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
100,011
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
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
10,597
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
845
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
8,063
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
1,063
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.
 

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