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

Tag Archives: Cogmind

Information Warfare

Knowledge is king in roguelikes. I’m not talking meta knowledge–that’s important, too, but this is about situational knowledge at a given point in any single run. Roguelikes are all about exploring and confronting the unknown (see intro to old fog of war post), and success is all that much closer if you can uncover as […]

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

UI Feedback: Map Dynamics 2.0

A while back I mentioned a design initiative based on the concept of “map dynamics,” aimed at increasing player focus on the map area as opposed to the message log or other windows. After the initial spate of related features and animations, this part of development was put on hold as the rest of the […]

Posted in GUI | Also tagged , , , , , , , | 11 Responses

Anatomy of an ASCII Title Screen

The design philosophy behind Cogmind emphasizes maximum immersion wherever possible. For this reason I’d like to avoid game-y interface elements–those which are not part of the game world itself but instead remove your mind from that world and remind you that it’s a game. (A fact you’re obviously unlikely to forget, but anything that breaks […]

Posted in Art | Also tagged , , , , | 6 Responses

New Cogmind Website

Cogmind development is finally far enough along that we have sufficient content for a proper website! If you noticed it at all, the original Cogmind “website” consisted of a bare-bones intro and FAQ. That placeholder has been replaced with a full site, so the game now has a go-to portal for information where you’ll find […]

Posted in Marketing | Also tagged , | 4 Responses

The Player is Always Right: An Existential Approach to Game AI

This post is not exactly as philosophical as the title might suggest, just a catchy way to paraphrase what I consider the best way to handle artificial intelligence in games. In short, as long as there aren’t any glaring oddities in a mob’s behavior the player will tend to justify what’s going on by whatever […]

Posted in Design | Also tagged | 10 Responses