Submissions open from 2025-10-31 12:00:00 to 2025-11-06 01:00:00
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Before you stood a bare, new life. History’s fuzzy wave has washed away the amniotic waters of creation, unnamed. Yet, as the Beetle Moon nears its zenith, you feel a familiar force calling out to you from the Zero Hour. As its puppet-strings wrap around your wrists, you wonder: Who has the right to name another a monster?

Imbue a hideous specimen with life, again

Join us this Halloween for a five-day-long modding jam for Caves of Qud, everyone's favorite indie science-fantasy roguelike RPG! Take part in the joy of creation (or re-creation?) and distill Qud's beautiful monstrosity into a creature of your own making.

Submissions

This jam is unranked. If you release your mod under the Creative Commons Zero (CC0) license when submitting your entry, we will consider it for inclusion in a compilation modpack to be released after the jam ends. Work by yourself or with friends! This jam, we will be accepting mods containing C# code. More info about submitting your mod is available on the submission page or in the FAQ below.

Resources

See the Modding section on the Caves of Qud Wiki for information on what programs you need, required file structures and locations, links to example mods, and tutorials.

Want to ask a technical question or chat with other participants to get the juices flowing? Hit up the Caves of Qud Discord, the Kitfox Games Discord, or the jam's message board on the Community tab up above.


Frequently(?) Asked Questions

What should my mod be about?

Anything that fits the theme "monster" is fair game. You may take this theme as broadly as you like.

Looking for inspiration? Check out the entries to our previous Monster Mash jam!

When do I work on the mod?

We encourage you to work on physically creating your mod (e.g. writing code) during the week when submissions are open—that is, from October 31st at 12:00 UTC to November 6th at 00:00 UTC. Conceptualizing outside of this time is allowed.

If you have never modded Caves of Qud before, consider going through the steps of creating a mod to get acquainted with the tools and concepts. The wiki's Snapjaw Mages tutorial is a good start.

How do I ensure my mod is considered for the jam pack?

In order to be considered for the jam pack, your submission must be released under Creative Commons Zero (there will be a toggle on the submission page).

What version should my mod be written for?

Please ensure your mod works on the latest 1.0.4 version (build 210.X) of the game.

Is there anything I should avoid?

Due to the complexity of integrating multiple C# mods together, we encourage you to avoid making that more difficult. In addition to the negative patterns described on the wiki's general best practices page, usage of Harmony patching and manifest directories is discouraged.

Can I submit multiple mods?

Yes, you can make multiple submissions.

What happens after the pack is released?

To lower the long-term maintenance burden, we will only actively update the pack until the end of 2025. After this period, we ask that you send us Pull Requests if you wish to update your mod in the pack. We may remove mods that break the pack.


Live and drink, traveler.

Organized by the Caves of Qud Discord team