It's that time again, for Yet Another B11 Prerelease :)
This time we're focusing on QoL and new bots, primarily to finalize the Heavy class after gaining some experience playing with those game-changers. However, I haven't really gotten any feedback on the X6 Active Sensor paths yet, so did...
2021-08-20 23:29:09 +0000 UTC
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Last year while discussing a bunch of big things that might happen in Cogmind's overhaul, the use of Fabricators came up and Pimski, among others, had some interesting ideas and summary i...
2021-08-15 05:44:23 +0000 UTC
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So I put out a couple updates very shortly after the initial X6 release to fix some major bugs that had slipped through, but this new update definitely deserves its own post...
Last Friday I wanted to rush the first X6 build out the door without enough time to do more than an hour or so of ...
2021-07-20 10:47:44 +0000 UTC
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Each of these prereleases makes significant enough changes to be a whole release of its own, and this one is not holding back in that regard (imagine what people are going to think when they're hit with the full Beta 10~11 transition all at once xD).
Technically the changelog for X6 isn't e...
2021-07-16 08:27:48 +0000 UTC
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Just some quick news on what's going on lately for those of you who may be interested but missed the initial announcements or aren't following community news in other places:
RoguelikeDev Does The Complete Roguelike Tutorial
Over at r/RoguelikeDev we've started our 2021-07-06 23:22:28 +0000 UTC
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More infowar?! YEP.
Are you ready for this 3-slot destroy-on-remove utility with multiple new mechanics? You tell me...

The Active Sensor Suite (let's just just call them "active sensors," o...
2021-07-01 09:45:08 +0000 UTC
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desire path (n.) - a planning term referring to a path made by walkers or cyclists, as opposed to one that is officially planned
For years I've always been interested in making some kind of u...
2021-06-19 07:29:46 +0000 UTC
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Recent Beta 11 prereleases have added a few wizard mode features, and although I was going to wait until closer to the official release to do a bigger announcement, or at least wait until there was more, it's been a while so might as well notify you of what we have right now :)
All commands...
2021-06-06 04:11:52 +0000 UTC
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X5 is here with quite a few mechanical tweaks, including an equal helping of nerfs and buffs--tears and ecstasy for all!
One of the bigger changes noticeable throughout a run is that pretty much all thermal weapons have been buffed as mentioned in my 2021-06-04 08:09:01 +0000 UTC
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A writer for PC Gamer was recently looking to interview people knowledgeable about the roguelike genre and community at large, so got into contact with a few individuals including myself, who I guess might be a relatively reasonable option :P
I have no idea when or if the article will actua...
2021-05-26 06:22:04 +0000 UTC
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Whew that was a long one... finally wrote up all the details regarding the new damage and crit stuff that I've been streaming lately, covering the reasoning behind it along with other development tidbits, including one bit that's still to come in X5 ;)
Beyond this, my entire schedule this w...
2021-05-17 07:35:08 +0000 UTC
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X4 is ready :D
A lot of combat architecture stuff was fiddled with to get all these new crit effects working, so it's not impossible there are issues here and there, although as usual I tested everything individually and it seems to be working as intended so far.
More likely is that t...
2021-04-30 09:35:49 +0000 UTC
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So last time I talked about KI cannons and the new mechanics they'll be getting. Well one thing led to another (okay, dozens of others xD) and now the entire critical strike system is being redone. Having a special cr...
2021-04-25 01:35:10 +0000 UTC
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I've been talking about KI cannons getting an update for a while now, but so far have only discussed the real changes cursorily on Discord without going into many details. Part of the reason behind that would be that I wasn't completely sure of the details to begin with :P
I have a lot of n...
2021-04-09 07:28:28 +0000 UTC
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"Mechanical Renaissance." I've come up with what will probably be the official name of Beta 11 once it releases, and today we've reached yet another milestone on the road towards that goal!
The new utilities I wrote about in 2021-03-15 08:54:24 +0000 UTC
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Beta 11 details! This time we're specifically talking about some of the features I've finished for the next prerelease build, which will be coming soonish, but first I need to spend an unknown amount of time converting my entire website over to a much newer version of PHP before the host...
2021-02-26 08:59:21 +0000 UTC
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Hm, only just earlier today finished sharing info about several of the new map overlays, and here they are in a new build! Had to have it ready for that stream tomorrow ;)
Changelog
The f...
2021-02-08 13:54:59 +0000 UTC
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Oops, got a little sidetracked :P
So a collection of map overlay ideas has been building up in my notes over time, and last week I felt like experimenting with one of them for a bit. Well that started to turn out fairly well, and I ended up continuing along with several at once.
While...
2021-02-08 03:57:41 +0000 UTC
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Let the fun begin! So I streamed the first version of Beta 11 today and there was of course a ton of discussion surrounding the changes, and now you can all try them out for yourself. Though I'm sure much of the focus will be on the beginning of our rebalancing efforts, this release does include ...
2021-01-22 14:29:53 +0000 UTC
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It's a new year! And going into this year, I'd like to thank everyone for your support--we even just recently hit the next funding milestone :D. Assuming it stays at or above this level (which I imagine to be likely based on previous trends), this means the Unchained really are coming to Cogm...
2021-01-12 10:25:06 +0000 UTC
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The patrons have spoken, and the features are complete! We now have some more advanced UI features that are really going to make browsing through lots of items much easier. To celebrate (and educate :P), I've put together a new article about how these features work...
I've embedded it in im...
2020-12-27 08:39:33 +0000 UTC
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The ARG post-mortem is complete, taking a look at how the ARG event for Halloween 2020 was conceptualized, built, played, and received.
I've embedded it in image form below, but you can also 2020-12-09 00:57:13 +0000 UTC
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So this is a blog article that's actually not coming until late this month, after I put up the event post-mortem which will talk a lot more about how it was conceptualized, built, played, and received.
But I thought some of you might be interested in having a sneak peek at the full...
2020-12-04 03:08:27 +0000 UTC
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Thanks to everyone who participated in the feature voting--the final results are in!

We have a very clear winner, the new on-map item searching and filtering feature I mocked up earlier this month....
2020-11-26 11:00:21 +0000 UTC
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In the images for this post you'll see a collection of four older mockups that were mostly done last year when I was thinking about how to best organize a dedicated filtering UI that could appear over the top consoles on demand to allow you to filter the labels in real time.
The iteration a...
2020-11-16 08:18:22 +0000 UTC
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It's that time again, to vote for which of these features you want to see most in Beta 11! As a major release it will of course include many other things (many of which I've covered here on Patreon before), but among the following optional features, I'll implement whichever you all want to priori...
2020-10-26 04:05:34 +0000 UTC
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I haven't been sharing as much lately but that's because I've been hard at work on Cogmind stuff, including in particular something I have decided would be best left a secret even to patrons ;)
So yeah, secret project time! Good thing is the secret part is now 100% complete, and I guess I'l...
2020-10-14 06:06:00 +0000 UTC
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Congratulations and yay! We've finally made it to the end of Cogmind's roadmap!
If you didn't know, ever since March 2015 I've been maintaining a public roadmap that's updated on the FAQ to share progress...
2020-09-25 09:27:29 +0000 UTC
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Beta 10 comes with new wizard mode features, all of which have been merged into the wizard mode reference guide. You'll also need the updated key now attached to that post.
Here is a list of only ...
2020-09-09 11:41:19 +0000 UTC
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It's here! Including ambient audio, which you may have already checked out in the earlier experimental builds, but now we also have two new endings, bringing the total to nine. There's also a bunch of other fixes and little QoL stuff since X2. As usual you can check out full changelog included wi...
2020-09-09 11:40:59 +0000 UTC
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