
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 2,402 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
honestly half of the fun u can have with game is spent not playing it but trying to visualise the world and the adventures u just had
This is the game that when youre playing it, your buddies will ask "what game are you always playing". Then you show them, and they have zero idea what on earth is going on. But its the greatest game to sink infinite hours into and they have no idea. Qud is my guilty pleasure, is it Cud, or kwud. Who knows, who cares. Live and Drink.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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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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
Contracted glotrot and my tongue rotted away so I'm actually unable to tell you how good this game is and how it rewards the time you put in to it so much more richly than any other game I've ever played. Such a shame.
Fun to ♥♥♥♥ around, but actually progressing requires a wiki open in the background, and ♥♥♥♥♥♥♥ around too much and wandering around will just get you killed because there's random procedurally generated dungeons hanging around with massive unkillable ♥♥♥♥ in them. Games should not require a wiki to actually progress in them.
I have been waiting CHINESE for a very loooooooooooooooong time!!!!!! When could I play it in CHINESE?!!!!!!!
Past the learning curve lies a vast expanse brimming with compelling tales and daring deaths. This game is good as heck.
Fungal infections ruin the game. You get fungal infections after being exposed to spores (nigh impossible to avoid) curing these is a giant pain in the ass and having fungal infections causes the faction who can sell you the book with the cure in it to go aggro on you. just stupid.
This is the greatest game ever made. The world building and story will have you reeling. The mechanics are fun, engaging, repeatable, challenging, deep, emergent. There has never been a game like this, and there never will be. If you haven't played this, you are missing out.
There is a pretty good game to find here. But it is buried under questionable design decisions. I played through the game once in Roleplay mode, which took me 50 hours. I don't know how you are supposed to do this in Classic mode. Probably through a lot of luck and trial and error. Anyway, here are the questionable design decisions: -Crippling permanent debuffs everywhere. They are so bad that I would just reload the game rather than deal with the fallout. If I was on classic, my run would be over or a lot less fun. You usually get those permanent debuffs by simply getting hit by the wrong enemy. Even if you know what they do, they aren't easy to avoid and you will slip up eventually. -Somehow even worse temporary debuffs I am especially looking at diseases. They are just awful. At the beginning, I didn't know that "itchy skin" or "sore throat" was the herald for some of the most frustrating time I have had in any game so far. After a few days, you get seriously sick. You will be unable to use your limps, be super slow, half-blind, or just straight up can't talk or properly drink anymore. Most of those, you can not reasonably ignore and keep playing. The game does NOT tell you how to get rid of them. You would think that if you come across a apothecary, he would be like "Oh my God, you are seriously sick! Here I have a book that can help you, if you are willing to pay me.", but no. Everyone ignores your very obvious disease, even if they are selling the book. You just have to look it up or by happenstance come to read it during one of your runs even though not many of those exist. Ruins my sense of immersion. That is the easy part. In order to actually cure your disease, you are sent on a scavenger-hunt throughout the entire overworld. I had to look up where to find the ingredients because, of course, no one is willing to tell you where to find anything that you need. You just have to know it yourself, probably by playing the game a lot. Even with the help of internet, it still took me 2-4 hours until I finally managed to cure one of my diseases and could get back to what I was doing. But during a run, you will probably get sick several times over. Especially since the main story practically forces that mechanic on you. Out of those 50 hours, I am confident that I spent roughly 15-20 on just wandering the overworld looking for ingredients to cure my diseases. And all of that was painful and boring and deeply unfun. If I ever play this game again, I just won't bother curing my diseases anymore and let my character die. It is not worth my time. A game making me feel like engaging in its mechanics is not worth my time is a grave sin. If a game is not fun, why bother? There are probably optimal builds that can avoid diseases easily out there, but that still doesn't solve the issue that for most characters, diseases are awful. I would recommend playing with some mod or cheats that just disable the diseases. I played through it for you and it is not worth it. It really isn't. It is a bad mechanic. Especially in the moon stairs you just get every diseases randomly applied to you all the time unless you are ranged. Just disable them. Speaking of strange design choices, -the story missions are kind of meh Most of the story missions are hell-bent on showcasing the worst parts of the game. There are some good bits like defeating an enemy that is invisible and some of the dungeons were pretty fun. But plenty of the hand-made dungeons are just unfun and tedious. And the golem quest is just an extended scavenger hunt. I came to despise fetch-quests in this game. The golem quest did not improve my opinion at all. The ending fight is pretty cool though, I enjoyed that. Speaking of the ending, I had no idea that it would just straight up erase my save. If I had known that, I would have explored the endgame area more. But there was a timer ticking down, so I felt compelled to complete the timer first and then come back for the rest. I am not going to spend another 50 hours coming back to this place. -the NPC interactions often don't make sense I have already mentioned the disease thing, which you should be able to talk with people about. But you also have traders who sell you artifacts for large sums of money, but they refuse to tell you what these things actually are. What kind of trader would do that? It makes no sense. If I wanted to sell something for a ton of money, I would tell the person exactly what this thing does so that they feel like they need this. The good bits: -The lore is pretty interesting -The procedural dungeon crawling is fun and engaging -The amount of unique abilities is impressive -The atmosphere is very nice -The pixel art is pretty If you want to have a good time with this game, don't bother with the story. Stay away from disease-riddled areas. Just level up your character and become OP.
Got a fungal infection that whispered secrets to me as I wandered about. Walked into a new tile and immediately was vaporized by someone offscreen. 10/10 would recommend.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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