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

Category Archives: Design

Building a Better UI

Most of the post-7DRL weeks of development were spent improving usability rather than tweaking the gameplay itself (which was already pretty solid). Usability, as well as availability and presentation of information, are vital to ensuring the best user experience after all (duh). There is still plenty of room for improvement, though, and much of it […]

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Guided Weapons, Salvos & Overloading

Rocket Salvo

First, a recap. Weapons in the 7DRL prototype were divided into four categories: Guns: Encompass a wide variety of beam and projectile weapons. Cannons: More powerful than guns, but with heavy resource costs. Launchers: Fire explosives including rockets, bombs, etc. Special: A small category of tools that could potentially be used as weapons, like mining […]

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Core Concepts

Original 7DRL Evolution Screen

Before future posts start branching off into individual concepts and features, below is a quick overview of the prototype’s core concepts to serve as a point of reference. As the “Cogmind,” you play a special robot that can attach to any kind of part, all of which fall into one of four categories: Power Sources: […]

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