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Tag Archives: Post-Mortem

Data and Insights from a Month on Steam

So last month Cogmind “launched” … for the second time :P It’s now on Steam EA and doing fairly well. Not like indie smash hit amazingly well, but that’s a given considering it’s way too niche for that kind of attention. Still, the relatively unexciting screenshots and two-year-old alpha trailer are apparently sufficient to attract […]

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Beyond the Design Doc: Unplanned Cogmind Features

Building a solid game calls for a good design doc. Laying out at least the core vision, along with preferably additional details about how features and their implementation work together as a coherent whole, is a much safer way to develop rather than repeatedly wandering down the wrong path and having to backtrack. Even back […]

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Cogmind Alpha Year 2 Sales Data (Pre-Steam)

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 […]

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Pricing a Roguelike

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

Cogmind, 1 Year of Alphas

Cogmind Alpha Access is one year old! (One could optionally end this sentence with “!?!?”) “Year 1” since release in May 2015 overlaps with some previous postmortems I’ve done, so rather than rehash that content here I’ll just be linking to it where appropriate. That said, there is plenty of fresh data to share, too […]

Posted in Post-Mortem | Also tagged , , , | 8 Responses