D&D and Gamma World are two influences intertwined in the DNA of the “newly” released roguelike RPG Caves of Qud. It is the end of one era and the beginning of another. Caves of Qud is an RPG that has been 17 years in the making and has finally reached 1.0. For those who aren't familiar, Caves of Qud is a roguelike RPG inspired by D&D, and more specifically Gamma World, a post-apocalyptic game featuring mutants, humans, robots, and more. And this is a game in the best traditions of classic D&D, designed to simulate the world down to its wildest details. If you're a D&D player and you've ever asked your DM, “Can't we just dig through walls?”, Caves of Kudo might be just the game for you. And it was released late last week after over a decade of development/early access. That means you can play it now if you want. Caves of Qud – A post-apocalyptic gamma explorer's dream Caves of Qud is a vast world that embraces procedural generation and player agency. So in this case, there's a lot of simulation going on. Famous features include the ability to melt walls and unleash creativity through mutations and cybernetic implants. But developers are also embracing quests, story arcs, and new narratives, creating deeply immersive experiences. “Caves of Qud is a science-fantasy roguelike epic of retro-future, deep simulation, and a mob of sentient plants. Live in an exotic world and carve through the layers of a millennium-old civilization.” – Screenshots of the final version of Caves of Qud on Steam show other influences in the game, including Nethack and Rogue, but also Wizardry and Ultima. . Look at those forests. It's worth pointing out that other games have been influenced by D&D as well, but of course they all take the concept and run with it. But I think the heart of Caves of Kudo is exploration. Not just about the world, but about the world system. When you play Caves of Qud, you're not just creating a world. That is what creates its history. ancient rulers. What happened before the “Fall” – it reminds me of the Dwarf Fortress. Interestingly, publisher Kitfox Games also helped make 1.0 their own. Adventures throughout the world of Gamma And what I'm particularly excited about about this is that it uses the world of Gamma as inspiration. Gamma World was TSR's first major foray into science fantasy and apocalyptic frenzy. It happened long after a nuclear war wiped out humanity, leaving behind a irradiated wasteland dotted with occasional robotic sentries as one of the only bastions of a distant, forgotten past. Players explore the wasteland and find ancient artifacts (sci-fi gadgets). They can also be mutants, plants, robots, or pure-bred humans (who somehow survived). And in the caves of Qud you can become a true kin with cybernetics, often recognized by the robot remnants of the world. Or you can become a mutant and have access to all kinds of powerful mutants. Just like in Gamma World. Somehow it's thrilling to see it all come full circle. Meanwhile, the cave is calling! JR, staff writer and DM for Bell of Lost Souls, covers all kinds of RPGs and occasionally eats a sandwich. You can ask him about both (email protected) Read comments (1)
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