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.

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Our first post-Steam update! Below you'll find a fairly hefty changelog considering it's only a minor version increment, but there's no new content--instead I wanted to get a lot of little feature requests and tweaks out of the way as soon as possible before moving on to bigger things. Beta 3.1 brings us Steam Cloud support, ALERT messages you can't miss, and all maps accessible from any difficulty level...

Cogmind Beta 3.1 "In the Cloud" (0.10.171111) changelog:

  • NEW: [Steam] Steam Cloud support
  • NEW: ALERT log messages also appear over the map at the top left (adjustable via advanced.cfg: mapAlertDuration)
  • NEW: Most ALERT log messages/announcements accompanied by a sound effect for emphasis
  • NEW: Triggering High Security is accompanied by a special sound effect
  • NEW: Message/combat logs prefix lines with turn numbers in Tactical HUD mode (toggle via advanced.cfg: disableMessageLogTurnNumbers)
  • NEW: noFluffLogMessages option to never show purely atmospheric log messages related to some robot actions (toggle via advanced.cfg)
  • NEW: Ctrl-RMB on walls/doors for their stats (if a info window already open, simple RMB works too)
  • NEW: Custom cursor support (see manual under Advanced UI)
  • NEW: Descriptions for all 49 advanced.cfg-only options added to manual under Advanced UI
  • NEW: WORKMAN keyboard layout file
  • NEW: Partial keyboard layout files for QWERTZ, ABNT2, UK
  • NEW: Numpad Enter also closes context help, advances transmission text, and works on game over screen to restart
  • NEW: Tutorial message explicitly indicates purpose of matter on first acquiring it (same as item description)
  • NEW: Several situational tutorial messages regarding energy management
  • NEW: Weapon penetration stat context help explicitly mentions that Huge robots count as a single object
  • NEW: "Inventory Autosorting" in options menu toggles automatic type-sorting of inventory items (equivalent to 't')
  • NEW: Attached part relative coverage visualization also shows specific values in Tactical HUD mode
  • NEW: All Alpha supporter names registered since Beta 3 added to in-game list (see Credits menu)
  • NEW: All Alpha item-attribution names registered since Beta 3 added to the item collection gallery
  • MOD: All maps accessible in all difficulty levels (most challenging areas no longer blocked off in easier modes)
  • MOD: Structural Scanner no longer required to get explosion data in machine info (but still required to know if such a machine has been destabilized)
  • MOD: Structural Scanner effect description explicitly states that it
  • MOD: All keyboard map-shifting commands now jump the map by default (single-space shifting no longer possible)
  • MOD: Shift modifier no longer required for keyboard mode to shift map view (Alt-only), except for vi-keys
  • MOD: vi-keys no longer need Shift or Alt modifier in dedicated mapshift mode (`), simply hjklyubn will do :)
  • MOD: /user/cogmind.cfg split into three files: system.cfg, options.cfg, advanced.cfg
  • MOD: "Show Part Range" and "Invert Map Pan" removed from options menu (now in advanced.cfg)
  • MOD: advanced.cfg autoSortInventory renamed to matchSortInventory
  • MOD: Lowered integrity of all Coolant Injectors
  • MOD: Slightly nerfed Mak. Salvage Targeting Computer
  • MOD: Tread crushing effect description includes explicit notice of max core integrity to be crushable (50)
  • MOD: Removed critical hit stat context help mention of effect on machines, large doors, and barriers (no longer applicable)
  • MOD: Walls/doors destroyed by launchers cause alert increase as with other weapons
  • MOD: Experimental/pre-release builds no longer warn about version number not matching server records
  • MOD: Scan window uses a much quicker, quieter sound to prevent overlap when hovering cursor across groups of items
  • MOD: Text printing/scrolling sfx replaced by a more subtle version with lower pitch and volume
  • MOD: Doubled matter extraction rate of all Field Recycling Units
  • MOD: Save file naming scheme changed to reflect internal save version, and extension changed to .sav
  • MOD: Tunneling hack more useful
  • MOD: Resource containers no longer have a LOAD setting (since the desired behavior is now automatic anyway)
  • MOD: Integrity-wise sorting of inventory now orders by absolute integrity rather than percent remaining
  • FIX: Attaching Core Expander from inventory via any means of direct swapping would crash game on subsequent key press [russomatroso]
  • FIX: 0b10 Decoder Chip [G/L] crashed on attempting to reveal an item outside FOV dropped on a chip-discovered trap [Darg]
  • FIX: Manual referenced older damage modifier for critical strikes against armor (is 20%, not 25%) [zxc]
  • FIX: Clicking 'X' button to close robot manual hacking window with code list open didn't also close the latter, and would later crash the UI [Valguris]
  • FIX: Potential to crash in the combat log if a certain sequence of messages quickly appeared under rare conditions [LordKee]
  • FIX: Using a Reconstructor while affected by a Stasis Beam to move outside the beam range would maintain the hold as long as no new obstructions [DDarkRay]
  • FIX: Unidentified prototypes in inventory indirectly revealed coverage and integrity values through respective visualization modes [DDarkRay]
  • FIX: Saving files would silently fail if player manually deleted the target directories [The Renderer]
  • FIX: Ctrl-CMB to toggle volley range visualization not working under some conditions [Uninstall Wizard]
  • FIX: On some Linux/Wine setups online News update feature might occasionally have a trailing 0 causing repeat news content to flash as if new [Joshua]
  • FIX: Typo in lore [zill]
  • FIX: Unidentified prototype resource containers held in inventory could still indirectly collect and store energy/matter
  • FIX: With non-green console border colors, the first item comparison in the gallery would still have two inside corners appear green
  • FIX: Removed critical strike stat context help mention of props being destroyable by crits

Cloud Saves

Beta 3.1's main attraction is compatibility with Steam Cloud, allowing anyone playing through Steam to preserve their settings, save file, and metadata across multiple machines, automagically.

This required the somewhat altered config system I talked about a couple weeks ago. As such, there are two important steps to follow if you're going to take advantage of the cloud support:

  • Your settings will only be migrated properly if you update to this version, Beta 3.1, so do that first.
  • Also if you've played Cogmind before, be sure to start playing on the machine with the settings and data that you want to keep! Just running it once should be enough, and then you can use either/any machine.

Note that 3.0 saves are compatible with 3.1, so you can update immediately, even in the middle of an ongoing run, and just keep going.

Know that this won't always be the case in the future--major versions and any updates that add new content do break save compatibility. That said, beginning with this release Cogmind stores saves under a new filename that reflects its internal save version, and what I plan to do is leave prior versions of Cogmind available as separate branches on Steam, so even if you do update (perhaps by accident), you'll still be able to rollback your install and play an unfinished run on a previous version if you like.


Difficulty hasn't been significantly altered with this update, though do be careful with those explosives. They're lifesavers in a lot of situations, but now they also piss off the Complex more than they used to. Each wall and door destroyed by non-AOE weapons has always raised alert by a small amount, but explosives were exempt from that rule until now. Obviously collateral damage with AOE weapons is much more likely, so the consequences are now more in line with their power.

A few items were nerfed, the only really notable category being Coolant Injectors, which have always been pretty OP since they were introduced--now they might not last you forever :P

I buffed the secret hack that everyone loves to hate. Now you'll probably want to use it a lot more often if you're planning a specific route through the world.

The biggest change to difficulty comes outside the default Roguelike mode, since there are no longer any limits on where Easier and Easiest mode players can visit. This is the way it was early on when I first implemented these modes, but the active community was much smaller then and almost no one was really playing the easier modes anyway, so there was a stronger cry to gate the most secret lore behind the regular difficulty. Now it's all open again :)

Beware though, the other half of the reason I thought it was a good idea to close off some maps was that they are disproportionately challenging even on the easiest mode! Cogmind's world was balanced for the default difficulty, so on the easier modes it's possible to wander into what are still very deadly areas. But hey, at least it's definitely easier than what you'd face on the regular mode, and it gives you access to all the lore.

(Currently fewer than 10% of players are using either of the easier modes.)


As described last weekend, Cogmind now supports custom cursors. The manual shows how to do it--it's super easy. While I fixed most of the odd behaviors caused by enabling optional software-rendered cursors that Cogmind didn't originally account for in its architectural decisions accumulated over the past four years (:P), there could be some undiscovered issues if I missed any UI combinations during testing. Let me know if you end up using a custom cursor and find anything fishy.

3.1 also includes more keyboard layouts, which I tried to support to the best of the ability of the system. The thread for how to use those is here.

Feature Images

A collection of demos from this release...

Optional automated inventory sorting.

On-map popups for important ALERT log messages.

Numbered log lines.

(Example 2)

Explosive machine details are now freely available (without Structural Scanner).

Ctrl-RMB on a wall or door to inspect it for armor and resistance info (or just RMB if window already open).

Coverage visualization includes precise numbers.

[Non-serious] custom cursor in action!

Further differentiated config files.

Ctrl-CMB also toggles volley range visualization.

 Cogmind Released on Steam

Cogmind Released on Steam

News 2 comments

Following more than four years of steady progress, Cogmind is now accessible on Steam! Ready to spread the roguelike love and innovation to new audiences...

Prepping for Steam

Prepping for Steam


An overview of the process behind preparing a game for release on Steam.

Coming Soon on Steam! Also Beta 2.1/2.2 Released

Coming Soon on Steam! Also Beta 2.1/2.2 Released

News 7 comments

The latest Beta updates add QoL, 21 new items, and revamped treads, wheels, and shields. Also: Cogmind's Steam EA launch is happening October 16th!

Beyond the Design Doc: Unplanned Cogmind Features

Beyond the Design Doc: Unplanned Cogmind Features

News 1 comment

A retrospective on Cogmind development from Alpha to Beta, examining the many features not mentioned in the design doc and why they were introduced.

Comments  (0 - 10 of 60)

Probably the coolest and most clever use of Ascii ever? Going to be keeping my eye on this one.

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Kyzrati Creator

Thank you, coming to Steam next month! Had to take a little break due to an injury, but getting back into things to make the next leap now...

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Kyzrati Creator

Thanks :)

Need to post another update actually, but I've been gone from IndieDB for a while because they blanket blocked my IP range :/

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Lets push this project into the top 100 indie games of the year! Don't forget to vote people!

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Kyzrati Creator

So yay, we did it, Top 100 :D

Thanks everyone for your votes!

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Kyzrati Creator

Cogmind made the top 100 last year, and that's before it was even released, so I'd be disappointed if we couldn't do at least that well now that so many are enjoying the alpha!

I appreciate any votes to help make that happen :D

(I imagine the top 10 is currently out of our league, being a niche game still in alpha, but I think 100 is completely doable.)

Reply Good karma+2 votes

HOLY ****. Like, usually I wouldn't go for profanity and caps lock to voice my opinion, but the latest round of gifs are seriously good.

I haven't really played a roguelike of this old style since I sank hundreds upon hundreds of hours failing at Nethack. This revitalizes my love of this genre.

Like... in the mainstream, roguelikes have been being updated and reworked for current sensibilities by taking the ideology of the old school and applying it to new things. FTL for instance checks a bunch of roguelike boxes but is still a totally different beast. Permadeath, random generation, hard decisions and that high learning curve. It's a great game and probably my favourite to come from this permadeath resurgence.

This looks to checks all the same boxes, but it looks like it applies that ideology right back into the source genre? And with all the style and panache available. It's looks like everything I loved about old terminal rpgs, but what I imagined them to be rather than what they were. And I love that. The full gamut of colour and the incredible UI are wrinkling my brain with anticipation.

Goddamn I am psyched. Keep up the amazing work!

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Kyzrati Creator

Thank you for the kind words (including the profanity, sure =p), and yep, the difference here is I'm more or less doing the reverse of what everyone else is doing. Good way to come up with something unique, eh? ;)

With regard to what you "imagine," that's exactly where I'm coming from! When I started working on this the whole idea was to produce this world I was imagining where the interface really comes to life, kind of like a mash-up between roguelikes and Hollywood terminal UIs (but where everything actually means something!). This approach doesn't make much sense with fantasy, the traditional roguelike setting, but with sci-fi it's a natural fit.

My brother was watching the (unreleased) trailer in his office recently and some co-workers came by and thought he was programming on some awesome new terminal, haha.

Alpha Access launches next week Tuesday if you're interested :D. The announcement will probably come to IndieDB a little late.

I just added that composite gif today since there wasn't anything yet showing off the tileset, and I have that one as the new lead gif for the updated website (not yet live).

Reply Good karma+4 votes

When i look at the GIF previews... I became to excited, I started searching for the download link... :3 looking forward to play this game...

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Kyzrati Creator

Excellent! Though the current lack of a download link is not quite so excellent ;). You *can* play the prototype version linked from the FAQ--some people are doing that in the meantime, but it's extremely old and unpolished compared to what we've got now :D

Thanks for stopping by!

Reply Good karma+2 votes

oooh oooh i found one Download link but it's kinda old but looks cool tho... FYI i am not a fan of ASCII ( but this game got sprite mode ), damn i got hooked due to its attractive GIFs teasers which showcase unique animations....

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Kyzrati Creator

It's a pretty unique aesthetic :D. I think it works better in ASCII, but the sprites are nice, too, so you can play with those when the time comes! Come to think of it, I should add some sprite screenshots to the collection here. They're also so new I don't have any on the website, only the dev blog. Thanks for the reminder.

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