Just a quick update here to share some good news: The Scrap Engine is coming to a build near you, and pretty soon! My goal is to have the experimental release out for you by the weekend, and see what you all make of this weird thing.
I've been a bit disappointed at the progress ...
2022-08-31 11:53:03 +0000 UTC
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Okay so things are a bit behind schedule. Beta 11 is supposed to be mainly about a new faction, and then there was the whole Garrison thing, and then the whole Garrison+W thing, and more recently a whole... other thing that's beyond the original scope, like really beyond xD
So the new facti...
2022-08-12 08:23:43 +0000 UTC
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Okay it's finally here, my design and technical summary of the new Garrisons introduced for Beta 12, as released for X1. Inside you can read about how new content is mixed in, and about clock tweaks,...
2022-07-18 05:57:37 +0000 UTC
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Aw yeah, smooth sailing this week while working on the new Garrison events--no unpleasant surprises, so I've finished the first Beta 12 prerelease a little earlier than predicted in my previous announcement. Sure took longer than expected overall (sheesh a little side project I let you all vote i...
2022-06-29 22:38:56 +0000 UTC
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New Garrison content and mechanics are mostly complete at this point.
This week I was originally considering putting together an article that covers the architecture of merging the usual encounter system with Garrisons, which have always had a different sort of mostly prefab-based procedura...
2022-06-27 02:04:11 +0000 UTC
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So the Beta 12 voting was closed, and the results are in... how surprising (okay not really), more people preferred revamping Garrisons to make them even cooler rather than redoing the combat log:
2022-05-25 02:35:26 +0000 UTC
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Courtesy of HeavyRisk the Curious, I have finally written an article summarizing a good bit of my design philosophy, much of the higher-level stuff that I often imply elsewhere, be it in articles or just talking/chatting about design, but haven't necessarily expounded on in a clearer manner as yo...
2022-05-08 13:42:54 +0000 UTC
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Okay, so we've got a serious poll going, one which is just about done since I think the results are clear now, but there is another I thought we could do real quick, this one simply to express your opinion on the fine ...
2022-04-29 03:56:25 +0000 UTC
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It's time to have your say in Cogmind development! Okay, aside from the usual complaints, suggestions or begging ;)
As usual, the winning entry will be among the features/content included in the next major release (Beta 12):
- Full mouse UI for machine hacking: A ...
2022-04-17 23:07:15 +0000 UTC
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2022-03-30 13:02:00 +0000 UTC
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The final prerelease! It is ready. Now not quite everything on my Beta 11 list is included, but setting ambitious goals and not accomplishing them is par for the course ;)
Most of the Beta 11 plans , and certainly all the major ones, have been executed, and the results have been pr...
2022-03-14 07:20:06 +0000 UTC
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Huge article incoming! I've just published "Rebalancing Cogmind" over on the blog (password "beta11soon") which serves as a pretty good summary of the recent item review process that went into ...
2022-03-10 23:25:54 +0000 UTC
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This is it, folks, the last version before Beta 11. How fitting that it's X11 :P
There is one more prerelease to come, but that'll be the actual Beta 11 put out shortly before public release for last-minute testing. This one includes the Special Commands interface I
2022-02-28 07:49:51 +0000 UTC
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After a day and a half of coding and testing, the Special Commands console is finished! I was originally thinking the implementation could take less than a day, but I guess it shouldn't be too surprising that a new interface which hooks into numerous other actions and UI features would take longe...
2022-02-25 05:47:42 +0000 UTC
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First the bad news: Last Monday I got a fairly serious concussion, again xD
But the good news is that the next prerelease was close enough to completion that I still managed to finish it this week, and it is a mighty one.
Really wish I could play this version with you all on ...
2022-02-04 03:44:44 +0000 UTC
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Soon!™
That's the goal for finishing the next prerelease, which involves quite a lot of changes across the board for items, that's for sure! We're a week behind due to that content detour I mentioned earlier, otherwise it probably would've been ready for the weekend, but as is I'm hopeful...
2022-01-30 13:14:08 +0000 UTC
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No, I don't mean tossing buildings around.
This has been a very productive week, and I would've about finished implementing all the item updates I've been streaming about lately if I hadn't gotten mega-sidetracked starting Monday...
I had this little idea whi...
2022-01-20 11:52:21 +0000 UTC
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Work on the latter part of X9 continues, most recently going through all the weapons for a comprehensive review of their balance. This week I actually streamed an overview of the process, and we also made a few changes during the stream as well: 2022-01-06 11:35:15 +0000 UTC
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X9 is not "done." At least not as done as I planned for it to be on release, but released it is, as of now.
I was reminded the holidays are here and some people would like to enjoy the gift that keeps on killing you, so with at least having finished a majority of X9, this did seem like a go...
2021-12-24 13:42:45 +0000 UTC
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Over five years ago, there was a plan to do a sweeping review of Cogmind's parts, especially utilities (as they represent the bulk of Cogmind items and offer the widest variety of unique effects), basically to ensure that everything was working together smoothly and had its proper place in some c...
2021-12-22 06:27:26 +0000 UTC
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The DSF article is here! (password "authchiporized")
If you want to explore them on your own then probably avoid this one for now since it doesn't tiptoe around spoiling details (e...
2021-12-10 05:41:07 +0000 UTC
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Overhaul 4: Fabrication 2.0: Beta 11: Prerelease X8: [insert more here]
Having already covered the notes on this topic a couple times here before, and then a little bit during the X8 release itself, we finally have this "definitive fabrication article" now that the system is implem...
2021-11-15 09:59:55 +0000 UTC
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And here we have some more X8. Most importantly this update includes 1) all the stuff I wanted to release with X8 but decided to release it early instead, and 2) a fix for the non-authchip fabrication system where the changes ended up not being as harsh or consistent as intended due to a bug.
...
2021-11-09 08:25:08 +0000 UTC
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It had been over a year since I last updated the online REXPaint gallery, so it was definitely about time to organize all these images and I spent all day doing just that.
I'm sure there are a ton of cool works out there that I miss and will likely never know about since I don't actively se...
2021-11-02 10:34:53 +0000 UTC
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First of all a big thanks to all the extra supporters who've been joining up lately! I'm reminded of the random internet person a couple years back who claimed it was a waste of time to start doing this since indie game devs just end up putting time into extra updates but don't really make much t...
2021-10-21 11:53:21 +0000 UTC
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The new Heavy class is now solidified in the design, so let's talk about about everything Heavy! Awesome loadout (i.e. loot), Cutters, Specialists, distribution, and other mechanics...
I've embedded the latest article in image form below, but you can also 2021-09-27 22:35:04 +0000 UTC
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Time for the fourth X7 update :P. Technically two of them were silent Steam-specific updates, so I didn't even announce those, but this one's bigger, big enough to 1) get its own post and 2) break saves.
I would normally just fold all this stuff into X8, but if you've been hanging around on...
2021-09-23 08:27:29 +0000 UTC
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Yauler time! I've not written much about these before, since they were released as part of a prerelease in which I just said "try it out and see" :P. And now I'm starting another Beta 11 blog series using them as the first topic. I held off on doing this for a while since I wanted to make sure th...
2021-09-14 10:40:48 +0000 UTC
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So I was watching the first Tone+MTF combo stream a few weeks back, and listening to them repeatedly strategize aloud so they could collaborate brought more than the usual planning talk to the forefront of the con...
2021-09-10 08:10:42 +0000 UTC
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Okay, so earlier this month I shared my first [somewhat distilled] batch of notes on a new concept for fabrication, which was pretty raw and still not thought out in great detail, but worth throwing out the...
2021-08-31 12:35:59 +0000 UTC
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