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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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Welcome to the mega release that is Alpha 11 :D. Within you'll find a ton of new content, features, and tweaks, making this easily the largest Cogmind update ever.

In short, Alpha 11 includes several new areas to explore, many more unique parts and mechanics to play with, a cast of dangerous new enemies (plus some great friends), and a really cool new UI feature.

As usual I prefer to allow players to discover all the great new content, so instead here is a sample of some of the features I can show:

Assisted item swapping for both mouse and pure keyboard players (kb ex. 1, kb ex. 2).

Dozens of new items, including Disposable Heat Sinks and Coolant Injectors to allow for more options when dealing with heat spikes. Should allow for some specialist thermal cannon melty builds :D

A summary of all your (future) runs will also be recorded to a single file for reference.

Firing a thermal cannon with a charge animation also drains the HUD brightness,

piecemeal, for the duration of the charge.

Other new categories of items enable reduction of attack time, including Actuators (melee),

Capacitors (energy weapons), and Weapon Cyclers (any projectile weapon).

Identify prototypes by simply inserting them into a Scanalyzer.

Sight range utilities (and Signal Interpreter exit destination detection)

no longer require you to move to take effect once activated.

A new formula for fast win bonuses means higher rewards for the super speedy,

and even some points for combat-length runs.

Discovering exits now always shows the autolabel regardless of the method used,

e.g. hacking, scanners, and drones.

Taking damage from an electromagnetic source now has

an associated animation in the form of ASCII characters that trace along HUD window borders.

Cogmind automatically makes optional local backups of your /user/ data "just in case" something goes wrong.

Items on the ground now show state information right in their info window as well.

See here for the full release notes with plenty more details!

Oh, and shortly after this update landed just this week, there was a surprise article in Rock, Paper, Shotgun <3

The full Alpha 11 (0.10.161011) changelog:

  • NEW: Branch map "Testing"
  • NEW: Branch map "Quarantine"
  • NEW: Branch map "[redacted]"
  • NEW: 55 new items (total now at 739)
  • NEW: 10 more alien artifacts
  • NEW: 6 unique items
  • NEW: 10 superweapons
  • NEW: 13 prototype robots (including new classes)
  • NEW: 1 new common robot class (2 variants)
  • NEW: 1 major new NPC (unique robot class)
  • NEW: 51 new machines
  • NEW: Taking electromagnetic damage animates HUD window borders (scales with damage, and can be disabled via Corruption Glitches option)
  • NEW: Item swap assist UI feature (Ctrl-RMB on attached or inventory item, or '/' followed by a~z/1~0)
  • NEW: Part-based volley time manipulation mechanic
  • NEW: Disposable heat sink/coolant injection mechanic
  • NEW: Momentum boost mechanic
  • NEW: Thermal cannons with a charge effect include a UI-draining animation while preparing to fire
  • NEW: Access points discovered via terrain scanning, Layout(Zone) hacks, or drone spotters all now auto-labeled as if seen within FOV
  • NEW: Movement blocked for a short duration after spotting a new enemy (adjustable via options menu)
  • NEW: Inserting unidentified prototypes in a Scanalyzer automatically identifies them
  • NEW: Equipping (or swapping in) a known faulty prototype requires confirmation
  • NEW: Non-part item info includes general category description
  • NEW: Non-part item info shows inventory slot count (now that some might require more than 1)
  • NEW: Segregator and Tearclaws info includes explicit descriptions of their unique mechanics
  • NEW: All Maneuvering Thrusters / Reaction Control Systems also provide automatic +1 to effective momentum for melee attacks and ramming
  • NEW: State information available for items on the ground as well, where the info page reflects their non-functional or temporarily disabled status
  • NEW: Option to completely disable manual hacking code assistance, added by request (cogmind.cfg only: see disableManualHackingHelp)
  • NEW: Confirm ally command targets with KP5 or Enter (alternatives to 'o' and LMB)
  • NEW: Score sheet meta data includes current lore and gallery collection percentages
  • NEW: Score sheet includes breakdown of critical strikes
  • NEW: Scores and basic stats from all local runs also recorded in /user/scorehistory.txt
  • NEW: Tutorial message explains bump-to-talk mechanic for robots with dialogue on the first time spotted
  • NEW: Messages for insufficient slots/inventory space on attaching/picking up items report size of item in question
  • NEW: /user/ files (config, meta data, command buffer, save...) automatically backed up to /bak/ once per day for emergency recovery purposes
  • NEW: All supporter names registered since Alpha 10 added to in-game list (see Credits menu)
  • NEW: All item-attribution names registered since Alpha 10 added to the item collection gallery
  • MOD: B-90 Cyclops buffed with new type of utility
  • MOD: Fighter/Swordsman Duelist variants buffed with new type of utility
  • MOD: Minimum volley time reduced from 100 to 25
  • MOD: Increased Cold Fusion Reactor energy output
  • MOD: Increased effect of Network Hub destruction by 50%
  • MOD: Coolant Network dissipation effect +10 (=90), integrity +100
  • MOD: Component Analysis Suite converted from duration-based to random application, effects much more frequent
  • MOD: System Backup/Restoration utilities converted from duration-based to random application, effect frequency slightly increased
  • MOD: Mining Laser/Welding Torch/Plasma Cutters converted from Special Weapons to Special Melee Weapons; enables bump-to-attack
  • MOD: Weakened Hub_04(d) defenses
  • MOD: Behemoths are more aggressive
  • MOD: AI-controlled flying robots out of view can no longer jump other robots at no extra time cost (easier to shake Swarmers with a fast build)
  • MOD: Lowered high-tier drone bay ratings, making them somewhat easier to fabricate
  • MOD: Parts list integrity visualization always shows at least one bar, even where high-integrity parts are approaching 0
  • MOD: Operators can no longer be stationed at unique named terminals
  • MOD: Implicit bump-to-melee-attack works on all permanently disabled robots found in cave regions, rather than only some of them
  • MOD: No warning shown when moving onto traps that will not trigger, e.g. treading into a stasis trap
  • MOD: Signal Interpreters activated while adjacent to an exit can determine where it leads on the next turn without requiring a move
  • MOD: State changes in sight range-modifying utilities update FOV on each new turn without requiring a move
  • MOD: Garrison access points much less likely to be found near each other
  • MOD: Important NPCs that follow player now stick closer by instead of running off to engage or chase down hostiles
  • MOD: AI distress signals only go out to armed and active (or dormant) allies (excludes rebooting/disrupted/broken/unpowered/disarmed bots)
  • MOD: Large heavy/blast door resistance against melee attacks increased
  • MOD: Buffed Greatsword damage
  • MOD: Falx better differentiated from Power Sword--slower but more damaging, and much higher critical chance
  • MOD: Efficiency of all Thermal Generators more than doubled
  • MOD: Non-resistant armors' integrity +50%
  • MOD: Resistant armors' integrity +100%; also more rare
  • MOD: Reflective/Insulated armors heavier
  • MOD: Reactive/Reflective/Insulated armor naming scheme changed to types of "Plating"
  • MOD: All part-Shielding integrity increased approximately 50%
  • MOD: Stasis link color changed from green to purple to match newer stasis-related mechanics
  • MOD: Stasis field strength around self/allies reported to log in dark orange instead of dark green
  • MOD: Data Core description explicitly indicates base duration before expiry
  • MOD: Molecular Deconstructor damage type changed to match effect description
  • MOD: Cannibalization Unit effect description explicitly states that required duration is part-dependent
  • MOD: Adv. Integration Mediator effect changed from -99% to -90%
  • MOD: All Integration Mediators apply effect to energy costs of equip/unequip as well; also increased mass
  • MOD: Sensor Array and Terrain Scanner effect descriptions explicitly state scans performed on a per-turn basis
  • MOD: Zion generally contains some number of derelict logs
  • MOD: Destroying unpowered and permanently broken robots no longer counts towards score/kills
  • MOD: Fleeing combat robots rearmed by Mechanics will reengage hostiles immediately rather than continuing to original goal
  • MOD: Evasion status summary hotkey switched from '/' to '\'
  • MOD: Removed from options menu: "Auto-wait on Low EN" (still available via cogmind.cfg as "autoWait")
  • MOD: Screenshots output to /screenshots/ rather than base directory
  • MOD: Win speed bonus score formula now = (50000000/turns); previously ((8000-turns)*5)
  • MOD: Score sheet excludes a wider variety of entries where their value is zero
  • MOD: Hvy. Battle Rifle rating dropped from 5 to 4
  • FIX: Failed to tally score on ending a game with no inventory items (regression fixed in earlier stealth update, credited here: [zxc])
  • FIX: Crash while equipping a certain secret item from the inventory via swap command [zxc]
  • FIX: Network Hub destruction alert reported old/incorrect efficiency value [Decker]
  • FIX: Results of a particular major event (spoiler) did not propagate to all expected circumstances [Decker]
  • FIX: A different particular major event (spoiler) could wipe some previously-learned manual hacking codes [Decker]
  • FIX: Switching to a different monitor or changing the desktop resolution between games didn't perfectly resize the font and map dimensions [@phi6]
  • FIX: Description for Motion Trail Duration option referenced older default value [Amphouse]
  • FIX: Burnout entry in propulsion data listing displayed a faint 'N' in front of valid non-zero single digit values [Amphouse]
  • FIX: Receiving Backup parts from a Repair Station or Mechanic didn't count as having attached them for gallery collection purposes [Amphouse]
  • FIX: Exit positions forgotten to corruption would still show exit labels [Amphouse, magi163]
  • FIX: All derelict class destruction counts were recorded incorrectly in score sheets (since Alpha 8) [Amphouse]
  • FIX: Routes through through Waste or a Garrison caused score sheet to record incorrect core remaining percent [Sherlockkat, Amphouse]
  • FIX: Analysis accuracy bonus as displayed in robot info was always +0 (but correct value was applied) [Kalkkis]
  • FIX: Attempting to insert unidentified prototypes into a Scanalyzer revealed their true name [Kalkkis]
  • FIX: Melee Analysis Suites provided 100 times the stated benefit [Kalkkis]
  • FIX: Guided weapon waypoints could path through, but not be set to, wall rubble locations [Kalkkis]
  • FIX: Weapons that failed to fire due to system corruption still applied their heat/recoil effects [Kalkkis]
  • FIX: During a particular cave encounter a Sentry could request backup even while rebooting after a Datajack hack [Kalkkis]
  • FIX: Mouse-scrolling a schematic list greater than 26 items before any selection, then selecting one via LMB, selected the wrong item [Kalkkis]
  • FIX: Repair Station vAl.05a was the only interactive machine with a shape that that might eject an item to an unexpected location [Kalkkis]
  • FIX: A stalled one-way network connection could hang the game on exit (now quits after 5 seconds) [Chad]
  • FIX: Font and map dimensions not automatically set for largest size possible with resolutions above 1440p [veryfoodverygood]
  • FIX: Part autoswapping to a different item of same category where there are multiple options might choose the one with less integrity [zxc]
  • FIX: Long item names could cause truncation of output message for damage during Scanalyzer analysis [zxc]
  • FIX: Incorrect word in component fabrication time context help message [Amphouse]
  • FIX: Typo in manual section on Hackware [Amphouse]
  • FIX: Typo in Stasis Canceller effect description [Kalkkis]
  • FIX: Loading a game with a status-caused glowing UI border effect in progress (overheating/low integrity/stasis) would not resume the animation
  • FIX: Thermal damage context help indicated incorrect amount of heat transfer (based on half damage, not full damage)
  • FIX: Score sheet "Robots Hacked" total wasn't including all possible cases
Roguelike Celebration 2016, the Experience

Roguelike Celebration 2016, the Experience

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On the largest-ever roguelike gathering in history, covering what it was like both objectively and subjectively :)

Ability/Effect Systems and Scripted Content

Ability/Effect Systems and Scripted Content

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An explanation of the architecture behind Cogmind's abilities and effects, which also tie into events. A systematic combination of hard-coding and scripts...

The Alpha Release Cycle

The Alpha Release Cycle

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Sharing the entire process behind building a single major alpha version, from start to finish. Project management and marketing all in one!

Alpha 10 Released: Collect 'em All!

Alpha 10 Released: Collect 'em All!

News 1 comment

Alpha 10 is here with two new maps, a lore collection UI, and lots of other little features and improvements.

Comments  (0 - 10 of 56)

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!

Reply Good karma+1 vote
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+1 vote

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+3 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+1 vote

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.

Reply Good karma+1 vote

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

Reply Good karma Bad karma+2 votes
Kyzrati Creator

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+1 vote
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