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

Category Archives: Design

Garrison Access

Nearly two years ago, five machines were added to the game, forming the core interactive environmental feature in the world of Cogmind. Since then we’ve seen the addition of a few more environment-based elements in the form of non-interactive machines and traps, but no more hackable installations. Introducing: the Garrison Access point! Background Locating exits […]

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Traps

Traps. Right, that’ll be easy. Design a handful of spaces that when stepped on by the player cause any of a number of effects. Just a couple days of work. Or not. That might be the case with traps in most roguelikes, but not Cogmind traps. Two weeks later, they’ve been heavily integrated into many […]

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Map Composition

Much of the “living dungeon” concept described previously applies to the main complex, and some branches. Roguelikes of significant scope tend to use a combination of map generation techniques, necessary to fill the game world with unique maps appropriate for their respective areas. Different map types are also likely to require different algorithms to populate […]

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The Living Dungeon

Having introduced the world of Cogmind from a macro perspective, we now zoom in on the anatomy of individual floors. In a majority of roguelikes, the content of a given dungeon map is unchanging, and individual encounters on that map play out in relative isolation. When you arrive there are X number of enemies in […]

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A World of Robots

In the previous post we discussed many of the traditional vs. unique characteristics of Cogmind, but one area was just too big to not cover on its own: the makeup of the world itself. For over a year on this blog we’ve demonstrated individual mechanics and features, along with how those fit into a bigger […]

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