
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 951 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've first played a roguelike more than 15 years ago. I'm familiar with the genre, I'm an avid ARPG player. I'm comfortable with having to read and understand complex mechanics. However, this game does not onboard properly. It has no real tutorial (the one they give you only explains how to move and interact with objects, the thing that even an inexperienced player will figure out themselves). Control scheme is off-putting, emulating terminal controls in a GUI with a mouse shows total unwillingness to move on from flawed control schemes forced by limitations of long gone yesterday. Why do I need to right click everything and select "Look"? Have you not discovered tooltips? Why do I need a special multistep combitation to inspect what's lying on the ground? Why isn't that a tooltip? Why does clicking with a mouse moves your character in an unexpected way? Why the path my character will take is not shown in any way graphically, perhaps finish mouse control implementation? Why is my character "lost" immediately after I exit the first village? Why the first quest has me fight a couple dozen of enemies that I have no hope of killing? I've made the most braindead character you could, full tanky melee, and I'm not strong enough for the first quest, I've retried 5 times. Don't normalize creating obscure games that promote either spoilering everything by reading a wiki or having to watch a hour long video tutorial. When was the last time you've played an FPS (doom clone) with keyboard controls? For many people the answer is never. This game feels like playing an FPS with a keyboard.
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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 955 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I was hesitant to buy the game at first, but I'm so glad I did. Caves of Qud is one of, if not the best, roguelike out there, and I've played a lot of roguelikes/roguelites. It's a "true" roguelike, full of charm, ideas, and variety. The replay value is immense, there are countless builds to try, the world is fantastic, and there's simply nothing negative to say. On top of that, there's a great mod community, and more DLC has already been confirmed. After my first 100 hours, I can't wait to spend many more hundreds of hours in Caves of Qud. Live & Drink
Got a ironshank, figured out I needed to swallow gel and asphalt(it's random and will be likely be different for you) to heal. The cure would have me burst into flames and I needed to take it for a few in game days. Then got a fungus infection on my arm, I couldn't find the right worm(also random) to eat for the cure so ended up cutting my own arm to regrow one with a tonic. I have been gaming for over 20 years and this is a breath of fresh air when you feel like you have seen everything. This game is so good once you get past the learning curve. You have a learning curve for early game, mid game and end game. If you feel like you plateau, time to read but it's so worth it. I'm at the point where I just read the wiki for fun. Every time that I think that I know the game, there is more WTF content appearing. The difficulty curve is somewhat inverted but you still have a few things that humble you once in a while when you think you can handle everything. There are difficulty spikes but gear spikes are even bigger so that you can stay very ahead of the curve. Few spoilers ahead about what my end game is. [spoiler] I'm currently a level 42 true kin that's farming polygel to boost my stats with a relic injector that I keep duplicating with polygel from vendors that I keep cloning. I also boost my natural armor with neutron flux from a legendary vendor that I keep cloning too. I drink brain brine as well to get mutations(temporal fugue on my first attempt, sooo lucky) to be even stronger. I also clone a book vendor as a fun past time to get XP with how infinite money is by the end game but I don't care much about level ups at this point. The relic injector is so much better(2 attributes points per injector). I slowly farm zetachrome gear to beef up. I feel like hunting the gods but getting OP is so addicting! I have also found a 1500 pound gun that I can't lift but I need to find it back to see if I can mod it to be light. I need to go back to the wiki. :D [/spoiler]
Para mi, en estos momentos, el MEJOR ROGUELIKE. Un roguelike, de mundo abierto semi-random, con aldeas pobladas por NPCs con sus rutinas, comerciantes ambulantes, dialogos, sistema de compañeros, facciones... El juego se situa en un mundo POST-POST-POST-postapocaliptico, al borde del colapso, donde los humanos restantes se dividen entre los "puros" y los "mutantes" y donde casi todas las especies han evolucionado lo suficiente para presentar algun tipo de razonamiento. La historia del mundo (si te interesa) se va desgranando leyendo fragmentos esparcidos por todo el juego: Libros con bastante texto, objetos grabados con sucesos, conversaciones con ciertos NPCs... Durante la creación de personaje se puede elegir entre los dos tipos de humanos, y a partir de ahí elegir las mutaciones/implantes, las taras, los stats, la Aldea de origen... Y una vez en partida a parte de mejorar todo lo anterior, hay que mejorar también las habilidades (Espadas, cuchillos, cocina, exploración, intimidación, supervivencia, etc, etc, etc...) Aunque hay una quest de historia principal que se repite (con pequeñas variaciones) en cada nueva partida, y que hay infinidad de quests random, el juego da LIBERTAD TOTAL para hacer lo que quieras. Muchas veces, las limitaciones a la hora de abordar las distintas situaciones son más por falta de imaginación que por posibilidades... Algunos ejemplos: - Ej: Otorgar el don de la vida a una puerta para que se mueva y te permita pasar... En vez de romperla, o buscar la llave, o teletransportarte, o cavar un tunel por otra parte... - Ej: Entrenar a un NPC para que sea más fuerte y posteriormente apoderarte permanentemente de su cuerpo... O robar el cuerpo del mayor boss que encuentres... - Ej: En vez de luchar para conseguir algo, hacerse amigo de la facción para que te lo den... Ya sea portandote bien, o con un implante tecnologico que te permita alterar la relación con una facción... - Ej: Amputarse una pierna para curarte de unos hongos... Y luego comertela para saciar el hambre... - Ej: Usar una campo de fuerza para empujar a un enemigo por un acantilado... - Ej: Usar una cabeza nuclear para eliminar a algún enemigo que te de problemas... (junto con algun que otro poblado proximo... xD) A pesar de ser de los Roguelikes más complejos actuales, (a diferencia del CDDA) tiene unos controles muy sencillos, y la interfaz es intuitiva y facil de usar. El hambre y la sed no son un problema ni una preocupación constante (normalmente), y ademas, el juego permite jugar en modo "RPG" sin permadeath y con guardados convencionales; y en modo pacifista, por si solo quieres investigar y descubrir los detalles del mundo.
finally got an ending, the 'rebuke' end. This games story, or the meaning I found in it, will not be forgotten anytime soon. lowkey thinking about real life credos lol. WOW. just wow. love this game
Bored with AAA titles? Microtransactions? Prosaic gameplay? CoQ is one of the few games to capture my attention in the last decade... a true labor of love and worth every cent.
This game combines Dwarf Fortress Adventure Mode's detail and depth with Angband's relative simplicity and procedural generation. The result is a game that will gobble up your idle hours. I love the old school Ultima-type tiles, too. It's like a nostalgic CRPG throwback with the incredible depth modern games can provide.
One of the best games of a generation. The writing should be celebrated in English lit classes. Extremely Jewish (very positive); the only game I know of featuring a golem written by someone who actually understands kabbalah. Don't ever trust a madpole. Live and drink.
An arm grew out of my eye that was growing out of my mutated foot that was actually a hook and not functional as a foot. 10/10
Tried really hard to like it. I expected it to be a modern take on the text based rpg, it’s not. it’s just a text based rpg in 2024 with all the problems of the 50 year old innovators of the genre that I guess I’m just not cut out for. there’s plenty of content but none of it’s very compelling, £25 quid is extremely unreasonable, there are better games for free. at the time I bought this it had overwhelmingly positive, left a review because in my opinion it doesn't deserve that. 3/10
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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