Official development blog

Author Archives: Kyzrati

Roguelike Development with REXPaint

I mention REXPaint a lot on this blog. This is not coincidence, nor because I created it. It happens to be an incredibly useful piece of software for roguelike development! REXPaint is an in-house tool I developed in 2013 shortly before resuming work on Cogmind. It has since been made freely available for other devs, […]

Posted in Gamedev | Tagged , , , , , , , , | 14 Responses

Readable Text Fonts for Roguelikes

There’s a reason “terminal” fonts are a standard for traditional roguelikes even today. Certainly tradition plays a part, but even more importantly, they’re designed to be highly readable. Last year while still in pre-alpha Cogmind received a huge influx of font bitmaps to support different resolutions, in some cases with multiple variants at a given […]

Posted in Dev Series: Fonts | Tagged , , , | 8 Responses

Releasing a Commercial ASCII Roguelike, a Post-Mortem

(Graphs and sales data follow the wall of text to give them context.) Releasing Cogmind felt great–two years of hard work finally reaching a state where I could share it in its entirety. Honestly I would have preferred to release much earlier, but the really early 0.10 roguelike release approach is too risky with a […]

Posted in Post-Mortem | Tagged , , , , | 30 Responses

The Making of Cogmind’s Alpha Trailer

A game’s trailer is extremely important, so rather than release some mediocre video recordings during pre-alpha development I decided to let gifs show off the animation while keeping the audio side of things to myself, waiting for the game to reach a more complete state when I could then invest a lot of time into […]

Posted in Marketing | Tagged , , , , | 5 Responses

Cogmind Alpha Access LAUNCHED!

Cogmind is here! Pre-Alpha development has officially come to an end with the release of our first Alpha version over on the website. Thank you for your patience and support through the nearly two years that this blog has been sharing progress updates on the game. It’s been a long journey, and we’re not done […]

Posted in Release | Tagged , | 23 Responses