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

Category Archives: Design

Making Particles

I’ve already written about weapon particle effects, but previous posts have only focused on the results rather than the process behind their creation. Some readers would likely enjoy some elaboration on what went into that whole “week I buried myself in Cogmind scripts.” For everyone else, it’s also a thinly veiled excuse to show some […]

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Balance

Balance is one of the most important determining factors behind the “fun” of a game. Games that are balanced just right tend to create situations that keep you on your toes and allow you to barely scrape by, while also ensuring that you don’t feel outnumbered and helpless (or completely unstoppable) every step of the […]

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Playing Your Own Game

You finally did it! You made the game you always wanted to make, and now you get to play it! It’s funny that the reality can be quite different, at least for a certain kind of developer and/or project. Many worthwhile game ideas start out with a simple “Wouldn’t it be cool if…”, so you […]

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Items: Types & Distribution

Items are at the core of many a good roguelike experience. While inherent abilities and character traits can play a part, wielding/equipping/using new items is the simplest way to open up different strategic and tactical options. As covered in the previous post, Cogmind takes that to an extreme with the philosophy that you “are” your […]

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You, Cogmind

Here we are six months into this blog and there hasn’t yet been a post dedicated to the game’s namesake robot! Unlike a majority of roguelikes you don’t start the game by selecting a race, class, or anything else. You play Cogmind, more or less a “naked robot core,” and are quickly defined by what […]

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