It’s been a while since I delved into a full-on proper roguelike — and by “proper” I mean none of that “roguelite” nonsense — so I was excited to give Caves of Qud a go after picking it up in the Steam sale a while back.
So far I feel like I’ve barely scratched the surface of this game — largely because it’s very fond of killing players off even in its introductory quests — but I like it a whole lot already, simply for the sheer amount of depth there is to it, while simultaneously remaining pretty much as accessible as it’s possible to be for an almost-ASCII roguelike.
Caves of Qud is a far-future roguelike in which you play the part of Some Dude/Gal who shows up in a small settlement one day and… well, there’s no real initial goal beyond finding out what interesting things there are in the mysterious and far-off region of Qud up in the top-right corner of the map. The inhabitants of the first village are more than happy to present you with a few quests, however, and it’s these that will provide the motivation for your initial explorations.
Caves of Qud gets interesting before the game proper starts, though. Being set in the far future, we’re not in a land of elves, orcs and goblins here; we’re in a land where horribly mutated individuals are the norm, and indeed it’s entirely possible for you to play the game as a four-armed furry narcoleptic esper who is good at butchery and first aid, and perhaps beneficial to do so. For those who prefer slightly more “conventional” characters, you also have the option of playing as a “True Kin”, who start the game with better attributes, but less customisation, and as such are, in theory, better for beginners.
The mutations are pretty interesting, since many of them have attached game effects, not all of which are directly related to dealing or soaking damage. A character that is able to spit slime, for example, doesn’t do so to damage enemies — instead, slime causes anyone who steps on it to have a chance of slipping, including yourself. In this way, it can be used as a defensive measure when gobbed out between you and the enemy while you’re attempting to sprint away and heal the wounds you’ve taken.
That’s not to say the more conventional aspects aren’t interesting, though. The game has an intriguing twist on the usual roguelike formula of having unidentified items: as you progress, you’ll occasionally come across “artifacts”, which you can use your character’s intelligence to attempt to make some sense of by examining them. Sometimes these artifacts are useful pieces of equipment; at other times, they’re a folding chair. You can, however, use this knowledge to your advantage by offloading the aforementioned folding chair to a character that isn’t all that bright on the grounds that it’s a Mysterious and Wonderful Artifact From the Old World. There are lots of wonderfully subtle touches that the game doesn’t explicitly tell you about, too. Little graphical effects may look like glitches until you realise that they’re raindrops, or water splashing as something moves beneath the surface; characters, enemies and monsters can get splattered with blood during combat; and not every enemy is worth engaging “just because it’s there”. Stumble across a Slumberling in a dungeon, for example, and you’ll discover that poking it with your sword is a very bad idea indeed; take a moment to examine it before poking it, however, and you’ll discover that these are creatures that spend most of their time in a deep hibernation, completely oblivious to their surroundings — and that they really don’t like being disturbed.
As I say, I feel I’ve barely scratched the surface of all the possibilities this interesting game offers so far, but it keeps me coming back for more despite its high level of difficulty — rather than easing you in and then spiking after an initial “tutorial” area, Caves of Qud starts hard and stays hard — and one day I might actually get beyond that first dungeon… until that time, however, I shall enjoy building new characters with increasingly outlandish combinations of mutations and watching them die at the hands of a swarm of snapjaws as they bleed to death after tripping over a thorny plant in the floor having been terrified by a nearby piece of Dreadroot.
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