Caves of Qud

Caves of Qud (early access) | 265 MB

Mac Platform: Intel
Includes: GOG

OS version: 10.11+
Processor type(s) & speed: 1GHz+
RAM minimum: 4 GB
Video RAM:

1) Install
2) Play!

Languages: English
Version: GOG DRM Free v2.0.200.94 (early access)

  • We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include ‘public override’ (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
  • In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant=”true” in the genotype entry rather than by whether its name contains the substring “True”. Mods affecting genotypes may need to add this attribute.
  • The ability of NPCs to repair, recharge, and identify artifacts in the trade screen is no longer controlled by the CanRepair, CanRecharge, and CanIdentify properties. Instead, it’s determined by the relevant tinkering skills. (Repair enables the repair action, Tinker I enables recharge, and Gadget Inspector enables identify, with Tinker II, Tinker III, Intelligence modifier, and any relevant equipment contributing to identification performance.)
  • Added support for the ZoneFactory property on a world node, which contains the name of a class deriving from IZoneFactory in the XRL.World.ZoneFactories namespace.
  • Added support for the ZoneFactoryRegex property on a world node, which optionally contains a regex that describes all worlds for which this world’s zone factory should handle fabrication. Used when one world node handles several worlds.
  • Added WorldFactory::addAdditionalWorld, which allows the addition of new worlds at runtime.
  • Implemented Myopia as an AdjustVisibilityRadiusEvent, allowing equipment and parts to adjust the visibility radius.
  • Restructured the loading of ObjectBlueprints.xml, solving many inheritance problems, most notably with Load=”Merge” from mods.
  • Deprecated the GameManager.Instance.ViewData interface.
  • UI Views are now defined with the [XRL.UI.UIView] attribute on a class.
  • Increased the warning level output for the mod compiler, allowing modders to see previously hidden compiler warnings.
  • Updated the Modding Utilities link to the modding wiki:
  • The Blueprint Browser now shows all properties on blueprints, in XML.
  • You can now select and copy in the Blueprint Browser.
  • Exposed a method to add a Wish handler. See
  • Added a “beguile” wish that forces the target into your party.
  • Med names may now be extended by applying the [MedNamesExtension] attribute and implementing the IMedNamesExtension { int Priority(); void OnInitializeMedNames( List<string> medNames ); } interface.
  • Added a wish, “clearstatshifts”, to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you’ll have to re-equip those items or re-up the effects.
  • Added a new wish, “reveal settlements”, that reveals all dynamically generated settlements on the world map.
  • Added a new wish, “factionencounter:<faction>”, that generates a special faction encounter in your current zone. For example, wishing for “factionencounter:Templar” generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: “factionencounter:<faction>:<tier>” and “factionencounter:<faction>:<tier>:<level>”.
  • Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See
  • Added a new debug option: “Show debug text for stat shifts”.
  • Added a new wish, “showstatshifts”, that displays a list of items and effects shifting your stats.
  • Added a new wish: “bits” adds 20 of each type of bit to your bit locker. “bits:100” adds 100 of each bit.
  • The ConversationScript part now supports a Color field that’s used to specify a color or shader to be applied to the creature’s conversation text.
  • Self-closing <mutation ></mutation> tags in the XML no longer skip the next mutation when they’re loaded.
  • The new blueprints loader no longer crashes when given an <intproperty> with no Value (it assumes 0 instead).
  • Made wish string matching more accurate.
  • The “Do you really want to die?” promp no longer accepts space or enter as input.
  • An object can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
  • Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
  • Normalized the parameter name for number of penetrations to “Penetrations” across several combat messages.
  • Negative/debuff effects for purposes of Shank and Domination are now designated by an [IsNegativeEffect] attribute on the effect class or an override of the method IsDebuff() for dynamic determination.
  • Fixed a bug that caused GlobalConfig.json to be unmoddable.
  • Fixed a bug that caused the JoppaWorldBuilderExtension and WorldBuilderExtension attributes to be ignored.
  • Fixed a bug that caused modded versions of Options.xml to fail to be initialized.
Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations. Decide: is it a dying earth, or is it on the verge of rebirth? 


  • Assemble your character from over 70 mutations and defects and 24 castes and kits—outfit yourself with wings, two heads, quills, four arms, flaming hands, or the power to clone yourself—it’s all the character diversity you could want.
  • Explore procedurally-generated regions with some familiar locations—each world is nearly 1 million maps large.
  • Dig through everything—don’t like the wall blocking your way? Dig through it with a pickaxe, or eat through it with your corrosive gas mutation, or melt it to lava. Yes, every wall has a melting point.
  • Hack the limbs off monsters—every monster and NPC is as fully simulated as the player. That means they have levels, skills, equipment, faction allegiances, and body parts. So if you have a mutation that lets you, say, psionically dominate a spider, you can traipse through the world as a spider, laying webs and eating things.
  • Pursue allegiances with over 60 factions—apes, crabs, robots, and highly entropic beings—just to name a few.
  • Follow the plot to Barathrum the Old, a sentient cave bear who leads a sect of tinkers intent on restoring technological splendor to Qud.
  • Learn the lore—there’s a story in every nook, from legendary items with storied pasts to in-game history books written by plant historians.
  • Die—Caves of Qud is brutally difficult and deaths are permanent. Don’t worry, though—you can always roll a new character.

More informationSteam / Developer / GOG