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 Released on Steam

Cogmind Released on Steam

News

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

News

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.

Cogmind Beta 2: "Legend has it..."

Cogmind Beta 2: "Legend has it..."

News

It's Beta++! The huge Beta 1 release already finished up the story and included some major content updates, while Beta 2 is all about QoL, gameplay tweaks...

Cogmind Alpha Year 2 Sales Data (Pre-Steam)

Cogmind Alpha Year 2 Sales Data (Pre-Steam)

News

A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.

Cogmind's Two-Year-Old New Logo

Cogmind's Two-Year-Old New Logo

News

Dealing with long-term marketing issues... This is the actual Cogmind title logo, no matter what Google Images says!

Beta 1.1 and 1.2 - "Path to Success"

Beta 1.1 and 1.2 - "Path to Success"

News 2 comments

Two updates for the latest beta, featuring yet more QoL (much of it pathfinding improvements), an on-map combat log, and some item tweaks and fixes.

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

News

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

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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?

ASCII Animations, New Mechanics, QoL, and more

ASCII Animations, New Mechanics, QoL, and more

News 7 comments

Several weeks of animation work, plus other gif-tastic progress updates.

Alpha 14 Released: Hack 'n Slash

Alpha 14 Released: Hack 'n Slash

News 2 comments

Melee multiwielding! Major plot events! Mouse UI++! Adjustable difficulty! Alpha 14 is here!

Adjustable Difficulty

Adjustable Difficulty

News 1 comment

The benefits and drawbacks of difficulty modes in roguelikes, and an introduction to Cogmind's difficulty-related features.

Cogmind is on Greenlight!

Cogmind is on Greenlight!

News

After nearly 4 years of full-time progress, Cogmind has finally arrived on Greenlight! :D (Also, a bit of a progress update.)

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

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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

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

Year 3 of the Cogmind

Year 3 of the Cogmind

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Having clocked a cumulative 6,383 hours of work over more than three years now, Cogmind is ever so close to completion. A look at 2016, and the future.

Weaving Narratives into Procedural Worlds

Weaving Narratives into Procedural Worlds

News

Examining the value, characteristics, and methods of integrating static narratives into otherwise procedurally generated environments.

Alpha 12 Released: The Place No One Lives to Tell About

Alpha 12 Released: The Place No One Lives to Tell About

News 2 comments

Oops, it's another biggest release ever :P. A new map, installable traps, meltdowns, sneak attacks, rebalanced utilities, damage overflow... and as usual...

Improving the Hacking Experience

Improving the Hacking Experience

News

A summary of UI features added to streamline manual hacking in Cogmind, with an addendum on the development process.

Alpha 11 Complete: The Mega-Release

Alpha 11 Complete: The Mega-Release

News

Alpha 11 is the largest ever Cogmind release, with several new maps, dozens of new items, robots, UI features, mechanics, and more...

Roguelike Celebration 2016, the Experience

Roguelike Celebration 2016, the Experience

News

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

News

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

News 2 comments

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.

Tutorials and Help: Easing Players into the Game

Tutorials and Help: Easing Players into the Game

News 2 comments

A breakdown of Cogmind's tutorial, together with discussion and analysis of other help features for input, mechanics, and strategies.