Cogmind is a sci-fi roguelike epic in which you play a robot building yourself from components found or salvaged from other robots. Explore a living, breathing world through turn-based tactical combat, or sneak, hack, and fly your way to victory.
All Reviews:
Very Positive (111) - 99% of the 111 user reviews for this game are positive.
Release Date:
16 Oct, 2017
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Cogmind is already a very complete experience, fully playable, balanced, and generally free of bugs. Thousands of players have been enjoying Cogmind since its pre-Steam alpha debut in 2015. But rather than a full release I've decided to use Early Access to indicate my intention to continue fleshing out the world even further with extra features and content.”

Approximately how long will this game be in Early Access?

“Likely at least six months because there are a good many fun extras I'd really like to add, though there is no strict deadline as it depends on how much support there is to continue with what has already exceeded four years of work.”

How is the full version planned to differ from the Early Access version?

“With the main game essentially complete, there are a ton of optional features to begin exploring, some specific confirmed plans including built-in achievements, lots more challenge modes, more ambient audio, and a more nuanced robot hacking system.

In addition there are plenty of secret potential extras, but I can't promise or talk about them here :)”

What is the current state of the Early Access version?

“Prior to Steam, many players have already logged hundreds of hours of play, as there's quite a lot to explore:
  • Nearly 1,000 different parts to attach, all with their own ASCII art
  • Dozens of robot classes, each with unique behavior in the ecosystem
  • Dozens of procedural map types, many embedded with hand-made areas
  • Extensive machine-hacking capabilities (nearly 100 hacks so far)
  • Hundreds of NPC encounters, thousands of lines of dialogue
  • Seven animated endings (lore and story are done!)
  • Everything has sounds--more SFX than any roguelike, ever

On the technical side Cogmind is extremely stable, with extensive automated testing and a team of private testers keeping release builds almost entirely bug-free. (Even players running on Linux/OSX via Wine also report a flawless experience.)”

Will the game be priced differently during and after Early Access?

“No price change is currently planned on exiting Early Access.

However, if enough time is invested in extra content before full release, among other factors, an increase may be considered.”

How are you planning on involving the Community in your development process?

“The open development process will remain the same as it has been since 2015, with frequent progress updates interspersed with release builds, and direct interaction with players to collect feedback and refine new features. Cogmind wouldn't be what it is today without the very community that enjoys it and aims to help make it an even better, smoother, more exciting experience.

A majority of feedback so far has come through the forums (http://www.gridsagegames.com/forums/), chat server (https://discord.gg/9pmFGKx) and r/Cogmind (http://www.reddit.com/r/Cogmind/).”
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Recent updates View all (5)

3 November

SITREP Saturday #2: Cloudy with a Chance of Saves

A 100% chance! Cloud saves (and settings) are coming to Cogmind soonish.

I chose to go with Steam's "Autocloud," which doesn't require any code changes. Instead it's just some backend settings that specify which files to migrate between machines. The cloud itself was really easy to set up.

Testing a cloud-enable version of Cogmind:


Using the Steam console to ensure the proper files are being synced:


After which I started up the game on my old laptop to make sure it resumes where it was with all the same options... Yes! I was actually worried at first that this would be a process full of headaches because I followed the (simple) instructions and... it failed to notice any files to sync :/. Then I just tried again and it worked fine. So yeah, um, I guess it works.

The whole process only took a couple hours, but I'll test it some more to make sure it'll be stable. In any case, Cogmind also keeps multiple backups of your /user/ files for emergency recovery purposes, so nothing to worry about :D

When the time comes, you'll want to update to Beta 3.1 first, and also be sure to start playing on the system that has the original files! (Don't worry, I'll remind you in the patch notes.)

Although Steam Cloud is simply a setting I can flip on now, I won't be enabling it until the next update because there was another much more involved change required for proper cloud support: adjustments to the config file. I already talked about that bit last week, but that requirement means I'll need to push an update before activating the cloud. (In the meantime, I also finally added to the manual a description of what each advanced.cfg setting does, since their names can only hold so much information.)

Features

In terms of Cogmind itself I've just been handling some little bug reports, with a lot of other stuff piling up on the near-term TODO list since I'm still too busy to deal with it.

As it turns out, Cogmind's default hardware cursor doesn't work on one particular player's 2160p setup, so I added support for custom "software" cursors, which basically means it's now possible to wrest control of the cursor's appearance from the OS and make it look like anything :)

Custom cursors can be made to different shapes, colors, or even sizes in case you enjoy crushing tiles:


It's as easy as drawing a little .png and dropping it in the right directory.

This scary guy was helping me debug the new system...

...but I had to destroy him in the end.

BUGS!

When you use a custom software cursor on top of a display system relying on dirty rectangles, the cursor has to save what's behind it as it enters a new position, and redraw the background when it moves again.

Otherwise it just becomes a big mess :P


Yesterday I slipped in one of the recent features requests... probably not hard to spot which one :)

Log messages can now come with turn numbers! This is the default in Tactical HUD mode, though new advanced options can be used to turn them off if you don't want them.

Another example:


This has been on my TODO list for a very long time, but the "best" implementation I was planning would take a while (and no one had been requesting it in recent years), so I kept deprioritizing this one. Then another request came this week and I decided fine, I'll just do it the easy way so it's at least in there as an option! I like how the extra numbers make it appear nice and computery, too :)

Videos

This week I finally got to stream again! Thanks to everyone who showed up, it was a lot of fun (especially once I actually got OBS to recognize my mic again xD).

I haven't played much over the past several months, and got a little overconfident and died after about an hour, but then started a new run and at least made it to the late-game before, again, dying :P. I make a lot of different decisions while streaming than I normally would (I won the run I did before streaming, really!), but it's all fun so no matter :D

There are still a number of others recording Cogmind content, too, including newcomer LuckyLuckLuc who is getting good fast and just recently streamed his first win. Shobalk is continuing his intro video series.
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27 October

SITREP Saturday #1: Getting Steamy

What a launch week! Thanks for your continued support, and welcome to all our new players!

Our leaderboards are now packed with over 700 unique Cogminds fighting their way to the surface. We've got lots more players and data than that, but note that you have to set your name in the game options menu in order to appear. (Even if you weren't aware of that, this week I changed the leaderboards code to retroactively associate you with your old anonymous scores if you do choose to name/rename yourself.)

With help from streamers, some articles, and no doubt the launch discount, Cogmind lingered at or near the top of a number of Top Sellers charts, even making the Steam front page for a little while. Gonna have to save that screenshot for history :)


Cogmind was pretty prominent in the Early Access category, and even did very well in the Indie and Strategy categories alongside mostly no-EA games. For the first week Cogmind also sat on the first page of popular games tagged "rogue-like" (along with a very nice lineup of... roguelites xD)


I was occasionally taking screenshots and recording performance data, which I hope to later use to write some kind of article on the process, but honestly I didn't have much time to really follow that stuff closely. Throughout the first ten days of release I was completely buried in emails, various forums, and social media, responding to players and others with questions or wishes.

Coverage

Cogmind has been recently played by a number of LPers, among them:
  • quill18 streamed some Cogmind and has been uploading it to YouTube
  • Aavak has an ongoing LP series
  • Nookrium does as well
Some of Cogmind's regular players have been uploading videos, too, which you may find helpful:
  • Shobalk recently uploaded a Getting Started Tutorial
  • nuzcraft (who records all our weekly seeds, too :P) also shared some quick Survival Tips
  • zxc, one of Cogmind's best players, recorded a full combat win with Beta 3
  • I'll hopefully be streaming next week--I always play combat (and currently hold #5 on the leaderboards, so I'm not terrible :P)
On the publication front, there haven't been too many pieces yet, although a number of websites are planning to do something in the coming months, and Cogmind will even appear in a major gaming print magazine in Europe next month.
I did an AMA on r/gamedev last week if you want to check that out.

Progress

There's still more to do in the transition from non-Steam to Steam development, so progress will be a little slow for a bit here, but there is a ton of game in there for everyone to explore, and it's been through years of expansion and polish so that should keep you occupied for a while ;)

As one would expect with exposure to any sizeable new group of players, the top priority is to address any little accessibility needs as possible, so that's primarily what the first update will entail. (Fortunately there aren't too many of those!)

For those of you who haven't previously been following my work, know that I had a serious head injury about half a year ago and it has been an obstacle ever since. That's the reason Cogmind came to Steam a little later than planned, but I wouldn't have released on Steam if I wasn't already on the mend. While still not back to normal, I have at least finally found treatments that are working (and most importantly enable me to work at all! :D). I have no idea how much longer it'll take--brains are weird like that, but for now I still have to spend about 10 hours per week in the hospital and that eats into potential dev time. I've still been managing a good 45 hours or more per week, and that's enough to keep things humming along.

This week dev time has been spent organizing plans for content and features for the earliest updates based on feedback so far. That's in addition to the already extensive plans I had already prepared xD.

Now that we're on Steam, because it's not too hard to implement and I presume a number of players want it, the first thing to see to is Steam cloud support.

One cloud prerequisite is that I split Cogmind's configuration file into at least two parts, so I did that yesterday. In fact, it's now three files.


Two of these, system.cfg and options.cfg, are comprised of automated settings or those controlled from the in-game options menu. Advanced.cfg is the one that contains special toggles or tweaks only modifiable via that file. With the next release I'll also be including descriptions of what each of those advanced options actually does :) (quite a few have been accumulated over the past couple years, mostly used by players who've been around for a long time, or asked for them in the first place)

Anyway, it's all the same stuff we have now, just stored in different files to facilitate user-friendly cloud saving.

I'll be updating you with informative SITREPs at this time each week--see you around :D
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Reviews

“Cogmind is an impressive merging of old and new school game design.”
Rock, Paper, Shotgun

“Cogmind is a wonderful thing, carefully and intelligently constructed, and with a gorgeous ASCII aesthetic.”
Adam Smith, RPS

“Cogmind swaps the traditional fantasy setting of most turn-based adventurers in favour of science-fiction, and finds plenty of interesting features in the mix.”
Graham Smith, RPS

About This Game

Experience sci-fi tactical combat and exploration in a procedural world that combines traditional roguelikes with an immersive modern interface like no other. Build yourself from components found or salvaged from other robots. Attach power sources, propulsion units, utilities, and weapons to become a slow tank bristling with weapons, or a fast-moving flier zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin/hacker, or whatever else you can come up with from the salvage you find. The situation can quickly change as you lose components and rebuild yourself from enemy remains. You are the Cogmind. Discover what that means as you explore a living, breathing world ruled by robots.

KEY FEATURES

  • Build and modify a unique robot from parts found, or enemies defeated
  • Dynamic character development without XP/grinding
  • Dozens of robot classes, each with unique behavior within the ecosystem
  • Procedurally generated world combined with hand-crafted content
  • Seven different animated endings to uncover
  • ASCII evolved: Most advanced terminal interface ever
  • Thousands of particle effects and SFX
  • Fully destructible environment

PROGRESS


Although currently in Early Access, Cogmind is mostly complete. There are over two-dozen map types, nearly a thousand items, thousands of sound and particle effects, multiple plot lines, hundreds of hand-made locations and encounters, thousands of lines of dialogue, and seven different animated endings to discover. That said, there are many plans to continue expanding the world with features and content, so for now we'll just call it EA :D

(Cogmind has been in full-time development for over four years.)

      

ROGUELIKE?


Cogmind is a turn-based roguelike, very traditional in many ways (permadeath procedural dungeon crawler built with ASCII in mind...), but at the same time innovates on the genre in terms of both design and accessibility features.
  • Within you have full mouse control--and full keyboard control! Use only one or the other, or both, and all common roguelike movement methods (mouse, numpad, vi, arrows) are enabled out of the box, no configuration required. Mouse users get drag-and-drop inventory management, and the keyboard is even faster with its multiple command schemes and built-in automation features.
  • Stealth play is just as viable as straightforward combat, using hacking and information warfare to outsmart the Complex. The lack of an XP system means you only have to use whatever means you can to reach new areas and find new gear to advance.
  • The world is alive with many types of robots, most of which are actually not hostile to you and have their own duties to carry out.
  • Map objects are labeled as they come into view, making for less tedious play and allowing you to instead focus on tactics and survival. A large number of other options and useful features are available to customize the UI.
  • While the most skilled players can reliably win the default mode, easier difficulty settings are available for those with less experience, or less time on their hands :) (advanced players can also attempt to take on the extended end-game!)
  • Accumulate knowledge across multiple plays, collecting info about previously used items in the ASCII art gallery (over 800 pieces of art!), and collecting lore about the world as you discover its inhabitants and guess at their potential motives, and true capabilities. While there's a rich story to uncover over many runs, know that it doesn't get in the way if you prefer to just strategize and min-max through your roguelikes.
  • Take on built-in Challenge Modes for a different kind of experience, or to prove just how good you really are.

WARNINGS


Not every game is for everyone, so there are a few things to point out that may affect your interest in Cogmind.
  • No Hand-holding: Although very accessible and there's both context help and a quick tutorial to teach all the fundamentals, Cogmind invites you to explore a completely unfamiliar world. Observant players will come to internalize many of that world's rules naturally, and as you reach new areas you'll also discover in-theme explanations for everything, seamlessly integrated with the lore. As part of that process you'll often be faced with the post-death challenge of figuring out where things went wrong and why, until you eventually reach a point where you can see danger before it even materializes.
  • Rampant Item Destruction: Every item in Cogmind can be destroyed, and many of your items will be destroyed. At first this may be discouraging, but once you figure out the basics you'll generally be replacing old and broken parts with much better loot even before you lose it anyway. Building and, more importantly, rebuilding, is a vital part of the experience and what keeps the game dynamic and interesting throughout. Adaptability is key, and amazing comebacks are commonplace.
  • No Classes, Skills, Etc.: Unlike many other roguelikes and CRPGs in which you may form a sort of attachment to your character class and the levels, stats, skills, and equipment they've acquired over time, Cogmind is defined almost purely by items. And as mentioned those items will be destroyed, so there's not much chance to form that kind of attachment. However, this also leaves room for great flexibility during a single playthrough, flexibility you might want or need to rely on to maximize your chances for survival depending on what locations you visit.
  • A Different Kind of Game: As a whole Cogmind is quite different from pretty much everything out there, a fact that turns some people off, but others rather enjoy it for that same reason. It can also take a little while to get into, but once past learning the basics and how to reliably overcome early-game areas, the world and its opportunities really open up.
  • Not Suitable for Small Screens: Due to the game design, the screen is always divided into a minimum of 80x60 spaces that make up the "terminal grid." This means when played on a physically small screen, such as that of a laptop, each space will be relatively small and some players could have trouble comfortably seeing the details. Zooming is not supported by the engine. You can test what Cogmind will look like on your screen of choice here: http://www.gridsagegames.com/cogmind/ui_preview.html (Note that ASCII mode is easier to see at smaller sizes, but it's understandable that three-quarters of players prefer the default tiles mode anyway :P)

System Requirements

    Minimum:
    • OS: Windows XP SP3+
    • Processor: 1.8Ghz or faster
    • Memory: 500 MB RAM
    • Graphics: Anything
    • Storage: 30 MB available space
    • Additional Notes: Minimum resolution: 1272x720. STRONGLY RECOMMENDED TO first check how Cogmind will look on your screen of choice here: http://www.gridsagegames.com/cogmind/ui_preview.html (there is no zooming!)
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