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

Category Archives: Design

Ally Orders

Allies were previously touched upon in a post last year when factions were first added to the game. Since then they’ve been waiting on the sidelines for someone to tell them what to do. Now you can do just that. First it took a re-working of the top-center console area to make it the truly […]

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Ambient Sound

Cogmind Ambient Sounds

Sound plays an important role in Cogmind, perhaps setting it apart from a majority of ASCII roguelikes. While sound will likely have little or no direct influence on the gameplay mechanics themselves, it still adds an important dimension to the experience since immersion is the primary focus of the game’s design. (Remember, you are the Cogmind!) […]

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Part Info Visualization Modes

I recently entered “tired of seeing notes about future tasks that could easily be done now” mode, wherein every few weeks I attack all those little comments that have piled up here and there while working on bigger features (most recently hacking). One result was the addition of new visualization modes for data about your […]

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Recycling Units & Repair Stations

An introduction to two more interactive machines for dealing with used parts. Recycling Units At a recycling unit you can insert parts from your inventory to be broken down into reusable matter, so they’re basically an additional way to get access to matter besides attempting to blow up robots with as little collateral damage as […]

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Scanalyzers & Fabricators

Aside from the terminals described in the previous post, other machines have more specific functions and therefore a narrower range of options when using them. Below are two more such interactive machines. Scanalyzers “Scanalyzers” can produce a schematic for a specific part you provide. The first thing you have to do is get it to […]

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