Grid Sage Games
Based in Taipei, Taiwan
May 19, 2015 (Alpha); October 16th, 2017 (Steam EA); 1.0 TBA
Experience sci-fi tactical combat and exploration in a procedural world that combines traditional roguelikes with an immersive modern interface like no other. Build yourself from components found or salvaged from other robots. Attach power sources, propulsion units, utilities, and weapons to become a slow tank bristling with weapons, or a fast-moving flier zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin/hacker, or whatever else you can come up with from the salvage you find. The situation can quickly change as you lose components and rebuild yourself from enemy remains. You are the Cogmind. Discover what that means as you explore a living, breathing world ruled by robots.
Cogmind was born during the 2012 7-Day Roguelike Challenge, a game jam. There were some weeks of updates and fixes due to the enthusiastic player base, and we even held a little tournament, but then development ceased because it was meant to be a short side project. Then in mid-2013 Grid Sage Games needed a very promising concept for its first commercial game. The popularity of Cogmind 7DRL lingered on, a sign that it could potentially serve as a prototype for a successful larger game. After two years of pre-alpha development, Cogmind's first alpha version was launched on May 19, 2015. The plan was to release the final version on Steam within a year, but backers provided enough support to fully fund further development, leading to another two years of adding features and content. Although as of May 2017 Cogmind was already a very complete experience--fully playable, balanced, and generally free of bugs, rather than a full release it was decided to join Steam in October 2017 as Early Access to indicate yet more extras to come. Cogmind has now been in full-time development for over four years, and continues to push the genre forward in many ways never seen before in a traditional roguelike: see how at www.gridsagegames.com/innovation.html
- Build and modify a unique robot from parts found, or enemies defeated
- Dynamic character development without XP/grinding
- Dozens of robot classes, each with unique behavior within the ecosystem
- Procedurally generated world, including dozens of map types and hundreds of embedded hand-made areas
- Hundreds of NPC encounters, thousands of lines of dialogue
- Seven different animated endings to discover
- ASCII evolved: Most advanced terminal interface ever
- Thousands of particle effects and SFX (more SFX than any roguelike, ever)
- Fully destructible environment
Logo & Icon
Awards & Recognition
- "Indie of the Year (Top 100, top 2 among roguelikes)" - IndieDB, December 2017
- "Indie of the Year (Top 100, top 4 among roguelikes)" - IndieDB, December 2016
- "Top 33 Indie Games to Look for in 2016" - Destructoid, January 2016
- "Best Upcoming PC Games of 2016 (Roguelike Category)" - Rock, Paper, Shotgun, January 2016
- "Indie of the Year (Top 100, top 4 among roguelikes)" - IndieDB, December 2015
- "Best Upcoming PC Games of 2015 (Roguelike Category)" - Rock, Paper, Shotgun, January 2015
- "Indie of the Year (Top 100)" - IndieDB, December 2014
- "Cogmind is an impressive merging of old and new school game design."
- RPS, Rock, Paper, Shotgun
- "Cogmind is a wonderful thing, carefully and intelligently constructed, and with a gorgeous ASCII aesthetic."
- Adam Smith, Rock, Paper, Shotgun
- "Cogmind swaps the traditional fantasy setting of most turn-based adventurers in favour of science-fiction, and finds plenty of interesting features in the mix."
- Graham Smith, Rock, Paper, Shotgun
- "[Cogmind is] backed up by surprisingly great audio. Guns crack, energy weapons sizzle, and enemies spark and fizz as they collapse. Considering the nearly pure-ASCII graphics, there’s more atmosphere here than you'd expect."
- Dominic Tarason, PC Gamer
- "This proves graphics do not need to be state-of-the-art to inspire awe."
- Peter Schmitz, Unity3D Business Analyst
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About Grid Sage Games
Grid Sage Games is a one-man independent game studio based in Taiwan and operated by Josh "Kyzrati" Ge, specializing in traditional roguelikes and tactical games. While Josh has no formal background in Computer Science, he's spent the past 30 years tinkering with computers, games, and programming as a hobby.
More information on Grid Sage Games, our logo & relevant media are available here.
Programming, Design, ASCII Art, Sound Design
Trailer Score, Freelancer