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

Tag Archives: Cogmind

Robot Hacking

(Update 180712: Robot hacking has been completely replaced by a much bigger system–you can find a summary here.) Many earlier posts have already covered hacking as it applies to various interactive machines, a feature that was implemented a year ago. Only now have we finally reached the tangentially related robot hacking mechanic. Robot hacking was […]

Posted in Mechanics | Also tagged , , , , , , | 4 Responses

ASCII Wallpapers

Shortly after designing and implementing the animated ASCII title screen, I figured we finally have enough material to put together a few Cogmind wallpapers. These are now available for many common resolutions over on the Cogmind website’s media page. Here’s a test of the first one while on a recent workcation in Japan. So far […]

Posted in Art | Also tagged , | 2 Responses

The Importance of Roguelike Food Clocks

Traditionally a majority of roguelikes include some sort of food system. Hunger management does seem like a natural part of role-play adventuring, but it also serves a much more important function: Pushing the player along is an integral part of [most] good roguelike design. All but sandbox games present the player with a specific goal […]

Posted in Design | Also tagged , | 6 Responses

Cogmind ASCII Art Gallery

Cogmind’s ASCII art has drawn a lot of attention where it’s been shown on Reddit and Twitter, but I haven’t  been showing much of it here on the blog. I suppose it makes sense to accumulate enough of it for a grand one-place-to-go-to-see-Cogmind-ASCII-art type post. This is that post ;) ASCII art style is traditionally […]

Posted in Art | Also tagged , , , , , , | 10 Responses

Inventory Management

Inventories are almost a staple component of any roguelike, and as such there is usually some amount of inventory management required to play them. Deciding what to carry for contingencies is an important part of roguelike strategy (plus it’s fun! …or cause to kick yourself later). For these decisions to be meaningful, games almost always […]

Posted in Mechanics | Also tagged , , , | 3 Responses