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

Tag Archives: Cogmind

Year 12 of the Cogmind

Here we go again! Yet Another Annual Review, the twelfth of its kind, wherein we highlight milestones from the past 12 months and maybe also catch a glimpse of the future of Cogmind. Unlike 2024 which was split between technical advancements and content work, this year was pure content as we continue diving deeper into […]

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Designing for Mastery in Roguelikes (w/Roguelike Radio)

Last week I had the honor of being invited on Roguelike Radio for a bit of a catch up on Cogmind development and relevant segue into the interesting topic of “designing for mastery.” It’s been ten years (ten years!) since the last time I was on Roguelike Radio for Cogmind in particular, back in 2015. […]

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Year 11 of the Cogmind

Another fruitful year is coming to a close! It’s once again time for our annual review to reflect on the year’s milestones and look ahead with renewed focus at the months to come. In terms of both technical achievements and content expansion, 2024 was a huge year for Cogmind… but first, the traditional opening collage, […]

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Multitile Actors, Revisited

Ever since my original forays into ASCII-based development with X@COM, I was both forced into and remained interested in working with actors that occupy multiple spaces on the map. The implications, the representations, the benefits, the drawbacks… all very fun issues to tackle in order to bring physically larger creatures to life, and give them […]

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Full UI Upscaling, Part 5: Completion and Demos

They’re alive! Last month I shared a sizeable collection of interface mockups summarizing my vision for a playable Cogmind interface that could fit within a 45-row terminal. Those mockups are now a reality, fully implemented more or less as described, and in the time since I’ve even gone further down that path and implemented the […]

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