
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.11/day in the week to Aug 4 → 5.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Caves of Qud is a Hugo Award-winning science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit a living, breathing world and chisel through layers of thousand-year-old civilizations. Decide: is it a dying earth, or is it on the verge of rebirth?

Do anything and everything. Caves of Qud is a deeply simulated, biologically diverse, richly cultured world.
DEEP PHYSICAL SIMULATION — 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.
FULLY SIMULATED CREATURES — 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.
DYNAMIC FACTION SYSTEM — Pursue allegiances with over 70 factions: apes, crabs, trees, robots, and highly entropic beings, just to name a few.
RICHLY DETAILED SCIENCE FANTASY SETTING — Over fifteen years of worldbuilding have led to a rich, weird, labyrinthine, one-of-a-kind storyworld, layered on top of the simulation, all for you to explore. Live and drink, friend.
TACTICAL GAMEPLAY — Turn-based, sandbox exploration and combat offers as many solutions as you and your mutations, implants, artifacts, and skills are creative enough to invent.
RPG ELEMENTS — Quests, NPCs, villages, historic sites; some dynamic and some handwritten, interwoven to produce a transportative RPG experience.
ATMOSPHERIC ORIGINAL SOUNDTRACK — Over two hours of otherworldly music to delve to.

Caves of Qud has one of the most expressive character creators of all time.
Play the role of a mutant indigenous to the salt-spangled dunes and jungles of Qud, or play a true kin descendant from one of the few remaining eco-domes — the toxic arboreta of Ekuemekiyye, the ice-sheathed arcology of Ibul, or the crustal mortars of Yawningmoon.
Build your character out of:
Over 70 mutations — outfit yourself with wings, two heads, four arms, flaming hands, teleportation, the power to clone yourself…
Dozens of cybernetic implants (and more to find as treasure) — night vision, translucent skin, carbide fists, spring-loaded ankle tendons…
24 castes and kits from across the social order of Qud and beyond Moghra’yi, the Great Salt Desert
Too overwhelmed to build a character from scratch? Choose one of 9 preset characters and start your adventure right away. Then return to character creation when you are ready.

Play one of four modes:
CLASSIC — Like other traditional roguelikes, this mode has permadeath, meaning you lose your character when you die. Extremely challenging even for experts.
ROLEPLAY — Play it like an RPG. Save your progress at checkpoints located in settlements.
WANDER — Focus on exploration. Most creatures will not attack you, you don’t gain experience by killing, but you DO gain experience by discovering new locations and treating with legendary creatures.
DAILY — One chance with a fixed character and world seed. How long will you survive?

After 9 years of continuous development and frequent updates, Caves of Qud has finally reached its 1.0 release! Here are some highlights of what's been added for 1.0:
The last leg of the main quest
The new, fully graphical UI
Hundreds of visual & sound effects
Lots of polish & stability

Caves of Qud is a project of epic proportions that's been in development for over fifteen years, since 2007. It began as the science fantasy roguelike dream of co-creators Jason Grinblat and Brian Bucklew, who released the first beta in 2010. Since then, it's accrued a few more contributors who have enriched the project by helping to add visual effects, sound effects, an original soundtrack, a new UI, new game systems, new lore, and half a world of content. Caves of Qud has grown into a wild garden of emergent narrative, where a handwritten story weaves a path through rich physical, social, and historical simulations. The result is a hybrid handcrafted and procedurally-generated world that's alive in a way few games are.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 12.7Kreviews | 95% | — | $12.1M |
| $23.99−20% | 297ratings | 80% | #259 | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 956 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
aughhh aaaaaaahhhhhhhh huhhh uhggggg oiiih oi oi yhh yggghhhhh grughhh
Very few games come close to the depth Caves of Qud offers, and often times they lack QoL features and an appealing aesthetic. Couple that with a weirdly evocative soundtrack and you'll see 100 hours will go by like a breeze One of the best in the genre
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $29.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 960 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I honestly do not understand the overwhelming praise for Caves of Qud. I went in expecting something strange, deep, and memorable. What I got was a game that felt awkward, ugly, and almost intentionally unpleasant to look at. The visual style is the biggest problem for me. I understand retro aesthetics. I understand minimalist design. I understand that not every game needs modern graphics. But Caves of Qud feels like it is deliberately trying to look worse than it needs to. The glitches, harsh colors, and strange presentation do not feel charming. They feel like someone took an old ASCII roguelike, halfway modernized it, then decided the remaining visual mess was “style.” It reminds me of classic games like Rogue, NetHack, or ADOM, but without the same clarity or charm. Those games looked the way they did because of the limitations of their time. Caves of Qud feels like it is imitating those limitations on purpose, then asking the player to admire the ugliness as part of the experience. At times, it looks like something that could have been slapped together in BASIC on a TRS-80, minus the puke-green monochrome screen. I know some players love this kind of hostile, old-school design. I can respect a game that wants to be complex, strange, and unforgiving. But for me, the presentation was so off-putting that it got in the way of everything else. Instead of feeling mysterious or immersive, it felt clunky, noisy, and needlessly unpleasant. Maybe there is a brilliant game buried under all of this, but I did not enjoy digging through the interface and visuals to find it. To me, Caves of Qud feels deliberately ugly, awkward for the sake of being awkward, and massively overrated.
사기전에는 이게 내 취향에 맞을까 며칠을 고민했는데 그런 시간이 아까웠을 정도였다 요즘 게임불감증이라도 온건지 무슨 게임을 해도 썩 재미가 없고 그랬는데 그걸 한번에 해소시킬정도로 정말 만족스러웠다
Throughout my time with this game i've often asked myself: How could I die this time? Will this kill me? Let's find out. It's trial and error mixed with excellent writing and wonderful lore. Get overpowered, explore, piece together history, factions, weapons, crafting, followers. It's truly a wonderful game with so much to be interested in. It's tense, it's enjoyable, it's masterful.
Totally worth it. Great mods, a story that will amaze you, and some of the best character writing I've experienced. If you're not one for any of that and are someone more interested in pure gameplay, the options for building your character are tremendous- no game will play exactly the same, to the extent that sometimes you'll be pulling your hair out when a sultan croc charges you outside your starting village and sometimes you'll be bumping into procedural villages ran by traders, granting you levels and (potentially) friendly contacts. The latter tends to make the former more bearable. Love it. Stoked for the upcoming expansions that the devs mentioned recently, too.
I didn't really know what to expect, but did not expect an interdimensional palm tree to clobber me against 4 walls and breaking every bone in my body resulting in my death.
Terrible optimization, awful lagging.
Lil bit too dyslexic for this game unfortunately...
This might be THE GAME
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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