Caves of Qud, a roguelike game 17 years in the making, is now "complete"

Alfonso Maruccia

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Play, Die, Mutate: A two-man team worked for an ungodly amount of time on a "simple" roguelike game, but now they are nearly done and celebrating their first major release. Caves of Qud is one of those punishingly hard games in which you can fully immerse yourself, with permadeath looming as a constant threat to spoil the fun.

Caves of Qud takes inspiration from Dwarf Fortress and other lore-rich worlds, blending core quest-based gameplay mechanics with procedurally generated content. Freehold Games, which includes Brian Bucklew, Jason Grinblat, and other contributors, worked on the game for 17 years. Now, they have announced that release 1.0 is ready to launch on new and old PCs – stretching all the way back to the Windows 7 era.

Caves of Qud (CoQ) is a science fantasy roguelike epic experience dealing with retrofuturism, deep simulation, and swathes of sentient plants, as stated on the game's official Steam page. The game has an "Overwhelmingly Positive" rating with 95% of positive reviews. The exotic, far future world depicted in CoQ contains thousand-year-old civilizations, while the player can assemble their character from over 70 "mutations" and defects.

There is a digging feature that provides a way to overcome every obstacle, going through walls with a pickaxe, a corrosive gas mutation, a lava-melting ability, and more. Monster limbs can be "hacked" thanks to every NPC being a fully simulated character as the player's, so you could "psionically dominate" a spider, go through the world as a spider, lay webs and eat prey.

Caves of Qud is brutally difficult and deaths are permanent, the developers warn, but players can always roll a new character if they want. CoQ 1.0 introduces some significant improvements to the game, including the conclusion of the main quest, multiple endings, new music and sound effects, a more polished UI.

There's even a Dromad Deluxe Edition with additional contents and future DLCs, though I will never understand why people insist on pay more money to get "exclusive" stuff for a digital-only game. And no, my two Elden Ring Collector's Editions absolutely don't count here.

To ease new players into the game, the developers collaborated with SBPlaysGames to create a beginner-friendly tutorial.

This ensures that first-time players won't feel as lost as if they were trying to play Ultima I on a 2024 PC Booter machine. Now that CoQ 1.0 is complete, Freehold Games plans to take a well-deserved break before resuming development with new story arcs. The team has yet to decide whether these arcs will be released as free updates or paid DLC.

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And to think that FPS games were crazy.

It's like it was made by Amish people, if they had a computer.
 
I'll start by saying that this isn't my type of game but I do wish them luck. I can respect anyone for continuing with a project all the way to it's final completion but I have no idea how you manage to keep a partnership working for 17 years on a project like this, you'd think their wives would of called a stop at some point.

It does take a silly amount of time to produce "new" games as opposed to using a game engines to build derivative games. I know because my hobby is writing new, but old style, arcade games and it takes me a couple of years to go from concept to the final game. The issue I found was having a wide enough skill base to do everything needed. I found designing and producing the games doable but I just found the technical aspects of putting them onto Steam was just beyond me. Hey ho, I guess the world can live without a few more arcade games.

What really amazes me though is how AAA game producers with teams of 100's of developers, artists, level designers, marketing people etc can spend years on projects yet manage to produce such dull games. Maybe it's because they spend so long developing them that, what started out as a fresh idea, is just derivative by the time they've produced it. Maybe it's because they feel they can't take risks if they're investing that amount of money. I guess it's like the film industry where you might want to create a new Casablanca but end up with Mission Impossible 7 or Fast and Furious 11.
 
What really amazes me though is how AAA game producers with teams of 100's of developers, artists, level designers, marketing people etc can spend years on projects yet manage to produce such dull games.
My theory is that they become more profit focus and less on making good games. Basically there is no joy in making the games, it is just another task to appease the stock holders.
 
It looks really cool due to number of option and complexity. As for graphic style, I still think the Dwarf Fortress is a best game around no matter how does it looks like.
 
This is a very fun game. If you enjoy games like ADOM, Rogue, or similar, you will enjoy this. I have about 50+ hours on it in Steam. Immersive world-building and also the music / sound is good. Clearly a labor of love.
 
It's the procedurally generating part of the story that interests me the most...
I'd love to have a game like Fallout 4, Skyrim or even Starfield that each time I start a new game it generates a whole new experience...
OK, maybe thats tooooo difficult with a main story questline, but what if the story was the same but the locations and monsters were different every time you played?
The replayabilty factor for the game would go through the roof and generate enormous amounts of sales based on that feature alone...
he he I suppose we could forget about procedurally generated content for an MMO then...
 
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