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

Category Archives: Design

Designing for Mastery in Roguelikes (w/Roguelike Radio)

Last week I had the honor of being invited on Roguelike Radio for a bit of a catch up on Cogmind development and relevant segue into the interesting topic of “designing for mastery.” It’s been ten years (ten years!) since the last time I was on Roguelike Radio for Cogmind in particular, back in 2015. […]

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Multitile Actors, Revisited

Ever since my original forays into ASCII-based development with X@COM, I was both forced into and remained interested in working with actors that occupy multiple spaces on the map. The implications, the representations, the benefits, the drawbacks… all very fun issues to tackle in order to bring physically larger creatures to life, and give them […]

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Experimenting with Drone PIP

Early this month I was streaming a Cogmind run on Twitch, at one point once again sending out drones to scout around as I like to do. Drones are generally pretty fast, and I’ll often just make sure I’m in a relatively safe spot and keep an eye on what the drone(s) find while I […]

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Projectile Deflection

Ever since my first design docs from Cogmind pre-alpha, written back in 2013, I always wanted a projectile deflection mechanic. Like it doesn’t get much cooler than that, being able to swat away bullets or even send beams back at an attacker, or redirect them into other targets. Every few years I think about the […]

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A Simple Approach to Player-Designed Robots

I like the idea of designing robots, putting together builds for a particular purpose or with particular capabilities in mind. As I’ve stated many times before, my first influence for Cogmind was the original BattleTech board game, where my friends and I wouldn’t just take stock mechs, but designed our own based on the rules, […]

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