Official development blog

Tag Archives: Gamedev

Cogmind Alpha Year 2 Sales Data (Pre-Steam)

cogmind_revenue_year_2

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 | Also tagged , , | 6 Responses

Versioning Schemes

gridsagegames_release_history_170504

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 […]

Posted in Gamedev | Also tagged , | 10 Responses

Working with Seeds

cogmind_random_seeds_shortlist

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 […]

Posted in Gamedev | Also tagged , , | 2 Responses

Dissecting a Cogmind Changelog

cogmind_changelog_alpha14_ordered_colored

Cogmind has had 15 major releases in the past 21 months, and the changelogs for especially the latest four have each been massive walls of text. While it’s fresh in my mind, and before we move on to a different system of smaller, quicker patch-style releases, I thought it would be interesting to share an […]

Posted in Internal | Also tagged , , | Leave a comment

Pricing a Roguelike

cogmind_monthly_revenue_gross_1509-1612

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, […]

Posted in Gamedev, Marketing | Also tagged , , , , | 12 Responses