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

Author Archives: Kyzrati

65 Robot Hacks

We’ve already covered the design behind the all-new robot hacking system, and now for the main course: the hacks themselves! The entire initial set is complete and ready for Beta 7, all 65 of them :D I’ll be talking about most hacks in this post, and you’ll notice their names follow a certain pattern throughout–all […]

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Robot Hacking, Take 2

Over three years ago, before Cogmind’s first alpha version was released, I wrote about robot hacking. Well we can keep that post around for posterity and historical research purposes, but as of the next version robot hacking is undergoing radical changes and a major expansion. This post will explain the fundamentals of the new system […]

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Achievements UI: Design and Implementation

Players not only appreciate a game having achievements to begin with, they really appreciate it when said achievements are available without Steam. A sizeable chunk of players don’t use Steam for whatever reason, so having achievements be a Steam-only feature would leave all of them out of the fun and benefits described before! Achievements are […]

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Achievements

Whew! I’ve finally finished putting together all the achievements-related features for Cogmind! As a large single system I’d like to provide a rundown of the whole process and reasoning here on the blog. It’ll be divided into two articles, this first one exploring achievements in general, how they were selected and organized, icon creation, and […]

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2018 7DRL Postmortem, Part 4: Finishing Touches

Picking up where we left off at the end of Part 3, an in-depth look at the map generation and content work… The Last Minute With all my planned balance time eaten up by adding content, there wasn’t much left for… “proper” balance. There was nowhere near enough time to do all the math required, […]

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