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

Tag Archives: Cogmind

Cogmind 2020 ARG Post-mortem

A few months ago as I was planning out the rest of the year, naturally it was about time to start asking myself what kinds of special events we might have for Cogmind. The major Beta 10 was released in September, so there was once again an opportunity to spend some time playing with different […]

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Year 7 of the Cogmind

And another year of development whooshes by! Okay, so no surprise there, Cogmind has now been in continuous development for over seven years, and it’s once again time for the usual end-of-year annual review. Building Cogmind is still very much my full-time job at the moment, though as we’ll see in the review, this year […]

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Exploring the Concept of a Terminal Roguelike “Overmap”

Lots of games have “minimaps” allowing you to view a greater area than normally visible in the game screen, although (except in maybe a few rare instances) these usually aren’t games with displays limited to a strict terminal grid like we have with Cogmind. After all, you can only “zoom” so much given the restrictions […]

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Audio Accessibility Features for Roguelikes

Anyone who’s followed my development work over the years will know that I’m big on providing all sorts of quality of life features, optional functionality, configurable settings, and so on. This is also why even from the earliest stages (pre-7DRL!), and ever since, I’ve given the utmost priority to Cogmind’s interface. How players interact with […]

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Building Cogmind’s Ambient Soundscape

I first introduced Cogmind’s ambient sound system back in 2014 during the pre-alpha days, as it was initially developed for Cogmind’s predecessor (X@COM) in the years before that, and sound would continue to play an important role going forward. It wasn’t an especially long post like the ones I tend to write these days, but […]

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