Official development blog

Author Archives: Kyzrati

Data and Insights from a Month on Steam

So last month Cogmind “launched” … for the second time :P It’s now on Steam EA and doing fairly well. Not like indie smash hit amazingly well, but that’s a given considering it’s way too niche for that kind of attention. Still, the relatively unexciting screenshots and two-year-old alpha trailer are apparently sufficient to attract […]

Posted in Post-Mortem | Tagged , , , | 9 Responses

Cogmind Released on Steam

It’s finally happened. After over four years and more than 8,000 hours of work, Cogmind has just been released on Steam :D “Released” but Early Access. Some say that as soon as you release on Steam, EA or not, that’s it–you only really get one launch and the “full release” won’t make as big a […]

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Prepping for Steam

Cogmind is coming to Steam this month! This was inevitable, of course, if a little later than planned as I waited to at least partially get over the serious injury which has been keeping me from making progress for months now. Anyway, here we are, with contracts signed, a store page already in the open, […]

Posted in Gamedev | Tagged , , | 14 Responses

Beyond the Design Doc: Unplanned Cogmind Features

Building a solid game calls for a good design doc. Laying out at least the core vision, along with preferably additional details about how features and their implementation work together as a coherent whole, is a much safer way to develop rather than repeatedly wandering down the wrong path and having to backtrack. Even back […]

Posted in Design | Tagged , , , , | 5 Responses

Cogmind Alpha Year 2 Sales Data (Pre-Steam)

Cogmind recently made it through a second whole year of its pre-Steam early access program, and as this period comes to an end I’d like to take the opportunity to, like the first year, share some data and pretty graphs :) This is an interesting milestone because it more or less coincides with the completion […]

Posted in Post-Mortem | Tagged , , , | 6 Responses