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Caves of Qud

Caves of Qud

Developed by
Freehold Games
Published by
Kitfox Games

$29.99

Inhabit a deeply-simulated science fantasy world and chisel through layers of thousand-year-old civilizations. Build a character from over a hundred mutations and cybernetics. The award-winning sandbox roguelike & RPG full of robots, deep lore, and sentient plants.

Consensus
S84.9/100
Steam players95% positiveOverwhelmingly Positive12,680 reviews
Metacritic ↗91/100Users: 8.1/10
VG Insights estimate ↗≈576K copies · ≈$9.3M gross

What creators say

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Part 5 (Jul 2026) · #6 of 9 in that tierWatch the moment (0:38:26)

Tier list Part 5 (2026)

Caves of Qud is a turn-based traditional roguelike with a huge, freeform RPG campaign and deep lore, often compared to D&D and Dwarf Fortress. He says it demands patience and commitment, the text-style visuals will repel some players, and it is hard, with the advice to use the non-permadeath storyteller mode. He has only put in a small fraction of the hours fans recommend, so he finds it hard to judge. Many would put it in S, but he places it in low A for now, with a possible re-evaluation once he finishes the main quest.

Liked

  • Massive, open-ended RPG adventure with many ways to approach everything
  • Very long main quest campaign
  • Strong replayability from drastically different classes and races
  • Deep lore and strong world-building focus
  • Rewards experimentation and mastering its mechanics; could be a 'one game for a year' pick
  • Considered by many one of the best traditional roguelikes

Disliked

  • Visuals are limited and hard to grasp, and can put many players off
  • Needs lots of patience and commitment to learn
  • Tutorial is small relative to the game's depth and it does not hold your hand
  • Hard, with easy deaths from experimenting; default hardcore permadeath is punishing
  • Heavy reading and freedom can feel intimidating

What players say

A deeply systemic, turn-based science-fantasy sandbox roguelike/RPG from Freehold Games (published by Kitfox), set in a strange post-apocalyptic world with mutations, cybernetics, factions and a handcrafted main quest inside a procedurally generated map.

Caves of Qud is received as a landmark of the genre: Steam shows Overwhelmingly Positive (about 95% of roughly 12.7k reviews), Metacritic is 91 from 8 critics, and OpenCritic has a top critic average of 90 with 90% recommending. It left early access on 5 Dec 2024 (Kitfox became publisher in 2023) after roughly nine years of weekly updates, and adds a new graphical UI, the final stretch of the main quest, and later a Switch port (Feb 2026). It won the 2025 IGF Excellence in Narrative award and the 2025 Hugo for Best Game or Interactive Work. Praise centres on writing, worldbuilding and freedom of build and play; the recurring complaints are a steep learning curve, unclear interface and information, unfair-feeling deaths and debuffs, and the claim that its 'depth' is more build variety than true simulation. Players who bounce off it tend to bounce hard.

Players love

  • Worldbuilding and prose: item, place and creature descriptions are poetic and strange, with heavy Gene Wolfe (Book of the New Sun) flavour, and make the world feel ancient and mysterious
  • Huge build variety: over a hundred mutations and cybernetics, true-kin vs mutant castes, and many playstyles (psychic, tinker, sniper, multi-armed brawler, etc.)
  • Emergent, absurd stories: befriending or recruiting hostile creatures, turning into odd things, making a serial killer a companion, all through interacting systems
  • Everything can be talked to and belongs to a faction, so reputation and relationships feel consequential and the world feels inhabited
  • Handcrafted main quest and lore woven into a procedurally generated map, plus nearly a million explorable maps
  • Distinctive pixel-art and eerie soundtrack identity; the 1.0 graphical UI and controller support (runs well on Steam Deck) improved accessibility
  • Tons of content and replay value, with players logging hundreds of hours; classic vs roleplay (save-friendly) modes and Steam Workshop mods
  • Critics call it a genre-defining achievement in roleplaying freedom and flexibility

Common complaints

  • Steep, vertical learning curve: barebones tutorial, many systems and keys to learn, and players often need the wiki to progress
  • UI/UX legibility problems: low-contrast tiles, hard to tell actors from items, message-log spam, fluid splatter obscuring the map, clunky keybind and settings menus and a weak mouse interface
  • Deaths can feel unfair or opaque: one-shots from off-screen enemies, unreliable threat information, rest not interrupting when attacked, autoexplore walking into harm
  • Crippling permanent and temporary debuffs (diseases, fungal infections, limb loss) that the game explains poorly, often pushing players to reload saves
  • Procedural generation sometimes yields incoherent or blocked spaces, enclosed rooms, teleport-plant traps, and a 'getting lost' overland mechanic some find punishing
  • Faction reputation rules can produce arbitrary-feeling penalties, such as killing a hostile legendary creature angering a friendly town
  • Some critics of the 'depth' hype say NPCs are flavour-text cardboard cutouts and the simulation is shallower than Dwarf Fortress-style comparisons suggest
  • Prose can turn word-salad or over-pretentious to some readers and hinder clarity of ability descriptions

Can feel tedious

  • Reputation grinding and hunting random legendaries or villages to befriend or slay is described as un-fun but effectively required for endgame survivability
  • Cloning shopkeepers and scouring for loot is called boring intended cheese in one long-time player's review
  • Autoexplore and bumping weak enemies early, then slogging across big empty overland regions, feels repetitive to some
  • Dealing with diseases and permanent injuries by reloading or consulting the wiki
  • Combat that some say becomes shallow or boring after the first 10-15 hours, plus an extremely long time investment before the game clicks

What's unique

  • A science-fantasy post-apocalypse setting with a literary, Wolfe-inspired voice rather than generic fantasy or dungeon-crawl tropes
  • Deep simulation sandbox rules: nearly any object or creature can be interacted with, recruited, dismantled, or converted (memed 'you can become a chair')
  • Mutations plus cybernetics character creation with true-kin and mutant paths, unmatched in breadth among traditional roguelikes
  • Procedurally generated world history and sultan legends that feed into a fixed main story
  • Faction and reputation system that governs who is hostile or friendly across the entire map
  • Classic (permadeath) and roleplay (saveable) modes letting one game serve both hardcore and story-focused players

Players want

  • Better onboarding: fuller tutorial, in-game explanations of debuffs, diseases and how to cure them, and labelled controls
  • Improve visual clarity: contrast, distinguishing items and merchants, reducing message spam and fluid clutter, more accurate ability descriptions and damage numbers
  • Better keybinding and settings UX and more capable mouse support (comparison made to Tales of Maj'Eyal)
  • Improve map generation validation so interiors connect and the player is not trapped, and reduce movement- and sight-blocking clutter
  • Rebalance character options: tinker and some mutations or classes seen as weak, psychic powers as strong, true-kin vs mutant imbalance and the ease of breaking the game late
  • Make the faction reputation system and legendary-creature rules more coherent and less grind-dependent, and add more variety to the main quest across runs

Summarised from Steam reviews and community discussion.

Steam tags

Procedural GenerationTurn-Based CombatOpen WorldTurn-BasedTranshumanismSci-fiReplay ValueTraditional RoguelikeRogue-likeStory Rich

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