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Tag Archives: Cogmind

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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Special Mode Design, Polymind Part 1: Architecture, Features, and Balance

At the end of 2022 I launched Cogmind’s most involved special event yet: Polymind (not to be confused with my earlier unrelated 7DRL, POLYBOT-7!). The release announcement already covers the basics, so I’ll assume you’re familiar with those already and avoid rehashing most of that here. Instead let’s talk development! Now that the event is […]

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Year 9 of the Cogmind

Early this year Cogmind celebrated its 10th anniversary since it was first released as a 7DRL, and as the year comes to a close it’s once again time for an annual review to take a quick look at where we’ve been, and where we’re going! First here’s our yearly dev collage showing off in visual […]

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