Tag "Cogmind"
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

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

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

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

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

News

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

Music for Cogmind?

Music for Cogmind?

News

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

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

Alpha 14 Released: Hack 'n Slash

Alpha 14 Released: Hack 'n Slash

News

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

Adjustable Difficulty

Adjustable Difficulty

News

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

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

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 :)

Year 3 of the Cogmind

Year 3 of the Cogmind

News

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.

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.

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