Caves of Qud vinyl soundtrack now available to pre-order
Publisher Kitfox Games and developer Freehold Games have announced that the Caves of Qud vinyl soundtrack is now available to pre-order alongside an update for the game.
You can pre-order the vinyl here. The update today brings in performance improvements and many fixes. The science fantasy turn-based roguelike with RPG elements launched earlier this year on Nintendo Switch. Read my interview with Brian Bucklew from Freehold Games here going over Caves of Qud and much more. Caves of Qud is now available on PC (Steam) and Nintendo Switch. You can find details for the update and vinyl soundtrack below:
Hey folks,
We have some nice updates to share. First, after several weeks on the beta branch, our performance patch is now ready for everyone. It includes lots of little fixes and some deep rewrites that result in a big performance bump, so hopefully your next adventure is buttery-smooth, whether you're playing on a high-end machine, a potato, or something in between.
These optimizations also apply to the Nintendo Switch, where they are currently live. So if you haven't played there for a while, your performance should be much improved.
Caves of Qud vinyl: pre-order yours now!
We're ecstatic about this one. We've partnered with indie label Stumpy Frog Records and digital artist Saint Vulture to put the Caves of Qud original soundtrack on vinyl. It's a triple LP with over two hours of our atmospheric OST and gorgeous, original artwork on the gatefold. Preorders are available RIGHT NOW!
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No matter whether you're mutated or implanted, there is no better way to experience the otherworldly, cozy-but-occasionally-harrowing vibes of Qud than through a needle in a groove of an unscratched data disc [perfect].
"Burgeoning" mod jam in July
In July — just a few weeks away! — the next Caves of Qud mod jam begins, with the general theme of burgeoning (both the mutation and the concept). So start brewing up ideas and get ready to dig in, even if it's just a single new piece of tile art or a new creature design. If you need help getting started modding, head over to the Kitfox or Caves of Qud discords and ask for resources. There are plenty of modding vets who have navigated those waters and will point you in the right direction. Sign up for the jam here.
Summer Sale
The game is currently on discount for the Steam Summer Sale! So if you have any friends who haven't yet experienced the joy of mutation, now's a great time to buy Qud as a gift, whether it's to celebrate Pride month, stay cool during the summer months, or for any other reason.
That's all for now. Until next time: live and drink, friends.
-Freehold & Kitfox
Patch 2.11
We made several performances improvements.
Greatly improved pathfinding performance.
Greatly improved performance when auto-moving to the edge of a zone.
Improved pathfinding logic of creatures, causing them to take more sensible paths around obstacles.
Greatly improved performance on wet maps.
Improved performance in Bethesda Susa.
Merchants now allow you to trade with them you after you buy their entire inventory.
The looker now indicates the number of objects in the square in the top command bar if there is more than one lookable object.
We added new target picker graphics for various activated abilities that improve visibility.
The default keybind for force attack up and down (Ctrl+ < or >) have been swapped to match movement binds.
Digging tools in the offhand are now preferred over primary non-digging weapons when attacking diggable objects.
You now properly melee attack wallbound creatures instead of the wall when a digging tool is equipped in your primary hand.
You can now tap your throw bind again in the throw targeting window in order to throw.
Autoget now ignores nuggets if the "Autoget nuggets" option is disabled, even if "Autoget trade goods" is enabled.
Repair now takes slightly lower precedence in menu priority.
Added a debug option to allow world seeds to be input during game creation. It's experimental and won't fully work yet.
Ruins that claim they have becoming nooks now always have becoming nooks.
Reality stabilization no longer causes individual limbs and equipment (like horns) to vanish from a creature without that creature itself vanishing.
Equipping multiple force bracelets now gives multiple abilities to toggle each independently.
Tri-hologram bracelets no longer reset your targeting position for each hologram.
Cooking with wild rice or canned Have-it-All now picks a random effect from the correct pool of effects rather using the pool of the ingredient you first cooked with this play session.
Temporary food items no longer stack with non-temporary food items and become permanent.
Build codes using mods that aren't loaded should more reliably work.
Graffiti is now visible on walls with ornately engraved plaques.
Added marble tiles around the pools in Bethesda Susa.
Stairs in the Tomb of the Eaters are now more consistently reachable.
The [redacted] now always have a becoming nook on the bottom floor.
You now get notified that you gain a [redacted] when you [redacted].
Tau's crystalline items now have more hitpoints.
Fixed a bug that caused autoexplore to attempt interacting with objects buried under solid walls.
Fixed a bug that caused creatures to undervalue or ignore their equipment when considering paths through acid pools.
Fixed a bug that caused the Modern UI option not to be shown.
Fixed a bug that caused 'whip up a meal' for creatures without the cooking skill to fail.
Fixed a bug that caused Amnesia to throw exceptions if it was ever removed.
Fixed a bug that caused unreal objects to be affected by temperature radiation.
Fixed a bug that caused you to sometimes be unable to open your equipment after glitching yourself with warm static.
Fixed a bug that caused you to sometimes lose your inventory after glitching yourself with warm static.
Fixed a bug that caused you to bump into obstacles on the destination when moving to zone edges.
Fixed a bug that caused [redacted] to sometimes meander off the main map or into important quest locations.
Fixed a bug that caused nullphase objects to freeze in cold areas.
Fixed a boot issue on MacOS.
Fixed various typos.
[modding] EmbarkBuilderModule now has a GetRequiredMod() method you can override to pop up an error if your mod is not enabled when loading a build code that uses it.
[modding] Fixed a bug that caused the NOT operator in conversation expressions to add an extra literal.
No matter whether you're mutated or implanted, there is no better way to experience the otherworldly, cozy-but-occasionally-harrowing vibes of Qud than through a needle in a groove of an unscratched data disc [perfect].