In developmentMF-001

The first mutation

Raves of Mud

A Caves of Qud modpack: a 3D and 2.5D augmentation layer for the game you already own.

Raves of Mud rendering a Caves of Qud salt marsh as a perspective 3D scene
Development capture — the Holodeck rendering the game state in perspective.

The world grew past the edge of the zone.

Remembered neighboring zones, Qud-authored visibility, physical geometry, environmental effects, and a deeper mouse-driven interface moved the Holodeck forward.

Read the August update

Qud remains the game. Raves changes the view.

Raves of Mud (formerly Raves of Qud) is a modpack for Caves of Qud. A paid, modded copy of Caves of Qud remains the authoritative game; Raves adds a Godot-rendered Holodeck, new camera views, and a player-facing interface around it.

The bridge publishes the world state over a local connection. The Holodeck turns that state into a lit, navigable scene with orbit, pan, zoom, and multiple camera modes. Movement and actions return to Qud, which resolves every turn.

Public downloads are being prepared.

There is no public packaged release to link yet. When one is ready, this section will contain a single, platform-labeled download path with version, file type, and size.

No mystery button: the download control will appear here only when a verified public file exists.

Two programs. One authoritative world.

  1. 01

    You run Caves of Qud

    Your paid, installed copy owns world generation, combat, items, saves, AI, and every turn.

  2. 02

    The bridge describes what you see

    A local C# mod sends the visible zone state to the viewer. It does not send proprietary assets with the project.

  3. 03

    The Holodeck renders the mutation

    A Godot 4 client builds the 3D and 2.5D scene and sends your input back for Qud to resolve.

A real development build, not a public package.

  • Render the current zone as a lit 3D and 2.5D scene
  • Remember and render bounded neighboring zones beyond the current map
  • Apply Qud-authored light, sight, darkness, and fog of war throughout the scene
  • Render watertight walls, hinged doors, archways, monuments, trees, weather, fire, water, fog, and grime
  • Orbit, pan, zoom, and switch between seven camera modes or a multi-view grid
  • Move and act through Qud while Qud resolves the simulation
  • Use clickable action hints and mirrored player-facing inventory, abilities, quests, trade, tinkering, save, and status interfaces

The honest current contract.

The documented development path uses Godot 4.7 and has been built and tested on macOS. Other Godot 4.x versions may work, but are not the compatibility contract. A Windows branch exists, but this page does not claim Windows support until a verified release is published.

  • The current build is a single-player viewer for your own local game
  • macOS is the documented and tested development path
  • The bridge is localhost-only and has no authentication
  • A packaged public installer and numbered release are not yet published
Local means local: the development bridge listens on localhost without authentication. It should never be exposed to another network.

Project facts last checked against the public repository on August 31, 2026.

Release notes begin with the first public package.

The active repository contains ongoing development history. A stable, player-facing changelog will appear here with the first numbered public release.