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

Tag Archives: Cogmind

Achievements UI: Design and Implementation

Players not only appreciate a game having achievements to begin with, they really appreciate it when said achievements are available without Steam. A sizeable chunk of players don’t use Steam for whatever reason, so having achievements be a Steam-only feature would leave all of them out of the fun and benefits described before! Achievements are […]

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Achievements

Whew! I’ve finally finished putting together all the achievements-related features for Cogmind! As a large single system I’d like to provide a rundown of the whole process and reasoning here on the blog. It’ll be divided into two articles, this first one exploring achievements in general, how they were selected and organized, icon creation, and […]

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2018 7DRL Postmortem, Part 4: Finishing Touches

Picking up where we left off at the end of Part 3, an in-depth look at the map generation and content work… The Last Minute With all my planned balance time eaten up by adding content, there wasn’t much left for… “proper” balance. There was nowhere near enough time to do all the math required, […]

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2018 7DRL Postmortem, Part 3: Spending Too Long on Map Generation and Content

Picking up where we left off at the end of Part 2, about the early days working on the core interface and mechanics… Map Generation I spent an entire day just working on map generation. At the end of that day my desk looked like this: All the maps use my tunneling algorithm from Cogmind, […]

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2018 7DRL Postmortem, Part 2: First Days with UI, Aesthetics, and Mechanics

Picking up where we left off at the end of Part 1, which covered pre-7DRL preparation… UI, It Begins The first stretch of 7DRL week was an exercise in chopping up and reconstructing an existing UI in the most efficient way possible. UI-first would be the best approach, since that would enable me to work […]

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