Beta 6 stats, community guides, and a new robot hacking system begins taking shape.
Building Cogmind's various achievement-related UI features and integrating with Steam.
Exploring achievements in Cogmind, covering why and how they were selected and organized, icon creation, and the underlying implementation.
Time to start achieving! While Beta 6 brings with it a ton of other improvements and tweaks, the big new thing is a large collection of achievements to...
256 achievements are completed, each with their own icon, fully tested, and with a dedicated UI under construction. Also talk about AFD mode, the extensive...
About progress towards the upcoming release, to include a huge number of achievements... and a bunch of other features as usual. :)
The "Zionic Revolution" is here! Featuring interesting changes to your potential Zion allies, new NPCs, items and mechanics, and color customization along...
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.
Welcome to a properly meaty major version release! There's an improved early game, even greater information transparency, more challenge modes, item gallery...
After 8,410 hours of work over more than four years so far, Cogmind is mostly complete and finally on Steam. A look at 2017, and the future.
A comprehensive summary of Cogmind's first month on Steam, taking a look at reception, rankings, traffic, sales, and more.
Beta 3.1 brings us Steam Cloud support, ALERT messages you can't miss, all maps accessible from any difficulty level, and more...
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...
An overview of the process behind preparing a game for release on Steam.
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!
A retrospective on Cogmind development from Alpha to Beta, examining the many features not mentioned in the design doc and why they were introduced.
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!
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.
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...
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 :)
Considering the many music options for Cogmind. Is music necessary for a roguelike with such a developed soundscape? What type?
Several weeks of animation work, plus other gif-tastic progress updates.
Melee multiwielding! Major plot events! Mouse UI++! Adjustable difficulty! Alpha 14 is here!
The benefits and drawbacks of difficulty modes in roguelikes, and an introduction to Cogmind's difficulty-related features.
After nearly 4 years of full-time progress, Cogmind has finally arrived on Greenlight! :D (Also, a bit of a progress update.)
Explaining how Cogmind's price points were determined, the effects of tiered pricing and price changes, and what funding can do for roguelikes.
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