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

Category Archives: Design

Dialogue UI

I recently added the third and final dialogue-related UI feature to Cogmind, so it’s time for a review of what all these different ways of displaying who says what are doing in the game :D Message Log This is the obvious one–any NPC dialogue is added to the message log for future reference if necessary, […]

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Designing Cogmind’s World Map

Cogmind began as a 7DRL based around a simple fight (or flight!) from your subterranean starting location directly to the surface. As the new Cogmind works its way towards 1.0, a big part of its departure from those humble origins is the significantly expanded world. (For an initial discussion about the layout of the world, […]

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An Alternative UI?

Normally when I publish a new article, the focus is on explaining the results of some new feature/mechanic/design. Today’s post is a little different because it’s about an important feature that has not yet been implemented, nor have I come to a decision on how best to handle it. I’m using this post as a […]

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Unauthorized Hacks

Hacking has been around since early pre-alpha 2013, and while the early Alpha releases have dozens of commands you can use to achieve various effects, I’ve always considered the system a work in progress. There are more things that can be hacked, a few tweaks and changes to expect, and furthermore there are three major […]

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Garrisons

Last time we looked at what happens when you use the Unlock hack on a Garrison Access machine. Now about that rabbit hole… SPOILER WARNING: This post is going to be absolutely full of spoilers. There are so many details to the implementation of this feature that tip-toeing around them would be annoying and not […]

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