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.
Recent Reviews:
Very Positive (20) - 95% of the 20 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (453) - 96% of the 453 user reviews for this game are positive.
Release Date:
Oct 16, 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 through 2019 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 five 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 explore, some specific confirmed plans including more ambient audio, lots more challenge modes, an even more expansive scoresheet system, and special one-time event-based content.

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?

“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- and robot-hacking capabilities (over 150 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 testers keeping release builds almost entirely bug-free. (Even players running on Linux/OSX via Wine or Steam Play 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/).

I also stream runs about once per week on Twitch (http://www.twitch.tv/kyzrati/) where I talk strategy and hang out with the community. (Runs are later uploaded to YouTube: https://www.youtube.com/user/GridSageGames/)”
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Recent updates View all (65)

June 14

SITREP Saturday #46: Extreme Bothacking

Beware, the bothackers cometh!



Hacking robots has gotten a lot more interesting since Beta 7, and although there were some buffs after that, the strategy was still somewhat lacking in the late game, at most serving as a supplementary capability rather than holding its own. So now we've got... permanent upgradable RIF abilities!

I've written a full explanation on the new system over on the blog: "Robot Hacking: Upgrades"



You can read all the details there, but in short, you'll be able to seek out new abilities at RIF Installers, eventually becoming a bothacking powerhouse if you can brave that many Garrisons. Abilities include stuff like upgrading your Relay Couplers, using Phasewalls, and making allies immune to Programmer hacking.

Using the Robot Detection ability to see nearby enemies:



Walking through Phasewalls:



The new RIF abilities UI for listing learned abilities and their effects:



In this week's stream I also demonstrated RIF abilities (along with some other upcoming features) in a Beta 9 preview:

https://www.youtube.com/watch?v=JJx43CtfdXM

Zyalin drew our bothacker build :D



Me? On a flight run?

I took a month off streaming Cogmind to review a bunch of 7DRLs, but have since gotten back to Cogmind streams and did a complete flight/thief run. Part 1 is here:

https://www.youtube.com/watch?v=_BFzE5wXp0c

The original goal was just to steal from the Exiles and evade all the inevitable thieves, but the epicness continued for much longer than that. I wrote up a full summary of the run with links and images, though note it does eventually get into extreme spoilers.

I won't go into details here, but one of the epic events was getting two major bots to fight each other. I can't not show it because Zyalin drew this awesome depiction of us flying around with our friend, who is having his nuke intercepted by that much bigger non-friend.



Pay2Buy2Win

Before that I also streamed a couple weeks of Pay2Buy mode, the new version released for April 1st.

https://www.youtube.com/watch?v=6VVNZBiqAuc

A list of parts purchased throughout that run :)



After some time had passed, I put together a special leaderboard to record those who'd participated in the 4/1 event (and opted into uploading)



That and a bunch of related stats can be found on the forums here.

Writing and Doing

Following my article on level design, I added a pair of related pieces:

"Roguelike Level Design Addendum: Procedural Layouts"



"Roguelike Level Design Addendum: Static or Procedural?"



More recently I posted an in-depth look at the evolution of Cogmind's turn time system:



In little features I worked on, we're getting specific death messages for the scoresheet. Check out some samples from that system at work here:



I took a few-hour detour to add all the commands to the manual. Commands have always been available in game, but some people prefer to reference them externally in the manual. The list there was always incomplete since I'd approached it differently--only showing an alphabetized list of keys with their effect, rather than organizing it categorically as you find it in game. Now it's organized and complete.



This of course also means that the in-game manual includes the list as well, even though they're already available via a separate explicit help menu :P



Also have a red mapgen visualizer:



Art from 2243

A new gallery of works for your perusal...




Storage Jammin', by Zyalin




A multitreaded combat bot, by Zyalin




EM Cogmind, by Zyalin




Mni. ARCs?! by PlasticHeart




Unsafe branch spawns, by PlasticHeart




A randomly trapped Fabricator, by PlasticHeart




Storage shopping, by PlasticHeart




ECM Sweet, by JackNine




March leaderboards, by 8FPS

The Great Server Outage of 2019

At the end of May the servers were, um, "updated" by the host and this broke a bunch of stuff. The blog and wiki were both down for five days, and for two weeks the in-game news/version checking feature as well as score uploading and error reporting were all broken. Sadness.

Fixing this took quite a lot of work, no thanks to the host service who had no idea what was going on. Fortunately we have lots of web devs in the player base and I got some tips and ideas that eventually helped get everything up and running again.

As of last week our leaderboards are once again accepting new data \o/



As part of the fix I was forced to update Cogmind itself, so I put out a quick and relatively unannounced Beta 8.2 earlier, which has all of one line in its changelog :P

Saves are compatible with the previous version (so there's no legacy branch on Steam), it was just a modification to how COGMIND.EXE connects to the website for the optional online functionality.

Going forward Beta 9 will be running on a different db-based leaderboard system, so would no longer be affected by availability or reachability of the website itself, and will also feature multiple attempts, in case a score cannot be uploaded for some reason at the time a run ends (for example no active internet connection). Too bad that wasn't in place yet when this even occurred, but we'll get to it soon enough!

The 9th Circle of Betas

Speaking of Beta 9, when and where is that, anyway?

Well, it's going to still be a while yet. As we approach Cogmind 1.0, there have been a few major meta systems remaining to work on, and all of these happen to be features that need to be released simultaneously, making this by far the longest release cycle to date as I get everything in place.

The first is the revamped scoresheet, which is now complete, and also awesome--I'll be writing about that for the blog next. It's been a massive project that alone took more than a month.

The second is a new leaderboard system. The current one is pretty nice, but it's not fully automated and also has no internal database, limiting the kinds of things that can be done with it.

And the third is rebranded difficulty modes, which won't be changed in too many fundamental ways, but will get a new selection UI and hopefully be more useful to new players while also better at setting expectations.

Plus on top of all that we of course need other fixes and features that make releases interesting, like the RIF abilities :D

So Beta 9 is a big one, even if a lot of it is internal work. But it must be done, so I'm doin' it.

I was hoping to have it done by mid-June, when I'll be out of town for a few weeks, but there's been too much extra work involved so unfortunately I won't be able to finish it until after that, which means some time in August.

I'll still be chipping away at it while on the road, and updating the blog and Patreon, but four weeks from now when I leave I'm pretty sure there'll still be a little more work left to do on Beta 9, and I don't want to rush it out.

That said, even though it's incomplete, patrons can fool around with a prerelease version of Beta 9 (the one I streamed earlier this week), which already has the fully functional new scoresheet features and RIF abilities.

With Steam revenue falling lately, patrons are now clearly responsible for keeping development going without having to worry about wasting dev time advertising or wrapping up Cogmind to switch to another project, so many thanks to them <3



I mean it's true I've been working on Cogmind for six years now and continue expanding it without charging for the extra content, so this trend is inevitable xD

Patrons have also put in their votes for their choice of feature to focus on going into Beta 9:



(So yeah, yet another thing to work on!)

While we're talking money, here's your notice that Cogmind is having a weeklong 10% discount from June 17th through 24th, both on Steam and the website (where you can also get a Steam key and it's a lot more helpful for the bottom line).

I'll leave you with our favorite cheer (courtesy of Zyalin).



A note about SITREPs: These are occasional progress updates where I share features coming to the next release, but that aren't actually in game yet. Public releases get their own dedicated news announcement and changelogs/release notes, for example with Beta 7 and Beta 8.

There may be other relevant discussion of this SITREP on the GSG forums or r/Cogmind.
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March 31

Cogmind goes P̶a̶y̶2̶W̶i̶n̶ "Pay2Buy"

!!! ALERT: SPECIAL MODE DETECTED !!!



It's that time of year again, when all sorts of fake things appear on the internet... But I've become a fan of using this opportunity to make crazy unprecedented things that are true, so Cogmind is going P̶a̶y̶2̶W̶i̶n̶ Pay2Buy! Well, for a day, anyway ;)

Get the latest Cogmind update and fire it up on April 1st, and anyone who's past the tutorial starts and has been playing the regular game will automatically have new runs start in Pay2Buy mode!

I'll talk about that more below, but unlike last year's event, I've combined this one with an actual release, which includes a number of fixes for Beta 8, as well as some balance-related tweaks. There's also a bit of new content as well:

Cogmind Beta 8.1 "Pay2Buy" (0.10.190401) changelog:
  • NEW: Unique AFD mode for 2019, automatically activates on 4/1 for anyone who has played at least three runs
  • NEW: 1 new unique superweapon
  • NEW: Special NPC encounter under certain circumstances
  • NEW: Additional improvements to reduce turn delay when holding wait key or moving at extremely high speeds
  • NEW: Command line argument "-forceAFD2019" to enable the AFD mode from 2019, regardless of system date
  • NEW: Command line argument "-forceAFD2018" to enable the AFD mode from 2018, regardless of system date
  • NEW: [AFD 2019] Includes a special interface for "purchasing" items with CogCoins, an event-specific mechanic
  • NEW: [AFD 2019] Earn CogCoins by raising the alert level
  • NEW: [AFD 2019] Other event-specific mechanics
  • NEW: [AFD 2019] Score sheets include list of all purchased items at the end
  • NEW: Any AFD mode scores can now be uploaded as well for aggregate stats and potential special leaderboads, but are still excluded from main leaderboards
  • NEW: Added Phase Armor and Phase Redirector mechanics to manual's Attack Resolution section
  • NEW: List of patrons added via Credits menu
  • MOD: Tweaked various Exiles scenario reactions
  • MOD: Master Thief behavior changed to make them more dangerous
  • MOD: New internal turn system, harder to game for free peeking around corners
  • MOD: Dropped items/salvage allowed to fall to other side of map exits (on same map)
  • MOD: Overloaded Fabricator effects no longer count as Cogmind kills, or for alert purposes
  • MOD: Signal Generator only works in 0b10-controlled areas
  • MOD: Firepult damage reduced
  • MOD: Keyboard's Pause key no longer has an effect
  • MOD: Alpha Supporters shortcut command changed from '0' to '9'
  • MOD: Lore no longer has '9' as an optional shortcut (access via Records page)
  • MOD: AFD runs no longer added to scorehistory.txt
  • FIX: An active Stasis Generator brought into a new map has no effect unless toggled off and on again [Joshua]
  • FIX: Ejecting couplers from certain unlocked Garrison Access instead destroys them [Joshua]
  • FIX: "Batter Up" achievement description did not specify melee impact damage only, despite kinetic cannons now being capable of knockback as well [Joshua]
  • FIX: Gallery CSV/HTML exports were missing a header for the new propulsion Drag stat [Mx. Eldritch]
  • FIX: Rare crash on an allied Mechanic seeking a repair target after robot it was following is destroyed [Horse]
  • FIX: In rare layouts a special hidden area of a certain map might be slightly disconnected from the rest of the map [8fpsbossfight]
  • FIX: Possible to crash the UI by switching into the game menu extremely quickly while also switching pages [geedmat, Horse, 8fpsbossfight]
  • FIX: Crash on hitting a controllable ally with a Field Lobotomy Kit [ApolliniaD, alice_fexa]
  • FIX: Manual seeds could be applied incorrectly in some cases, resulting in different seeds producing the same world [Suslik]
  • FIX: Combining any Thermal Generator and Cryofiber Web could show a net negative energy readout in HUD, even though still positive [lsend]
  • FIX: Advanced flashProjectileVictims option could in some locations cause flashes outside of combat as well [Puzzlebark]
  • FIX: Integrity Redistributor could result in the wrong effect if core integrity near 50% of a total value greater than 1000 [mtf]
  • FIX: Crash on accessing the Z-Roster if earlier on same map summoned a hero and in the turn immediately afterward a new hero was added to roster [Rumbl3]
  • FIX: Fixing a separate issue in previous release broke schematic list highlighting while hacking a Fabricator [Malthusis]
  • FIX: Typo [mindcog]
  • FIX: Scrollable lists containing multiple keyboard ASCII colors may not align properly with list items when more than 26 items, after scrolling
  • FIX: Hacking Prototype ID Banks did not immediately update identified inventory items if any happen to be matching unknown prototypes
  • FIX: Multiple Stasis Generators being used at once may not always remain active depending on relative toggle states

Pay2Buy

AFD 2018 was a last-minute joke implemented and deployed in just an hour on 2018.4.1. This year I put a good bit more time into it, spending several days over the past week building some new UI features, designing and balancing systems, and surprisingly increased Cogmind's core code base by 0.6% for Pay2Buy alone (excluding all the other work that went into bringing you Beta 8.1).

So what's this mode all about...

The Cogshop is open for business! No, this isn't the Merchants Guild expansion I've touted as one of my Patreon goals, it's a new AFD mode that significantly changes the Cogmind experience.

Skip this section if you want to go in blind, or read on for more details.

In Pay2Buy mode there are no parts lying around, and no salvage from kills, either. In a few very rare cases items may still be available via the usual special means, e.g. Relay Couplers, but for the most part you'll have one source of new parts: the Cogshop.

Access the shop by clicking on the Buy button in the bottom-left corner, or via the number '0' on your keyboard. There is no item info available for shop items--there wasn't enough time to add that, although I did add the short item stat summary after each one so you can reference that to help make purchasing decisions.



Earn CogCoins by doing almost anything that raises alert, i.e. get in fights -> earn coins -> buy parts -> get in more fights (or go around sabotaging machinery as your source of revenue ;)) and so on.

Eventually you might notice there's a bit of a market economy going, with you as its only customer :P. Prices will fluctuate a bit, more so depending on what you do and don't buy. Item types you don't buy will get lower in price, while those you do will get increasingly expensive.

There are also Loot Boxes! Because of course there are :). If you've got coins to spare or want to take a risk, test your luck and buy some. You might also see some special discounts or other shop-related announcements as you play.

Interestingly the Pay2Buy experience is kinda like typical character creation at the beginning of a run, as well as ongoing throughout the run, only with even more control than you normally have. It's a pretty unique Cogmind experience :D

As for other AFD-related tweaks, you do not have access to any Storage Units, but start with ten inventory slots for free, instead of the usual four. Your score sheet at the end of the run will include a full list of all of your purchases, and the prices you paid. And in a very first for one of our Cogmind special events, score sheets can actually be uploaded! (assuming you have the option enabled) Of course they won't be included in the regular leaderboards, but Pay2Buy runs could get their own dedicated event leaderboard, at least for those who play in the near term.



AFD 2019 normally autoactivates for new runs on 4/1, but if you want to play on another day, rather than having to change your system time like before, I've added a new option you might prefer, the "-forceAFD2019" command line parameter. (In Steam this is Cogmind > Properties > Set Launch Options...) If you don't want to play this special mode on 4/1, the "-noAFD" switch will block it.

Still Exiled

Beta 8.1 brings with it a fair number of Exiles tweaks, if you remember them from their explosive Beta 8 debut ;)

Yes, as many in the community feared, I did nerf their Firepult just a bit, but it's still an amazing and terrifying weapon. More importantly, Master Thieves are a good bit scarier now. They're still a challenge that can be overcome, but... you really would do better to not attract them in the first place. (I also changed up the dialogue just bit so that it makes sense they can still come after you if you went all evil murderer in the lab.)

You know that scenario where the Exiles have prematurely departed? Well there's a new potential reward in that case, and a clue about where to get it...

There were various other EX tweaks as well, mostly small stuff.

8.1 Miscellany

One of the other big changes under the hood is probably not so big to most players, but the entire turn system has been replaced with a new type of queue. I'll be covering this more on the dev blog later, but the main impetus was to prevent free corner peeking, which a tiny handful of players were taking advantage of as an optimal tactic made possible by gaming the original turn time system. Now the system is more fair, and directly related to movement speed, rather than specifically when during a turn the move action is taken.

In the process of making the above change I also optimized the turn queue handling, which will speed up the game by up to 10% in some scenarios.

Behind the Scenes

Beta 8.1 includes a bunch of fixes, as usual (mostly to new stuff), and as part of my debugging work I finally added an engine-level visualization so I could see which subconsole is currently receiving mouse hover messages:



This helped track down a particular new bug that wasn't highlighting the current schematic at a Fabricator, for example:



It turns out this bug was caused by a separate Beta 8 fix for a completely unrelated issue xD

On the blog I've shared an addendum to my level design article, this one discussing how I approach layout planning for procedural maps, with an eye towards level design goals.



Another addendum, looking at the usage of static, procedural, and hybrid maps, is currently available to patrons here.



In good hardware news, I successfully cleaned out my dev laptop, as well as recovered all parts taken by Recyclers that escaped from the Cogmind source in the process.



(I shared the process on Twitter.)

Community

Zyalin has shared some cool new fan art, this piece titled "Storage Jammin'"



It depicts a beat up Cogmind build rampaging through Storage, indeed a dangerous map with very tight confines. Also of course there are friendly drones nearby :)

JackNine did another cogmic in his style:



Over on the forums muxecoid started a poll for the most hated combat enemy class, and Hunters won by a fair margin. Swarmers came in second place.

Although there's no "official" support for it beyond answers I hand out when interested people occasionally ask about superficial mod support, a number of people have actually modded Cogmind. Most recently Ape3000 has shared their mod that mixes ASCII with graphical walls from the tileset. Here's a sample of how that looks:



As for myself, on my Twitch channel I've been streaming a bunch of 7DRLs for reviewing lately, but will get back to Cogmind soon. In fact, it won't be this week because I have family visiting, but next week we're gong to play with Pay2Buy mode! As usual the videos will be up on YouTube afterwards.

Patreon

Patreon is going okay, the one I announced last time as part of the Future of Cogmind update.

So far patrons have been submitting suggestions for my Cogmind TODO list prioritization, to decide which major QoL system they'd like to fund for Beta 9, and also more recently for the new item/mechanic they'd like to see in the next release. These things are collaborative so we'll be doing some voting in April.

What's Up Next?

Well my near-term plans have somewhat changed due to this whole Pay2Buy event. I was originally planning to release a Beta 8.1 with fixes and some new hacking content, but Pay2Buy got big enough that it pushed back the other stuff (and 4/1 is a hard and fast deadline, after all xD), so my earlier 8.1 plans are likely being folded into Beta 9 instead (along with all the other Beta 9 stuff).

So the next release will likely be Beta 9, though it's too early to say when that'll happen since there's a lot to do. That said, Beta 8.1 is pretty big for a "minor" release, and the new mode adds yet another layer of replayability, so I'm looking forward to seeing what everyone thinks of it.

Enjoy!

Beta 8.1 saves are not compatible with previous versions, but even if you're on Steam and Cogmind automatically updates, Beta 8 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.
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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.”
https://www.rockpapershotgun.com/2016/10/11/cogmind-robot-roguelike/

“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.”
https://www.rockpapershotgun.com/2014/05/12/devlog-watch-cogmind-fritz-tiny-wizard/

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 five 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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