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

Tag Archives: Cogmind

Infowar Expanded

Stealth plays a role in most Cogmind runs, with the degree varying all the way from “maybe I’ll dodge this one patrol until I’m in a better position to siege up” to “I am ninja.” To best support a variety of play styles in that regard, we need a range of systems and utilities built […]

Posted in Mechanics | Also tagged | 2 Responses

The Map Ruler (and other overlay QoL)

As the player’s gateway to accessing the experience they’re after when they want to play a game, building a fluid and comprehensive interface is essential. Many high-priority player needs should be apparent in the earliest stages of development, and help shape the entire foundation for an interface’s design, but still other needs with lower priority […]

Posted in GUI | Also tagged | Leave a comment

Cogmind Beta 9 Player Stats

For years now, with each new major Cogmind release I’ve analyzed the player stats reported for runs in the prior release (I covered this process in the latter half of this article before). Back when Cogmind came to Steam here on the blog I did take a close look at player metrics with a particular […]

Posted in Meta | Also tagged | 2 Responses

Item Searching and Filtering

Many years ago, Cogmind’s predecessor X@COM pioneered the idea of using a pop-up label system in an ASCII game to identify objects like items, beneficial both to help teach new players as well as a natural quality of life improvement. This allows players to more quickly know exactly what an item is, useful when there are […]

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Cogmind 2020 ARG Walkthrough

Last time I shared how Cogmind’s special ARG event for Halloween 2020 was conceptualized, built, played, and received. Now it’s time for a deep dive into the puzzles themselves! That also means SPOILERS! Basically here I’ll run through most of the steps to the ARG and add a bit of commentary on each where appropriate. […]

Posted in Design | Also tagged | Leave a comment