Official development blog

Category Archives: Gamedev

Prepping for Steam

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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, […]

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Versioning Schemes

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Normally I wouldn’t have another post up so soon, but the topic of versioning has become somewhat time-critical. I’ve been thinking over it quite a few times in recent months, but haven’t been able to make a final decision on where to go from here. Why now? Well, know that in one sense–one of the […]

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Working with Seeds

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No, not plant seeds. As most fans of the genre are aware, a fair portion of a given roguelike run is determined based on values returned by a pseudorandom number generator, commonly referred to as the RNG. Before it can do its job, an RNG must be “seeded,” or given a value that starts the […]

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Pricing a Roguelike

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Price, funding, revenue, development costs… these are not terms traditionally associated with roguelikes. The situation has changed significantly over the past several years, though. Not only are there many more roguelikes these days, but some of them (*gasp*) even cost real money! Having made the leap from years of hobbydev to years of commercial roguelikedev, […]

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Year 3 of the Cogmind

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Unbelievable… I’ve been working on Cogmind for three and a half years now. Yet another year has gone by, and this time the end is very much in sight! To start off, as I did for 2014 and 2015 here’s a collage of development images from the past year: GIFs outnumbered PNGs about three-to-one, but an […]

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