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

Category Archives: Design

Roguelike Level Design Addendum: Static or Procedural?

Having walked through both static and procedural map design in the previous posts, this is a good opportunity to examine the qualities and value of each. Why use one over the other? Why not use both? Roguelikes tend to be associated with procedurally generated maps, so much so that we see mainstream non-roguelike games having […]

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Roguelike Level Design Addendum: Procedural Layouts

Last time I described the entire design and creation process behind Cogmind’s latest new map, though a single map can’t quite cover all aspects of the so-called “standardized approach” I’ve taken to level design in Cogmind. So we’re back again today to expand that article with a look at some more potential parts of the […]

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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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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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