Official development blog

Author Archives: Kyzrati

Movement QoL

Movement is pretty convenient in Cogmind, an important goal to aim for since this is generally the most common action players will perform in a roguelike. Four different methods are supported out of the box, the mouse along with three different keyboard-based methods (numpad, arrow keys, and hjkl). About the same number of players use […]

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Steam Rich Presence

Last year Steam updated its friends list and chat client to support more features, and among them is support for “Rich Presence,” or basically giving games running under Steam the option to share with friends more about the player’s current state. As you can see I’ve now added this feature to Cogmind for the next […]

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Special Mode Design: Abominations

Earlier this year I wrote about the hows and whys of alternate modes of play for roguelikes, taking a look at conducts and challenges and other unique ways to enjoy various games, and today I’m back to expand on that with some of the design process behind Cogmind’s latest new mode for Halloween 2019: Abominations! […]

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Siege Tread Mechanics

Hot on the heels of upgradable RIF abilities for bothackers, Cogmind has gotten yet another relatively accessible new mechanic that will lead to a variety of new tactics: all multislot treads have the option to enter “siege mode.” Patron Item/Mechanic One of the goals I’d set on my Patreon was to allow players to submit ideas […]

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Sorry macOS users, but Apple has gone too far for some of us devs

Years ago when Cogmind was first released, I kept an open mind about the future prospect of releasing an official Mac version. Cogmind is my first commercial game, after all, and having only previously released hobby projects as freeware, and only on Windows, I couldn’t be too sure what supporting additional platforms would entail. So […]

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