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

Category Archives: Design

Robots

Cogmind is a game about robots, so it’s about time we talk about them (finally!). It’s taken quite a while to get to this point because robots are built upon the game mechanics and items (and to an extent, the story), so holding off on this central element enables us to consider the full range […]

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Consumables

Most roguelikes, and the vast majority of RPGs/item-heavy games in general, have consumable items. From a design perspective this makes a lot of sense since consumables are the easiest and most direct way to indicate that effect X can be achieved Y number of times. They’re also a logical way to enable the player to […]

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Projectile Penetration

At this stage of development I wasn’t planning on adding new mechanics, but projectile penetration has been hovering around on my to-do list ever since early playtesting showed the game would really benefit from a way to shoot through objects. The ability to simultaneously hit an entire line of enemies, or even fire through obstructions […]

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Non-Interactive Machines

Non-interactive machines were first discussed in the context of the object placement algorithm of the previous post. But there is plenty more to cover. Distribution We can’t simply pick random machines for any and all maps. The types of machines on a given map should reflect the theme of that map, be it storage, factory, […]

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Furnishing a/the Dungeon

Most traditional roguelikes are pretty barren, especially those of the subterranean variety where a map is composed of rooms empty except for monsters, items, and a small selection of interactive props or obstacles (e.g. altars, plants, pools of some liquid). This reflects, and highlights, the genre’s focus on tactics and strategy. If an object doesn’t […]

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