
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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% | — | 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 951 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's definitely worth a try, but I am a bit mixed on it. The game is at its best when you're exploring. Trying out new builds. Learning about the creatures and the history. However, if you're not prepared you will simply die. Sometimes you get a chance to run. Sometimes you just die in 1 round. And that means grinding all the way back on a new character. I'm aware this is a normal feature of roguelikes. But what it means is that unless you're very patient and willing to slowly discover all these death traps through an endless meat grinder of new characters, chances are you'll start checking the wiki for best builds and prep for quests. And once you do that, the sense of wonder and exploration is significantly dampened. I'm not sure if there's anything that can be done about this. It might just be the nature of the genre. Maybe other people aren't bothered by it, but it was definitely a detractor for me. Lots of other cool stuff to the game, though. Very cool setting. A lot of neat emergent narratives and gameplay. And a lot of really detailed systems that encourage experimentation. I don't know of many other games that let you do the things you can do in Caves of Qud.
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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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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 955 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
- 물 - 궁극의 용매이자 갈증을 녹이고, 소금의 결속을 녹이며, 대지에 스며든 죄악마저 희석시킨다. 우리는 물을 마시며 영원히 이 가혹한 세계에 빚을 진다. - 안경 - 유리 두 알이 철사 테 안에 자리 잡고 세상의 윤곽을 날카롭게 다듬는다 - 접이식 의자 - 물리적인 공간을 접어버리는 기하학적 기적을 행하며, 펼치는 순간 앉은 이의 체중을 '완벽한 허무의 허공' 위로 띄워 올린다 -공책- 얇게 저며진 나무의 시체들을 실과 풀로 엮어 만든 하얀 무덤. 아직 어떤 잉크의 흉터도 새겨지지 않은 이 백지들은, 누군가의 헛된 망상이나 의미 없는 죽음의 기록이 자신을 더럽혀주기를 서늘하고 조용하게 기다리고 있다 이런식으로 사물 하나하나 표현력이 매우좋음
Qud can feel sort of inscrutable and complicated, and yet I find myself coming back because I find it fun to learn how it all works and make it become easy. Apart from the mechanics, I am a tremendous fan of the visual and audio design; the music is gorgeous and engrossing, and I love little effects like your character appearing to leap above the 'game board' like a chess piece when they use their Jump skill. It looks like ascii-based games like Dwarf Fortress, but they subvert it in cute little ways like that.
Came from SsethTzeentach's channel, stayed because the undiagnosed autism in me sings when I play it.
Such a unique game full of charm. I find the "Dead Earth" setting evocative, even with retro graphics. The music is great, and the visual effects of everything from water and fire to the reality-bending powers provide plenty of interesting sights among the pixelated characters and environments (for instance, there's a slow-time ability that creates a bubble around you that visually warps the pixels behind it, creating a very trippy effect). This game has some cool-looking stuff if you can get past the pixel graphics. As far as gameplay, it is an absolutely brutal Roguelike. It will let you do things that you think should be game-breaking and OP, but then you die to a mutant deer or a poisonous plant in a dungeon, ending your run unceremoniously. I once played a 4-armed centaur that could shoot fire balls from his mouth, and wielded 4 melee weapons at once. I shot an angry baboon with the fireball, igniting him, then rushed in to finish with my 4 weapons. I died in 2 massive bursts of damage as soon as i reached him. "Did the baboon Crit me twice?". No, while rushing the baboon down, i ran through a puddle of water which soaked me. When i reached the flaming baboon (from my fireball), his fur was burning so hot that it turned the moisture on my clothing into steam and i died from 2 massive hits of STEAM DAMAGE. The baboon never touched me. This game does not care if you succeed, but it will let you try some of the most bonkers solutions and builds that are unlike anything i've seen in other Roguelikes. This is truly the most unique and challenging Roguelike i've played, and an absolute must-try if you are a fan of the genre.
Great visuals, and I am often a fan of settings like these. So I really wanted this game to be good. Unfortunately the gameplay is pretty tedious, and I never felt engaged with Caves of Qud. I think I came into it with rose-colored glasses, and it took me a while to admit that the game isn't very fun. There's certain tasks you need to do every run, which aren't engaging to repeat. For example, having to go around to all the merchants at the Six Day Stilt every run. So boring. It's not very enticing to start a new game where there's paperwork you have to do every time. The main quest isn't engaging either -- might have been better to not have a main quest. I would have liked to be able to explore more, and set my own goals. The community has some weirdness about it, and there's some related sociopolitical messaging in-game. It takes me out of the game world and asks me to immerse myself in contemporary, real-world social issues, which is not what I want to do while gaming. I won't go into details, as you can read about it online and judge for yourself.
伝統的ローグライクと呼ばれるゲームが好きな人ならハマるのかなと思った。その限られた界隈では素晴らしい評価となる作品なのかもしれないが、どうもその評価だけ外に一人歩きしすぎて過剰に持ち上げられているのでないか。 遊び始めの印象はかなり良かった。他の伝統的ローグライクとされるゲームで抱いた悪い印象や不便な点をできるだけ払拭して現代的なゲームに仕上げつつも、ローグライクとしての要素が生きていると感じたからだ。 ただそれも最初のうちだけで、だんだんとアイテム管理の異様な不便さと、何をするにしてもwikiで調べないと話にならないことばかりになった。システムの理解のためにプレイヤーが行う必要な努力とは別の忍耐ばかり要求されるように感じた。ゲームそのものの作りこみはすさまじいものがあっても、それを操作するUIなどがあまりにお粗末でないか?と感じる。 よって、このゲームが楽しめるかどうかは、アイテム管理が不便すぎるのを許容できるかどうかがまず第一の壁。その上で常にwikiを片手に進めるのが好きなら楽しめる可能性があると思う。ゲーム内の情報だけでは判断できない内容が多すぎで、何をするにしてもwikiありきでやらないと無駄に時間だけかかることの繰り返しになるからだ。 おススメするかしないかはかなり迷ったが、楽しんだ以上に許容できない点からくる不満が大きかったのでおススメしないを選んだ。このゲームの主要なレビューはここまでとする。以下は自分が感じた悪い点の具体的な羅列なので、興味がある人だけどうぞ。そういうのを読むのが嫌な人はここまでにしましょう。 --- 以下はこのゲームで自分がどうしてもダメと思った点 ・悲惨なアイテムインベントリ ローグライク系によくある膨大なアイテムはこのゲームでも踏襲されている。そこが奥深さや作りこみのすごさといわれる所以なのだろうが、増え続けるアイテムを整理し管理するにはインベントリが貧弱すぎる。 このゲームはアイテムの並べ替えが「アルファベット順」と「カテゴリー順(鎧や武器ごとにまとめる)」しかない。 「重さ順」も「最近入手した順」もないのに軽く数十を超えるアイテムが常にインベントリの中にあるので、不要なアイテムを探し出して「売る」や「捨てる」作業がとにかく面倒くさい。さっき拾ったアイテムはどこにあるのかと探し出す作業が常について回る。自分がこのゲームで一番嫌になった要素である。検索絞り込みはできるので、直近、拾ったアイテムや必要なアイテムの名前を全部覚えていれば大変便利です。 ・不足だらけのアイテムの説明 最初のうちはアイテムの説明もしっかりしてると思っていたが、だんだんとロクな説明がないアイテムが増えていく。 使ったらエフェクトが出るので何か効果があることは分かるが効果は分からない→wikiで調べろ 電池が数種類あるが違いが分からない→wikiで調べろ 松明などの光源も数種類あるが実は光の届く範囲が違う。ゲーム内で光の大きさは記載されていない→自分で検証してメモを取るか、wikiで調べろ こんなのはまだかわいいほうで、wikiを見ないと分からないものがすごい勢いで増えていく。 ・必要な時に必要なアイテムの情報が見られない謎UI アイテムインベントリでアイテムを選択してAltキーを押すとアイテムの説明が表示される。 食材だと「料理に使うとHPに関する効果が付与される」など料理スキルを使用した場合に発生する効果が説明される。 で、実際に料理をしようとすると画面に使える食材一覧が並ぶのだけど、この画面ではなぜかAltキーが機能しない。 「HPに関する効果はどれだったか?」と忘れた場合、この一覧から効果を確認する方法は(多分)ない。 そのためどうしても食材の効果を確認したい場合は、 わざわざ料理画面をキャンセル→アイテムインベントリを開きなおす→食材一つ一つを見て効果を確認する→必要な食材を見つけたらインベントリを閉じる→再度料理画面を開きなおす→料理画面の一覧から必要なアイテムを探し出す というわずらわしい作業をする必要がある。面倒ならwikiで調べろ また、クエストクリア時に3つのアイテムのうち一つを報酬としてもらえる、というのがある。 そこに並ぶのは知らない名前のアイテムが3つ。効果どころか消耗品アイテムなのか装備なのかも分からない。この画面でも当然Altキーは使えないので、この時点でアイテムの詳細をゲーム内で知ることはおそらく不可能である。訳の分からない名前3つからアイテムの効果を想像して選ぶのが報酬とは何かのいやがらせか?嫌ならwikiで調べろ。 作りこみのすごさが讃えられるのに、なぜこういう基本的な部分が不便なままなのか自分には理解に苦しむ。なんとmodを導入すればアイテムを重量順に並べ替えできるのです!実に奥深い。 ・ランダム生成について 一部のクエストや町、廃墟などがランダムで生成されるが、探索する楽しさがない。 いつもと同じ雑魚を蹴散らして、あまりおいしくないアイテムを拾うだけなので、オート探索に任せるだけになってしまった。廃墟と言っても歩いてわくわくせず、グネグネした変な形のバリエーションにしか感じない。 ・中盤以降クエストの説明がひどくあいまいになってくる どこに行けばいいのかや何をしたらいいのかが分かりにくいものが増えてくる。ストーリーはそれなりに面白く、次の目的地に進めるとワクワクしても、自力で探すと何が正解かも分からず数時間さまようことが起きる。いやならwikiで調べろ。wikiで調べてもよくわからなかったものもある ・派閥システムの難点 派閥ごとにプレイヤーへの評価値があり、それによって敵対したり中立的だったりと変わるシステムは面白い。で、今、目の前にいる敵がやっかいなので派閥評価を変えて戦闘回避できないかなと思う時がある。 ところが、その敵が所属する派閥を示す情報は一部のキャラを除いてゲーム内にはない。信じられないことにない。敵の姿で判断できるケースは多いし、敵対している時点で評価値の低い派閥から推定すればいいが、確か60を超える派閥がある。時間をかけてもゲーム内だとせいぜい推測どまりにしかならず、wikiで調べろという話になる。不便でしかない。 何かこういう能動的なアクションを起こそうとするたびに、結局wikiで調べないと使えないという要素があまりに多く、wikiを使わないでいると無駄に長い時間ばかりかかるという点が多いのが耐えられなかった。 ・飲料水が通貨の役割を果たす世界観への疑問 このアイデアは面白いし、世界観の肉付けとしても素晴らしいと思う。一方で、遊べば遊ぶほどこのアイデアはゲームとしての面白さに落とし込むのがうまくできなかったのでないかと感じている。 このアイデアは世界観をより深くする以上に、重量制限や買い物に煩わしさを加えただけに感じる機会ばかり増えていった。 まず、ゲームの仕組みを理解すれば、対価さえあればいくらでも湧いて出る飲料水になるので希少性を感じない。単に通貨の単位が1ゴールドから1水になっただけでないのか。水が貴重品にとどめておけばよかったものの、通貨としての役割を与えたことがうまく扱えてない気がする。 貴重なはずの飲料水は、ゲーム内では重さの割に価値の低いものになっている。増え続けるアイテム処理の中で重量のある水はやっかいである。そのため、途中からは飲料として必要な分以外は、できるだけ水より軽くて換金性のある荷物を検討することがこのゲームで主要な課題の一つになっていて、結局他のゲームにある飲料水とあまり変わらないんじゃという気もしてくる。
Played 5 Hours as of writing this but I can tell this game is special. The character customization is crazy! Since no one is gonna see this review, I can say I LOVE COQ!!! And I also love Caves of Qud!
In 24 years of gaming across every genre there is, this game is in my top 3 of all time. I've never played something that obviously had so much connection and passion put into it. Never played something that had such a vibe and gravity about it. The depth of so many different systems to play with is unbelievable, I promise you that you don't what replayability is until you've played Caves of Qud. The last game I played with a soundtrack this perfect was Final Fantasy. When I started playing Qud pre-1.0, I had to drop a college course and almost lost my funding because the game is that good. I'd start playing at like 9am and sit all day and most of the night. The atmosphere of this game is truly indescribable, you have to play it to find out. Closest thing I can compare the atmosphere to is Morrowind-esque (another one of my all time faves) but it's still completely different and so much more than that. I give this game an 11/10, 100% the game I come back to non-stop and never really stop playing
Short version? You have a choice: you can play it like Skyrim, as I do (I don't have the willpower for the other option... yet...) OR... You can play it, like Rogue, the game that defined the genre of Roguelike, where death ends each run. Long version? the game is both simple and complex. You're given a lot of tools and options which you'll gain access to via character creation options, shops, drops, level ups, quests, and reputation point purchases. and that's just scratching the surface, each run has procedurally generated maps, items, certain mechanics, among others, to add a little bit of flavor for successive runs. This game is truly a testament to the power of imagination and building on a strong, foundational legacy. genuinely, kudos to the devs for putting together such a rad 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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