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.
An overview of Cogmind's upcoming render filter system, including its implementation and related features such as custom color schemes.
Aggregate data and analysis of tens of thousands of Cogmind score sheets, including both performance and preferences.
The biggest indie gaming stories for the week of December 1, 2017
Beta 3.1 brings us Steam Cloud support, ALERT messages you can't miss, all maps accessible from any difficulty level, and more...
An overview of the process behind preparing a game for release on Steam.
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...
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.
Dealing with long-term marketing issues... This is the actual Cogmind title logo, no matter what Google Images says!
Looking at various version naming systems and what should happen for and after the upcoming major milestone.
Approaching Cogmind's largest ever update, with tons of new features... and a new price :)
After nearly 4 years of full-time progress, Cogmind has finally arrived on Greenlight! :D (Also, a bit of a progress update.)
Methods for integrating prefabs into room-and-corridor style maps, and a look at how prefabs are constructed.
A summary of the weeks leading up to 2017, the year Cogmind finally reaches 1.0 :)
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.
Examining the value, characteristics, and methods of integrating static narratives into otherwise procedurally generated environments.
Oops, it's another biggest release ever :P. A new map, installable traps, meltdowns, sneak attacks, rebalanced utilities, damage overflow... and as usual...
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