
So, as an alternative to Joppa, we’ll be providing procedurally generated villages to start the game in. But for veterans who’ve started dozens+ games of Caves of Qud, the opening can feel repetitive. Joppa’s consistency helps new players acclimatize to the strange world of Qud, both its unfamiliar, far-future setting and its hybrid handcrafted / generated approach to worldbuilding.
Right now you begin every game of Qud in Joppa, a starting village with handcrafted architecture, history, customs, NPCs, and player quests. Generated Villages and Alternate Starts. The Tomb will have its own archaeological and cultural outgrowths, too, including an outer wall of caryatids, tomb murals, the twin Life and Death Gates, the ancient village of Ezra, and a new species of burrowing credoists called the mopango. It’ll be twelve stories tall, contain several historically striated sections, and include over 100 individual maps, making it the largest structure in all of Qud. This update will feature a gigantic tomb complex built around the Spindle at Omonporch. We’ll vastly expand the archaeological and historical record of the sultanate with the next leg of the main quest, Tomb of the Eaters. And it'll let us branch out into new projects, some of which are already in the works. It'll help support our community managers in growing a vibrant and inclusive community.
Supporting us will help us keep going with the creative ethos that's allowed Caves of Qud to be such a weird and expansive project. Sustaining bespoke work in this economy is hard. We've also grown our team of contributors - who are making the game inestimably better - and we're serious about our responsibility to pay them fair rates. It's a labor of love, over a decade in the making, and we've spent countless hours etching all the minutiae of its many layers. Why support us? Caves of Qud is available to buy, but it's not a typical game project. So we build complex systems and collide them to observe the results. Emergence is fascinating to us we love to be surprised by what we make.
Bizarre, baroque, original settings. We share an eclectic love for the natural and humanistic worlds and it compels us to sculpt immersive settings out of their varied clays. (Two petal-etched, vine-swathed, time-bitten pillars.) We make weird games that tend to be built on top of two design pillars. We're most well known for making the science fantasy roguelike & RPG Caves of Qud. We're Freehold Games, a tiny studio co-founded by life-long friends Brian Bucklew and Jason Grinblat.