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

Author Archives: Kyzrati

Year 8 of the Cogmind

Cogmind is now in its 9th year of continuous development, so as usual let’s take a look at the past year of progress in yet another annual review! Although most of the feature progress I share is in the form of animated gifs, there are a handful of static PNGs as well which I’ve compiled […]

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Design Overhaul 4: Fabrication 2.0

The updates to Cogmind’s fabrication system aren’t exactly an “overhaul” to the extent seen with our other Beta 11 modifications in this series, and not like the one back in 2016 when the process was greatly simplified from its original early alpha form. As you’ll see this is more of a rebalancing, though it does […]

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Map Comments and Log Notes

Back in August I was watching the first Tone-MTF combo stream, and listening to them repeatedly strategize aloud so they could collaborate brought more than the usual planning talk to the forefront of the conversation, through which I noticed the occasional potential for manual map comments to be helpful. Very few roguelikes support freely adding […]

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Spicing Up Primary Maps 2: Area Denial

Our first dose of spice last time leaned heavily on risk-reward potential in the form of dangerous cargo convoys, whereas our second dose here is more about introducing additional challenging situations and increasing overall difficulty–less reward, more risk (although as you’ll see this new feature might also involve rewards for some builds). Introducing the Heavy […]

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Spicing Up Primary Maps 1: Cargo Convoys

One of the core principles of Cogmind’s original level design was to split the world into two types of areas: the main complex vs. branches. I wrote about this concept here on the blog shortly before Cogmind’s first alpha release, but one function of this approach is to provide a tamer more predictable central route […]

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