that caused Rodanis Y to not receive power from Grit Gate's broadcast power station.
  • Fixed a bug that caused social coprocessors to not be accounted for in some water ritual contexts.
  • Fixed a bug that caused Spinnerets to not deactivate on the world map.
  • Fixed a bug that caused your cryo clones to sometimes prevent the game from saving.
  • Fixed a bug that allowed you to repeatedly gain the reward for completing "A Call to Arms" from Otho by mentioning the slynth.
  • Fixed a bug that caused dreadroots to be unable to travel on the world map.
  • Fixed a bug that caused salt krakens to leave trails on the world map.
  • Fixed a bug that prevented companions from satisfying the objective of spreading Klanq to their original faction.
  • Fixed a bug that caused the cooldown reduction from Willpower to be uncapped when applied to Ultra Fire.
  • Fixed a bug that caused items cloned via cryotubes to conflict in unpredictable ways when equipped together with the original item.
  • Fixed a bug that caused Blinking Tic to teleport you outside vehicle interiors, inflicting large amounts of fall damage.
  • Fixed a bug that caused conflicts between complex parties to not propagate opinions between the leaders, leading some members to remain neutral.
  • Fixed a bug with hotkey inputs from the ability menu not being properly consumed when activating an ability.
  • Fixed a bug with hotkey inputs from the ability menu that rarely caused an ability mapped to 'a' to be immediately used when entering the screen.
  • Fixed an exception during missile weapon fire when a cell was fully drained during a multi-shot action.
  • Fixed an exception thrown during explosive projectile impacts.
  • Fixed a typo in the tutorial.
  • Added some names to the credits.
    [modding] Fixed an exception in FromWebColor when passing in a color code starting with #.
    [debug] Added party leader and inherited feeling towards the player to the attitude menu.

We're Back! Post-1.0 Dev News

Hey friends,

It’s Alexandra from Kitfox here with a quick update on how things are going. Development has started again after the Freehold Team was on a much deserved break! As we mentioned last month, the major focus post-1.0 will be to explore localization and porting to mobile and consoles but there’s so much more in the works. There’s a couple of updates you can expect in the next few weeks:

February 28th

This week there will be a maintenance patch on the main branch with bug fixes.

March 7th

Then we have the initial 'beta' branch release of 1.1, including an upgrade to Unity 6 and Windows 64-bit builds. No new game features yet, just technical and modding platform updates for now.

Future

After that, the team will return to a regular maintenance fix cadence, probably slower than weekly updates. The team is also building the technical localization API, and starting builds for mobile & consoles but we are just in the very early stages of this so we will have more to say later.

We are excited for more folks to be able to play Caves of Qud!

See you in the next one.

-Alexandra

Qud is nominated for several awards!

Hey friends,

Happy 2025, happy lunar new year, and we hope you’re still enjoying the Caves of Qud 1.0 update. We have some updates to share with y’all. The team is still taking a rest, but we are still planning out the future of Qud, and the first priority will be looking at localization and console porting. Awards season is also in full swing and we’ve been nominated for some very prestigious categories!

[h2]Award Nominations! x4![/h2]

First is “Best Strategy/Simulation Game” at the D.I.C.E Awards. The show takes place on Thursday, Feb. 13 at 8:00PM PT/11:00PM ET and you’ll be able to watch from home on IGN’s streaming channels. See if you can spot Jason (lead developer, writer) and Tanya (Kitfox lead) in the crowd!



Caves of Qud has also been nominated for Excellence in Design, Excellence in Narrative, and the Seamus McNally Grand Prize at the IGF Awards. You can watch along on Wednesday March 19th at 6:30PM PT/9:30PM ET on the GDC Twitch channel.

We're honored to be nominated alongside these other fantastic games. Any time a game releases it's a miracle, but especially the 17-year wandering journey that it took to make Caves of Qud. To be recognized by other developers is really just the icing on the cake.

You can also participate in voting for Caves of Qud for the IGF Audience Award right here. Voting closes on Friday January 31st at 11:59PM PT so make sure you get your vote in ASAP! RIGHT NOW! Don’t keep reading! Go vote and come back!




OK you voted? Cool. FYI, Caves of Qud is also eligible for to be nominated for a Nebula Award. The only way a game can be nominated for the “Best Game Writing” award is via an SFWA (Science Fiction and Fantasy Writing Association) member. If you are a member you should be able to access this forum post and get a game key, to help you judge! If you have friends who are Nebula voters, send them our way if you think they would appreciate Qud’s unique writerly vibes.



Jason is also going to be hosting a special Writing Caves of Qud Nebula stream on his Twitch channel on Monday February 3rd, 3-5PM PDT. He'll be talking through the dev process and showing off some of the game's writing.

[h2]Porting, Localizing, and More...[/h2]

As we’ve said, first the team is resting. But, when the team is back from their break, one of our focuses will be to explore localization and porting to mobile and consoles. Localizing a game with procedural text like Caves of Qud is a unique challenge that’s not easily solvable, but it’s also a fun problem to dig into. We already have an international audience excited to take a look, so we need to take the time to figure out how to get it done properly and make sure its unique tone and writerly virtues shine through in every language.

And of course consoles and mobile are also not trivial projects to undergo, but we are committed to getting Caves of Qud available to more folks out there.

[h2]Speedrun Winners[/h2]

Here are the winners of the Caves of Qud Launch Speedrun contest! You can check out the Wander, Classic and Bzzt runs on Speedrun.com and the Ultra Ending run on Twitch. Thank you everyone who participated, whether it be the streamers, the viewers, or the folks who volunteered to help organize the event. If you’re interested in Caves of Qud speedrunning, you can check out the qud-speedrunning channel on the Caves of Qud Discord or Caves of Qud on Speedrun.com. We are interested in running another speedrun event in the future for non-streamers too so let us know if that’s something you’d be into. Winners will be receiving their prize packs from Mighty Merch soon.



That’s all for now! Please tune in and watch the award shows and cheer us on. We will have more to say on development soon.

-Kitfox + Freehold Games

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

Sci-fi roguelike Caves of Qud has exited Steam Early Access after nine long years, and it's sitting pretty as 2024's highest-rated game. It's beaten out Hades II, Balatro and Satisfactory, according to OpenCritic which has ranked it as its 2024 game of the year.


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