Official development blog

Yearly Archives: 2023

“Post-Balance” Cogmind Item Expansion

Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. The results since then have been great, but what comes next? Fun. Lots and lots of fun. Beta […]

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Roguelike-Discord Integration Using Webhooks

When Cogmind’s first commercial version was released in 2015, I simultaneously opened the brand new Grid Sage Forums as the main gathering point for the community, a way to share stories, provide feedback, and generally discuss the game. Back then forums were still one of the most common ways for game communities to interact, and […]

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Writing about Cogmind and Roguelikes, a History

Something that’s kinda bugged me lately is when I look at the blog sidebar and notice that the article count in the archives seems to be trending lower, even though it doesn’t really feel like I’m doing nearly that much less writing. Now I’ve had some theories and assumptions to explain this trend, but it’s […]

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Cogmind Beta 11 Player Stats

Beta 12 has released, and that means it’s once again time to examine player-submitted stats from the previous major release! Beta 11 was particularly special due to its sheer scope and secondary aim at rebalancing a number of fundamental mechanics, so unlike the usual shorter coverage of stats that I do over on the forums, […]

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Special Mode Design, Polymind Part 2: Players, Stats, and the Future

Last time in part 1 I covered everything leading up to Cogmind’s Winter 2022/Polymind event, so architecture, UX design, balance, multitile robot considerations etc. Now let’s take a look at the aftermath! After Polymind was finally released and I could take a breather, I had a lot of fun seeing other players dive into it, […]

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