
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 2,400 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 947 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is the answer to the question: What if Gene Wolfe was more of an Old Testament guy? Much like The Book of the New Sun, the series of novels from which Caves of Qud draws heavily, this game is a favorite of mine. The world building prose is the best I've read in any game. It may be the best in any piece of media I've ever consumed, Wolfe notwithstanding. Descriptions of items, places, and characters are so quaint and poetic. Even the description of something as simple as a fan you might stumble upon in some ancient ruins takes you somewhere far away, to another place and time where things you can't even imagine were happening without you. You almost get the sense that the developers are seeing everything for the first time, and you are too, or that they're translating what they've seen through some long-lost language. Everything mundane around you is actually fantastical. There's an aura of mystery about everything. Everywhere you go, you find yourself asking, "what happened here? Who were these people? What were their works?" Yes, I'd say this game is somewhere between The Book of the New Sun and Ozymandias, with some Old Testament thrown in. Oh, the gameplay is decent - it's pretty fun, but can be frustrating. Turn-based roguelike. There are plenty of playstyles and a good variety of weapons and items. It's pretty fine-tuned at this point, but there are still some things that will instantly kill you if you're unlucky enough to stumble into their parasang. I don't bother with the roguelike mode, because I want to explore freely and experience the world. The soundtrack and the soundscape in general fits the world so well. Wailing parade horns when you enter a city. The haunting, revving roars of beasts or machines when you're lost in the jungles. Playful low-key xylophonic tinkling when you're speaking to the local tinkerer. Now that the story is complete, I can say that this game is a must-buy. If it sounds interesting to you at all, I guarantee it will not disappoint you.
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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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| — |
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| not modelled |
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 951 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Every part of Qud's design that involves creativity is brilliant. Every part of it that involves judgement, or seeing the big picture, is totally incompetent. It's also a game that seems to resent its players and that is actively hostile to their understanding of the game world. First, the game generates visual scenes with are utterly incomprehensible, due its the haphazard, thoughtless map generation algorithms. I have never played a game where it felt worse to try to stumble through level maps, because they are absolutely crammed full of tiles that block movement, or sight, or both. The number of these blocking tiles would literally need to be decreased by a factor of two or three to be acceptable. The map generation process doesn't verify the inside of structures it generates connect to the outside. It doesn't even make sure the player isn't trapped in one of these inaccessible spaces when they enter a level. Awful, low contrast color choices make it hard to tell apart tiles from actors or tiles from other tiles. And that's before the screen gets smeared with blood and gunk and slime. Over the course of battle, characters leak an absurd amount of fluid. And it just builds up, and builds up. Your character slips on it and steps in it. Sometimes these fluids are harmful, and sometimes the does warn you before you step on a harmful tile...And sometimes it doesn't. Autoexplore can kill you. The level of message spam the game throws at you is bizarre. The message buffer narrates every time you walk under a tree...Even if the tree does nothing. The message buffer is the entire length of the screen on the right side, and yet it still barely keeps up with all the meaningless nonsense messages the game drowns you in. Oh, if there is some sort of environmental fluid on equipment you use or encounter, get ready for an even longer description to be crammed into the buffer each time you attack with it. The game is possessed of cascading effects that are ignorant of each other, and difficulty is completely uneven. At certain break points in stats, damage is multiplied many times over, meaning that you can go from enemies being fairly harmless at some stat levels to killing you in a few shots at slightly higher levels. Experience rewards make no sense based on how difficult enemies are to kill. Some types of end game enemies are assigned random abilities, and this means an enemy with exactly the same appearance can be either a deadly threat or trivial. Finally, it's a game with so many interface screws on top of it's already obfuscated visual style. You can go colorblind. The screen gets scrambled when you are confused. The names of your items are scrambled when you are confused. For all these reasons, I've never played a game where I said more often "I don't know what just happened." Understand this: Qud is a meme game. You can post interesting stories about it online, like the time you got "crungled by a dreamcrungle". But actually playing it is like wading through sewage.
Incredibly neurotic, incredibly autistic, and incredibly fun.
I thought I didn’t “get it.” I assumed there was something deep in Caves of Qud that I just wasn’t reaching yet. I value complexity, systems that interact, worlds that push back, where your actions ripple out in unexpected ways. I love games that present an ecosystem and tell you, “here, figure it out,” and then let you carve your own path through it. Think Dwarf Fortress, Kenshi, even RimWorld to an extent. So when I read about Caves of Qud, I thought: finally. A roguelike with deep systems, but in a strange sci-fi setting. Right up my alley. Then the reviews hit. Overwhelming praise. “Deep,” “complex,” “emergent.” It sounded like exactly what I was looking for. And at first, I was impressed. The visual language is strong, the soundtrack is eerie, the flavor text is weird in a way that suggests a long, layered history. It feels like you’re stepping into a distinct culture shaped over thousands of years. But the more I played, the more I realized: “depth” means very different things to different people. What I expected was systemic depth. What I found was mostly build variety. NPCs don’t feel alive. They have flavor text, but they don’t react in meaningful ways. They don’t simulate existence, they feel like cardboard cutouts delivering lines. The world doesn’t feel coherent. Dungeons are procedurally generated, which is fine in roguelikes, but here it often results in spaces that don’t make sense. Is this architecture? A cave? A room? Why do underground layers feel so similar across multiple strata? Terrain is hard to read, what’s a puddle, a river, a lake? I spent a lot of time trying to understand the game’s logic. And once I did… I wasn’t impressed. I realized I had misunderstood what people meant by “complexity.” It’s not about the world reacting to you or systems interacting in meaningful ways. It’s about how far you can push character builds, sure, you can grow multiple heads, stack mutations, do bizarre things. But why should I care? I wasn’t failing to find depth. I was looking for it in the wrong place. Caves of Qud is a charming, strange game with a strong atmosphere. But it delivers a kind of complexity that I personally don’t find meaningful. I’m not mad about the money, but I am a bit disappointed by the time I spent trying to find a game within the game that just isn’t there.
This game is not merely obtuse, it is actively hostile to anyone trying to learn how to play it. Like an onion, it has many layers, and they will all make you cry. It is also captivating, mesmerizing, some sort of ur-rpg that escaped containment. This game's original perma-death mode feels like a tremendous mistake, but it has an actual playable game mode with saves and checkpoints, and playing it feels like inventing the stick or the wheel, and using it to commit history's first murder.
이야....쫌 많이 재밌네. <1일차> 마을 밖으로 한걸음 나가자마자 미아가 되어 죽었다. 이 세계의 상인들은 왜 물건을 팔면 돈을 안주고 물을 주는걸까? 화폐로 쓰기엔 더럽게 무겁다. <2일차> 한글패치 에러로 생성되는 지역명, 사람이름이 NameGenfail<숫자>가 되어버렸다. 뭐랄까....도저히 모르겠어. 사람인지 지역인지. 진행하다보니 기계와 전자장치가 점점 많이보인다. 최근에는 총을 주웠다. 그런데 바로 다음 베터리로 전기를 발사하는 활(?)을 주웠다. 혹시 여긴 한 번 망한 뒤의 미래세계인가? 판타지와 싸이버 펑크가 공존하는 기괴한 느낌 나쁘지않다. <3일차> 죽다 살아나길 수십번. 겨우 의뢰를 마쳤지만 질병에 걸려 혀가 썩어 말을 할 수 없게 되었다. 이후 플레이는 그냥 침묵의 학살자. 퀘스트 진행도 못하고 NPC와 대화도 못하고 겨우 인간 일부만이 거래를 할 수 있었다. 죽이고 줍고 팔고 종족 간의 명성이 복잡하게 얽혀서 방금은 적이었다가 금세 중립이 된다. <4일차> 인터넷을 뒤지고 뒤져서 혓바닥을 재생하는 다양한 방법 중 가장 쉬운 방법을 찾았다. 귀하디 귀한 신체재생 주사를 요리로 쓰는 것 이다. 덤으로 회복주사까지써야했지만 드디어 말을 할 수 있게 되었다. 레벨20이 넘어가지만 강한 놈들은 아직 많았다. 아이템 제작이나 기계신체도 있던데 현재로는 접근조차 힘들다. 물 따위가 기본거래 단위라니 소금으로 둘러쌓인 대지라서 식수가 귀한 세계였다. 그런데 한번에 다 들고 다닐수가 없다. 너무 무거워서 비싼 싸이버 내장을 못구하잖아!!! <5일차> 물보다 가벼운 아이템은 돈이라는걸 알게되었다. 이 게임의 요리의 조합공식은 정말 신비롭고 굉장하다. 무슨 만화 토리코처럼 좋은 재료의 음식을 먹기만하면 엄청난 능력이 생긴다. 기계기술은 아이템을 제작하고 기능을 강화하는 기술이 있다. 약품조합같은거도 존재한다. 이건 아직까지 뭔지 모르겠지만 지정된 악성 질병 몇가지에 대응하는 조합이 있다. 그리고 무엇보다 이 게임에서 중요한 것은 평판 관리이다. 압도적인 무력보다 더 압도적인 이 게임세계에서 바로 적용되는 평판으로 필드나 던전에서 해당종족이 나와 평판이 좋다면 중립 혹은 더 나아가 동료처럼 같이 싸워준다. 이뿐인가? 속성, 원거리 기술들, 전술적인 스킬들, 아이템의 특수효과들! 그리고 동료도 영입된다. 이제 뭐가 더 되는지 다음에 알아봐야겠다. <6일차> 장비의 성장에도 한계가 찾아왔다. 이제는 동료영입이다!! 4명까지 모아봤다. 난리난다. 돌아다니는데 잡몹같은건 알아서 쓸어준다. 거기에 가방 무게에 부담을 나눌 수 있다. 많은 동료! 더 많은 파밍!! 아직도 100시간이 넘게 하는데 10퍼센트 초반을 반복하고 있다. 5번째 새 캐릭 이번엔 진짜 쌔다! 나의 대모험이 계속된다. 마을을 떠날 때마다 기가 막힌 스토리가 만들어진다. 진짜진짜 재밌다. 진짜. <200시간 돌파> 30렙 초반에서 쓰던 무기 40렙까지 쥐고 있다. 뭔가...더 강해질 방법이 없을까? 더 높은 숫자의 데미지를 추구하던 시간. 새로운 패러다임이 필요했다. 그냥 팔다리를 잘라내버리면 이긴거나 다름없지 않을까? 데미지는 약하지만 절단기능이 있는 무기와 절단 확률을 올려주는 장비를 착용했다. 팔다리가 달린 놈들은 금방 무력화 되었다. 하지만 이 게임에는 팔다리가 없는 이상한 생명체들이 많다. 이상하게 생겼다 = 도망쳐야 산다. 지하세계에는 기억을 빨아먹는 물고기, 스테이터스를 영구적으로 빨아먹는 박쥐, 단 한입에 내 몸통 전체를 삼키는 괴물, 차원문을 열어 날리는 거북이, 빛을 삼키는 절대적인 어둠을 뿜어내는 꽃..... 어둠 속을 내딛는 한칸 한칸이 공포이다. 정말 강력한 동료들도 이곳에선 한 순간에 죽어버릴 수 있다. 체력이나 공격력 숫자가 높은 것은 아무것도 아닌 것이다. <260시간> 우주로 날아가버렸다. 스케일이 굉장한걸! 하지만 난 아직 지상에 볼 일이 많기에 세이브를 되돌렸다. 지하 밑 바닥도 다 못봤다고! 땅굴 속에서 송곳니 벌래들을 호령하는 무서운 벌래대왕 놈들도 5마리나 제압했다. 무려 평화로운 방법으로!! 피 한방을 안 흘리고 이기는 방법! 그것은 무적! 적이 없는 것이다! 궁극의 강함에 가까워졌다. 땅 위에 것들은 대부분 나를 좋아하고 치명적인 전투능력을 가진 녀석들도 나에게 아무짓도 안한다. 느긋하게 파밍하면서 세계정복에 가까워지고 있다. <270시간> 이제 가질수 있는 아이템은 다 가진거같다. 지상 위의 마을과 유적도 다 찾았다. 레벨도 오를만큼 오르고 푸투스 기사단의 짱쌘 로봇도 빼앗았다. 모든 스킬도 다 얻었고 스텟도 빵빵하다. 허무할 정도로 강해져버렸다. 지하를 아무리 파도 더 강한 적은 나타나지 않았다. 270시간을 해놓고도 뻔뻔하지만 하고싶은 말은 퀘스트 라인이 꽤 짧다. 그 과정이 길어서 느끼지 못했지만 단순히 퀘스트이 단계자체는 짧았다. 그리고 엔딩은 꽤나 재밌다. 아....이런 스케일의 세계라면 더 많은 스토리가 필요하다. 더 원한다! 더 복잡하게 얽혀있는 세력과 종족과 단체의 충돌을! 더 많은 상호작용을!! 더 넓은 세계를!! 확장팩이 나온다면 난 다시 돌아올 것이다. 혹은 후속작이라도.... 기왕이면 크래프트 기능을 대폭 확장한 DLC가 나왔으면 좋겠다. 건물, 장비, 화학, 로봇등 게임내에 존재하는 모든걸 제작할 수 있다면... 팩토리오가 구현되는 세계? 배를 타고 바다로 나간다면? 무작위로 생성되고 확장되는 세계라면? 우주에서도 여행이 계속 확장되어 새로운 행성까지도 만날수 있다면? 새로운 행성에서도 무작위로 생성된 종족과 세력이 있다면? 대규모의 군대를 마을을 도시를 관리하고 컨트롤 할 수 있다면? ....가능할 리가 없다. 하지만 이 게임은 그것을 품을 수 있는 가능성이 있는 게임이다.
TL;DR It is a good roguelike RPG, buy it. This is a story telling game akin to Rim World but an RPG, so I'll tell you my most recent story. In my previous run I was one shot by a giant axe throwing troll. That bummed me out, so I decided to play the tankiest f***ing thing imaginable in the next run. Huge in-combat regen, basically immune to physical debuffs, and incredibly high armor. I get to the axe throwing troll who 1 shot me before and he literally couldn't damage me. I walk up and whack him no problem. I'm strolling around killing most things without difficulty. Some elemental damage is a bit sketchy but everything is still fine. I am almost to the end of the dungeon with the axe throwing troll. I encounter a "phase spider" which is just following me around, but he's phased out so I can't hurt him. He's the only monster in the level which is weird, but ok whatever ignore him I guess. So I'm wandering around and end up wandering through some of his webs. Everything is still fine. Well I can't figure out where to go, so I go explore this portion of wall that looks different. I'm able to step into the wall and I'm thinking "Oh ok, it must be some illusion." I take two more steps and instantly die. Turns out stepping in phased web phases you, so I was phasing through the walls and when the effect ended I was inside a wall which is not good for one's constitution. Now I'm going to play a time wizard dual wielding laser pistols.
I'd describe this game as a constant flow of pure creativity. I've spent 200 hours over the course of 3 years, and in every session the game throws something new and exciting at me. Simply a hidden gem and one of the best indie games ever made. Certainly the deepest and most fun roguelike out there. Though it's hard to compare it to other roguelikes, say Hades. CoQ is much more simulation‑heavy, closer to a dungeon-crawler RPG with permadeath; the atmosphere and setting are eerie, dreamlike, almost psychedelic. The game flow is relaxing and slow, with periodic high‑stakes moments. I've played many games, and this one is truly an experience like no other. If you're looking to buy the game, I'm sure you'll have a ton of fun, but be ready for the first 10–20 hours to be rough as hell. It is not easy to pick up. I would actually recommend playing with a gamepad — the gamepad support is amazing here. Just enjoy it. Try the Roleplay mode before jumping into permadeath Classic (the best mode, in my opinion). CoQ plays great on Steam Deck too. 7.5 hours of battery life on OLED ver. Just make sure to reduce the refresh rate to 45 hz. And set the framerate in game to 30 fps.
Caves of Qud is a good traditional roguelike set in what could be thought of as a future Mesopotamia, a sort of Canaanite dreamland with swords and lasers. As most traditional roguelikes tend to be, CQ is heavy on mechanics and light on graphics, UI and explanations. This turns out to be mostly pretty good. Most of almost everything you will be doing will involve one of three things: combat (unless you are playing "Wander" mode, which I have not tried), fiddling with the inventory, or reading the description of the entities (items, objects, living beings) of the world. The "world" is a giant database of stuff, almost all of which is repeated and iterated to make for a large text-based simulation that would compare to the largest and most well-planned modern AAA-studio-made RPGs, such as for example Cyberpunk. Obviously, there will be significant differences -- most obviously that CQ is a traditional text-♥♥♥-sprite-based, turn-based indie presentation, so there is zero FPS. Perhaps only slightly less obvbiously, CQ relies on your ability to imagine this world, as opposed to the developers visually and auditorily presenting it to your two senses -- so there are no coffee cups or used cola cans peppering the landscape to help reinforce immersion. Because of CQs repetitive iteration, this can become quite a task. But perhaps most importantly, CQ lacks detailed scripting of its most important inhabitants, namely characters -- it's exceptionally difficult to have anything resembling a conversation with anyone, and this is simply much less true for large productions like Cyberpunk. Indeed, most of the characters in CQ are leaden clods, dummies without any form of interaction; yet even the special unique, scripted individuals feel wooden and barren -- they have only one or two lines that they can repeatedly bleat, and if they are taken out of their context (e.g. if they become one of your "friends" or followers and are then in the next town over), they will still repeat the same context-laden lines (e.g. "look at this beautiful church" which is, of course, hundreds of kilometers away). CQ does a decent job of making immersion particularly challening. Overall, I've found the vaunted "storytelling" and "immersion" to be lacking, even if it is refreshingly superior to traditional hack-and-slash roguelikes. The bits of humor and irony can sometimes be lost in the overly floral and verbose descriptions. Much of CQ takes itself quite seriously; the prevalent style is reminiscent of an anthropologist's reconstruction of some Canaanite parchments, and the vibe can often be very academic. Sometimes it can be difficult to parse the humor in the pretentiousness. In addition, some of the cultural juxtaposition and humor will be hard to understand for the uninitiated (e.g. the obvious Sephardic context is occasionally supplanted by bizarre Ashkenasi tidbits, such as a playful rendition of a futuristic dreydel song familiar only to North American Jews, or those who know of it). That being said, while CQ does have quite a few weaknesses, overall it is a fun experience! PROS: - A deep, complex character creation system - A robust combat system - A really large pool of "stuff" to discover and almost literally wade through (puddles etc.) - Like most traditional roguelikes, it can run on a potato and uses very little energy. CONS: - Despite a greatly improved UI over such classics as Dwarf Fortress or Stone Soup, the interface is still clunky and cumbersome by even modest modern standards - The dialogue creation and scripting could be massively improved - While still looking slightly better than most traditional roguelikes, the presentation still relies on sprites which are often hard to interpret. If you are interested in roguelikes and find a vaguely mesopotamic science-fantasy setting appealing, Caves of Qud is surely worth a try.
WAY too expensive for what it is! The world and the possibilities, which the game seems to pride itself on, are way more shallow than you would expect... Sure, i can find a village full of talking crocodiles, spend some hours befriending them, recruit their major and then see them throwing a fireball on the next enemy i encounter and blow everything up, including itself and me. Thats funny, i guess, but its... way too random? Nothing i do or find makes any sense or has any value at all... Its like taking lots of different blocks and randomly arrange them and you get... something? I dont know... but i do know that it looks ugly. I do prefer mechanics over graphics, but seriously, this almost hurts my eyes. I made 3 runs with different characters and every time i died very randomly. Whats the point of building up your character for 50 hours and then getting one-shot by something so far away, it was not even visible on your screen? Stuff like that makes me not want to put in the effort... But i have to admit, the first few hours were funny. Get it at a discount, if you really feel like playing a random sandbox game, but DO NOT buy this for full price!
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