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[ Latest Cogmind Release Notes: Feb 2026, "Unchained More" ]

Author Archives: Kyzrati

Level Design and Shaping a Cogmind Experience

For years I’ve been taking a pretty standardized approach to designing each new map in Cogmind, and although we have dozens of them now, it’s one of the few topics I’ve never covered on the blog. This is essentially because a serious in-depth look at the entire process would require spoiling a lot of content, […]

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Year 5 of the Cogmind

It almost seems unbelievable, but we’re already pushing into our sixth year of full-time development! Once again it’s time to look back over the past year at our progress, which in 2018 includes several major releases, other roguelike happenings, and our first full year on Steam. Here’s an image collage to get us started :D […]

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Debugging Mapgen Seed Divergence

I rather enjoy debugging. It’s just another type of puzzle, one of the many challenges of gamedev approached with logic and the tools at hand. It should be noted I actually don’t much like debugging if it involves a bunch of code I didn’t write, but this is why I almost entirely use my own […]

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How to Make a Roguelike

I’ve always wanted to put together a comprehensive primer on how to make a roguelike, something that could hopefully be inspiring while including both general and specific advice. This year’s Roguelike Celebration seemed like the perfect opportunity to force myself to do that after having put it off for so long, so I gave a […]

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Roguelike Celebration 2018, the Experience

Another Roguelike Celebration! The biggest roguelike gathering of the year just keeps getting bigger :D I had to miss last year due to my concussion, but it was great to finally meet up with everyone again. Back in 2016 I showed up just a few days before Roguecel and still wasn’t sleeping well when the […]

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