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

Tag Archives: Cogmind

Building the Ultimate Roguelike Morgue File, Part 3: Mid-run Stat Dumps

In the first part of this series I described how I didn’t want to get into fundamental changes to the stat system while in the middle of development, leading me to completely avoid modifying the underlying architecture despite greatly expanding the number of stats recorded. Among other limitations, this is also why we’ve gone for […]

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Building the Ultimate Roguelike Morgue File, Part 2: ASCII Maps

Although there’s only so much information ASCII alone can hold without color or a supporting interface, it’s still worth it for morgue files to include a map of the area around the player at the end of the run for added context. For wins generally not so much, but such maps can definitely be useful […]

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Building the Ultimate Roguelike Morgue File, Part 1: Stats and Organization

In-game content is important, but for many roguelike players there’s a lot of fun to be had outside the game as well, be it reviewing records of one’s own runs, getting good insights into runs by other players, or relying on data to learn more about the game and engage in theorycrafting. Back in 2015 […]

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Robot Hacking: Upgrades

Last year Cogmind got an expansive new robot hacking system with a lot of hacking options to use as either a primary or supplementary strategy. Overall it’s not as powerful as the simple placeholder version used in Cogmind’s early years, but it’s a lot more versatile. That said, as it was designed bothacking does become […]

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Special Game Modes in a Roguelike Context

By their nature roguelikes are highly replayable, but can also serve as a great foundation on which to essentially multiply that replayability again and again. Adjust a few variables here, add a little content there, and you can have a very different game, one that some people admittedly might enjoy less, but they don’t have […]

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