Fiche du jeu / ROGUE BY ROGUECaves of Qud
Texte original · AnglaisInhabit 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.
Pourquoi cette note ?
Texte original · Chinois simplifié
本体系最看重其能真正改变解法的角色与世界系统;高构筑和复玩分并不掩盖信息表达与入门风险的短板。
Mécaniques de jeu essentielles
Pondération 25 %8,5 / 10Texte original · Chinois simplifié
根据资料评估:回合探索允许以战斗、能力和关系解决问题,系统反馈能产生连续的角色扮演决策;大量规则学习影响入门节奏。
Combinaisons et stratégie
Pondération 25 %9,5 / 10Texte original · Chinois simplifié
根据资料评估:突变、植入体、装备与阵营关系互相作用,可用能力改写移动、身体和环境,形成少见的多路径解题空间。
Rejouabilité
Pondération 20 %9,5 / 10Texte original · Chinois simplifié
根据资料评估:程序地点、生态互动和不同角色能力会改变实际遭遇与解法,手写主线又提供稳定目标,而非只重复加难度。
Hasard et équité
Pondération 20 %6,5 / 10Texte original · Chinois simplifié
根据资料评估:可规划的回合和保存模式允许学习,但屏外危险、威胁说明与疾病机制不透明,首次失败并不总能提前判断。
Finition et ergonomie
Pondération 10 %6,5 / 10Texte original · Chinois simplifié
根据资料评估:图形界面与预设角色降低门槛,但地图层次、消息量和多层菜单仍妨碍阅读复杂系统。
- Évaluateur
Texte original · Chinois simplifié
Rogue by Rogue · AI 资料评测- Version évaluée
Texte original · Chinois simplifié
具体构建未知;以所引资料描述的版本为准
Périmètre et limites
Texte original · Chinois simplifié
基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。未完成实机长线通关;关于系统深度的判断来自官方规则和多条收录案例,UI 与死亡反馈是历史资料评价。
Sources de l’évaluation 02
- 01Documents archivésVoir les documents externes archivés ↓
Texte original · Chinois simplifié
收录评论与社区资料(2026-10-01 快照)
使用 作者观点摘要 的具体玩法优缺点(Tier list Part 5 (2026))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。
- 02Source webVoir l’original ↗
Texte original · Chinois simplifié
Caves of Qud — Steam 官方商店页
2026-10-08 访问。确认了物理环境交互、完整角色能力与身体、阵营关系、突变植入体,以及 Classic/Roleplay/Wander/Daily 模式。该页不作为实测性能或缺陷已修复的证据。
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA deeply systemic, turn-based science-fantasy sandbox roguelike/RPG from Freehold Games (published by Kitfox), set in a strange post-apocalyptic world with mutations, cybernetics, factions and a handcrafted main quest inside a procedurally generated map.
Texte original · AnglaisCaves of Qud is received as a landmark of the genre: Steam shows Overwhelmingly Positive (about 95% of roughly 12.7k reviews), Metacritic is 91 from 8 critics, and OpenCritic has a top critic average of 90 with 90% recommending. It left early access on 5 Dec 2024 (Kitfox became publisher in 2023) after roughly nine years of weekly updates, and adds a new graphical UI, the final stretch of the main quest, and later a Switch port (Feb 2026). It won the 2025 IGF Excellence in Narrative award and the 2025 Hugo for Best Game or Interactive Work. Praise centres on writing, worldbuilding and freedom of build and play; the recurring complaints are a steep learning curve, unclear interface and information, unfair-feeling deaths and debuffs, and the claim that its 'depth' is more build variety than true simulation. Players who bounce off it tend to bounce hard.
Ce que les joueurs apprécient
- Texte original · AnglaisWorldbuilding and prose: item, place and creature descriptions are poetic and strange, with heavy Gene Wolfe (Book of the New Sun) flavour, and make the world feel ancient and mysterious
- Texte original · AnglaisHuge build variety: over a hundred mutations and cybernetics, true-kin vs mutant castes, and many playstyles (psychic, tinker, sniper, multi-armed brawler, etc.)
- Texte original · AnglaisEmergent, absurd stories: befriending or recruiting hostile creatures, turning into odd things, making a serial killer a companion, all through interacting systems
- Texte original · AnglaisEverything can be talked to and belongs to a faction, so reputation and relationships feel consequential and the world feels inhabited
- Texte original · AnglaisHandcrafted main quest and lore woven into a procedurally generated map, plus nearly a million explorable maps
- Texte original · AnglaisDistinctive pixel-art and eerie soundtrack identity; the 1.0 graphical UI and controller support (runs well on Steam Deck) improved accessibility
- Texte original · AnglaisTons of content and replay value, with players logging hundreds of hours; classic vs roleplay (save-friendly) modes and Steam Workshop mods
- Texte original · AnglaisCritics call it a genre-defining achievement in roleplaying freedom and flexibility
Ce que les joueurs critiquent
- Texte original · AnglaisSteep, vertical learning curve: barebones tutorial, many systems and keys to learn, and players often need the wiki to progress
- Texte original · AnglaisUI/UX legibility problems: low-contrast tiles, hard to tell actors from items, message-log spam, fluid splatter obscuring the map, clunky keybind and settings menus and a weak mouse interface
- Texte original · AnglaisDeaths can feel unfair or opaque: one-shots from off-screen enemies, unreliable threat information, rest not interrupting when attacked, autoexplore walking into harm
- Texte original · AnglaisCrippling permanent and temporary debuffs (diseases, fungal infections, limb loss) that the game explains poorly, often pushing players to reload saves
- Texte original · AnglaisProcedural generation sometimes yields incoherent or blocked spaces, enclosed rooms, teleport-plant traps, and a 'getting lost' overland mechanic some find punishing
- Texte original · AnglaisFaction reputation rules can produce arbitrary-feeling penalties, such as killing a hostile legendary creature angering a friendly town
- Texte original · AnglaisSome critics of the 'depth' hype say NPCs are flavour-text cardboard cutouts and the simulation is shallower than Dwarf Fortress-style comparisons suggest
- Texte original · AnglaisProse can turn word-salad or over-pretentious to some readers and hinder clarity of ability descriptions
Caractéristiques distinctives
- Texte original · AnglaisA science-fantasy post-apocalypse setting with a literary, Wolfe-inspired voice rather than generic fantasy or dungeon-crawl tropes
- Texte original · AnglaisDeep simulation sandbox rules: nearly any object or creature can be interacted with, recruited, dismantled, or converted (memed 'you can become a chair')
- Texte original · AnglaisMutations plus cybernetics character creation with true-kin and mutant paths, unmatched in breadth among traditional roguelikes
- Texte original · AnglaisProcedurally generated world history and sultan legends that feed into a fixed main story
- Texte original · AnglaisFaction and reputation system that governs who is hostile or friendly across the entire map
- Texte original · AnglaisClassic (permadeath) and roleplay (saveable) modes letting one game serve both hardcore and story-focused players
Points qui divisent
- Texte original · AnglaisWhether 'depth' means systemic simulation (critics say it is mostly build variety and scripted weirdness) or rich, interconnected worldbuilding (fans say it is unmatched)
- Texte original · AnglaisDifficulty and permadeath: loved as consequential and funny by fans, called opaque and hostile by detractors, with many preferring the roleplay mode
- Texte original · AnglaisWriting style: hailed as the best prose in games by some, labelled pretentious or word-salad by others
- Texte original · AnglaisGraphics and UI: the minimalist pixel look is praised as distinctive, but readability complaints are common even among positive reviewers
Répétition et contraintes
- Texte original · AnglaisReputation grinding and hunting random legendaries or villages to befriend or slay is described as un-fun but effectively required for endgame survivability
- Texte original · AnglaisCloning shopkeepers and scouring for loot is called boring intended cheese in one long-time player's review
- Texte original · AnglaisAutoexplore and bumping weak enemies early, then slogging across big empty overland regions, feels repetitive to some
- Texte original · AnglaisDealing with diseases and permanent injuries by reloading or consulting the wiki
- Texte original · AnglaisCombat that some say becomes shallow or boring after the first 10-15 hours, plus an extremely long time investment before the game clicks
Améliorations espérées
- Texte original · AnglaisBetter onboarding: fuller tutorial, in-game explanations of debuffs, diseases and how to cure them, and labelled controls
- Texte original · AnglaisImprove visual clarity: contrast, distinguishing items and merchants, reducing message spam and fluid clutter, more accurate ability descriptions and damage numbers
- Texte original · AnglaisBetter keybinding and settings UX and more capable mouse support (comparison made to Tales of Maj'Eyal)
- Texte original · AnglaisImprove map generation validation so interiors connect and the player is not trapped, and reduce movement- and sight-blocking clutter
- Texte original · AnglaisRebalance character options: tinker and some mutations or classes seen as weak, psychic powers as strong, true-kin vs mutant imbalance and the ease of breaking the game late
- Texte original · AnglaisMake the faction reputation system and legendary-creature rules more coherent and less grind-dependent, and add more variety to the main quest across runs
Texte original · AnglaisDevelopment began in 2007, a public beta came in 2010, and Steam early access in 2015 with consistent weekly updates for about nine years. Early access reviewers praised depth but found the interface confusing; Kitfox Games became publisher in July 2023 and the 1.0 release on 5 Dec 2024 added a new fully graphical UI and the last leg of the main quest, then drew universal acclaim (Metacritic 91). A Nintendo Switch port followed on 16 Feb 2026 (Nintendo Life 8/10). Awards: 2025 IGF Excellence in Narrative, 2025 Hugo for Best Game or Interactive Work; nominated for 2025 Golden Joysticks Best Indie Game and a D.I.C.E. Strategy/Simulation nomination. Platforms: Windows, macOS, Linux (Steam, GOG), Switch; Steam price $29.99 with Workshop mod support (GOG reviewers note mod restrictions vs Steam). Steam recent reviews (~94% positive over 30 days) remain strong as of late Sep 2026. Steam-side estimates (SteamSpy owners 200k-500k; steam-revenue-calculator gross about $12.1M, net to developer about $3.6M) are rough Boxleiter-style estimates, not audited. Note: the WebSearch budget was exhausted in this session, so no Reddit threads were read directly (Reddit and Eurogamer fetches were blocked); community detail comes from 18 negative and top positive Steam reviews plus Metacritic, OpenCritic, Wikipedia, GOG and Steam pages.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) ↗
- Texte original · AnglaisLocal Steam metadata: app id 333640, review counts, SteamSpy owners, revenue estimate ↗
- Texte original · AnglaisMetascore 91 from 8 critics, user score 8.1 from 49 ratings, per-outlet scores ↗
- Texte original · AnglaisTop critic average 90, 90% recommend, 11 reviews, outlet scores ↗
- Texte original · AnglaisDevelopment history, awards (IGF, Hugo), Switch port, reception notes ↗
- Texte original · AnglaisSteam page: Overwhelmingly Positive, 1.0 release notes, tags ↗
- Texte original · AnglaisSteam community top-rated reviews summary: atmosphere, emergent stories, balance and difficulty gripes ↗
- Texte original · AnglaisGOG page: price, 4/5 user rating, critic quotes, modding note ↗
- Texte original · AnglaisEstimated gross revenue about $12.09M and net about $3.57M (Boxleiter method) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 5 (2026)
Texte original · AnglaisCaves of Qud is a turn-based traditional roguelike with a huge, freeform RPG campaign and deep lore, often compared to D&D and Dwarf Fortress. He says it demands patience and commitment, the text-style visuals will repel some players, and it is hard, with the advice to use the non-permadeath storyteller mode. He has only put in a small fraction of the hours fans recommend, so he finds it hard to judge. Many would put it in S, but he places it in low A for now, with a possible re-evaluation once he finishes the main quest.
Ce que le créateur apprécie
- Texte original · AnglaisMassive, open-ended RPG adventure with many ways to approach everything
- Texte original · AnglaisVery long main quest campaign
- Texte original · AnglaisStrong replayability from drastically different classes and races
- Texte original · AnglaisDeep lore and strong world-building focus
- Texte original · AnglaisRewards experimentation and mastering its mechanics; could be a 'one game for a year' pick
- Texte original · AnglaisConsidered by many one of the best traditional roguelikes
Problèmes relevés par le créateur
- Texte original · AnglaisVisuals are limited and hard to grasp, and can put many players off
- Texte original · AnglaisNeeds lots of patience and commitment to learn
- Texte original · AnglaisTutorial is small relative to the game's depth and it does not hold your hand
- Texte original · AnglaisHard, with easy deaths from experimenting; default hardcore permadeath is punishing
- Texte original · AnglaisHeavy reading and freedom can feel intimidating
Observations sur la conception
- Texte original · AnglaisExtreme freedom: no single way to do anything, closer to tabletop D&D than most roguelikes
- Texte original · AnglaisStoryteller mode lets players avoid permadeath while experimenting
- Texte original · AnglaisCharacter classes and races differ drastically, driving replay value
- Texte original · AnglaisLimited visuals lean on player imagination, which is part of the charm for fans
Avis actualisé
Texte original · AnglaisProvisional placement: he says many would put it in S and he may re-evaluate after beating the game; he is only about halfway through the main adventure.


