“I am largely concerned about fixing inconceivable issues” – Brian Bucklew Discusses Caves of Qud’s Growth, the Swap Port, Expansions, Espresso, and A lot Extra


Again in February, the science fantasy roguelike RPG Caves of Qud from Freehold Video games and Kitfox Video games launched on Nintendo Swap. A month after its Swap launch, I had an opportunity to speak with Freehold Video games’ Brian Bucklew to debate the numerous years of growth it took to succeed in 1.0 on PC, his method to growth, the state of Caves of Qud now, new expansions, controller help, the Swap port, Yakuza video games, espresso, and rather more. This interview was finished on a name. It has been barely edited for readability.  

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RPG Web site: For these unaware, inform us slightly bit about your self and what you do at Freehold Video games

Brian Bucklew: My title is Brian Bucklew. I have been making software program since I used to be 14 years outdated, which was greater than 30 years in the past. I am one of many co-founders of Freehold Video games. Now our studio is slightly free by way of measurement. If you happen to lengthen the dimensions of our studio to love all of the individuals who work on social media, it is like a pair dozen individuals. The core growth staff is about six individuals who scrum, plus a few extra builders who work on music and artwork, not form of within the weekly cycle. It is a pretty big staff for a tiny studio now. 

I used to be the technical co-founder, so I form of constructed the technical engine together with Jason Grinblat who did the design and writing and likewise does among the code. We based the studio within the early 2000s not figuring out we had been going to make video video games in any respect, however slightly we had been making all types of little initiatives. Caves of Qud initially got here out of a tabletop sport world we had been engaged on, and a few early RPGs enjoying collectively, Rifts and Gamma World, and we we ultimately folded a bunch of initiatives collectively, a roguelike and this tabletop RPG into the challenge that might turn into Caves of Qud.

And right here we at the moment are a few many years later.

RPG Web site: When individuals preserve citing that it has been 17 years within the making, what precisely does that imply? What was the place to begin for Qud?

Brian Bucklew: The place to begin for Qud, I feel, is kind of diffuse. Jason and I’ve been making video games collectively since we had been youngsters, and enjoying video games collectively, enjoying video games like Dungeons & Dragons, and Rifts, and Gamma World, and enjoying Doom 2 on-line on outdated BBS connections dialing up multiplayer. We’ve got fairly an extended lineage between us of creating these video games. We labored on multiplayer MUDs early on. So we developed a bunch of those, form of, preliminary seeds of initiatives that by no means bought completed, like many individuals, simply form of creating our expertise and determining what we like and creating our tastes.

At the moment I had been spending a few years, and I’ve given some talks about this, attempting to make a roguelike engine. I used to be enjoying video games like Omega and Atom, and roguelikes like that, that had these large worlds, and I assumed with the hubris of youth, I may do that expertise so significantly better. I stored attempting and failing, as a result of the complexity of that engineering job is kind of excessive. It is fairly troublesome. Then within the early 2000s, there have been some papers by a man named Scott Bilas who labored on Dungeon Siege who had constructed a component-based software program structure which was novel on the time. I mentioned, “Oh, that is fairly attention-grabbing.”

In his papers, he gave some instructions for what he may do if he constructed it in a extra trendy language like C. On the time, C# had simply come out, and I used to be like, “Okay, effectively, let me attempt to construct one in every of these component-based engines on this new language C#, and see if I can actually get it working to construct this roguelike engine in the way in which that I am imagining.” And it labored.

The truth is, the way in which I constructed Caves of Qud underneath the covers in these years, was virtually precisely the way in which Unity 3D was constructed underneath the covers, based mostly on, I feel, the identical papers and expertise of the time. It finally ends up being fairly an efficient option to construct video games utilizing this composition construction. On the time I used to be constructing a fairly primary fantasy roguelike, and at that very same time Jason had been creating a fantasy world that was form of what we referred to as the Freehold setting sci fantasy actually not not fantasy. 

In some unspecified time in the future we simply mentioned, effectively, as an alternative of doing a fantasy roguelike and a sci fantasy tabletop RPG, what if we tried to do these items collectively? What if we tried to fold a sci-fantasy setting right into a roguelike expertise and format? Would this sport even be enjoyable, as a result of these video games are form of about these fantasy dungeon delves, and might you make this sport in any respect? That was form of the genesis of Caves of Qud was taking this sci fantasy setting that Jason had been creating, and folding it into this roguelike expertise that I had been creating.


RPG Web site: Trying again on the early 2000s and the place we’re proper now, would you might have approached one thing in a different way again then in the event you may return in time?

Brian Bucklew:

I feel by means of quite a lot of luck, we have truly been very lucky to have made quite a lot of proper choices. I do not suppose that that is attributable to something apart from luck. We form of lucked into good structure separating Unity from C#, as a result of Unity did not exist once we began. So we had constructed the expertise to be separable from Unity as a result of at first it was separated from Unity, proper? I feel that we made only a design selection based mostly, I feel, on curiosity, which was, “Might we make the person interface menu pushed, as an alternative of what was conventional for roguelikes on the time, an interface pushed by a bunch of particular person keybinds that had been fairly arduous to find?” 

That was a part of the gameplay on the time the place you had to determine that W was Wipe and F was Fall down and S was Sing. And we mentioned, is that truly inseparable from the style or can we make it so that you just simply pop up a menu with these issues? Is that too simple? It seems that it isn’t too simple. It is nonetheless fairly attention-grabbing and complicated for individuals. However that ultimately makes it playable on Nintendo Swap, as a result of now as an alternative of getting a bunch of keybinds, you possibly can undergo these menus. I feel that that was mainly simply luck, proper? I feel that we additionally run on Swap as a result of we began this so way back.

This sport needed to run on computer systems circa 2006-07 and it actually pushed the computer systems on the time, however now these computer systems slot in our pocket, proper? I feel we nonetheless push the computer systems that slot in our pocket now, but it surely does run. So I feel I feel the sport type of works in the way in which that it does as a result of we have been form of lucky that the alternatives that we have made map to the varieties of the way individuals wish to play immediately.

RPG Web site: Having examined 1000’s of video games on Swap over time, Unity ports appear to wrestle a bit extra and generally have points just like the 50hz one or simply actually lengthy load instances. What had been the challenges you bumped into with the Unity-related elements of the Swap port?

Brian Bucklew:

I feel Unity is commonly a really dualistic type of setting to make use of. It does some issues very very effectively. So once I first used Unity on Sproggiwood, which is a sport we made in between beginning and ending Caves of Qud, as an experiment. Might I make video games on this platform? It has some upsides prefer it makes nice use of C# which implies I can engineer large initiatives in it.

The second factor I discovered that it did very effectively, was that it went to different platforms very seamlessly. So I used to be capable of compile Sproggiwood for Mac, Linux, Home windows, Android, and iOS with little or no downside. So it made that type of porting very simple. The opposite half of Unity’s dualism although, is that their bigger programs are usually underbaked. Their primary programs work rather well after which the extra elaborate programs are inclined to not be fairly sufficient to truly make sport in the event you attempt to use Unity’s programs inbuilt. 

Their enter system that we use for Caves of Qud as a way to make gamepad controls work, the essential enter system works marvelously. It will get all of the inputs from Swap. It will get all of the inputs from all these gamepads and unifies them, however once I tried to make use of its enter system to do increased degree stuff, for example, observe a modifier key being held down, I might simply discover bug after bug and it took years to work by means of.

Ultimately what I ended up doing, which you find yourself doing for nearly all of Unity’s excessive degree programs, is simply write it myself on high of the decrease degree programs that work cross-platform. So I feel that in quite a lot of instances what you are seeing with video games is that video games are very arduous to make. Individuals are utilizing these increased degree programs which are sometimes slightly underbaked and do not fairly work. You may make Unity very performant, however impulsively you are writing quite a lot of the stuff your self. You are writing loading programs from scratch. You are writing C++ modules to do calculations for your self.

So I feel individuals get in there and use these underbaked increased degree programs, whereas Caves of Qud, due to its historical past, we have a tendency to only use the decrease degree programs. It will work very effectively. They’re going to allow us to go very simply to Swap, they’re going to allow us to very simply hopefully go to cell. In order that’s just about it.


RPG Web site: How way back did you begin work on the Nintendo Swap port in the event you can say?

Brian Bucklew:

We began the Swap port within the first half of 2025. I do not keep in mind precisely when. So it took lower than a yr, with our porting half companion Laundry Bear who’re nice, and positively rather more skilled in porting than me, to get it ported to Swap. For a complete new platform, that is a fairly astoundingly brief time for my part.

RPG Web site: I used to be anticipating you to say one thing like 3 years, after which a couple of years optimizing it, due to the CPU necessities.

Brian Bucklew: A lot of the work that was vital for Swap, like gamepad controls got here earlier than Swap, to go to Steam Deck, proper? We selected Steam Deck as a platform, and mentioned, “Properly, we’re gonna we will launch on PC and Steam Deck. That can show it for consoles.” That work did take a few years.

It took round three years to do the complete gamepad implementation, to do the brand new person interface, which allowed gamepad controls to work, and allowed us to get off of the keyboard as a vital modality. So in the event you rely that work, it did take round 4 years complete. However as soon as it was operating on Steam Deck, the port to Swap took lower than a yr

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RPG Web site: Initially, I used to be involved that the Swap model when performed on Swap 2 would not look nearly as good because it ought to given the scaling and the artwork. Qud appears excellent on Steam Deck, but it surely did not on Swap 2 initially. That bought sorted now with handheld enhance mode. Are there any plans to do a local Swap 2 launch? It could be nice to even have Pleasure-Con 2 mouse controls.

Brian Bucklew: Clearly everyone’s asking for it and we’re investigating it. We’re concerned about it. We’ll see the way it goes.


RPG Web site: Earlier than stepping into the narrative, I needed to provide you a little bit of background on how I realized about Caves of Qud. Main into the 1.0 launch, Kitfox was working with popagenda PR who reached out to me about it. I recall solely requesting a key after confirming it had controller help, which stays a really spectacular side of Qud, however the greater suprirse was the numerous sport modes included like Roleplay and Wander. You often do not see these sorts of choices in video games like this till years later.

Brian Bucklew:

I feel it is humorous to listen to that perspective as a result of from our perspective, they’re years after launch mainly. We entered early entry in 2015, proper? We had our first public playables, which had been simply free shareware, in 2010. So by the point we got here to launch, we had been publicly performed for 14 years. I feel over time the reply to how we bought there was that Qud’s a hybrid beast. It is a run-based roguelike beneath the covers. It was constructed to be performed in conventional permadeath mode, but it surely has a really lengthy, difficult, excessive stakes pc RPG, not fairly stapled to it, but it surely actually is indelibly interwoven, however they’re they’re interwoven, however sit beside one another. There’s some stress between an RPG that you’ll make investments 30 hours and actually construct up a personality, and this run-based roguelike with excessive stakes.

Some individuals actually take pleasure in that stress, proper? However one of many issues we actually needed to do with Caves of Qud is we thought that this format actually must be accessible to lots of people, proper? In quite a lot of methods. It is a turn-based sport, which implies it may be bodily accessible to individuals who cannot play different kinds of video games. It is largely textbased, which implies we should always be capable of take it to display readers, which is one thing we have not finished but, however one thing we wish to do. We thought that there is lots of people for whom this excessive depth, very deadly, basic mode is thrilling, however there’s lots of people for whom that is simply not accessible. As we bought older, we began this sport, we had been in our 20s. Properly, now we’re in our 40s, now we have youngsters. I am unable to make investments a thousand hours ending an RPG anymore. That is not an accessible period of time for me to spend on one thing anymore.

So, more and more, as we mellowed, we mentioned, effectively, it is foolish to lock this RPG behind basic mode. It is nice to have, proper? Like, we constructed it. This was the unique intent, however nothing’s actually misplaced by permitting checkpointing. That is only a completely different option to play. I imply, we considered it lots. There are numerous methods we may have finished issues like straight save load. We considered it lots and picked a selected function enjoying mode that we thought stored among the hazard, stored among the threat in a run with out sacrificing the power to complete an RPG you probably have an grownup life, proper? Like shedding half-hour of play right into a dungeon is greater than sufficient threat for me, that I needn’t lose 30 hours of play on a personality.

And so we added Roleplay mode. We additionally discovered that there are some individuals who actually benefit from the texture of the world, and studying the world, however even in Roleplay mode, the fight’s fairly demanding. It is a arduous sport to play. The people who find themselves actually roguelike and RPG hardcore say, “Oh no you possibly can break these programs. The sport’s truly too simple yada yada yada,” however I feel for most individuals, it is truly nonetheless very very arduous, proper? 

We mentioned, effectively, there’s lots right here for individuals who do not wish to interact with this very arduous fight system. What if we added a mode that allowed them to only interact within the texture of the world, and that is Wander mode, proper? We predict that the these let you take a unique rotation of the sport that’s accessible to whoever you’re, and your pursuits in play, as a result of it seems that the intersection of people that can play and win the very difficult tactical aspect of the sport, and the individuals who can learn all of Jason and Caelyn’s elaborate writing and perceive the plot, that intersection is fairly slim actually, proper? *laughs* Lots of people will take pleasure in one or the opposite, and never each of them.


RPG Web site: After I first booted up the Swap port, it had been a couple of months since I performed Qud, and I used to be deep into No Man’s Sky once more. It has a ton of recent modes and modifiers now throughout updates. I used to be curious if Qud went by means of one thing like this the place the unique was the bottom, and over time with participant suggestions, you needed to make it extra accessible leading to extra sport modes and modifiers. Are there any plans to only give gamers a full customized mode with sliders to do no matter they need? Possibly even a god mode?

Brian Bucklew:

Properly, there may be god mode if you wish to flip it on. There’s needs within the sport, which imply that you would be able to play it nevertheless you need. If you happen to go on the wiki, somebody has listed, the participant neighborhood has listed out all the needs that are very highly effective. It is also very moddable. I feel for customized sport modes, for PC at the least, I might encourage you to dabble in modding as a result of I feel all of us bought began, all the indie devs I do know bought began modding different video games. 

One of many issues we have actually targeted on Caves of Qud beneath the covers, is being a really knowledge pushed, very moddable engine. You are able to do lots and you may truly do quite a lot of attention-grabbing customized stuff with out figuring out how one can code in any respect, simply in knowledge.

I suppose my secret plan is to get extra individuals saying, “Oh, I may do that higher or extra curiously, or I need this in Caves of Qud,” Truly, you possibly can go on the wiki and go to the modding part, which is lovingly curated, and learn to do it, and add stuff to the sport fairly simply.

RPG Web site: This can be a two-part query. How concerned had been you early on within the narrative with Jason, and are you pleased with the state of the narrative proper now? It suppose the narrative is unimaginable, however I am curious what you consider that side now given you’re nonetheless updating and dealing on the sport.

Brian Bucklew: I feel the narrative is likely one of the most compelling narratives in video games, and is attention-grabbing for a selected motive, which is it is a particular narrative which is just capable of be informed by means of these interactive programs. I do not wish to give something away, however there’s actually necessary parts of the plot, as you get to the midgame, as you get to the endgame, which systemically take what you have finished, and tie it into the story itself. 

You could not inform the story we inform in a guide. I feel many many video games inform tales that you would novelize, and I feel Caves of Qud tells a narrative that has these static parts which you would write right into a guide, but it surely’s sitting on the inspiration of a systemic story which is in regards to the participant, in a means that the sport acknowledges, in a means {that a} non-interactive media could not write on a web page.

I feel if you have a look at a text-based group, you wouldn’t suppose that it could win the IGF narrative award, proper? Prefer it’s a tactical crunchy roguelike, however I feel that the work that Jason and Caelyn have finished in creating the systemic story is, I feel, rightly acknowledged by IGF and Hugo as actually groundbreaking stuff. 

From that perspective, I am more than pleased. I am unable to imagine we did that, proper? It is fairly unimaginable.


RPG Web site: There is a humorous disconnect once I introduce Caves of Qud to pals the place they see an award-winning indie, 91 on Metacritic, after which they have a look at the visuals and ask me whether it is Dwarf Fortress or one thing. I preserve saying it’s price it, they usually give it a go and die in like 5 minutes.

Brian Bucklew: It is humorous as a result of the early sport is kind of easy, and partially you play by means of a set of layers that’s our personal sport design sensibilities maturing. So the early sport, we developed by and enormous once we had been in our 20s. By the point we have constructed the sport for a couple of years and have the programs collectively, we construct the dungeon Golgotha, which regularly individuals by no means move. It is fairly troublesome. It is a new type of problem. It is form of the gateway into what I type of suppose like actual Caves of Qud, but it surely’s a check in so some ways for a participant, but it surely was additionally a check for us. It is the primary time we mentioned, “What if we did one thing that wasn’t a conventional dungeon? What’s one thing we will make that’s actually distinctive to Caves of Qud and seems like a singular expertise?” So after you move by means of Golgotha, the primary quest opens up. We get an increasing number of skilled and construct content material in Caves of Qud. 

Not like most RPGs which are sometimes front-loaded, probably the most attention-grabbing and detailed stuff occurs to start with, and it type of peters out as you get to the tip because the staff runs out of time, and runs out of assets, and simply has to complete the sport. Caves of Qud is inverted. The deeper you get within the sport, the older and extra skilled we get, the larger the staff will get, the weirder we get with the stuff we’re making. In order that by the point you are attending to the endgame, it is a fully completely different expertise as a result of we’re making it virtually 20 years aside. Purple Rock and the endgame are virtually 20 years distinction by way of the staff expertise and our capacity to craft and simply having issues to say in regards to the world if you’re 40 as an alternative of 20, proper?

RPG Web site: How a lot work have you ever been placing into the world simulation side in recent times? Is that one thing which you contemplate finished and also you’re simply sprucing it up now?

Brian Bucklew: We’re engaged on expansions. We’ve got a bug tracker with like actually 10,000 bugs in it in addition to an enormous bucket of stuff to do for the expansions. So I feel that if we needed, now we have 200 years price of labor to proceed to do each in efficiency and increasing it.

I feel anyone can have a look at it and say I can consider one million methods to develop this proper and folks do just like the mod Hearthpyre provides a complete base constructing system. The mod creator for that may be a core member of the staff, and has been for a few years, as a result of we mentioned “Wow, that is a tremendous mod. Do you wish to assist develop the sport?” So like that is only one axis of risk for the world of Qud. I feel with 1.0, if we left it there, we’d be okay with it.

I feel we have mentioned the issues we have come to say, however I feel there are at the least a handful of different very attention-grabbing expansions that we’re excited to construct, that we expect develop the sport,  every in a singular means, and inform a singular and attention-grabbing story. Possibly slightly completely different than individuals would anticipate, however I do not suppose anybody truly desires to come back to Qud and see like 20% extra of precisely what you might have in Qud, proper?

I feel you need our expansions to be one thing slightly completely different, and I feel that that is what we are going to make and folks will take pleasure in.

RPG Web site: I am unable to even think about how a lot time it could take to 100% the present state of Qud. How a lot time wouldn’t it take to see every little thing together with all of the lore?

Brian Bucklew: I imply, individuals play actually for five,000 hours and say, “I’ve simply seen one thing new I’ve by no means seen earlier than.” I feel in all probability in the event you performed for 500 hours, you have seen quite a lot of what now we have. You in all probability have missed some issues, however you have bought a fairly stable period of time in it. However if you would like the individuals who actually actually break the gameplay for 2, three, 4, and even 5 thousand hours, and nonetheless are operating throughout new conditions that they have not seen earlier than.


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RPG Web site: You talked about that doing all of the work for the Steam Deck helped with the Swap port fairly a bit. I wish to talk about the controls. After I first performed Dwarf Fortress on Steam, I keep in mind taking a look at all these customized Steam Enter layouts individuals had with radial menus and stuff as a result of I am lazy. I do not like utilizing a keyboard or mouse anymore. Caves of Qud could be very completely different with its controls in comparison with Dwarf Fortress regardless of the comparisons you see on-line. What had been your influences for the UI, menus, and textual content? I really like that I am by no means overwhelmed by it.

Brian Bucklew: So the UI system is a mix of influences. The gamepad controls, I feel, are literally helped by the truth that we’re a really old fashioned sport. I feel that if you attempt to take a sport that is mouse and keyboard first, including gamepad controls truly is kind of arduous as a result of usually you might have like very dense areas that you just’re shifting a cursor over, and hover issues, and you’ve got a bunch of affordances with a mouse that you do not have with a gamepad. So if you attempt to take Civilization and switch it right into a gamepad sport, you are confronted with a bunch of actually robust challenges.

We began as a keyboard pushed, arrow key pushed, keyboard sport solely. No mouse. Which signifies that we did not construct in vital affordances like mouse over hover, the necessity to scroll the map with a mouse. Swiftly that makes a gamepad truly extra potential than a mouse-based factor as a result of we have already got a really discreet set of UI parts on the display. It was initially, and I do not know in the event you tried it, it was initially a totally text-based sport. There was no graphical UI in any respect. You may nonetheless activate this mode. Which implies every display had an quantity of knowledge that was presentable in an 80 by 25 text-based mode. Proper? We needed to get very concise. There’s solely so many clicks to maneuver round on that display. So many arrow key faucets. The fashionable graphical person interface is a design by a designer named Polat Yarisci in Turkey who got here and offered mainly fan artwork, and mentioned that is what I may think about a Caves of Qud UI trying like.

We noticed this fan artwork and we had been like, would you want to truly make the true person interface? And Polat mentioned splendidly, sure, I might try this. That was his design. I do not wish to take any credit score for that. It is simply simply completely good. Polat got here from a singular background doing quite a lot of print and journal format. So his background is in print format, which is uniquely suited to Caves of Qud, I feel as a result of he thinks lots about textual content format and its framing.

So when Polat got here in along with his unimaginable pixel plus his actual expertise for doing textual content format and formatting, and mixed it with what was initially a really concise text-based UI, out of the blue now we have this distinctive route right into a gamepad playable interface the place you are giving discrete arrowpad like inputs, by means of an quantity of textual content that now you possibly can see extra within the trendy UI, however initially we designed the sport to slot in this very constrained area. 

So even if you let it out, it is readable, proper? It is navigable with a controller, after which our predominant streamer and author Caelyn performed lots on gamepad, and got here up with the particular mapping of buttons simply by means of enjoying, and enjoying, and enjoying, and saying this must be on this key, and this must be in that key. So it was fairly an enormous staff effort from a bunch of those that simply actually cherished Caves of Qud, and introduced their distinctive abilities into Qud. Plus the 20-year historical past of coming from a very old fashioned fashion sport that made what’s right here potential.

RPG Web site: The print format stuff blows my thoughts as a result of all of it makes excellent sense now trying again. I at all times thought the highlights, shade selections, and basic magnificence within the UI had been all wonderful.

Brian Bucklew: And I used to be going to say his UI within the mockups is even higher, and like by way of the variety of colours, I did some harm to it in making it truly playable and one thing that I may truly code. So he did a good higher job than is current within the sport and it is mainly restricted by my technical skills.

RPG Web site: You have been engaged on contact controls for the cell port, and we have chatted on Bluesky about the way you mentioned you had been planning on making it a portrait sport on cell. I am interested by two issues. The primary is whether or not you intend on bringing contact controls from the cell model to Swap port as an optionally available enter methodology?

Brian Bucklew: I feel it may be a fairly completely different play expertise. I do not know. Like proper now we’re nonetheless in early designs on it, attempting to know what every display appears like. This course of is kind of lengthy and iterative. Step one which we’re going by means of now, is just to dam out every particular person display, and say what’s one of the simplest ways to do that particular person display in a portrait.
After which with 30 screens, now we have to have a look at all of them and say, “Okay, how will we normalize all of those screens?” All of them desire a again button. Can we put them in a regular place? All of them desire a drawer of knowledge. Can we make this drawer normalized?

We’re nonetheless actually within the first levels the place we’re attempting to determine how every particular person display works. Then later, we’ll do an enormous normalization move and playtest it. And so it is fairly an concerned and troublesome course of and as soon as we get there, I feel it should largely make sense on telephones, and perhaps it should make sense on Swap, however I am going to have to know precisely the way it works earlier than understanding the way it works on different touch-based platforms.


RPG Web site: I initially thought perhaps an iPad model can be fairly easy since you may simply deliver it over with the identical UI. It won’t be be 16:9, however I assumed the present UI would work effectively. Holding the set off button on the gamepad made me take into consideration how you would faucet and swipe in a selected course to maneuver. Which may save area for different UI parts.

Brian Bucklew: I feel there is a easy implementation the place we mainly take the gamepad controls, and also you simply maintain the telephone like a gamepad, and it could in all probability work, proper? I feel to me that feels just like the worst case situation. I feel it could solely work and would not really feel like a pure sport, proper? I feel there are many video games that simply stick the gamepad on the display and you may play like that, however I suppose I am largely concerned about fixing inconceivable issues. 

The inconceivable downside of constructing it really feel like a local telephone display, is interesting to me simply from what I wish to do with my life perspective, proper? I do not know if we’ll succeed. Possibly we’ll fail. It is a very very arduous downside.
 

[Editor’s Note: I sent Brian a screenshot from Death Stranding Director’s Cut to show how the on-screen touch controls look here.]


Brian Bucklew: Yeah, precisely like this. I feel you would take the present gamepad format and with a couple of adjustments mainly simply make it work on the telephone in the event you held it like this, proper? Hey, who is aware of? Possibly in two years that is what we are going to do as a result of it truly is inconceivable to make it play in portrait (orientation), however I feel our present designs are trying very promising. We’ll see. We’re within the course of and discovering out proper now.

RPG Web site: Going again to the Swap port since that is the most recent launch for the staff. Has the launch exceeded expectations for the staff?

Brian Bucklew: Actually. We charted on bodily plus digital for nearly a month on the eShop which is unimaginable. Manner in extra of any expectations we had. I feel lots of people, together with us, did not know if there was a marketplace for a massively crunchy turn-based RPG like this on Swap, however there may be, proper? There’s 160 million items or one thing of the Swap. That is everyone, proper? So, even a tiny fraction of that’s nonetheless various gamers so I feel that is thrilling to me.

RPG Web site: I feel it is an ideal match for the platform. Qud is a sport you decide up and play, and there’s a huge portion of gamers who do not personal PC handhelds. Qud on Swap is actually the one option to play it portably for them proper now.

Brian Bucklew: Oh, that is the primary time it is a actual online game. All of my family and friends who’ve been like, “Yeah, yeah, you make video video games or no matter, proper?” Like after 20 years, it is on Nintendo Swap, they usually’re like, “Oh, wow! You made a online game. That is unimaginable.” Nintendo is, for most individuals, actual video video games and every little thing else is simply toy stuff, proper? Not actual in the identical type of means that being on a Nintendo system is.

RPG Web site: Since you possibly can’t inform Qud’s story in a guide, have you ever thought of doing a correct lore guide or merchandise like that?

Brian Bucklew: I feel we have thought of a couple of issues. It was initially a tabletop sport. We have clearly considered some type of complement for tabletop role-playing video games, however we do not have something in manufacturing proper now. It is one thing we’d contemplate. 

Clearly the writing on the planet is one thing we actually love. I feel at the least a pair individuals on the staff would like to put in writing books, I do not know in the event that they wish to write a Qud guide. I feel they in all probability wish to write different tales. We actually produce other tales to inform after 20 years which are additionally enjoyable. So we’ll see. We have got different merch within the works. No books, however another enjoyable stuff arising.

RPG Web site: So ought to I anticipate a inexperienced vinyl with ASCII lettering?

Brian Bucklew: Possibly. 


RPG Web site: Since we’re nonetheless on the narrative, how did you become involved with Bungie’s Marathon?

Brian Bucklew: We knew a couple of individuals contained in the staff who appreciated our storytelling and so we bought invited in based mostly on that, proper? Them saying, “Hey, look, Marathon is a storied sport, proper? Folks find it irresistible. Folks find it irresistible for its lore particularly, proper? It has wild, deep, unimaginable writing and lore related to it. If you do not know in regards to the historical past of Marathon’s lore and also you’re concerned about this type of stuff in any respect as an RPG participant, I encourage you to go have a look at the outdated unique trilogy’s lore. It is simply unimaginable. 

I feel lots of people had been afraid that Bungie did not perceive that Marathon was a lore-heavy sport, however they really did. Once more, it’s all Bungie’s unimaginable narrative staff, however we had been slightly a part of that as a result of they acknowledged, lore is tremendous necessary to this sport. Let’s get another individuals in right here to speak about it.

RPG Web site: Caves of Qud helps you to create some fairly deranged and degenerate stuff. Everybody loves that about it together with myself. What’s the most deranged creation you have present in Qud when individuals put up and tag you?

Brian Bucklew: I feel probably the most deranged factor, there are quite a lot of deranged issues that I’ve seen in my time as a Caves of Qud developer, however the one which pops to thoughts if you say that, is a selected participant, who within the lead as much as 1.0, mentioned they had been crashing the sport due to what they had been doing, and what they had been doing was engaged in extraordinarily degenerate and deranged conduct, which I will not spoil, but it surely was doubling every little thing that they’d on their physique. 

Each time that they carried out this maneuver, they’d do that factor, which each and every merchandise that they had been carrying, and had outfitted, they’d double it, after which they’d decide that each one up, after which they’d go do the factor once more. This was not easy. Every of these items took a while they usually started doubling every little thing that they’d and doubling every little thing they’d till they’d like 16 gigabytes of reminiscence filled with simply arrows and and injectors and stuff, simply simply gigabytes of limbs and swords and shields.

They mentioned they’ve like 16 gigabytes of these items, and once they go to select up the following copy of the pile from the corpse of myself, it is gradual. It is gradual. Brian, you might want to repair this as a result of it takes like three minutes to select up 16 gigabytes price of rubbish from the bottom. I mentioned thanks. That is one of the crucial unusual issues I’ve ever seen anybody do, however we did make it a lot quicker. It is now very fast. 

In these circumstances, you possibly can ultimately simply exceed the bodily limitations of your pc, and I am unable to do something about that. It is pretty fast to fail in these instances now.

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RPG Web site: In your opinion what’s the preferrred life kind and might you make it in Qud?

Brian Bucklew: An ideal sphere, proper? Since you now not want proprioception, proper? You already know the place you’re always, proper? You are an actual distance out of your heart, proper? So that you needn’t know the place your hand is. You may’t mess it up. So you do not want to consider that. You may’t do something ungodly as an ideal sphere, proper? Your limbs are helpful just for sin, proper? And so I feel it is clear that an ideal sphere with no capacity to maneuver is the perfect life kind. You are current in an excellent platonic state already and so there isn’t any want to maneuver from that. Once we transfer from that to now, it is clearly dangerous, proper? Solely dangerous issues are taking place from that distance.


RPG Web site: Who got here up with the phrase ‘Stay and drink’?

Brian Bucklew: That was Jason for certain. Probably the most axial moments, which simply says a lot in regards to the tradition of the sport. The tradition of the world. It is a stupendous sentiment that I acknowledge your struggling, and share my assets as a way to alleviate. It is an acknowledgement of others I feel beneath the covers.

RPG Web site: If you first noticed ‘Stay and drink’, did you suppose it could turn into this large meme for the sport and it’s mainly in all places now. 

Brian Bucklew: No, I feel I feel he got here up with it very early. I am a technically minded particular person. It took me slightly longer to come back round to the human aspect of being than somebody who’s not a technically minded individual. I type of vaguely bought it. Now I actually admire it. So when he first mentioned it, I do not suppose I actually appreciated how ingenious a chunk of world constructing it was. I feel it is there that I’ve to provide him quite a lot of credit score for being thus far forward of me in form of humane phrases in creation many a few years in the past.

RPG Web site: I feel you each praise one another rather well based mostly on the interviews I’ve seen. I recall a unbelievable one I watched a short while in the past on YouTube that I remorse not watching sooner once I was deep into Qud. I keep in mind considering earlier than then that Qud was identical to Dwarf Fortress, however little did I do know what I used to be stepping into.

Brian Bucklew: That is how I really feel about Caves of Qud, too.  I assumed I used to be simply making slightly Omega sport. Little did I do know what I used to be stepping into. I do suppose the partnership is a very unimaginable one. We praise one another very effectively. I feel that we have each realized lots from one another, over time, and I feel moderated the worst of every of our impulses, and pressures us to deliver out one of the best in every of us. I feel, particularly in operating the corporate, anchors every of us in a means that you just may in any other case type of spin out as a sole founder, and maintainer of a sport. I feel simply having the 2 of us retains us each effectively anchored in the true world.

RPG Web site: How has it been working with Kitfox Video games and what made you wish to work with an exterior writer within the first place?

Brian Bucklew: We did not want an exterior writer. We may have self-published, however we had been in search of a companion that might help us, and do the issues we weren’t good at. Tanya, who is likely one of the leads at Kitfox, has at all times been actually sort and beneficiant in our time as indie devs. So, once we first form of entered the area of indie devs, slightly than simply engaged on it on our personal, Tanya actually opened quite a lot of doorways for us. Actually was simply so beneficiant, and I feel that there was only a nice alignment between their latest partnership with Dwarf Fortress. Dwarf Fortress, Tarn and Zach are clearly unimaginable. We love them personally, in addition to the sport. It was type of irresistible being partnered with Kitfox, who we knew and trusted over years, and Dwarf Fortress, who clearly simply stands as a singular, luminous star within the sky.

How may we flip that down? It is unimaginable. I really feel fortunate to be working with them.


RPG Web site: What’s your favourite sport from 2025?

Brian Bucklew: I’ve no clue when any sport got here out. I feel my favourite sport in 2025, was in all probability Blue Prince, which I simply discovered extremely compelling for all the explanations everybody mentioned. I actually performed the heck out of it and loved it lots.

RPG Web site: What have you ever been enjoying lately that you’ve got loved lots?

Brian Bucklew: I lately performed the Yakuza video games for the primary time as a result of I am form of the reverse of you. I performed PC video games. The final console I performed was just like the Dreamcast, as a result of I simply do not like 30fps and consoles had been simply type of low fps for a few years. 

The PS5 I discovered actually pleasant. The video games are performant, HDMI CEC means I can simply hit a button on the controller and it activates my TV and picks the enter. That seems like a small factor, however I am extremely lazy and so impulsively I may truly simply sit down on the sofa and activate my PS5.

Now I have been enjoying all these video games which I did not play for the final 20 years. I feel my favourite of these is Yakuza. It isn’t like I anticipated in any respect. As an alternative it’s form of like a really lovingly crafted historical past of this tiny single block with quite a lot of humor and actual coronary heart and I actually loved it. It is in all probability my favourite simply form of random sport I’ve performed lately.

RPG Web site: The place are you within the Yakuza collection now?

Brian Bucklew: I’m on Yakuza 2 which is like 700 hours into the collection or one thing, proper? *laughs* Like Yakuza Zero and Yakuza 1 had been each multi 100 hour video games.

RPG Web site: After I performed Yakuza 0 for the primary time, it was 2017, and I hadn’t performed the earlier PS3 or PS2 ones. I feel I spent like 40 hours on simply the disco dancing mini-game. Yakuza 2 is one in every of my favorites as effectively, the Kiwami model. I completely find it irresistible. I assume you are enjoying the PS5 variations since these are 60fps now.

Brian Bucklew: Yeah. There’s like Kiwami, Kiwami 2, and Kiwami 3 remakes of Yakuza, Yakuza 2, and Yakuza 3, although they bought fairly dangerous opinions so I do not understand how they evaluate to the originals.

RPG Web site: I’ve not performed the originals for Yakuza and Yakuza 2, however I’ve performed 3. I deal with Yakuza Kiwami as DLC for 0 as a result of that is the way it felt to me once I first performed it.

Brian Bucklew: Yeah, it did really feel like that.


RPG Web site: Yakuza Kiwami 2 alternatively felt like a brand new sport in comparison with Kiwami. I am unable to wait so that you can end it.

Brian Bucklew: I feel that I am going to take pleasure in it, as a result of at this level, I’ve form of come round to only having fun with issues that bug me in their very own regards. Whereas perhaps once I was youthful, I actually needed issues that felt good instantly, and so that basically opened up quite a lot of issues that weren’t out there to me earlier than. Video games like Grand Theft Auto. I do not actually take pleasure in enjoying them.There’s lots I do not like about them, however I lately performed Grand Theft Auto V, and there is a lot I do not like about it, I would not have performed it on the time, however now I discovered it to be this actually attention-grabbing time capsule of a time and place, the place they took a snapshot of of the world in 2015 or no matter.

If you happen to went 100 years from now, and somebody performed that, and requested you, “Is that this what it was actually wish to be in 2015?” You would need to say mainly sure. It is slightly hyperbolic, however the vibes of being on this place and the feel of the music, and the look of the vehicles, and the sound of the individuals, that is mainly what it was like to hang around on the road in 2015. 

That is type of an unimaginable artifact. So I actually loved simply simply being in that artifact for a couple of hours in a means. I could not have loved it at launch time as a result of it was simply form of within the current day, however at a long way, I discovered it to be actually outstanding for that motive.


RPG Web site: I feel the GTA video games, even in the event you do not like gel with the gameplay or the writing,  are price it for the trouble they put into the music and curation. It’s wonderful.

Brian Bucklew: I imply there’s clearly an unimaginable quantity of labor and keenness within the factor. These days, that is what I admire. I can admire the craft of the factor with out vibing with the story. I can admire the craft of the story with out being like, “Oh yeah, I actually love experiencing this, proper?” Getting outdated. I am actually appreciating that. I can return and watch films from 100 years in the past. They’re type of unfun and grating to observe, however there’s a lot to like in regards to the understanding it provides you of what is taking place immediately, in regards to the craft that they had been creating on the time. That’s all very related to the craft you do immediately.

RPG Web site: What you simply mentioned jogged my memory of how I checked out two particular issues. Considered one of them was The Silmarillion, as a result of I discovered it very troublesome to get by means of once I first tried it a few years in the past. This was after watching The Lord of The Rings and having simply completed that guide. The primary web page felt extra complicated than the complete Lord of the Rings with names *laughs*. The second factor is The Identify of The Rose, which is a guide Josh Sawyer brings up lots, and likewise introduced up once I interviewed him. That was a fairly troublesome guide to learn initially, however I needed to do it as an alternative of watching the film. Talking of Josh, did you play Pentiment?

Brian Bucklew: I really like Pentiment. Unbelievable. I really like all of Josh Sawyer’s  stuff. An actual grasp of the artwork. I really feel perhaps slightly infantile for having found this. I really feel like different people who find themselves extra related to humanity and artwork, may need found that. You need to imbibe artwork that is not pleasant, as a result of there’s stuff to be taught there, however I am glad I realized it now, ultimately. I feel l virtually, I’ve nonetheless bought quite a lot of years left, in all probability. I feel it simply takes some individuals longer to determine issues out than different individuals.

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RPG Web site: How do you want your espresso? Go into as a lot element as potential.

Brian Bucklew: I prefer it just a bit candy, and if I may get Cuban espresso, tremendous candy and tremendous black in a tiny little dense cup, I would take that each day. I do not know how one can make it that effectively. I grew up in South Florida, and folks would make good Cuban espresso that I feel is one of the best. I prefer it not too robust, not too flowery, and identical to only a contact candy and no cream.