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Roguelike Caves of Qud (ROGUELIKE)

Seethe

Cipher
Joined
Nov 22, 2015
Messages
998
pLsKAI4.png

Looking at this screen: where is the game? All I see is tiny text, menus and ascii noise! Just a general comment about rogue-likes. Guess the game is in the mind (because computers have not advanced since the 80s).
There's no ascii in this screenshot. There are character sprites (the player being the white guy, a snapjaw north of the player, two scorpions to the right and another bloodied scorpion above the snapjaw), some pools of blood and the background is a representation of a desert. The X means someone is targeted I think? I forgot exactly. I'd say Caves of Qud has the best presentation of any other roguelike I've played, together with Cogmind maybe.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,671
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?
Firearms are good to have, yes, grenades as well. You don't really need to buy any skills to use a shotgun or a carbine, you'll hit the enemy eventually. There are also melee weapons which don't rely on your strength to deal damage: fixed-penetration plasma cutters and even vibroweapons which ignore armor entirely, so eventually you'll have enough tools to attack in several different ways at all times no matter your build.

Something you should prioritize on any build is the Wayfaring skill tree. Until level 20 or so with a solid gear base, getting lost in Qud is a death sentence. The wayfaring skills also help you to find positive things on the world map, like villages and legendary merchants.
 
Joined
Mar 3, 2010
Messages
9,434
Location
Italy
as an esper am i going to lear new attacks or am i going to be forced to wait 70-60 turns between killing stuff? it feels rather... harsh.

classes feel catastrophically unbalanced, since a melee can and will attack multiple times every turn while everybody else get the shaft. worst of them, the tinkerer, who starts with the ability to place turrets and no ammo to feed them.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,671
as an esper am i going to lear new attacks or am i going to be forced to wait 70-60 turns between killing stuff? it feels rather... harsh.

classes feel catastrophically unbalanced, since a melee can and will attack multiple times every turn while everybody else get the shaft. worst of them, the tinkerer, who starts with the ability to place turrets and no ammo to feed them.
Qud doesn't have classes - beyond the mutant/true kin split anyone can use any equipment or attack. Your starting kit has very little bearing on your character's overall development. A tinker is supposed to be crafting himself advanced firearms and grenades. The most spammable psionic attacks are Burgeoning and Light Manipulation, which gives you a laser which shoots from a rapidly-recharging ammo pool. High willpower and mutation levels will set cooldowns on your abilities low enough that they become functionally unlimited.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,671
A maxed willpower Greybeard will start with a 23-turn cooldown for Pyrokinesis/Cryokinesis, just doing some simple exploration/questing (no combat required whatsoever) you can get to level 5-6 and use points to bring that to below 20. But the -kinesis powers are noob traps, I promise you. Burgeoning is far more effective at killing things, and an esper's real power lies in using proselytize/dominate/beguile to make an invincible praetorian guard of thralls, and using precognition/clairvoyance to avoid danger altogether.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,265
Location
Frostfell
A maxed willpower Greybeard will start with a 23-turn cooldown for Pyrokinesis/Cryokinesis, just doing some simple exploration/questing (no combat required whatsoever) you can get to level 5-6 and use points to bring that to below 20. But the -kinesis powers are noob traps, I promise you. Burgeoning is far more effective at killing things, and an esper's real power lies in using proselytize/dominate/beguile to make an invincible praetorian guard of thralls, and using precognition/clairvoyance to avoid danger altogether.

Yes. One mutation that I liked in Esper is the Light manipulation. It deals little damage in the projectile attack but can give light in very dark places and you can use a lot before it needs to regen again.
 

Lagi

Augur
Joined
Jul 19, 2015
Messages
847
Location
Desert
https://steamcommunity.com/sharedfiles/filedetails/?id=3342676536

Haven't installed it yet, but this seems very useful!
mmm... i try to use it, but im annoyed but switching game and music off from fullscreen.

i like this one. It allow you to create equipment loadup and change it with ability key. - you also set up loadup with ability key (at the bottom of screen). You can f.ex. switch shield to torch with pretorian
https://steamcommunity.com/sharedfiles/filedetails/?id=1744225290
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,035
https://steamcommunity.com/sharedfiles/filedetails/?id=3342676536

Haven't installed it yet, but this seems very useful!
mmm... i try to use it, but im annoyed but switching game and music off from fullscreen.

i like this one. It allow you to create equipment loadup and change it with ability key. - you also set up loadup with ability key (at the bottom of screen). You can f.ex. switch shield to torch with pretorian
https://steamcommunity.com/sharedfiles/filedetails/?id=1744225290
Oh that's very useful, thanks!
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,035
as an esper am i going to lear new attacks or am i going to be forced to wait 70-60 turns between killing stuff? it feels rather... harsh.

Yep. Cooldowns are imo the greatest problem of this game. That said, buy a ranged weapon and ammo.
Just curious, what are the issues with using cooldowns? And what would a solution be?

I can only think of having a "mana" bar and therefore being able to use the same ability consecutively.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,265
Location
Frostfell
what are the issues with using cooldowns?

Makes no sense and kinda transform the combat into a QTE.

And what would a solution be?
I can only think of having a "mana" bar and therefore being able to use the same ability consecutively.

Can be many systems. I was playing Darktide and if I spam psyker abilities 24/7, I can blow up myself by drawing too much from the dangerous warp. A "focus" system from Pillows Cipher/Psion could also work.
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,035
Never played Darktide but that's an interesting system which would fit well in Qud (blowing yourself up for being too greedy hah!)
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,671
While I do support anyone in their attempt to break away from cooldowns and come up with more interesting systems, saying cooldowns "don't make sense" has always been absurd. Can you sprint forever? When lifting weights, could you lift your 1-rep-max over and over indefinitely? Even something as simple as eating food has a cooldown in real life, you simply cannot do it past a certain point and the only way to refresh your ability is the passing of time. Reality has cooldowns.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,265
Location
Frostfell
saying cooldowns "don't make sense" has always been absurd. Can you sprint forever? When lifting weights, could you lift your 1-rep-max over and over indefinitely?

No, but if I try to sprint forever, I will get tired and uanble to do other stuff, cooldown would make you only unable to sprint but able to do other hard stuff.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,671
saying cooldowns "don't make sense" has always been absurd. Can you sprint forever? When lifting weights, could you lift your 1-rep-max over and over indefinitely?

No, but if I try to sprint forever, I will get tired and uanble to do other stuff, cooldown would make you only unable to sprint but able to do other hard stuff.
Sure, but you can do bench-presses after sprinting. You can eat food immediately after ejaculating. No matter how you want to slice it up, "you cannot do this specific action again for a short while" is a real circumstance that exists.
 
Joined
Mar 3, 2010
Messages
9,434
Location
Italy
you can do bench-presses after sprinting
depends for how long you've been sprinting. stamina pool.

i must say, rerolling to start with the belly beam truly improved my esper experience. figuratively and literally, since i earned in 5 minutes what once took me 2 hours, and more.
damn pink baboon, made me savescum like hell.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,026
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
https://www.rockpapershotgun.com/caves-of-qud-review

Caves Of Qud review: an obscenely rich roguelike realm you could get lost in for months​

A goat approaches

"We are a people who honour democracy," said the dog, scratching himself. "Per our custom, you may drink of our fresh water." The dog was called Senator Umeshefaat, and he was very civil, even if he was shedding his black and white fur everywhere. We spoke in his home village at dawn. Later, I examined the senator's personal history more thoroughly and discovered he was "hated by bears for cooking them a rancid meal." I suppose every politician has their enemies.

That Caves Of Qud creates fun anecdotes out of simple encounters shouldn't be a surprise. It has had 15 years of early access to establish itself as a small-but-mighty story generating roguelike of repute (there's a reason it sits deservedly side-by-side with Dwarf Fortress in the same publishing house). After creating many characters, and dying and dying and dying again, I understand why it grips the brain with such fierce glee. It is a machine of grand imagination and adventuresome comedy. A deceptively powerful RPG that isn't half as obtuse to newcomers as the screenshots make it out to be. Qud's low-res bark is just a complement to its bite.

That said, if you've not played many classical roguelikes before, it may still appear intimidating. You can play with the mouse, clicking on locations you want your character to go, and navigating menus with taps of the cursor, but it's really designed to be entirely keyboard based, clacks of the numpad and plentiful hotkeys summoning to mind days when mouse pointers did not even exist.

For me, that's easy to get used to. For all its complexity, Qud at its most basic is a straightforward game of walking around, revealing the map with each step, and directing your little warrior into the nearest angry lizard. Approach it both as a grand sci-fantasy epic and as a dry, knowing comedy. The tone is exemplified by the game's tutorial, which sees you emerge from a training cave into Joppa village. "Everything you learned in the cave applies here too," it says reassuringly. "Villages are like caves with very high roofs."

If you can get the simple rules of movement and combat, everything else will follow. For long-toothed roguelikers this won't be hard, but I want people who've never played something like this to also reconsider their doubts. It's got a lot going on, yes. But nothing moves unless you do. Nothing will hit you until you take a step yourself. You can look around and examine all items, monsters, and tiles around you with a tap of 'L'. In its pause-by-pause way, the traditional roguelike is a hugely forgiving thing.

A technician called Argyve rejoices at being able to complete his work thanks to the player completing a quest.The player enters a room full of wyrms.The player is exploring a salt cave, with trees and small pools of water.The player considers taking items from a villager's chest, but the game warns them before doing his.Image credit: Rock Paper Shotgun / Kitfox Games
Until, of course, it is not. A sign of quality in games can sometimes be divined in the variety of its deaths. "You were frozen to death by an ice frog," I am sometimes told by Caves Of Qud. "You were killed by a chaingun turret." Most downfalls are the result of violent encounters with hostile creatures, as you tap your character in their direction, hoping for a lucky melee strike. But there are other ways to triumph over enemies than directly bashing them with a mace in each of your four mutant hands. Talk to them? Sure, try it. But also: fire muskets, throw grenades, rend minds with a mental attack. A lot of the time death will come in the form of a desperate final button press towards (or away from) your foe. It will often go badly. "You were bitten to death by Bakabobukubuyuboo," I have been told, "the renowned honey-loving bear."

There is no end to the perishing, with demises ranging from the mundane to the extraordinary. I once got lost in a winding canyon for thirty minutes, only to be impaled by a non-descript chameleon that caught me off-guard. Later, I was gas-bombed by my parallel universe twin, aka "salty bloody evil Borkubine". He's "salty" and "bloody" because we got into a knife fight in a mound of rock salt, and both of us became covered in the stuff. He's "evil" because he is not me.

The player's hostile twin, Evil Borkubine is attacking.Image credit: Rock Paper Shotgun / Kitfox Games
In that life, I was playing as a quill-covered, multi-limbed spiderfreak I named "Borkubine". You can create your own character, see, mixing and matching an astounding array of abilities (or you can choose from a bunch of presets). I was also making use of the forgiving checkpoints in "roleplay" mode, which let you treat any village as a save point. But in "classic mode", Qud is more unforgiving and traditional - no skills, items, or riches are carried over when you die, and there is no save-scumming. True to roguelike form, you perish and that is that. You come to value your sharpshooting skills, your investment in armour, or a love for your tactical bubbleshield. Then, in a single lapse of attention, all those shiny upgrades and special weapons are gone.

It elicits a state of tense freedom. In one sense, classic mode makes you want to cling to your fragile life, even if it means acts of bullet-dodging desperation. But seen from the perspective of a nothing-to-lose Rogue diehard, you will find existential liberty in re-rolling a random character just to experiment with new toys and the game's many "mutations". (The "Daily" mode is the perfect extension of this, offering the same random start to every player.) Let's see, what do we have this time? Slime glands that'll spit toxins? Pyrokinesis? Or perhaps something called "Quantum Jitters" - a defect which will periodically tear space and time accidentally asunder. As lucky dips go, it is a violently exciting assortment of treats.

A grenade is seen on the equipment menu screen.Image credit: Rock Paper Shotgun / Kitfox Games
Mutations are not all combat-focused. An amphibious skin means you are well-liked by frogs everywhere but require two-thirds more water than normal (you also pour it all over yourself instead of drinking it). Photosynthetic skin will let you sate your hunger by basking in the sunlight, instead of eating meals like you normally do. Handy, but then eating food is not in itself a chore. Basic meals are randomly generated at any campfire. The game simply "whips up" something. Tonight, dinner is "a dram of rust, a nip of gunpowder, a terra mung bean, and a contralateral sesame seed". Delicious.

This is just one example of the esoteric worldbuilding that emerges steadily in the messages that gather like layers of sediment in the action log next to your map. This is where you're told how combat is going ("The bloody snapjaw scavenger misses you with her bite!") But it's also a list of all the simple matters of the day. "The way is blocked by a brinestalk wall," it might say when you bump into a house. "The wet glowfish has nothing to trade," it'll inform you when you try to do your shopping in a pond.

A crocodile hisses at the player, telling them to reap the senate.Image credit: Rock Paper Shotgun / Kitfox Games
For those disinclined to pimply lore, the reliance on reading messages to set the scene may test the attention span. But I feel like Qud's appearance will already have scared away anyone with a lack of patience for the BBC Micro baroque. It is not really ASCII art, but it does feel ASCII-inspired, the tiny 16x24 pixel sprites sometimes resembling ancient undeciphered hieroglyphs instead of fully realised birdfolk or vine farmers. It is a kind of book-reading magic that Qud does, outsourcing all the heaviest graphics to the player's brain.

And anyway the actual text is a great example of otherworldly video game language. The kind that has evolved separately to mainstream action adventures with all their cinematic dialogue. "Worms are interested in hearing gossip about them," you're told in an exhaustive menu that tracks your reputation with everything on the planet. "Crabs dislike you... You aren't welcome in their holy places." There is an expansive and austere comedy in any game that will track your reputation with just about every type of being from salamanders to goatfolk. The merchant's guild, the water barons, and the villagers of every settlement in the land - these will all accept a "water ritual" as a means of bonding and improving reputation, and will all maintain some opinion of you as you explore, graverob, and offend.

The reputation menu shows the factions that the player can relate to, including apes.Image credit: Rock Paper Shotgun / Kitfox Games
And offend you will, if only because you may not know what you're otherwise supposed to be doing. Those who crave firm direction in questing may feel adrift at the introduction, a single line that reads: "You embark for the Caves of Qud." There's a main quest which is really a chain of quests that don't always appear to be related to each other (the final parts are the main attraction of this month's 1.0 release). But they're still worth doing as a beginner, because they offer a lot of XP to be pumped into unlocking new mutations. And they'll get you on the loot train, choo-choo-ing all the way to a full suit of ogre fur armour, or whatever equipment is dropped in your game world. One of the more confusing selling points of Qud is its procedural generation. Or to be more accurate, its partial procedural generation.

The game is not 100% random every run. The big world map will always look the same (the salt dunes are always to the west, the spire is always to the north). But at the down-to-tile level of a little guy walking around the countryside, the caves themselves will be different, the loot randomised, the enemy types altered. Villages and other important locations remain the same, but the "history" of the world is random. You can see why things might get confusing. This combo of random and unchanged elements can feel inscrutable, even as it adds mystery and variety.

The world map shows green jungles and blue rivers, and a mysterious land of crystal to the east.Image credit: Rock Paper Shotgun / Kitfox Games
And what variety. There is a depth and colour I won't be able to communicate in a single review. You can get lost while you cross the world map, and will be forced to explore new areas to get your bearings. A bloated leech may just as easily be employed as a hired guard ("I'm watching you, traveler") as attack you wordlessly in a dank cave. Books you find may be called things like "Aphorisms About Birds" or "On the Origins and Nature of the Dark Calculus" or "OPERATING MANUAL FOR LARGE CREATURE" (these are not randomly titled but they are randomly placed and grant XP when donated to a special librarian).

There is a peculiar joy to working out the rules of this world. The game is a mechanism in and of itself. You can fall down a wiki hole about Qud in the same way you can fall down a wiki hole in life. And you will go there in search of answers, without a doubt. But seeing things firsthand before seeking a guide is, for me, a more enjoyable way to discover the world and its rules. I have gotten badly hammered on cave wine, the symbolic spritework of the world getting jumbled beyond recognition in a perfect replication of the sickening dizziness of reading while drunk. I have teleported as an act of desperate escape, only to misfire and appear in a locked room with seemingly no way out (I took advantage of the peace, made a campfire and ate some chickpeas). But my favourite Qud-tale is about a goatman called Indix. Stick with me here - I know this review is long - this is my final effort to convince you that you should play this game.

The player speaks to the goatman Indix, who is a pariah - one of the dialogue options can ask him why...Image credit: Rock Paper Shotgun / Kitfox Games
I find myself in a mushroom village, where a stocky goatman is standing watch. I approach him and say hello. He is known as Indix, the "pariah". I ask why he's called that - "pariah". But he warns me not to ask again. I take the hint and change the subject. I want to be on good terms with these villagers. I am a musketeer. I need any bullets they have to sell.

So I turn to the water ritual - the universal ritual for boosting relationships. After I slurp with Indix, I'm told that "pariahs" the world over now think more highly of me. Unfortunately, all other goatfolk now absolutely hate my guts, just for fraternising with this one excommunicated goatlad. I don't know why he's so hated by his people, but maybe it has something to do with the horn that is cut from his head and now hangs around his waist giving him - says the game - "the distinction of being the only warrior to wear his own appendage as a trophy".

My curiosity is too much. I ask the capricious capricorn why he is a "pariah". What did he do? Again he warns me not to go there, it isn't a subject he wants to talk about. No, really, I say, I gotta know. He reacts to my prying questions, let us say, passionately.

The goatman Indix is furious with the player and starts a fight.Image credit: Rock Paper Shotgun / Kitfox Games
I immediately begin sprinting away. It is a wise decision. Hostile enemies are given rankings of difficulty. A dog-like snapjaw might be "easy", a centipede could be "average". The goatman is described as "impossible". I am not doing this today. I don't have the time to be decapitated by a violent astrological sign of a man who wears his own horn as a belt buckle. I will get my musket balls elsewhere, thanks. As I flee, he works himself into a "blood frenzy" and launches something red and powerful-looking at me. It misses, and I hightail it out of there. I spend the rest of my (short) life hated by all goats, and will later die at the hands of another band of goatfolk who despised me on-sight, all because of this single faux-pas.

This was one funny disaster from one of dozens of lives. Caves Of Qud is as deep as any Bethesda open world RPG (technically 2 billion floors deep) and funnelled through a rich prism of randomness possible thanks to the limited scope of its visuals. It is complex and compelling enough that many glowing Steam reviews are left only after hundreds of hours of playtime. By contrast, I have barely made a dent. Yes, you will have to embrace and decipher the lore-riddled lingo. And you will have to stoically acknowledge infinite death as a means of learning the arcane rules of survival. But persevere and you will discover a realm hundreds of times more vibrant than the dark inky green of its screens.
 

Berengar

Sphere of Many Eyes
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Harvesting can be learned without wasting points in character creation. Just water ritual with the 3 people in Joppa you can and it costs -50 Joppa Rep to learn from the elder. Food problems vanish after that
 

Infinitron

I post news
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Staff Member
Joined
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Messages
100,026
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
https://www.pcgamer.com/games/roguelike/best-roguelike-2024-caves-of-qud/

Best Roguelike 2024: Caves of Qud​

Genre-defining weirdness.

Best Roguelike 2024: Caves of Qud

(Image credit: Freehold Games)

Our favourite roguelike of the year was deeply strange and absurdly deep. It's the impossibly inventive retrofuturist fantasy Caves of Qud. For more awards, check out our Game of the Year 2024 hub.

Lincoln Carpenter, News Writer: There is too much to say about Caves of Qud, but it never quite feels like I've said enough.

It's a roguelike's roguelike: A science-fantasy wasteland populated by a rich gnarl of combat systems and procedural world-state simulations that have no qualms about leveraging their brutality against you. Qud has an absurd breadth of possibility to offer: I've started games as two-hearted barbarians and ended them as winged, railgun-toting scorpion-men. I've entered Qud as a cyborg gunslinger, and within a few levels and chance augmentation procedures in Becoming Nooks I no longer needed my pistols, because I was throwing force knives that I could 3D print with my mind. I've started as many new playthroughs just to try a new idea for a centaur rifleman or steel-plated pugilist as I have because my last character met a grisly end after getting their head erupted by a psychic duelist in a subterranean ruin.

As exciting as my newest character build might be, it's Qud's setting that makes that next playthrough so appealing. Qud's history is unknowably long, and each run generates its own inscrutable variation on those countless centuries of crumbling civilizations and shambling, paradimensional horrors. Those histories are gradually excavated as you explore; by inspecting statues, paintings, and inscriptions, you'll learn about sultans assassinated with knives made of sand, prophesied children born with mouths full of circuitry, villages founded by bird-worshipping robot cults.

Qud's real treasure is its writing. Its NPCs have their own dialects, tics, and idioms reflecting their own histories in Qud's surreal world, granting a sense of humanity even to those that—to us—seem the most inhuman. Every item and creature, meanwhile, has a unique description in gorgeously arcane, purposefully excessive prose. Mutants are "vessels of the metamorphic numen"; old statues are "erosion-smoothed abstractions." In Qud, a chair isn't a chair. It's a "wharf for the ass."


An adventurer in Caves of Qud approaches a statue of a sultan from a previous age.


(Image credit: Kitfox Games)

Sure, it's self-indulgent, but those excesses are deliberate. It's a game seeking to feel like an artifact impossibly out of time, and it succeeds. Once you've made it past your introductory dozen-or-so deaths at the hands of hyenafolk and gyre-wights, playing Caves of Qud feels like reading a history book written on the other side of an unfathomably distant future, in a language you only understand just well enough to be enthralled.

Wes Fenlon, Senior Editor: The world is richer for having Qud in it. As with Dwarf Fortress, you can benefit from afar: The stories its players tell about sentient furniture and unplanned limb growth are their own small treasures. It's a rare feat for a game to have writing that is by itself powerfully evocative while also leaving room, in between its simple graphics and bogglingly vast possibility space, for people to fill in the vivid details of their own adventures. There's so much comedic and emotional potential in games that dare to go as systems-heavy as Qud does. Like, say, slipping on a slime and falling for so long that you pass a holy place on the way down, or being prompted to name the weapon you've just used to slaughter endless baboons, or crushing yourself with a spacetime vortex, as happened to PC Gamer contributor Len Hafer.

Even when I'm not playing Qud, I love reading about the experiences other players are having in it. Outside Dwarf Fortress, EVE Online, and perhaps Kenshi, I don't think any game has prompted better ones.

Evan Lahti, Strategic Director: I'm determined to get better at Caves of Qud, and play it more over the holiday break if only because it is such a resounding conduit for those indulgent, Mad Libs-arranged proper nouns that Lincoln mentions.
 
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Location
Italy
i'm not so on the same boat with all this praise. i feel its open world clashes *hard* with the tiny amount of skills, which are almost all combat related. after a couple days i felt attracted back to good old zangband.
 

Cohesion

Codex made me an elephant hater.
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https://www.pcgamer.com/games/roguelike/best-roguelike-2024-caves-of-qud/

Best Roguelike 2024: Caves of Qud​

Genre-defining weirdness.

Best Roguelike 2024: Caves of Qud

(Image credit: Freehold Games)

Our favourite roguelike of the year was deeply strange and absurdly deep. It's the impossibly inventive retrofuturist fantasy Caves of Qud. For more awards, check out our Game of the Year 2024 hub.

Lincoln Carpenter, News Writer: There is too much to say about Caves of Qud, but it never quite feels like I've said enough.

It's a roguelike's roguelike: A science-fantasy wasteland populated by a rich gnarl of combat systems and procedural world-state simulations that have no qualms about leveraging their brutality against you. Qud has an absurd breadth of possibility to offer: I've started games as two-hearted barbarians and ended them as winged, railgun-toting scorpion-men. I've entered Qud as a cyborg gunslinger, and within a few levels and chance augmentation procedures in Becoming Nooks I no longer needed my pistols, because I was throwing force knives that I could 3D print with my mind. I've started as many new playthroughs just to try a new idea for a centaur rifleman or steel-plated pugilist as I have because my last character met a grisly end after getting their head erupted by a psychic duelist in a subterranean ruin.

As exciting as my newest character build might be, it's Qud's setting that makes that next playthrough so appealing. Qud's history is unknowably long, and each run generates its own inscrutable variation on those countless centuries of crumbling civilizations and shambling, paradimensional horrors. Those histories are gradually excavated as you explore; by inspecting statues, paintings, and inscriptions, you'll learn about sultans assassinated with knives made of sand, prophesied children born with mouths full of circuitry, villages founded by bird-worshipping robot cults.

Qud's real treasure is its writing. Its NPCs have their own dialects, tics, and idioms reflecting their own histories in Qud's surreal world, granting a sense of humanity even to those that—to us—seem the most inhuman. Every item and creature, meanwhile, has a unique description in gorgeously arcane, purposefully excessive prose. Mutants are "vessels of the metamorphic numen"; old statues are "erosion-smoothed abstractions." In Qud, a chair isn't a chair. It's a "wharf for the ass."


An adventurer in Caves of Qud approaches a statue of a sultan from a previous age.


(Image credit: Kitfox Games)

Sure, it's self-indulgent, but those excesses are deliberate. It's a game seeking to feel like an artifact impossibly out of time, and it succeeds. Once you've made it past your introductory dozen-or-so deaths at the hands of hyenafolk and gyre-wights, playing Caves of Qud feels like reading a history book written on the other side of an unfathomably distant future, in a language you only understand just well enough to be enthralled.

Wes Fenlon, Senior Editor: The world is richer for having Qud in it. As with Dwarf Fortress, you can benefit from afar: The stories its players tell about sentient furniture and unplanned limb growth are their own small treasures. It's a rare feat for a game to have writing that is by itself powerfully evocative while also leaving room, in between its simple graphics and bogglingly vast possibility space, for people to fill in the vivid details of their own adventures. There's so much comedic and emotional potential in games that dare to go as systems-heavy as Qud does. Like, say, slipping on a slime and falling for so long that you pass a holy place on the way down, or being prompted to name the weapon you've just used to slaughter endless baboons, or crushing yourself with a spacetime vortex, as happened to PC Gamer contributor Len Hafer.

Even when I'm not playing Qud, I love reading about the experiences other players are having in it. Outside Dwarf Fortress, EVE Online, and perhaps Kenshi, I don't think any game has prompted better ones.

Evan Lahti, Strategic Director: I'm determined to get better at Caves of Qud, and play it more over the holiday break if only because it is such a resounding conduit for those indulgent, Mad Libs-arranged proper nouns that Lincoln mentions.
Shlomo pilpul annuda shoah.
There is only one true roguelike nowadays: https://te4.org/
Stop posting pedophilic games, rabbi whatcha doin'?
 

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