Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Codex Review RPG Codex Review: Caves of Qud

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,228
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Caves of Qud; Freehold Games

Caves of Qud is a roguelike by developer Freehold Games released earlier this month after 17 years of development. The Codex has never really been a roguelike-oriented community, but Qud nevertheless managed to become an anticipated title among the genre's fans on the forum throughout its years in beta and Early Access. Or at least it was until a a couple of, uh, events in recent years marred its reputation. Some however pay less attention to such things, among them esteemed member buffalo bill who decided to write an extensive review of the game. Like other roguelikes of its type, Caves of Qud is packed with interesting features, but what makes it stand out is its Gamma World-esque post-apocalyptic science fantasy setting. It sounds like a good entrypoint for genre newcomers. Here's an excerpt from the review:

Caves of Qud (‘CoQ’ henceforth) is an open-world roguelike RPG made by Freehold Games, and was released on December 5, 2024 after fifteen years of development. The only other release from this studio is a game called Sproggiwood from 2014, but Caves of Qud seems to have been their primary focus. As a roguelike in the traditional sense, this game features a top-down perspective, simultaneous turn-based action, deep mechanics, a great deal of player agency, procedural generation, and minimal graphics. I love traditional roguelikes like ADOM, and have been playing the EA version of CoQ for several years, so I have been looking forward to its full release for a long time.

The game styles itself as a “retro futurist fantasy”, and clearly is inspired by tabletop RPGs like Gamma World or certain GURPS settings. It is set in a long-in-the-future post-apocalyptic Earth. Unlike the desolate post-apocalyptic settings of Fallout or Dark Sun, which depict uninhabitable and barren landscapes, in CoQ the natural world is thriving, and intelligent and non-intelligent mutant creatures have evolved to fill the void left by a nearly-eradicated humanity.

You frequently come across remnants of the old world in the form of ancient high tech gadgets (“artifacts” until identified), robots, and computers. Sometimes the computers and robots are worshipped by NPCs, such as pygmies (“Naphtaali”) who are led through the jungles by their chrome idol, or the Mechanamists who throw artifacts in a well or worship a deep-underground computer. Mutated creatures are everywhere, and often have strange abilities. For instance, the twinning lamprey (or the more dangerous trining lamprey) come in pairs, and killing just one of the pair causes a new lamprey to materialize near its brethren.

Among the mutated creatures are familiar genre staples like giant bugs and lizards and hyenas and frogs and baboons, but also stranger beings like boulder giants (“Cragmensch”) who hurl pieces of themselves at you and sometimes bleed gemstones, barbarous and often psychic goatfolk, Dune-inspired cyclopean worms which roam the desert, plants and fungi of various levels of intelligence and mercantile interest (the “Consortium of Phyta” faction is a group of trade-obsessed plants), quilled albino cave bears, a tree of somewhat-hive-minded crystalline leaves, and so on. By my count, the number of broad types of NPCs is sixty, with each broad type typically composed of many specific creatures with unique stats and abilities and behaviors. For instance, just the insects have twenty three specific creatures.

The faction system allows the PC to befriend or make enemies with anyone in the game. Higher reputation leads to less aggressive behavior by the members of that faction, and lower reputation leads to more aggressive behavior. Factions have holy places which they will not let you into without violence if your reputation is too low. The PC can increase reputation by performing the “water ritual” with legendary creatures, which involves offering that creature your water (water also serves as this world's base currency, and must be consumed to stay alive). You can also offer secrets in exchange for a gain in reputation.

You can obtain secrets, or ask the legendary creature to join you, or learn psychic powers, or normal abilities, or food recipes, or crafting instructions, in exchange for loss of reputation. Some secrets (like the locations of certain legendary items or the “Cradles” of some of the ancient titanic agents of the apocalypse) are almost impossible to obtain without trading for that secret from a legendary creature of a relevant faction, and sometimes it is very hard to increase reputation with that faction (I’m thinking of trolls in particular, which have exactly three legendary creatures in the game). Killing a legendary creature costs reputation with its faction and factions who like that creature, but gains reputation with factions who hate that creature. Like nearly all of CoQ’s systems, this system is quite deep and unique.

The gameworld consists of a mix of handmade and procedurally generated locations. One issue I have with the game is the procedural map generation. Compared to some roguelikes like DoomRL or Infra Arcana, maps in CoQ sometimes feel a bit too random and relatively less interesting in layout. However, the procedural map generation is much better in plot-critical locations like Golgotha, which consists of a series of conveyor belts and different sorts of dangers as one descends, or Bethesda Susa, which has four floors that are always the same, and overall a unique feel in the gameworld compared to other dungeons. Most of the major cities are handcrafted rather than procedurally generated.​

Read the full article: RPG Codex Review: Caves of Qud
 

aratuk

Cipher
Joined
Dec 13, 2013
Messages
468
Thanks for the review, buffalo bill! Seems well-reasoned. I played CoQ several years ago, and intended to pick it up again when it was finished, so now I'll need to find time to do that. Agree with your stance that a limited amount of political moralizing is annoying, but not a dealbreaker when so much else is done well.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,647
The issue with the templars is taking a bunch of humans who are trying to survive in a mad world and demonizing them further and further each new update, to the point of making them look inbred at some point, even though it makes no sense (also, DRUMPF!) . Or banning any player asking about them because NAZI!! Or doxing and crying because of a certain YouTuber exposing them.
 
Last edited:

Lagi

Augur
Joined
Jul 19, 2015
Messages
867
Location
Desert
Didn't read all, too many spoilers. This game is excellent for the exploration of an interesting world.


Of course, as a 2D game, it looks better than e.g. Baldur’s Gate 3, Cyberpunk 2077,
:excellent:
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,067
Location
NZ
The issue with the templars is taking a bunch of humans who are trying to survive in a mad world and demonizing them further and further each new update, to the point of making them look inbred at some point, even though it makes no sense (also, DRUMPF!) . Or banning any player asking about them because NAZI!! Or doxing and crying because of a certain YouTuber exposing them.

Yeah the devs seemed fundamentally perturbed that players inherently sympathised with the human faction over the freakzoid (one suspects self-inserts considering the ridiculous amount of dialogue they get) furries and mutant plants you're meant to sympathise with. There's this weird underlying tone that the destruction of humanity to be replaced by mutants and furries is a good thing because humans were uptight authoritarians or something (so the only powerful human faction remaining are portrayed as cartoonish nazis because apparently you're a fascist if you disapprove of mankind being replaced by talking mushrooms and frogs). It's like a really clumsy (and self-defeating) 'satire' on white nationalism. Thankfully the moments the game outright shoves your face in the dev's politics are few.

But it's a pretty good game. I'd recommend a True Kin start with RPG-mode on (unless you're glued to the wiki there's way too much stuff that can out of nowhere fuck your run up) for a good introduction. I agree that the procedurally generated dungeons feel a bit samey and illogical but the hand-crafted ones like Golgotha and Bethesda Susa were extremely entertaining. The game sort of reaches its peak in this mid-stage (levels 15-25) when your build has come online and you have some interesting artifacts to play around with but aren't yet a unhurtable god.

Fundamentally it's a well-made sci-fi roguelike with some interesting mechanics.
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,072
Maybe this should be in the review.

MAJOR SPOILERS AHEAD

There are three main antagonist factions. The Putus Templars represent commitment to order and hostility to change, and (from what I can tell) it is hinted that they may be descended from the humans tasked with keeping Ptoh confined to Earth (but this is not clear to me). Other antagonists are the gyre wights, who worship the Girsh Nephilim and actively want to destroy everything with another apocalyptic event. These guys are the opposite of the Templar, and embrace radical transformation. The last are the Seekers of the Sightless Way. They serve Ptoh, who is the ancient powerful cosmic entity imprisoned in the Earth for some reason. This faction hunts down and kills espers. Ptoh never physically shows up in the game (unless there is a different ending than what I have seen so far).

At the end of the game, it is revealed that the elder of the Barathrumites (the main faction you are working) made an ancient deal with the aliens who watch the Earth and who cause the apocalypse. Since the Templar are trying to stop the Barathrumites from ascending the Spindle, perhaps they possess some knowledge about this deal, and are trying to prevent ascension for this reason. Though their motivations are not entirely clear to me. But of the three main antagonist factions, the Templar seem to me to be the least objectionable.


I agree that Templars should be joinable, and so should the other antagonist factions. As I say in the review, one of the worst things about the game is that the main plotline is essentially linear.

PS Many thanks to Darth Roxor and lukaszek for a huge amount of helpful editorial advice on this review. Insofar as the review is not complete garbage, it is thanks to them.
 

Arthandas

Prophet
Joined
Apr 21, 2015
Messages
1,582
It's hard to enjoy it when you know it was made by a bunch of retarded lgbt leftist snowflakes who banned Sseth for promoting it...
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
698
Furry slop, just play an actually good traditional rogue-like (Tales of Maj'Eyal)
Tried to get into it, one of those times where the visuals were an actual problem for me (never had that problem with older 90s titles like MoM, JA1, etc)
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,636
Location
anima Bȳzantiī
With an initialism like that, its inherent that many Codexers must secretly adore CoQ while feigning otherwise.

Regardless of what you think of Qud, or the game of Chinese whispers that went on around it, they've done a stellar job on the interface and input options. By which I mean unlike many roguelikes, the UX/UI scales really well and it plays better on a controller than any roguelike has a right to.

This is really obvious on Steam Deck; barely anything in the genre works elegantly on these 'handheld PCs' -- they almost always either want for a physical keyboard, or an actual monitor -- but despite the tiny screen and the lack of two hands on a keyboard, the experience isn't degraded at all, once you get used to the control scheme. And the interface is modernised without becoming unintuitive to those used to older roguelikes and their sometimes arcane menus.

Really hope some of their design decisions permeate to future roguelikes; because removing barriers of needless complexity (i.e. complexity found outside the gameplay itself and player decision-making) is good for the health of the genre, because accessibility = more $$$ for devs, and the easier it is for someone to make a living off of developing a roguelike, the more passion projects can become fully fledged games.
 

SenisterDenister

Educated
Joined
Oct 30, 2016
Messages
55
Location
dac.cx
At the end of the game, it is revealed that the elder of the Barathrumites (the main faction you are working) made an ancient deal with the aliens who watch the Earth and who cause the apocalypse. Since the Templar are trying to stop the Barathrumites from ascending the Spindle, perhaps they possess some knowledge about this deal, and are trying to prevent ascension for this reason. Though their motivations are not entirely clear to me. But of the three main antagonist factions, the Templar seem to me to be the least objectionable.
Wait wait wait, doesn't that mean the Templars were the good guys as well as the victims all along? The Barathrumites are responsible for the apocalypse and the current setting of the world, meaning they've killed billions of people.
 
Last edited:

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,914
Location
Le Balkans
At the end of the game, it is revealed that the elder of the Barathrumites (the main faction you are working) made an ancient deal with the aliens who watch the Earth and who cause the apocalypse. Since the Templar are trying to stop the Barathrumites from ascending the Spindle, perhaps they possess some knowledge about this deal, and are trying to prevent ascension for this reason. Though their motivations are not entirely clear to me. But of the three main antagonist factions, the Templar seem to me to be the least objectionable.
Wait wait wait, doesn't that mean the Templars were the good guys as well as the victims all along? The Barathrumites are responsible for the apocalypse and the current setting of the world, meaing they've killed billions of people.
TURNS OUT THOSE HOMO DEVS WERE BIGGEST CHADS OF THEM ALL
 

skeleking

Barely Literate
Joined
Dec 28, 2024
Messages
1
This game is the videogame equivalent of mashed potatoes and gravy. The solarized color scheme and overall music and SFX is so relaxing (it even has different ambient noise per combination of bioms).

It doesn't quite comparable to roguelikes like Tales of Maj'Eyal because ToME is a turn-based Diablo II, and CoQ is more of a turn-based Morrowind.

People who dislike the game/devs because "muh politics" or "muh eceleb got offended" are fucking tools who should stop playing videogames at all.
 

v1c70r14

Educated
Joined
Feb 8, 2023
Messages
366
Location
The Zone
Caves of Qock might be the bastard offspring of troon pedophiles huffing their own farts for too long, and naturally people that agree with their politics are quick to defend these aspects of the game by minimizing the role of them, but in my estimation it's a shit game on a more fundamental level. I'd go so far as to say that most "roguelikes" fail to live up to the legacy of Rogue, barring a few examples that did carry on the tradition.

The original design is a shining beacon of sleek minimalism with a gameplay density that makes it addictive and infinitely replayable. A single dungeon you descend into, there's not even a character creation screen, and you are immediately launched into it. That single dungeon changes with every playthrough and so does the encounters with the monsters. The further you stray from this very simple design and go Richard Garriott with it, adding an overworld, or faction systems, storyfaggotry, and other garbage that is a drag, you gradually move away from what made the permadeath and replayability design even work. Added complexities like randomly generated quests are parts that quickly get old, or a sludge of lore and history that is shuffled around each time but contributes almost nothing, if anything, to the gameplay.

I agree that the procedurally generated dungeons feel a bit samey and illogical but the hand-crafted ones like [...]
Most of the major cities are handcrafted rather than procedurally generated.

Eventually you get shit like this, the whole point of Rogue was to provide a fresh dungeon each lethal playthrough and now the dungeons of this garbage are static. Because it was so unforgiving Rogue wasn't overly long and is beatable within a single session, if you're lucky, the setup of the game is harmonized with the mechanics. Since Qaves of Quck is attempting to be a Morrowind, as the poster above stated, for degenerates instead of the metaphysically inclined, they eventually realized that the design just wasn't suited to this long-form dime-a-dozen exercise in worldbuilding and some grand storyfaggot narrative, rather than hyperfocused gameplay originally attached to it. As the review states...

The game was originally built as a traditional roguelike with permadeath and a single save slot which is destroyed when the character dies, but additional options have been added. These include a fairly normal RPG experience with saving and loading at checkpoints, and an adventure/exploration mode that is even easier.

This isn't an issue limited to brain damaged leftists fetish inserters, even Tales of Taj'Mahal strays too far into sloppy design territory if you ask me, and you should, because I actually played and liked Rogue, the eponymous game of the genre. The best games stick to the core concepts of that first game, Frozen Depths did a great take on the format with the added danger of freezing to death, Infra Arcana did Lovecraft justice by making the monsters something you'd want to avoid and having the character go mad, both games follow the same barebones skeleton, you're thrown into a dungeon to find something at the bottom of it and the tension of getting to that goal, and all the permutations of that journey, are enough to make you want to keep playing.

Quckold of Qoom is by contrast very sloppy. For example there is a crafting system stapled on, not because it is some big focus of the game or really adds that much, it's just more busywork, like how all modern games use crafting systems to waste your time. Or the cooking system, which doesn't seem to contribute much either. The irony is that starvation isn't as big of a threat as in a real descendant of Rogue, or Rogue itself, quoting the review:

Your character must eat to survive, and suffers penalties as they become more hungry. However, this is not a serious attrition mechanic like it is in some other roguelikes, since you can always refill your hunger meter by cooking a random meal at a campfire.

So even if the devs weren't extremist LGBTQ+ jihadis that hate the human form and hired some pedo I'd still write off the game for this reason alone, that it totally missed the point of the almost arcade like experience of Rogue and the devs spent 15 years making something entirely pointless and bloated that adds nothing to the genre, because their furry erotica lore and systems for the sake of systems were more important to them than good game design. I spit on this game and those that have low standards enough to enjoy it.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom