
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
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 959 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fantastic and fun game
Extremely addicting
This is an amazing game. I could write multiple articles on why I find the game so fascinating, talk about how the minimalistc art style is not only beautiful but will also initiate your own imagination like otherwise only books will do, I could write about SO many unique and memorable experiences I made during playing the game for not even 200 hours (there will be many more in my life). I will however just copy one reddit thread I posted some years ago. In this post I talk about how the game visualizes the confusion effect the player might get from an enemy. (Basically the whole screen and almost every written word gets scrambled up, nothing makes sense any more visually. You can still do almost everything but you have to REMEMBER where you were and where e.g. your enemies where, which is very hard, so more likely you will just stumble around...) Here is the post that imo speaks of my love for the game itself: What I love most about the confusion mechanic though is the fact that not the world is confused but your mind is. When you try to breathe for a second, calm down, and try to remember where your enemy has just been, where that saving flight of stairs has been – you CAN attack it, you CAN reach it. But most likely you will frantically slash the air, and run into a wall a couple of times. One has to imagine this battle from the outside. It's hillarious, it's such a great initial of phantasy and role play, and I am fairly sure it can only work this way with a game that leaves a lot of the visualization to the imagination of the player. Yesterday I was searching around in the unterground beneath some historic site which was swarmed by not only goat folk but also disciples. I was having a pretty hard time because this is my first real classic run and my pulse was going hard. I nevertheless wanted to stress my luck, and went one strata deeper. When I came down the stairs I was instantly circled by 5 or 6 disciples, and for some reason I was pushed away from the stairs. I tried but couldn't make it up again, and in this scenario not only my character but also myself were really ♥♥♥♥♥♥♥ confused. I tried to find the stairs but while staggering around the room in cold sweat I couldn't attack the disciples which where slowly damaging me. There was one of them, I guess, that did a whole lot more damage then the others, must have been their leader. I was already severly injured and injected some salve into my arm which managed to save me for a second and let me regrow my hope to reach the stairs in time. That's when I felt a weird tingle in my limbs. I was being teleported and suddenly found myself in a much smaller room with all the disciples sourrounding me again. I did not understand how I got there or who teleported me but my hope was gone, I made peace with the idea of dying under the fanatic eyes and hands of the disturbed disciples. However I didn't want to give up and in the brief moments of a clear mind, I again shot up some salve and thought about a way to survive. While everything in front of me was spinning I rummaged around my bagpack, couldn't make anything of all the shiny objects but suddenly found something that looked... blue... It was heavy, I could hold it in my hand... It must have been a freeze grenade. In my unexperienced and amateur kind of mind, a freeze grenade was the perfect strategy to get out alive of this situation. I chaotically threw it in the direction I vaguely imagined my enemies to be and I froze 3 or 4 of the degenerated. This was the beginning of my big escape, and very slowly, tile by tile, with a brain in my head that operated like scramble eggs, I fought my way back to the stairs, back up. I barely survived this trip, which was a trip in every sense of the word. Note: I didn't know about yuckwheat at this time yesterday, and I also didn't use sphynx salt. I just read about these things on the wiki now lol. I will probably go about this situation differently the next time, but this is another thing about CoQ that I love. You can have tons of different ways to approach a situation. The best way will lilkely be described in the wiki but won't come to your mind on it's own. But trying out all the other ways under the imminent threat of dying is ♥♥♥♥♥♥♥ fun.
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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 963 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Live and drink, die and rot, do it over and over. Gain all the arms. Implant all the tech. 11/10 game.
God
i have no idea whats happening but man is it cool
good modern roguelike, surely could use slightly better UI
rogue meets dwarf fortress. Main quest is handcrafted but various pieces on the side are generated. Even story and lore are procedurally made but blends in so well it is not always obvious which is which. zany world with sentient plants, chairs.
自由度是很高,不过世界观塑造和剧情跟tome比还是差点意思,有硬凹的感觉,不过整体还是很好的
I laughed, I cried, I drank water.
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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