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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Cogmind is on Greenlight!

News

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)

http://i.imgur.com/M0oWISD.png

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.


http://i.imgur.com/CHsZu6Z.png

"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.


http://i.imgur.com/I4xMjlf.gif

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:

Cogmind in print! (With sidebars for Dwarf Fortress, NetHack, and URR!)


And now back to work!

Pricing a Roguelike

Pricing a Roguelike

News 8 comments

Explaining how Cogmind's price points were determined, the effects of tiered pricing and price changes, and what funding can do for roguelikes.

Alpha 13 Released: The Rise of Zion

Alpha 13 Released: The Rise of Zion

News 1 comment

Cogmind's third mega-update in a row! Lots of new early and mid-game content...

Map Prefabs, in Depth

Map Prefabs, in Depth

News

Methods for integrating prefabs into room-and-corridor style maps, and a look at how prefabs are constructed.

New Year's Progress Update, Version 2017

New Year's Progress Update, Version 2017

News

A summary of the weeks leading up to 2017, the year Cogmind finally reaches 1.0 :)

Comments  (0 - 10 of 56)
salejemaster
salejemaster

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
Kyzrati

So yay, we did it, Top 100 :D

Thanks everyone for your votes!

Reply Good karma+2 votes
Kyzrati Creator
Kyzrati

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
Orac|
Orac|

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
Kyzrati

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
Khian_101
Khian_101

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
Kyzrati

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
Khian_101
Khian_101

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
Kyzrati

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.

Reply Good karma+2 votes
Uogienė
Uogienė

Is it possible that nearby cleaner bot would clean a good drop just before you would pick that up?

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Kyzrati Creator
Kyzrati

Currently it is possible, yes. They don't care that you're around, and will even pick up debris from a battle while the battle is going on nearby! So if you take too long to fight, they'll start hauling things away before you've had a chance to pick up the loot :D.

However, I don't think I made it clear enough when describing their behavior towards the end of the post: If/when you destroy them they'll drop *everything* they picked up. So you can get it back--just track them down before they get to a recycling unit!

In some senses, you may curse them because they take stuff from the battlefield, and in others you may thank them because in taking stuff away for a bit they prevent it from being destroyed due to collateral damage from the fighting!

Reply Good karma+2 votes
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Cogmind
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Grid Sage Games
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Latest tweets from @gridsagegames

Nice little (okay huge) melee feature coming: melee multi-wielding! Want to use five katanas? Ten? You can do that… T.co

11hours ago

Guided weapon waypoints are much easier to redirect for subsequent shots w/kb, since recalling and canceling some r… T.co

22hours ago

RT @bigbadwofl: I'd really appreciate RTs Reddit.com My moddable, multiplayer roguelike, Isleward is now open source… T.co

22hours ago

RT @adom_dev: The #roguelike Ananias by Santiago Zapata (@slashie_) now on Steam: Store.steampowered.com Awesome guy, awesome game, play it :-) !

Feb 19 2017

This week in r/RoguelikeDev Sharing Saturday, a new project from /u/hugeowl with some pretty cool animation:… T.co

Feb 18 2017

RT @GoldenKroneGame: How I Learned to Stop Worrying and Love Prefabs Goldenkronehotel.com T.co

Feb 18 2017

And by popular request (okay, one player was curious), items with a current coverage % < 1 now show as a fraction r… T.co

Feb 17 2017

Because players often miss them, tutorial log messages now flash for FIVE seconds rather than one :P T.co

Feb 17 2017

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