Extra-special special events, full ambient audio, and 1.0 in reality if not in name. We're now over seven years in the making, but it's not over yet...
Over six years into development now xD. Time for more dev hours talk, a glance back at all the releases and special events from the year, new milestones...
Introducing siege mechanics, a huge scoresheet data expansion, lots of neat QoL stuff w/demos, rebranded difficulty modes, new parts, plenty more pretty...
Exploring the structure and content of full-run history logs as a way to record notable events in a roguelike.
Why and how I'm including accessible character dumps in Cogmind, including automated build classification and a situation analysis system.
Designing the ASCII map style for Cogmind's new scoresheets.
Examining the process of developing Cogmind's scoresheet and its content as it evolves into its final form.
Exploring the hows and whys of alternate modes of play for roguelikes, taking a range of mode types from Cogmind and other games as examples.
Level design details in Cogmind specific to underlying layout planning for procgen maps, and a discussion of the advantages of static, procedural, and...
A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay...
No finding items, no salvaging parts--buy everything with CogCoins! There's also a market economy, with prices that fluctuate based on supply and demand...
Cogmind has been in active full-time development for nearly six years. Where to from here?
Beta 8 has landed, with a new advanced faction bringing autonomous weapons, supersonic drones, time travel...
A look at upcoming propulsion-related mechanics, great fan art of Cogmind builds, a video showing strategies for reliably crushing the early game, and...
The latest annual review is here, talking features, dev time, sales trends, 1.0... lots o' stuff! 2018 was big, 2019 will be too :D
New parts, new art, more streaming, an interview, a blog post... it's been busy around here!
A whole ton of new fan art, plus some of my own, and a summary of recent gameplay streams.
Boo! Surprise release, this one making bot-hacking an even more unique play style with new RIF mechanics. Also a look at the biggest roguelike gathering...
Fat changelog? CHECK. Lots of new toys to play with? CHECK. It's time to hack the planet! The all-new robot hacking system creates new ways to play, and...
Getting into the details of dozens of robot hacks under the new system, looking at effects, distribution, and design.
Designing an all-new robot hacking system from the ground up to create a new play style, or augment existing ones.
Beta 6 stats, community guides, and a new robot hacking system begins taking shape.
Building Cogmind's various achievement-related UI features and integrating with Steam.
Exploring achievements in Cogmind, covering why and how they were selected and organized, icon creation, and the underlying implementation.
Time to start achieving! While Beta 6 brings with it a ton of other improvements and tweaks, the big new thing is a large collection of achievements to...
256 achievements are completed, each with their own icon, fully tested, and with a dedicated UI under construction. Also talk about AFD mode, the extensive...
About progress towards the upcoming release, to include a huge number of achievements... and a bunch of other features as usual. :)
The "Zionic Revolution" is here! Featuring interesting changes to your potential Zion allies, new NPCs, items and mechanics, and color customization along...
An overview of Cogmind's upcoming render filter system, including its implementation and related features such as custom color schemes.
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