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Roguelike Caves of Qud (ROGUELIKE)

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Codex Year of the Donut 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
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
100,027
Codex Year of the Donut 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
5/5 https://www.eurogamer.net/caves-of-qud-review

Caves of Qud review - come in and get lost​

Something strange is occurring.

Densely imagined and as complex as you fancy, this roguelike RPG is brilliant.

Fairly early on in Caves of Qud, I found myself in the great cave of Golgotha. This was a good while back now, but I'm still thinking about it - I'm still thinking about that cave. The great cave at Golgotha is part of a fairly early quest. You go in to find a malfunctioning robot and then fix it - just to show you're good enough to go off on another, far more meaningful questline. Fine. But that cave! You drop in via an elevator shaft, and if you're particularly careful - or if you can't fly - you have to take it strictly one level at a time on your way down. And what's down there? Darkness. Salty water. Puddles of green goo. But also conveyor belts, stretched and tangled across the earth. Sparking machinery that can give you a nasty shock. Doors that you'll need to find the right key to unlock. The past and the future tangled together, and yet somehow it's all ancient.

I love Golgotha. That's probably clear by now. Nothing huge happens here, but it was such a bright shock to stumble upon what felt like parts of an ancient factory down in the subterranean gloom. And then there's the tale of distinctly personal idiocy that marked my first visit. You're meant to head down through the cave, find a malfunctioning bot, and then ride the elevator back up to the surface. But I found the elevator first, and I didn't know it was an elevator when I found it. It was just a thing I stepped onto and pressed a button and then discovered I was... back where I'd started thirty minutes ago, all of that work for nothing. Painful, yes, incredibly. But also hilarious, brilliant, memorable.

All of which is to say: I know how a Caves of Qud review should read. It should start absolutely in the middle of everything, in bright close-up on one specific glittering detail. A bioluminescent mushroom, say, growing on the back of the hand of my mutant desperado, glimpsed in all its alien, glossy weirdness before we pull out, and pull back to a gunfight erupting deep underground - bullets, frost attacks, melee lampings, all flying back and forth in some brawl between mutants, cyborgs, grumpy boars and sentient plants. Back and back we pull, through the stacked tiers of historical strata, through the game's procedurally generated backstories and its shuffled deck of era-defining sultans, and out into a world that's somehow fixed in place but ever changing.

All of this game, and all of these details! Yes: a Cave of Qud review should overwhelm even as it intoxicates. It should put you under a spell, and that spell is woven from the sheer mass of stuff in the game itself. Yesterday I cooked an "esteemed chickpea" meal! I evolved the ability to grow forests to ensnare my foes! And that was just the first five minutes. Working through a Cave of Qud review should be like drowning in a lake of absinthe while Dante Alighieri reads the Florentine phone book to you and Roger Federer pelts you with tennis balls.

The tutorial in Caves of Qud.YES! There's a tutorial now! | Image credit: Freehold Games/Kitfox Games
That sounds like a wonderful review. I would definitely read it. But I'm not the person to write it, alas. I'm the guy who took an ancient freight elevator to safety at a hugely inopportune moment. So I'm going to have to do something else. I'm twenty hours deep in Caves of Qud, which is enough time to play a bunch of other games twice or three times over. But in Caves of Qud, twenty hours is nothing: a blip, a flicker of glossy lashes, the merest infancy. I want to do those paragraphs where I bombard you, but insouciantly somehow, with weapon names, item names, artefacts and historical bon mots and upgrades I accidentally inflicted on this character or that. I can't. The details of the game are still a blur of text at this point. What killed me? What did I just potentially earn the right to unlock as I leveled? But what I can tell you, what I have emerged from this dauntingly complex game with, is something phenomenally direct. Looked at a certain way, this game is actually pretty straightforward. And that's wonderful. Caves of Qud is a wonderful game. You should definitely play it.

I first thought Caves of Qud was found partway on the continuum between the original Rogue at one end and Dwarf Fortress at the other. Both are lean-forward, ASCII-driven delights that you have to be in the know in order to understand, but one is a dungeon crawler in which you can be killed by the letter E (emus, I think) and the other is a simulation of an entire world and its history and all the awful drunken things that have happened since you tried to take charge.

A lake in Caves of Qud with an irregular shape.Image credit: Freehold Games/Kitfox Games
As it happens, Caves of Qud does sort of sit between these games, but that's not really the smart way to define it. It's a roguelike RPG, in essence. It takes the stuff that made Rogue so satisfying and terrifying and rich and memorable, and it says: what if you leave this single dungeon and there's an overworld? What if there are towns and NPCs and factions - dozens of them - and faction diplomacy and quest lines and a central narrative and history and customs that are rerolled every time you reroll yourself? What if there's all that new stuff and yet still, somehow, there are dungeons to crawl through absolutely everywhere? What then?

Turns out that's pretty fantastic. And it's fantastic in part because over the years it's spent in Early Access, Caves of Qud has slowly, and then very quickly, become friendlier to new players. There's a tutorial now, for starters, along with a more legible UI and tile-set. The tutorial is genuinely magnificent - compact but exciting and funny and just enough to orient you for a while so you can get a sense of the world before things get scary. Beyond that there are pre-set characters you can choose if you want, and the game tells you how viable they are from the off, so you don't have to plunge into making crucial decisions you might not yet understand the consequences of.

The player explores a curving wall in Caves of Qud.Image credit: Freehold Games/Kitfox Games
Beyond that, there are different ways to play. There's full-on permadeath misery, which is actually brisk and fun and not miserable at all. It's perfect for a chaotic twenty minutes, or much longer if you're more skilful than me. There's checkpointing at towns. There's a mode I love in which you can wander pretty much as you feel like and a lot of enemies won't try to attack you on sight. Then there's Daily Mode. And Daily Mode may actually be the way that, a thousand years from now, I will look back and realise I enjoyed the most. There's something about a game that's all-in, make notes, draw maps, keep tabs on things. There's something about playing that game on a whim, just firing it up and seeing what happens. Bad things, generally, but funny bad things. That's Daily Mode!

Unfolding from all that is the game itself. There is a world that is our world but flung so meaninglessly far into the future that it might as well be anywhere. Almost everything is ruins, and in among the ruins you can find stuff that is deeply futuristic but also completely ancient: benefits of the far, far future.You move around a map that is pretty fixed on the large scale, but which has a lot of procedural elements close up. The map is stitched together contiguously when you're closest to it, but you can also zoom out a bit for fast travel. But if you zoom out, you might run out of water, which is bad, and you can also get lost, which means you have to zoom in again and wander around for a while to get your bearings. It sounds annoying, but it's actually great: a great way to get wrapped up in something you didn't know you were looking for.

A lake in Caves of Qud, with various little rivers sprouting from it.Image credit: Freehold Games/Kitfox Games
Quests and towns and the people you meet give the game shape, but a lot of the fun comes from the way you change over time as you level up, gaining powers, losing limbs, creating unlikely allies and then risking everything as you enter a new zone and more powerful baddies kill you on first sight. The world of Qud is violent and chaotic even before you get into the caves, and as you wander around it's common to see wildlife fighting wildlife before you've even gotten involved. Like Spelunky, the world is briskly, chaotically alive even without you, and there's a special halo around a game like that.

This is all delivered in dinky Rogue-ish art and it's all animated with that corrugated chug-chug-chug of a world that only takes a step when you do. It adds up to a game that feels aggressively potent, in which every lunge for a treasure chest might see you over-extending yourself, and in which incredibly bad things can happen to you as you're trying to do nothing more elaborate than map the outside of a building's wall in search of the door, or work your way through a canyon of shale.

Whisper it: even here Caves of Qud is kind of accommodating. I like to play in a sort of auto-run mode, in which I squeeze a trigger and a button and my little guy explores the entire screen by themselves, until they run out of road or something scares them and forces them to stop. As they move around, I can keep track of things by reading updates that collect on one side of the screen. It's a bit like the end of All the Presidents' Men when Nixon's downfall is delivered in frantic teletype chatter, but it's me covered in mushrooms rather than Nixon shouting at his secretary, and my downfall involves irritable tortoise things with cannons and electrical swamps rather than the fact that I bugged my own offices because I'm paranoid.

The world map for Caves of Qud.Image credit: Freehold Games/Kitfox Games
Pull back and the dungeon crawling often feeds into those quests, which take you steadily out across a world which has fixed landmarks but a history that is scrambled and rewritten - with meaningful consequences - every time you start a new game. It's a beautiful system, and I can tell that despite only understanding the most obvious edges of it. History has been written by a series of sultans here, whose likes and dislikes and general experiences have impacted the factional make-up of the world that now survives. All but one of these sultans - I think! - is procedurally built with each new game. Spelunky again: variation, but with a few strands of steel running within it to keep a little bit of shape to things. Last night I came across a remnant of a sultan named Khushid II. His life had been secretly saved from death by a pact with "highly entropic" beings. He was thenceforth known as "the Stained Shade." I am a sucker for any game that has room for "thenceforth".

I am bad at Caves of Qud, but the more I play, the more I learn to be less bad. It's that kind of game. It's not just who I should throw in with, because that stuff changes from game to game. It's not even what loot I should get or what upgrades and mutations I should aim for, because the game's at its most fun when you're making do with the stuff that chance has bunged your way.

A collection of underground puddles on a map in Caves of Qud.Image credit: Freehold Games/Kitfox Games

No. Learning to be less bad in Caves of Qud is all about slowing down, for me at least. It's learning that every chaotic ASCII explosion that does me in for good can actually be advanced one beat at a time, and at this speed it can be parsed, interpreted, even prodded in my favour. It's learning that every item will have something interesting written about it. That writing might help, but it also might just give me a bit of found-poetry that goes in my notebook and makes my day. It's learning that the history here mattered - whatever happened will have shaped the world I explore. And that's a thrill, even if it's a thrill that's still largely beyond me at present. It's learning that the best way to understand a system is to tinker with it, engage with it, commit to upgrades and silly trades and dangerous weapons and foolish alliances and absolutely inadvisable things to do with the game's physics system, because life is short but restarts are shorter.

I've been told that if you're good you can blitz the main campaign in Caves of Qud in about 15-20 hours. Super stuff. That's still far beyond me, and I don't really mind. This is one of those games where you play across it as much as you do by following the grain of it. You can trot along with the beats and the objectives and the power curve. But you can also just lose yourself in distractions and strange enmities and in the joys of procedural archaeology. Lose yourself! That's the best way to play this game. And maybe it's the way to truly win.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,754
Chuck Norris once told me to buy Total Gym. I have pondered this for many decades. How could he just point from the TV and say "Buy it now!" That message has echoed in my mind haunting me. Why did I not listen?
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,035
I had 80 hours on classic (basically rogue like mode) and I'm trying out roleplay mode on v 1.0. The new UI is a huge upgrade on the previous version. Only died once so far at least I didn't have to start over...

The jungle area always fucks me up though.
 
Joined
Mar 3, 2010
Messages
9,434
Location
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are there other tilesets? i find the vanilla truly hard on the eyes and to decypher. i rarely had to guess anything in zangband.

no close doors command?
 

notpl

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Dec 6, 2021
Messages
1,671
Esper VS Chimera. Discuss.
Esper is completely unplayable and for no good reason. Once your psychic glimmer goes above 40 (glimmer = the sum total of all your mental mutations, so if you have 32 ego and 4 mental mutations, you're over the limit) you are under constant, tedious siege by procgen esper hunters who may be trivial to dispatch or may one-shot you from the other side of the screen the second you make an area transition. And in return for what? The only things of any utility in the mental mutation tree are Precognition and Dominate, and they're both roughly as useful at level 1 as they are with an ego-maxed dedicated esper. Psychic attacks are vastly weaker than melee or guns, and there's a billion other ways to acquire the utility powers.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,265
Location
Frostfell
Esper VS Chimera. Discuss.
Esper is completely unplayable and for no good reason. Once your psychic glimmer goes above 40 (glimmer = the sum total of all your mental mutations, so if you have 32 ego and 4 mental mutations, you're over the limit) you are under constant, tedious siege by procgen esper hunters who may be trivial to dispatch or may one-shot you from the other side of the screen the second you make an area transition. And in return for what? The only things of any utility in the mental mutation tree are Precognition and Dominate, and they're both roughly as useful at level 1 as they are with an ego-maxed dedicated esper. Psychic attacks are vastly weaker than melee or guns, and there's a billion other ways to acquire the utility powers.

You are right BUT being able to mind enslave NPCs, reduce matter to dust, create forcefield, seems quite cool TBH.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,476
spelunky has way more depth and build variety then caves of quck. Btw the game still has bugs like quest items not appearing and still lithered with dumbass design decisions like a legendary tadpole mindraping ur dude full hp to zero off map somewhere.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,265
Location
Frostfell
Guys, how I'm supposed to find food?

Tried the game as an Esper. Loved how I can throw lasers and beguile NPCs into servitude.

But I died in classic mode cuz no matter what, I couldn't find food. I tried to kill fish, couldn't loot any of thier corpses. Couldn't find any NPC to trade food. All enemies that I killed also didn't dropped food. And looking in help menu, NOTHING about how to get food.

Also, how I spend this skill points?

pLsKAI4.png
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,476
spelunky has way more depth and build variety then caves of quck
Imagine being so contrarian and mind broken that you end up trying to stop making sense.
In spelunky 1 and 2 can do runs cape, jetpack, challenge urself no whip only throwing items. There is more gameplay variety. In qud its either some tiny variety in how you do melee or mental powers.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,671
Esper VS Chimera. Discuss.
Esper is completely unplayable and for no good reason. Once your psychic glimmer goes above 40 (glimmer = the sum total of all your mental mutations, so if you have 32 ego and 4 mental mutations, you're over the limit) you are under constant, tedious siege by procgen esper hunters who may be trivial to dispatch or may one-shot you from the other side of the screen the second you make an area transition. And in return for what? The only things of any utility in the mental mutation tree are Precognition and Dominate, and they're both roughly as useful at level 1 as they are with an ego-maxed dedicated esper. Psychic attacks are vastly weaker than melee or guns, and there's a billion other ways to acquire the utility powers.

You are right BUT being able to mind enslave NPCs, reduce matter to dust, create forcefield, seems quite cool TBH.
Proselytize/water ritual recruitment, resonance grenades, force bracelet
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,063
Guys, how I'm supposed to find food?

Tried the game as an Esper. Loved how I can throw lasers and beguile NPCs into servitude.

But I died in classic mode cuz no matter what, I couldn't find food. I tried to kill fish, couldn't loot any of thier corpses. Couldn't find any NPC to trade food. All enemies that I killed also didn't dropped food. And looking in help menu, NOTHING about how to get food.

Also, how I spend this skill points?

pLsKAI4.png
do you mean how to find cooking ingredients, or how to eat at a campfire? to eat at a campfire, just make or find one, then use it. to find cooking ingredients, invest in the harvestry or butchering skills, or buy from vendors, or collect liquids. some food items can be altered at campfires, like eater's injector to drop of nectar

I can't see the image you posted
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,671
Guys, how I'm supposed to find food?

Tried the game as an Esper. Loved how I can throw lasers and beguile NPCs into servitude.

But I died in classic mode cuz no matter what, I couldn't find food. I tried to kill fish, couldn't loot any of thier corpses. Couldn't find any NPC to trade food. All enemies that I killed also didn't dropped food. And looking in help menu, NOTHING about how to get food.

Also, how I spend this skill points?

pLsKAI4.png
You see the "make camp" button, 2 on your ability bar? That creates a campfire at which you can freely feed yourself. The cooking system in Qud isn't really even meant to be a resource attrition thing (since it already has thirst), you're meant to harvest unique ingredients and use the cooking skills to buff yourself.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,265
Location
Frostfell
Thanks. Finally learned how to cook stuff. That said, I'm a esper. Investing a bit in musket in case all of my powers are in cooldown is a good strategy?
 

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