
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 |
| $23.99−20% | 297ratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 951 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the best games of a generation. The writing should be celebrated in English lit classes. Extremely Jewish (very positive); the only game I know of featuring a golem written by someone who actually understands kabbalah. Don't ever trust a madpole. Live and drink.
Pay 40$ for a game. Start the game. Looks like an atari 2600 game. No tutorial, no explamation, just incomprehensible graphics. This is 2026. I don't understand the positive reviews.
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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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
Tried really hard to like it. I expected it to be a modern take on the text based rpg, it’s not. it’s just a text based rpg in 2024 with all the problems of the 50 year old innovators of the genre that I guess I’m just not cut out for. there’s plenty of content but none of it’s very compelling, £25 quid is extremely unreasonable, there are better games for free. at the time I bought this it had overwhelmingly positive, left a review because in my opinion it doesn't deserve that. 3/10
This is one of those games that is getting a reputation for being "hard". Inconsistent experiences such as extreme difficulty spikes starting as soon as the starting village missions is not the game being "hard", it is the game being poorly designed and balanced. Designing the efficiencies of navigating your UI exclusively around a full keyboard layout is not the game being "hard", it is the game being poorly designed and implemented. Getting one shot by something you couldn't see in location near the starting village is not the game being "hard", it is the game being poorly designed, poorly balanced and having no respect for you or your time and reasonable expectations several decades into this whole making games thing. There is a lot of delightful stuff in this game. In my earliest runs, the wild difficulty spikes or unexpected craziness of other forms was part of the fun. You're in your most generous state then. But as you go along, trends emerge, you refine what you're trying to do(and importantly: WHAT THE GAME LETS YOU DO), and certain things become less and less palatable. There is clearly a lot of thought and passion put into this, but we could expect more from a game being released in 2026 that had a NORMAL development lifecycle, nevermind this game's reality of having something like 15 years of work put into it. I'm going to keep playing. But increasingly, I am having some really low moments that make me question what the hell I'm doing here.
TL/DR Great and ambitious game, but it feels very time-consuming and exhausting. I felt as if I was giving more than what I was being given. Difficult to deal with for someone with a strong FOMO (fear of missing out) First of, this is a complex and amazing game for what it tries to do. Overall lore is fun to uncover, conversations are interesting, exploration of the world map feels great to me. Where I get confused, is just how time-consuming it is to learn and keep track of subtle mechanics and systems and lore and such. There is so much information constantly and it feels exhausting to figure out what is important and what isn't, because my god there is so much trivial information. Dying often teaches you barely anything as so much is based on randomness. I do like having some control in my games, but this one I felt that most of what I was doing/planning was attempting to prevent random bad situations from happening rather than curiously exploring and building a character. There's a bunch of combat options and actions you can do, but really they are mostly lackluster when you consider the effort and planning required and how you might just get utterly destroyed. I have one run that is going well, and I just kind of gave up from being tired and knowing it will end badly no matter what I do because of things I haven't seen/learned yet. I was playing a build I don't really like, but it worked well and let me advance. Classic mode (permadeath) seems the be the intended mode, but there's a lot of design decisions that I don't understand for a permadeath game. Roleplay is great though. It might seem as if I'm making this game harder to enjoy due to my own choices, but when given too many modes and information I simply get overwhelmed as I'm trying to understand intended experience and figure out everything. It's my FOMO talking even in games. If you have time and are willing to delve into a new world and probably get annihilated for a while, then by all means play this. If you're kind of a completionist and explorer, you might want to go with the Roleplay mode.
Eu morri pq eu bati contra uma parede, porem eu não morri por conta do impacto, e sim pq a parede me bateu de volta, e ela era mais forte, mais rápida, inteligente, e de alguma forma atirava lazer pelos olhos (ela não tem olhos) 10/10
Was incredibly fun to play at first. Compelling setting and excellent early game this has the bones of something that can be truly great. My biggest issue is that the late game breaks down and is a far cry from how fun and appealing the early game is. It gets to a point where you really are just auto attacking everything permeated by long bouts of gigantic inventory management and vendor cloning which are almost a requirement for decent endgame gear if you value your time at all and in the late game it feels like the only things that can even hurt you are enemies with permanent stat drains or enemies either designed or procedurally generated to be absurdly difficult and everything else is a complete pushover with little middle ground. In addition, the discourse and politics surrounding this game even if I can agree with or at least respect the idea of much of the premises of it is built on, it has undeniably has gotten out of hand and wildly toxic to a shocking extent. If you are looking for a game that scratches the same itch, Tales of Maj'Eyal does a much better job in my opinion with a much nicer community.
【祝】Switch版発売日決定ということで初レビュー 少し前にようやくクリアしました。 エンディングで感動というかショック状態になったゲームは本当に久しぶりです。 またそのうちやると思う。 次はペット導入しようかな。 英語の敷居は高いけど、勉強するつもりで単語帳を作ってやっていましたが、当然100%理解出来ていないと思う。 でもそうやってなんとか理解しようとする行為自体が、没入感を深めたと思います。 個人的にはマウスよりキーボード推奨です。 このゲームのためにテンキーも購入したほどです。 好きなようにキーマッピング出来たので快適プレイでした。 何かしらのエフェクトやサウンドが特徴的で心地よく、 この雰囲気は唯一無二だと思うので、 是非とも味わってみて欲しいです。
Слишком много текста без русского неиграбельно.
Tried it on the SteamDeck and controls are abysmal. They could have made the controls more tedious but I don't see how. That alone put me off on it. I'm sure it's got great depth/story/lore/flexibility, but the controls are so terrible I have no desire to fight the interface to find out.
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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