Experience sci-fi tactical combat and exploration in a procedural world that combines traditional roguelikes with an immersive modern interface like no other. Build yourself from components found or salvaged from other robots. Attach power sources, propulsion units, utilities, and weapons to become a slow tank bristling with weapons, or a fast-moving flier zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin/hacker, or whatever else you can come up with from the salvage you find. The situation can quickly change as you lose components and rebuild yourself from enemy remains. You are the Cogmind. Discover what that means as you explore a living, breathing world ruled by robots.
After nearly 4 years of full-time progress and early access, Cogmind has finally arrived on Greenlight!
This wasn't going to happen until a little further down the road (later this year after the upcoming 1.0), but Valve just announced they'll be shutting down Greenlight to replace it with... something, and rather than wait for all the details on that something, I've decided to go ahead and push Cogmind through Greenlight while it still exists.
If you want to see Cogmind on Steam so it's accessible to more players (== more dev time!), and with all that fancy achievement stuff and whatnot, vote, comment, spread the news and help make it happen!
For the "branding image" required by Greenlight I put together a fun composite gif showing an assortment of features:
Progress-wise everything has been smooth--the new map for Alpha 14 and all its mechanics/bots/items/events are now complete. The sudden Greenlight campaign will certainly delay the next update by a bit, but I still plan to release it this month. (hm, this is an awfully short month :P)
A selection of new unlabeled item art from Alpha 14.
Among the largest new features of Alpha 14 are easier difficulty modes and a challenge mode framework. Later on I'll be posting a dedicated article covering these topics, but here's a preview:
Testing separate leaderboards for each mode.
"Scavenger" challenge mode, in which there are no stockpiles and all stray parts are damaged.
(Salvage from other robots or intercept haulers!)
More dev shots from the past few days:
Activating a new terrain scanner...
...followed by the highest-density scan processor ever.
Powerful but short-range terrain scanner in action.
An emergent sequence of log messages that occurred while leading a friend into a new area :)
In other recognition news, Cogmind got a two-page spread in PC Guru, a magazine in Hungary. The editor said it was one of the best early access games they previewed in 2016! Another roguelike dev, darkgnosis of Dungeons of Everchange, sent me a pic:
And now back to work!
Methods for integrating prefabs into room-and-corridor style maps, and a look at how prefabs are constructed.
A summary of the weeks leading up to 2017, the year Cogmind finally reaches 1.0 :)
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.