Difference between revisions of "Caves of Qud"

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Revision as of 02:44, 10 March 2018

Caves of Qud
Beta Project
Developer Freehold Entertainment
Theme Post-Apocalyptic
Influences ADOM, Omega, Dune, Gamma World, and Gene Wolfe
Released May 5th, 2010
Updated September 11th, 2015 (2.0.5733.34732 beta)
Licensing Freeware, Closed Source
P. Language .NET 2.0
Platforms Windows
Interface ASCII, Keyboard
Game Length ?
Official site of Caves of Qud


Features

- Procedurally generated world with static and random elements. Static elements include towns, quest objectives, and the world map. Random elements include legendary monster lairs and the zoomed-in map.

- Fully contiguous world with multi-level underground, similar to Dwarf Fortress

- Hand written quest lines

- No time limit, but characters must eat food and drink uncontaminated water regularly to stay alive.

- Two-tiered character creation system. "True Men" start with better equipment, extra attribute points, and gain more skill points each experience level. "Mutants" have fewer attributes and skill points but have access to physical and mental mutations. Physical mutations include claws, multiple arms, and photosynthetic skin. Mental mutations include teleportation, psychic attacks, and time manipulation.

- Characters trade with merchants using a barter system. The currency is 'drams' of fresh, drinkable water. For reference, a character must drink a dram of water about every hour or become thirsty. A laser pistol without the battery might cost a few thousand drams of water, and a simple copper sword would be about fifty drams of water.

Other

Developers and expert players of Caves of Qud interviewed with Andrew Doull for Episode 45 of Roguelike Radio.

This game is now on Steam Early Access