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

Tag Archives: Cogmind

Year 5 of the Cogmind

It almost seems unbelievable, but we’re already pushing into our sixth year of full-time development! Once again it’s time to look back over the past year at our progress, which in 2018 includes several major releases, other roguelike happenings, and our first full year on Steam. Here’s an image collage to get us started :D […]

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Debugging Mapgen Seed Divergence

I rather enjoy debugging. It’s just another type of puzzle, one of the many challenges of gamedev approached with logic and the tools at hand. It should be noted I actually don’t much like debugging if it involves a bunch of code I didn’t write, but this is why I almost entirely use my own […]

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Roguelike Celebration 2018, the Experience

Another Roguelike Celebration! The biggest roguelike gathering of the year just keeps getting bigger :D I had to miss last year due to my concussion, but it was great to finally meet up with everyone again. Back in 2016 I showed up just a few days before Roguecel and still wasn’t sleeping well when the […]

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65 Robot Hacks

We’ve already covered the design behind the all-new robot hacking system, and now for the main course: the hacks themselves! The entire initial set is complete and ready for Beta 7, all 65 of them :D I’ll be talking about most hacks in this post, and you’ll notice their names follow a certain pattern throughout–all […]

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Robot Hacking, Take 2

Over three years ago, before Cogmind’s first alpha version was released, I wrote about robot hacking. Well we can keep that post around for posterity and historical research purposes, but as of the next version robot hacking is undergoing radical changes and a major expansion. This post will explain the fundamentals of the new system […]

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