Difference between revisions of "Caves of Qud"
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|influences = [[ADOM]], [[Omega]], Dune, Gamma World, and Gene Wolfe | |influences = [[ADOM]], [[Omega]], Dune, Gamma World, and Gene Wolfe | ||
|released = May 5th, 2010 | |released = May 5th, 2010 | ||
|updated = | |updated = May 1st, 2011 (1.0.4138.35257) | ||
|licensing = [[Freeware]], [[Closed Source]] | |licensing = [[Freeware]], [[Closed Source]] | ||
|language = .NET 2.0 | |language = .NET 2.0 |
Revision as of 02:27, 2 May 2011
Caves of Qud | |
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Beta Project | |
Developer | Freehold Entertainment |
Theme | Post-Apocalyptic |
Influences | ADOM, Omega, Dune, Gamma World, and Gene Wolfe |
Released | May 5th, 2010 |
Updated | May 1st, 2011 (1.0.4138.35257) |
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.