{"id":3304,"date":"2018-12-05T07:49:47","date_gmt":"2018-12-04T23:49:47","guid":{"rendered":"https:\/\/www.gridsagegames.com\/blog\/?p=3304"},"modified":"2019-12-02T15:23:59","modified_gmt":"2019-12-02T07:23:59","slug":"year-5-cogmind","status":"publish","type":"post","link":"https:\/\/www.gridsagegames.com\/blog\/2018\/12\/year-5-cogmind\/","title":{"rendered":"Year 5 of the Cogmind"},"content":{"rendered":"<p>It almost seems unbelievable, but we&#8217;re already pushing into our sixth year of full-time development!<\/p>\n<p><a title=\"Category: Annual Review\" href=\"https:\/\/www.gridsagegames.com\/blog\/category\/annual-review\/\">Once again<\/a> it&#8217;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&#8217;s an image collage to get us started :D<\/p>\n<div id=\"attachment_3306\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_development_year_5_small.jpg\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-3306\" class=\"size-full wp-image-3306 \" title=\"Cogmind Development Collage (Year 5)\" alt=\"cogmind_development_year_5_small\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_development_year_5_small.jpg\" width=\"800\" height=\"1066\" \/><\/a><p id=\"caption-attachment-3306\" class=\"wp-caption-text\">Selection of images from the past year of Cogmind-related development as posted on this blog, forums, and Twitter (full mega size <a title=\"Cogmind Development Collage (2018\/Year 5) - Full Size\" href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_development_year_5.jpg\">here<\/a>).<\/p><\/div>\n<h2>Development Time<\/h1>\n<p>This year we hit a pretty surprising milestone: Over 10,000 hours of work on Cogmind!<\/p>\n<div id=\"attachment_3308\" style=\"width: 830px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_monthly_development_hours_201307-201811.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-3308\" class=\"size-full wp-image-3308 \" title=\"Cogmind Monthly Development Hours (2013.07-2018.11)\" alt=\"cogmind_monthly_development_hours_201307-201811\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_monthly_development_hours_201307-201811.png\" width=\"820\" height=\"583\" \/><\/a><p id=\"caption-attachment-3308\" class=\"wp-caption-text\">Cogmind Monthly Development Hours, 2013.7-2018.11 (click for crisper full-size version). (The color coding is for different aspects of development tackled each month, the subject of a future in-depth article to come at a later time.)<\/p><\/div>\n<p>The tally at the end of November just edged past that mark to reach 10,062. In Year 5 I added another 1,735 hours, which is 15.2% less than the 2,046 hours of 2017. Work on the game itself totaled 763 hours this year, compared to 896 hours of community-related work (purple). That&#8217;s a 1:1.17 game-to-community ratio for 2018, compared to 1:1.10 last year. The lower ratio, as well as overall decrease in hours, can both be attributed to a number of factors:<\/p>\n<ul>\n<li>Prior to Steam I did occasional small progress updates on the forums, but shortly after the Steam launch there were community requests for frequent news, so I decided to try even more regular reports in the form of &#8220;SITREP Saturday.&#8221; This does mean I have to spend more time preparing these updates, though I&#8217;ll admit they&#8217;ve been crucial in helping the dev process seem more alive and driving more sales to&#8230; keep development going xD<\/li>\n<li>I&#8217;ve also been <a title=\"Kyzrati on Twitch\" href=\"http:\/\/www.twitch.tv\/kyzrati\/\">streaming<\/a> more! And over this past year have even started uploading most of the videos to my <a title=\"Grid Sage Games on YouTube\" href=\"https:\/\/www.youtube.com\/user\/GridSageGames\">YouTube channel<\/a>. This, too, is taking more time out of direct development, but I&#8217;ll also admit it&#8217;s been beneficial in a number of ways, like helping new players learn more about the game, sometimes attracting new players, and giving me more chances to play and walk through everything that&#8217;s going on, which sometimes leads to balance changes or new content. I mean I&#8217;m going to play anyway, so may as well do it online to get the other benefits, too, right? :) (it&#8217;s also been a lot of fun just hanging out with the community, but technically it still counts as &#8220;work&#8221;!)<\/li>\n<li>Even now, 19 months after it happened, The Concussion continues to be a drag on development. Dealing with it still requires a fair number of hours spent on hospital visits every week for treatment, and I have no choice but to sleep more than I normally would each day. Altogether these hours come out of direct dev time, since I can&#8217;t reasonably reduce the amount of community involvement without taking a clear hit in terms of revenue :\/<\/li>\n<\/ul>\n<p>The biggest chunk of total usable hours that were instead allocated elsewhere went to <a title=\"POLYBOT-7, a 2018 7DRL\" href=\"https:\/\/www.gridsagegames.com\/blog\/2018\/03\/polybot-7-2018-7drl\/\">POLYBOT-7<\/a>, although <em>technically<\/em> that has indirect benefits for Cogmind as well, since it&#8217;s a somewhat similar game and got some decent attention. I&#8217;ll talk more about that later.<\/p>\n<p>All that said, 2018 has certainly been a very productive year. According to the graph, November actually saw more work on the game proper than any single month since April 2017, the month right before the major Beta 1 release--from this you can probably tell that the upcoming Beta 8 has a decent number of fresh goodies ;). And this year we finally got to a number of major features required for 1.0, making good progress checking off the last remaining bits of the <a title=\"Cogmind FAQ\/Roadmap\" href=\"https:\/\/www.gridsagegames.com\/cogmind\/faq.html\">roadmap<\/a>, alongside other additions.<\/p>\n<h2>Features<\/h1>\n<p>Although there were only four major releases in Year 5, every one pushed Cogmind forward in a big way.<\/p>\n<p><a title=\"Cogmind Beta 4 Release Notes\" href=\"https:\/\/www.gridsagegames.com\/forums\/index.php?topic=989.0\">Beta 4<\/a> and <a title=\"Cogmind Beta 5 Release Notes\" href=\"https:\/\/www.gridsagegames.com\/forums\/index.php?topic=1015.0\">Beta 5<\/a> piled on tons more QoL, improved the early game, and reworked imprinting to make it a much more interesting strategic choice. Then the following two releases took longer than any had before&#8230;<\/p>\n<p><a title=\"Cogmind Beta 6 Release Notes\" href=\"https:\/\/www.gridsagegames.com\/forums\/index.php?topic=1125.0\">Beta 6<\/a> was the achievements update, where we got a non-Steam-reliant system including 256 achievements spread across six categories. You can read more about their design <a title=\"Achievements\" href=\"https:\/\/www.gridsagegames.com\/blog\/2018\/05\/achievements\/\">here<\/a>.<\/p>\n<div id=\"attachment_3309\" style=\"width: 1150px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_achievement_icon_matrix_256.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-3309\" class=\"size-full wp-image-3309  \" title=\"Cogmind Achievements Matrix\" alt=\"cogmind_achievement_icon_matrix_256\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_achievement_icon_matrix_256.png\" width=\"1140\" height=\"720\" \/><\/a><p id=\"caption-attachment-3309\" class=\"wp-caption-text\">Don&#8217;t worry, that&#8217;s not all. We&#8217;ve got more where that came from ;)<\/p><\/div>\n<p>Most recently <a title=\"Cogmind Beta 7 Release Notes\" href=\"https:\/\/www.gridsagegames.com\/forums\/index.php?topic=1212.0\">Beta 7<\/a> finally replaced the placeholder robot hacking system that&#8217;s been in there since 2015, which I&#8217;d\u00a0dubbed the &#8220;last major system&#8221; we&#8217;d need before heading to 1.0. I&#8217;m pleased with how it&#8217;s turned out (better be--it took forever to <a title=\"Robot Hacking, Take 2\" href=\"https:\/\/www.gridsagegames.com\/blog\/2018\/07\/robot-hacking-take-2\/\">design<\/a> and implement!) Some further adjustments were made in <a title=\"Cogmind Beta 7.1 Release Notes\" href=\"http:\/\/www.gridsagegames.com\/forums\/index.php?topic=1239.0\">Beta 7.1<\/a>, and we&#8217;ll probably get some more robot hacks eventually, but for now you can play with the <a title=\"65 Robot Hacks\" href=\"https:\/\/www.gridsagegames.com\/blog\/2018\/08\/65-robot-hacks\/\">65<\/a> already in there :D<\/p>\n<p>We also had <a title=\"Cogmind AFD Update (2018)\" href=\"https:\/\/www.gridsagegames.com\/forums\/index.php?topic=1085.0\">a little fun<\/a> for April Fool&#8217;s this year, the kind of thing I&#8217;d like to do again&#8230; On that note, be on the lookout for another special intermediate update at some point this month, hopefully not long before Beta 8 itself lands.<\/p>\n<div id=\"attachment_3310\" style=\"width: 570px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_year_5_gif_collage_small.gif\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-3310\" class=\"size-full wp-image-3310 \" title=\"Cogmind Feature GIF Collage (2018)\" alt=\"cogmind_year_5_gif_collage_small\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_year_5_gif_collage_small.gif\" width=\"560\" height=\"496\" \/><\/a><p id=\"caption-attachment-3310\" class=\"wp-caption-text\">An assortment of 2018 progress gifs!<\/p><\/div>\n<h2>Cogmind-ish Stuff<\/h1>\n<p>So what other peripheral activities was I up to this year instead of working purely on Cogmind?<\/p>\n<p>Well, 2018 is only the second time I&#8217;ve participated in <a title=\"RogueBasin: Seven-day Roguelike Challenge\" href=\"http:\/\/www.roguebasin.com\/index.php?title=Seven_Day_Roguelike_Challenge\">7DRL<\/a> since creating the first iteration of Cogmind back in 2012. You can read more about that, and the game itself, in the original <a title=\"POLYBOT-7, a 2018 7DRL\" href=\"https:\/\/www.gridsagegames.com\/blog\/2018\/03\/polybot-7-2018-7drl\/\">release announcement<\/a>. One could say it&#8217;s a Cogmind-like ;)<\/p>\n<div id=\"attachment_2857\" style=\"width: 640px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/03\/polybot_box_cover.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2857\" class=\"wp-image-2857  \" title=\"POLYBOT-7 Box Art\" alt=\"polybot_box_cover\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/03\/polybot_box_cover.png\" width=\"630\" height=\"500\" \/><\/a><p id=\"caption-attachment-2857\" class=\"wp-caption-text\">POLYBOT-7 box art.<\/p><\/div>\n<p>It really ate up a ton of time, though, which is kinda funny because it&#8217;s suppose to be a &#8220;7-day&#8221; roguelike xD. All told I took a month off for that including planning, the week itself, and writing a <a title=\"2018 7DRL Postmortem, Part 1: Preparation\" href=\"https:\/\/www.gridsagegames.com\/blog\/2018\/03\/7drl-postmortem-part-1-preparation\/\">massive postmortem<\/a>. I&#8217;m very glad to have done it, and would love to do more 7DRLs, though I&#8217;m thinking it&#8217;s probably a better idea to skip 2019 in the interest of getting Cogmind to 1.0.<\/p>\n<p>I also took part in this year&#8217;s <a title=\"Roguelike Celebration 2018, the Experience\" href=\"https:\/\/www.gridsagegames.com\/blog\/2018\/10\/roguelike-celebration-2018-experience\/\">Roguelike Celebration<\/a>, which while technically only a couple days long also requires that I travel around the world, so there&#8217;s that plus the fact that I need to arrive even earlier to avoid serious jet lag, and then I combined it with a bit of vacation to make the trip more worthwhile. Such a great event, and although my talk wasn&#8217;t focused on Cogmind in particular, being about roguelikes did of course still provide a few opportunities to mention my own work. Beyond the actual attendees, the video of that talk was watched over 6,000 times in its first month o_O<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/jviNpRGuCIU\" height=\"315\" width=\"560\" allowfullscreen=\"\" frameborder=\"0\"><\/iframe><\/p>\n<p>And although it didn&#8217;t really take much time, I did finally release a new version of <a title=\"REXPaint\" href=\"http:\/\/www.gridsagegames.com\/rexpaint\/\">REXPaint<\/a>, one of my primary dev tools and one that&#8217;s used by quite a few other devs and artists. I do have bigger plans for it, including putting out a sizable 2.0 one day, but don&#8217;t want that to interfere with Cogmind development so keep waiting until at least Cogmind 1.0 is a thing.<\/p>\n<h2>Words!<\/h1>\n<p>As usual I&#8217;ve been writing a lot--documenting events, analyzing things, sharing knowledge&#8230;<\/p>\n<p>One of the highlights this year is being featured as the front page main article on Gamasutra <em>three<\/em> separate times!<\/p>\n<ul>\n<li><a href=\"http:\/\/www.gamasutra.com\/blogs\/JoshGe\/20180402\/315708\/Workflow_and_Design_Behind_Creating_One_Game_from_Another_in_a_Single_Week_7DRL_Postmortem.php\">Workflow and Design Behind Creating One Game from Another in a Single Week (7DRL Postmortem)<\/a><\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/blogs\/JoshGe\/20180703\/321132\/Designing_and_Building_a_Robust_Comprehensive_Achievement_System.php\">Designing and Building a Robust, Comprehensive Achievement System<\/a><\/li>\n<li><a href=\"http:\/\/www.gamasutra.com\/blogs\/JoshGe\/20181029\/329512\/How_to_Make_a_Roguelike.php\">How to Make a Roguelike<\/a><\/li>\n<\/ul>\n<p>These are all articles originally serialized on the Grid Sage blog which I then merged into larger single articles for that site.<\/p>\n<p>As mentioned earlier, this year I&#8217;ve also been putting together a ton of progress reports for the forums\/Steam. We&#8217;re up to <em>40<\/em> SITREPs now&#8230;<\/p>\n<div id=\"attachment_3312\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_year_5_sitrep_collage.gif\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-3312\" class=\"size-full wp-image-3312 \" title=\"Cogmind SITREP Saturday Collage (9~40)\" alt=\"cogmind_year_5_sitrep_collage\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_year_5_sitrep_collage.gif\" width=\"800\" height=\"500\" \/><\/a><p id=\"caption-attachment-3312\" class=\"wp-caption-text\">A whole bunch of SITREPs&#8230;<\/p><\/div>\n<p>In addition to the blog and these other outlets, I&#8217;ve continued hosting the <a title=\"r\/RoguelikeDev FAQ Friday\" href=\"https:\/\/www.reddit.com\/r\/roguelikedev\/wiki\/faq_friday\">r\/RoguelikeDev FAQ Friday<\/a> discussions. #69 through #76 are all from this year, and you can check them out for writings on topics like <a title=\"r\/RoguelikeDev FAQ Friday #68: Packaging and Deployment (Cogmind)\" href=\"https:\/\/old.reddit.com\/r\/roguelikedev\/comments\/7o74vj\/faq_friday_68_packaging_and_deployment\/ds7ae1v\/\">Packaging and Deployment<\/a>, <a title=\"r\/RoguelikeDev FAQ Friday #69: Map Memory (Cogmind)\" href=\"https:\/\/old.reddit.com\/r\/roguelikedev\/comments\/84rkyv\/faq_friday_70_map_memory\/dvrshv8\/\">Map Memory<\/a>, <a title=\"r\/RoguelikeDev FAQ Friday #71: Movement (Cogmind)\" href=\"https:\/\/old.reddit.com\/r\/roguelikedev\/comments\/8buz9k\/faq_friday_71_movement\/dx9uedo\/\">Movement<\/a>, <a title=\"r\/RoguelikeDev FAQ Friday #75: Procedural Generation (Cogmind)\" href=\"https:\/\/old.reddit.com\/r\/roguelikedev\/comments\/9pebns\/faq_friday_75_procedural_generation\/e812xag\/\">Procedural Generation<\/a>, and <a title=\"r\/RoguelikeDev FAQ Friday #76: Consumables (Cogmind)\" href=\"https:\/\/old.reddit.com\/r\/roguelikedev\/comments\/9xgjqf\/faq_friday_76_consumables\/e9s51yk\/\">Consumables<\/a>.<\/p>\n<h2>Steam, Year 1<\/h1>\n<p>While Cogmind may have been on sale for three and a half years now, it&#8217;s only been on Steam for a little over a year. I haven&#8217;t been doing any business-related articles like I used to, not since the <a title=\"Data and Insights from a Month on Steam\" href=\"https:\/\/www.gridsagegames.com\/blog\/2017\/11\/data-thoughts-month-steam\/\">launch post-mortem<\/a> from November 2017, though I did take a stat-heavy look at <a title=\"Player Metrics: Stats and Preferences on and off Steam\" href=\"https:\/\/www.gridsagegames.com\/blog\/2017\/12\/player-metrics-stats-preferences-steam\/\">player metrics<\/a> on Steam. (It was nice to get that out of the way before GDPR this year convinced me to change Cogmind stats back to being opt-in only, meaning that any data we collect now is only a minority of the total.)<\/p>\n<p>Today I&#8217;ve put together a graph showing how sales on Steam have been trending over time:<\/p>\n<div id=\"attachment_3325\" style=\"width: 1010px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_steam_sales_data_171017-181202.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-3325\" class=\"size-full wp-image-3325 \" title=\"Cogmind Steam Sales Data (171017-181202)\" alt=\"cogmind_steam_sales_data_171017-181202\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_steam_sales_data_171017-181202.png\" width=\"1000\" height=\"256\" \/><\/a><p id=\"caption-attachment-3325\" class=\"wp-caption-text\">Cogmind sales history on Steam, Oct 2017~Nov 2018 (click for full size). Note: Sales off Steam are excluded here, but I mirror all discounts on my website, and the relative amount of revenue from direct sales pretty consistently hovers between 10-15% of all revenue, because yeah a lot of people buy games through Steam but Valve takes a huge nearly <em>one-third<\/em> cut of revenue from games sold on their site!<\/p><\/div>\n<p>Sales are decent considering it&#8217;s already been a year, though you can clearly see the total volume shrinking. Apparently I need to do more major releases paired with visibility rounds :P (&#8220;Visibility rounds&#8221; are Steam&#8217;s option for developers to show a game off to more people a limited number of times during its lifetime, and which must be paired with a significant update.)<\/p>\n<p>Or I guess just doing discounts like 25%+ would likely bring in a lot of revenue, although I don&#8217;t really like the potential long-term impact that can have, not with a game as niche as Cogmind. I&#8217;m being as conservative as possible here&#8230; Besides, I already promised to keep the occasional discounts to 10% during EA, so not much room to maneuver there ;)<\/p>\n<p>I did have that single two-week 25% discount at the end of last year in exchange for Valve giving me free front-page publicity for a day during that period, so it&#8217;s good to see what kind of impact those things can have (I wrote about this <a title=\"Cogmind on TIGSource: Steam Winter Sale Data\" href=\"https:\/\/forums.tigsource.com\/index.php?topic=36249.msg1370861#msg1370861\">on TIGS<\/a>).<\/p>\n<p>Financially we&#8217;re doing okay, but I&#8217;m starting to get worried about next year. This won&#8217;t change much with regards to development plans since it was already about time to start aiming closer to 1.0 anyway, though I can see it keeping me from straying too far from that goal in 2019 :P<\/p>\n<p>Special thanks to Shogo, Joshua, Wladimir, Gary, and others for your generous <a title=\"Donate: Grid Sage Games\" href=\"https:\/\/www.paypal.me\/GridSageGames\">donations<\/a> this year to help keep development going!<\/p>\n<h2>2019<\/h1>\n<p>If possible I&#8217;d like to reach 1.0 next year! So first we&#8217;re going to get an action-packed Beta 8, then I&#8217;ll switch gears to focus on features that must be done by 1.0 (which is just a milestone, by the way, not the end of the road!).<\/p>\n<p>There are absolutely tons more optional features I&#8217;d like to add, but I&#8217;m pretty sure I won&#8217;t be able to safely fund development past another year of EA. We haven&#8217;t yet hit the <a title=\"Cogmind Review Threshold and Possible Expansion\" href=\"https:\/\/www.gridsagegames.com\/forums\/index.php?topic=1097.0\">review threshold<\/a> I was hoping for, at least not in Steam terms (we&#8217;ve passed the threshold, but they don&#8217;t count reviews from non-Steam purchasers :\/). I mean, yeah we could&#8217;ve hit it already if I&#8217;d only released on Steam rather than via direct sales so long before, but to be honest this wouldn&#8217;t have been a net positive because a huge chunk of Alpha revenue would&#8217;ve gone to Valve rather than me, making it hard to put so much time into polishing, so I&#8217;m glad things have worked out as they have so far.<\/p>\n<p>But anyway, who knows, we may still hit it if I take too long to finish 1.0 ;)<\/p>\n<p>Many thanks to everyone who&#8217;s left a review so far--we&#8217;ve definitely got a much higher review-to-sale ratio than your average game on Steam &lt;3<\/p>\n<p>As for the release date, &#8220;next year&#8221; is a pretty broad target, though I can get a little more specific for you: We&#8217;re going to get at least several more Betas before reaching 1.0, so it&#8217;s unlikely to happen before Q4. Of course, if it gets too late I may have to avoid the holiday season and end up pushing it into 2020. October would be an okay month, but I&#8217;m not too keen on releasing in the months shortly after that. Anyway, we&#8217;re flexible here :)<\/p>\n<div id=\"attachment_3320\" style=\"width: 503px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_2019_item_art_preview.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-3320\" class=\"wp-image-3320 \" title=\"Cogmind 2019 Assorted Item Previews\" alt=\"cogmind_2019_item_art_preview\" src=\"https:\/\/www.gridsagegames.com\/blog\/gsg-content\/uploads\/2018\/12\/cogmind_2019_item_art_preview.png\" width=\"493\" height=\"1036\" \/><\/a><p id=\"caption-attachment-3320\" class=\"wp-caption-text\">Lots of fun toys coming in 2019!<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>It almost seems unbelievable, but we&#8217;re already pushing into our sixth year of full-time development! Once again it&#8217;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&#8217;s an image collage to get us started :D [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":3308,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[150],"tags":[4,170,87,86],"class_list":["post-3304","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-annual-review","tag-cogmind","tag-gamedev","tag-progress","tag-roadmap"],"_links":{"self":[{"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/posts\/3304","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/comments?post=3304"}],"version-history":[{"count":16,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/posts\/3304\/revisions"}],"predecessor-version":[{"id":3809,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/posts\/3304\/revisions\/3809"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/media\/3308"}],"wp:attachment":[{"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/media?parent=3304"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/categories?post=3304"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.gridsagegames.com\/blog\/wp-json\/wp\/v2\/tags?post=3304"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}