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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Shortly after the major Beta milestone earlier this month, a quick fix was put out to address a targeting issue alongside some other adjustments, followed more recently by a meatier update that added a number of new features. An quick summary of both Beta 1.1 and 1.2 is provided below. This'll be one of the last releases (if not the last) before going to Steam, though there is no definite date on the latter yet so I can't be sure. If it's taking too long to do all the annoying prep work I'll throw some more features into a 1.3 first :D

"Path to Success" - Beta 1.2 (0.10.170523):

Demonstrating guaranteed safe passage through wall-earth-wall scenarios.

Optional on-map full combat log.

The log's default settings relative to actual space available on a full 16:9 map. (Length and duration are adjustable, and the entire log is optional since the same info already appears in the top-center console.)

Allies no longer chase after fleeing Watchers.

Programmers can remotely rewire bots for you,

so you don't have to do it yourself if you've got one of these awesome friends :D.

Mouse-based pathfinding intelligently avoids moving obstacles when it will save more time than waiting.

Allied followers no longer take long circuitous routes when a more direct desired route is blocked.

Mouse pathfinding automatically avoids potential cave-in areas where feasible.

The AI will avoid those areas when they can as well!

Full Changelog:

* NEW: Mouse movement pathfinding automatically avoids non-hostile blocking robots (can deactivate via cogmind.cfg disablePathfindingRobotAvoidance)
* NEW: When combat log detail set to Full, automatically mirrored to left side of map (tweak via cfg: mapCombatLogMaxLength/mapCombatLogDuration)
* NEW: Armor Integrity Analyzers expanded to a full four tiers (+2 items)
* NEW: Particle Chargers expanded to three tiers (+2 items)
* NEW: Added meaning of part info summary ** and + prefixes to manual
* NEW: Manual available online, too: gridsagegames.com/cogmind/manual.txt
* NEW: Allied followers will not chase down Watchers that leave Cogmind's FOV
* NEW: Allied followers will generally avoid taking incredibly circuitous routes when blocked, preferring to wait instead
* NEW: Player and AI pathfinding both avoid traveling through potential cave-in areas where feasible
* NEW: Attempting to fire in view of a Researcher will temporarily block attacks with a warning message, and highlight all such Researchers in view
* NEW: Programmers capable of remotely rewiring disrupted robots
* NEW: Energy restored to full on heading to new map (also fills any energy containers)
* MOD: Rating 10 items show their rating as 'X' in the part list info summary mode (instead of "10")
* MOD: Exp. Actuator Arrays and Exp. Shock Absorption System now classified as prototypes (though never found faulty)
* MOD: Free peeks inside rooms / around corners no longer guaranteed for fast Cogminds gaming the time system
* MOD: Some utility effects no longer stack: Target Analyzers, Armor Integrity Analyzers, Particle Chargers
* MOD: Some Particle Charger/Accelerator effects weakened, also lowered energy upkeep
* MOD: Armor Integrity Analyzer effect no longer applied to AOE attacks
* MOD: Programmers can no longer remotely repel hacks against allies made via direct melee Datajacks
* MOD: Score sheet doesn't list tallies for specific effects of overheating or corruption if zero
* MOD: Scanalyzer Insert Component list no longer displays duplicate items with matching integrity
* MOD: A certain well-known stash has gotten even better
* MOD: EM disruption no longer affects inactive robots
* FIX: May crash if standing adjacent to both a door and its terminal when [redacted] remotely unlocks that door [Sherlockkat]
* FIX: Newest secret map may rarely have an unintended tunnel extending from its exit area [Sherlockkat]
* FIX: Adjustments to Command layout generation in Beta 1 introduced the possibility of requiring travel through a garrison [Sherlockkat, zxc]
* FIX: Potential UI crash if in possession of an Omega Cannon with INFO mode active [Nikola Kolodziejczyk]
* FIX: Dedicated robot destruction codes retrieved from [redacted]'s decrypted terminal stopped working after Alpha 14 [MTF]
* FIX: New cave-in system allowing guaranteed passage through wall-earth-wall tunneling scenarios wasn't working as intended, might cave in [MTF]
* FIX: Was possible for fabrication network matter reserves to fall slightly negative if randomly drained close to zero while a build in progress [MTF]
* FIX: New bonus points for Network Hub destruction tallied incorrectly [GJ]
* FIX: Reversed score sheet ending name (only in header) for two of the seven endings [zxc]
* FIX: The conditions required for a plot-relevant end-game hack that used to be possible to obtain mid-game were no longer possible [zxc]
* FIX: Typo in Thermal Resupply hack name [zxc]
* FIX: Typo "Fabriactor" in new score sheet entry [zxc]
* FIX: Ramming a target off stairs may in some cases fail to immediately ascend [zxc, DDarkRay]
* FIX: Pair of typos in Zion [DDarkRay]
* FIX: Missing space in intel message revealing a single exit to a particular map [Amphouse]
* FIX: A particular encounter in the Mines could make it impossible to exit from one of the two stairs, though still showed the stair label [Senjai]
* FIX: Scanalyzer Insert Component list showed all items with matching name and integrity as broken if the first in inventory was broken [Senjai]
* FIX: Repeat consecutive messages in calculations log did not immediately show their multiplier suffix unless scrolled out of view and back again
* FIX: Super Gauntlet challenge mode could crash on -8/Materials if no Garrison Access generated for that map

"NERF Cannon" - Beta 1.1 (0.10.170511):

Only showing applicable damage modifiers.

The new and improved want-if-have-allied army TCS.

Full Changelog:

* NEW: Manual Advanced UI: Map section more explicit about where tunneling is safe through areas that can otherwise cave in
* MOD: Ramming time cost no longer a flat 100 (1 turn); now takes slowest of that and your movement speed
* MOD: Tread crushing only possible against targets with no more than 50 core integrity remaining
* MOD: Tactical Coordination Suite bonus increased from 5% to 10%
* MOD: Removed critical chance from Flak Cannon, Hvy. Flak Cannon, Proton Burst Cannon, Ion Burst Cannon
* MOD: Tri-rail Accelerator critical chance lowered from 3% to 1%
* MOD: Visible sound effect system no longer pinpoints origins of sounds played at less than a quarter of their volume due to relative distance
* MOD: Data Miner ASCII changed from 'm' back to '0'
* MOD: Robot info page doesn't list damage modifiers that don't apply to that robot
* MOD: C Programmers gained critical immunity
* FIX: The new system for preventing duplicate penetration caused consecutive single-projectile shots against the same target to have no effect [GJ]
* FIX: Potential crash if Borebot destroys itself while clearing an explosive machine [GJ]
* FIX: Engineers building rooms could in certain rare layouts manage to build excessively long rows of doors [Widmo, BOYADD]
* FIX: Extermination squad dispatch referred to as incorrect type if affected by Trojan and the dispatch before it was of a different type [zxc]
* FIX: Typo in Transmission Jammer effect description [zxc]
* FIX: soundIgnoresDistance config file option allowed sounds to be both heard and seen across an entire map
* FIX: Map exit information obtained via derelict logs showed "exits" (plural) in log message even if only one

More info on each of these releases can be found in the full release notes on the forums, and I've been doing some of the new challenge runs on stream.

Cogmind Beta 1 "The End" Released

Cogmind Beta 1 "The End" Released

News 2 comments

A major milestone, a big ending, and a new beginning, all in one! After four years in development, Cogmind's story is truly complete, and this week we...

Versioning Schemes

Versioning Schemes


Looking at various version naming systems and what should happen for and after the upcoming major milestone.

Visible Sfx, New Items, Challenge Modes, and more

Visible Sfx, New Items, Challenge Modes, and more


Approaching Cogmind's largest ever update, with tons of new features... and a new price :)

Music for Cogmind?

Music for Cogmind?

News 2 comments

Considering the many music options for Cogmind. Is music necessary for a roguelike with such a developed soundscape? What type?

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+2 votes
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.

Reply Good karma+2 votes

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

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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