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Category Archives: Mechanics

Ability/Effect Systems and Scripted Content


While most roguelikes include basic attack and defense mechanics as a core player activity, the real challenges are introduced when gameplay moves beyond bump-combat and sees the player juggling a more limited amount of unique resources in the form of special abilities, magic, consumables, and other effect-producing items. Just as they challenge the player, however, […]

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Fabrication has just been redone, and it is good. I wrote a little about Fabricators a long while back when they were first introduced to Cogmind as a new feature we didn’t have in the 7DRL, allowing you to build robots and parts if you could get your hands on the schematics and meet other […]

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Unauthorized Hacks


Hacking has been around since early pre-alpha 2013, and while the early Alpha releases have dozens of commands you can use to achieve various effects, I’ve always considered the system a work in progress. There are more things that can be hacked, a few tweaks and changes to expect, and furthermore there are three major […]

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Last time we looked at what happens when you use the Unlock hack on a Garrison Access machine. Now about that rabbit hole… SPOILER WARNING: This post is going to be absolutely full of spoilers. There are so many details to the implementation of this feature that tip-toeing around them would be annoying and not […]

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Robot Hacking


Many earlier posts have already covered hacking as it applies to various interactive machines, a feature that was implemented a year ago. Only now have we finally reached the tangentially related robot hacking mechanic. Robot hacking was planned from the beginning, but it took this long to reach this point because it ideally should be […]

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