
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
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。
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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 955 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
Definitely not for everyone. Other than that, it's probably the best game ever made. But, this game demands your time. You don't have an opinion of the game with just a few hours of playing, I don't yet have an opinion of the game. I could easily recommend this game, if you're already interested in similar sandbox roguelike RPGs. Well, I would recommend it regardless. For what is Caves of Qud, you must find out yourself. Live and drink. -Esko
[b]Terrific game, terrible community[/b] Let me start this negative review, ironically, by saying that Caves of Qud is one of the best games I have ever played. My playtime on Steam should be a solid indication of this. It is, however, likely less than half of my total playtime. I own a copy of this game on Good Old Games as well. Yes, I have bought the game twice. It did not bother me one bit to support independent developers responsible for such a great project with my money. At the time of writing this review, however, I regret paying for it even once. Caves of Qud is nothing short of a masterclass in object-oriented game programming. It’s a sandbox in the proper sense of the term: a collection of overlapping, interwoven systems and mechanics out of which can spring a near-infinite assortment of obstacles, surmountable by an equally near-infinite assortment of solutions. The game doesn’t pull any punches, but expects you to approach it with quite the same energy. It can definitely be beaten by “following the rules,” so to speak, but the main draw is finding ways to break them. After losing a dozen characters to rabid raccoons and carnivorous chrysanthemums, you’ll definitely feel like a champ when you figure out a way to whack a genocidal cyborg labelled IMPOSSIBLE in bold red letters. The game is a work of art. And it’s a lot of fun. And although there are some more “technical” flaws with it, they pale in the comparison of all it does well. The slight tedium that may materialize after 600 hours playing this game is not my main gripe. It must be understood that Caves of Qud exists as a part of a broader context. And unfortunately, it does not look good. I would typically not consider the surrounding community when deliberating on a single-player game. In most cases, the community has no bearing on the single-player experience. That being said, I consider Caves of Qud to be an exception for several reasons. First, the open-ended nature of the game combined with the interplay of the ever-present whimsical simulation and procedural generation systems lead to a great deal of quirkiness and unintended hilarity (the Legendary wet Anus springs to mind). This is something that the developers themselves use as a selling point for the game. And rightfully so. The notion of sharing interesting procedural finds online, effectively transforming a solitary, single-player experience into a social one, is not a fringe idea. It is at the heart of wildly popular projects such as Spore or No Man’s Sky and to a lesser extent Minecraft and Borderlands, some of the best selling games and franchises of all time. Secondly, the developers are themselves active members of the community and are on the record talking about the value it has, both in a commercial and cultural sense. So far, so good. But it doesn’t end there. Whoever finds themselves inclined to connect with other players will inevitably rub shoulders with some of the most narrow-minded, austere and bitter wingnuts that can be encountered in a gaming space. Expect to be banned from communities without warning, regardless of your contribution, for failing in your reverent observation of whatever religious dogma is currently held by the moderation team. Many spaces associated with the fandom pride themselves in being inclusive, respectful of people’s lived experiences and committed to nurturing communal bonds, however, nothing could be further from the truth. Slight deviations from the enforced culture or worldview are met with excessive discipline, ridicule or slander. What is particularly jarring is that even contributions (and contributors) that appear to be positively recognized by a wider element in the community receive the same treatment. Considering that the developers overtly and actively embrace and promote such behavior, it has become impossible for me to extract Caves of Qud from the social context it finds itself in. The attitude of the community seriously undermines what could be a major point of appeal and cannot be left unaddressed in any serious review, regardless of how good the game is. For a player like me, someone compelled by the creative and social potential, it jeopardizes my capacity to appreciate the project despite the fact that, by all (other) means, it is definitely worth appreciating. -Jerry Smith
I was disguised as a beetle, skulking through Bethesda Susa. I melted a rocket turret with laser dualies, moments before a two-headed slime came around a corner and electrocuted the puddle I was standing in, killing me instantly. I'm incredibly depressed. 10/10 game.
The game takes some getting used to at first. I had an on-off relationship with it for almost a year until one day I realized what the game wanted from me. What followed were 1.5 weeks with >60 hours of gameplay that had me glued to my chair, literally. I would get up, sit down at the computer, realize in the afternoon that I had forgotten to eat, cook something quick, and continue playing until I went to sleep. Exploring the world, losing myself in epic battles and underground exploration, burning enemies with plasma, or accidentally turning myself into an industrial machine – these are the things that made this game almost irresistible to me. Some things in the world are procedurally generated, but you can tell that the developers have put a lot of thought into the scripted elements of it, offering a broad base of storytelling and content. Overall, the game was a positive surprise for me, and I'm glad I stumbled upon this recommendation. My recommendation for really getting into the game: activate debug mode and quick save. The roguelike experience was too deadly for me when I was getting to know the game with my first character, and this helped me get into the game better.
A slime fell in love with me. I'm not safe any more because interdimensional beings are hunting me. Cloned my self for a long term friend. Also found and decapitated my evil twin. Died to an instant decapitation by a pink crocodile. Would recommend.
Ачивки заставляют тебя сомневаться в своей сексуальной ориентации. Ну не могу же я не приласкать этот разумный дорожный знак с надписью "Jopa" и который явно в меня влюблен (после того как я разбил об него флакон жидкой любовью). Он так мне подмигивал... Да, это игра развивающая аутизм.
I love Caves of Qud and after putting time into a single Roleplay Mode file (3ish years) I finally beat the game and got my first ending! The world building and writing is top tier. Getting a full understanding of this worlds lore is truly a reward worth seeking, my friends. Sit down and accept the offer of a Water Ritual Bond. Enjoy unravelling the games inner meta and simulation to eventually break it. I also recommend the Rogue Like mode though that is the true challenge. A true survival game in a world that feels alive. I don't know what else to say but I feel like I could ramble on with how neat Caves of Qud is. Check it out for sure and of course, Live and Drink.
Got a ironshank, figured out I needed to swallow gel and asphalt(it's random and will be likely be different for you) to heal. The cure would have me burst into flames and I needed to take it for a few in game days. Then got a fungus infection on my arm, I couldn't find the right worm(also random) to eat for the cure so ended up cutting my own arm to regrow one with a tonic. I have been gaming for over 20 years and this is a breath of fresh air when you feel like you have seen everything. This game is so good once you get past the learning curve. You have a learning curve for early game, mid game and end game. If you feel like you plateau, time to read but it's so worth it. I'm at the point where I just read the wiki for fun. Every time that I think that I know the game, there is more WTF content appearing. The difficulty curve is somewhat inverted but you still have a few things that humble you once in a while when you think you can handle everything. There are difficulty spikes but gear spikes are even bigger so that you can stay very ahead of the curve. Few spoilers ahead about what my end game is. [spoiler] I'm currently a level 42 true kin that's farming polygel to boost my stats with a relic injector that I keep duplicating with polygel from vendors that I keep cloning. I also boost my natural armor with neutron flux from a legendary vendor that I keep cloning too. I drink brain brine as well to get mutations(temporal fugue on my first attempt, sooo lucky) to be even stronger. I also clone a book vendor as a fun past time to get XP with how infinite money is by the end game but I don't care much about level ups at this point. The relic injector is so much better(2 attributes points per injector). I slowly farm zetachrome gear to beef up. I feel like hunting the gods but getting OP is so addicting! I have also found a 1500 pound gun that I can't lift but I need to find it back to see if I can mod it to be light. I need to go back to the wiki. :D [/spoiler]
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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