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 (10) - 90% of the 10 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (341) - 95% of the 341 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 (48)

14 September

SITREP Saturday #37: Statistically Speaking

As usual following a major release, it's again time to review player stats from the previous Beta. The full summary is on the forums here, where you can read a breakdown of the 462 wins in recent months, how players fared with achievements (Beta 6's flagship feature), and check out some of the new stats recorded by score sheets.



Now that there are a number of ways to "change" your Cogmind, PlasticHeart has kindly put together an realtime graph showing which approaches players are taking leading up to a win, conveniently obfuscated with abbreviations so that you're not spoiled if you haven't made these discoveries yet :P



I've added links to both that graph and Ape3000's player progression graphs from the bottom of the leaderboards for easier access. (If you recall from earlier SITREPs, the latter graphs are a great way to see how your runs are changing over time.)

Beta 7 Aftermath

So the leaderboards were reset to go with the new version. New beginnings for all!

As expected, we immediately saw an increase in the number of Garrisons deaths, those being optional areas a majority of players avoided before whereas now at least one visit is now required for those seeking access to the best robot hacking potential.



Later Garrisons are quite challenging, but if you enter one of the lower ones around -8/-7 in good shape and having made preparations like having a full inventory, spare propulsion, and decent weapons (preferably backed by a launcher, too, especially EMPs), they'll fall pretty easily to a systematic attack.

Since the release I've streamed two runs on Twitch, both of which installed a RIF inside the -8/Materials Garrison. The first run last week was to get to know the potential of a full-on high-inventory robot hacker build. The latest one was more of a combat-oriented run with RIF for intel support by hacking non-combat bots (the mid-game relied mostly on allies, and propulsion was all over the place, sometimes using wheels, hover, and later treads). I'm looking forward to doing more streams during Beta 7; one of my plans I've yet to get to is a melee run.

A quick note about robot hacking (before it gets brought up too much :P): There are currently a number of duration-based hacking effects that having no reminders of their AOE or whether not a given robot is affected. I'm waiting on this until the hacking system is settled, and also until we have even more hacks, as other factors will affect how that is handled. As is it doesn't have a huge impact, but is definitely a QoL issue that needs to and will be addressed later, so yeah I'm aware of it!

It's been fun seeing players take advantage of other new features, including sharing a lot of neat map exports. Most would be spoilery so I can't share them here, but this one by Mojo in the Factory turned out pretty cool:



When he's not working on stats or doing hacking runs to the end game, PlasticHeart has been sharing some fun "cogmics" as he calls them. My favorite shows some of the main alignments and by extension ways to play Cogmind. The color of each panel is... fitting :)



In other recent news, Armchair Robotics discussions have been combined into a single pinned thread on both the forums and Steam, to avoid clutter since most of the replies are happening in the corresponding r/Cogmind threads anyway. Feel free to reply in any of these composite threads, though, with questions or anything else to add. New topics will keep coming.

Also, tamagotaso has updated Cogmind's Japanese manual translation to Beta 7. Many thanks for that!

Eight'll be Great

I can't get into the details of Beta 8 yet, since there are still a couple of fairly different routes it might take. Although I haven't made a final decision on that, the roadmap which lives on the FAQ is kept up-to-date and does publicly list some hints...

As always there are tons of plans. Yet more robot hacking will be coming eventually--the system is working nicely with its 65 hacks, and it's only going to get better with more options. (First the dust needs to settle on Beta 7, but already there are more plans for RIFfers, even outside pure hacking.) In any case, the next few releases will be working to add content to the first half of the game as well.

I really can't wait to get into working on Beta 8, but there are other plans for the near term. As mentioned before I'll be going to San Francisco for this year's Roguelike Celebration, where you can find me if you want to stop by and say hi :D. I'll also be giving a little talk there, for which I still need to do some preparation. Roguecel is a chance to meet lots of other well-known roguelike devs, too, so if you're in the area it's probably worth coming. I mean, you can actually meet other people who play roguelikes, actual people in the flesh! xD



I'll be pairing that with a trip to see family, so I'm heading out to the US next week and taking a bit of a break from development. That means a hiatus on SITREPs for probably a few weeks, until we're on the other side of the Celebration. Then I've gotta deal with mega jet lag while trying to get back into the swing of things, yay my favorite.

Have fun with Beta 7, and see you around!

A note about SITREPs: These are regular progress updates where I share features coming to the next release, but aren't actually in game yet. Public releases get their own dedicated news announcement and changelogs/release notes, for example with Beta 6 and Beta 7.

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

Beta 7 "Hack the Planet"

Fat changelog? CHECK. Lots of new toys to play with? CHECK. It's time to hack the planet!

The all-new robot hacking system creates new ways to play, and is expansive enough to integrate with existing strategies. Plus Beta 7 comes with more combat buffs and a heavy dose of QoL features, requested and otherwise.



Cogmind Beta 7 "Hack the Planet" (0.10.180904) changelog:
  • NEW: 65 new robot hacks
  • NEW: Garrisons now contain an RIF Installer (required for most robot hacks)
  • NEW: 12 Relay Couplers (available from numerous sources), required to execute better robot hacks
  • NEW: 1 more brute force hack (secret)
  • NEW: 3 new items (new mechanic)
  • NEW: 75 new score sheet entries (total = 772)
  • NEW: Added several encounters
  • NEW: Info window for part types that cannot be repaired precedes the maximum integrity value with a *
  • NEW: Derelict Logs that give an exit location for the current map when Cogmind already knows it explicitly indicate that in the log
  • NEW: Blue '@' marker appears to indicate the direction of Cogmind's position when offscreen
  • NEW: New kind of squad dispatch under certain conditions
  • NEW: Standard robot hacks also accessible via manual entry
  • NEW: Manual robot hacking UI includes autocompletion and fully-featured command buffer (data stored in /user/buffer_robot.txt)
  • NEW: Option to alphabetize coupler-based robot hacks instead of based on cost (advanced.cfg: alphabetizeCouplerHacks)
  • NEW: Option to not have map center on Cogmind with every move, requiring manual panning instead (advanced.cfg: viewFollowsCogmind)
  • NEW: Option to disable mouse-based movement in mouse mode (advanced.cfg: disableMouseMovement)
  • NEW: Vi-keys (j/k) can be used to change selected entry in item/robot info page
  • NEW: Datajacks can be used on any bot
  • NEW: parse_system robot hack is an additional way to add items to gallery collection (and won't aggro friendlies)
  • NEW: Lower difficulty modes give Relay Couplers more uses
  • NEW: Additional lore giving the new robot hacking system a background
  • NEW: Shift-Alt-m exports PNG of entire current map, showing explored areas
  • NEW: Worker latching onto a disabled bot now has its own sfx and color
  • NEW: Assign text tags to inventory items (Shift-Alt-t + inventory item number)
  • NEW: Kinetic cannons can cause knockback, where the chance is a function of damage, range, and target size
  • NEW: Kinetic and Impact weapon knockback that causes one robot to hit another can damage and displace the second robot
  • NEW: Additional Garrison layouts
  • NEW: Export robot data with the "-exportRobots" command line argument (massive spoilers!)
  • NEW: Explicit log message for failure to rewire disabled bot via Datajack
  • NEW: Tutorial message reminding that items held in inventory do not themselves add to total mass
  • NEW: Explicit interface message about large part non-swappability when using dedicated swap mode ('/')
  • NEW: "Part Auto-Replacement" manual section expanded with an explanation of why the rules list is fairly short
  • NEW: "Volley" manual section expanded with description of resource cost timing
  • NEW: Non-forced melee attacks while flying require confirmation (toggle in advanced.cfg: ignoreFlyingMeleeConfirmation)
  • NEW: Numpad '/' behaves as regular slash, activating part swap mode
  • NEW: Heat flow errors due to corruption temporarily block movement (like part rejection)
  • NEW: Hit chance modifiers due to attacker/defender recent moves reset on ramming and knockback
  • NEW: Deploying ARCs list robots in message log
  • NEW: Active ARCs engage emergency deployment system just before destruction (effects vary)
  • NEW: Watchers can always jam sensors as long as Cogmind within their sensor range, even if using inferior Sensor Arrays
  • NEW: Fully modal part management system (in addition to existing systems), press 'p' to open new menu for part toggle/attach/info/remove/drop
  • NEW: Z-terminal access has limitations on each map
  • NEW: All 0b10 bot calls for reinforcements that didn't already have one now display that notification as an on-map ALERT message
  • NEW: Garrisons activated in response to calls for backup also display that notification as an on-map ALERT message
  • NEW: All Alpha supporter names registered since Beta 6 added to in-game list (see Credits menu)
  • MOD: Destroying Garrison Relays has a different effect
  • MOD: Hacking Suites no longer apply to robot hacking; chance-based robot hacking system removed
  • MOD: No longer any benefits from hitting target with multiple Datajacks
  • MOD: Target corruption no longer a factor when hacking a robot
  • MOD: Programmers no longer assimilate other Programmers
  • MOD: Less garbled text results from brute force hacks, just enough to more or less fill the window
  • MOD: PARSE/LINK/REBOOT/OVERLOAD/ASSIMILATE robot hacks removed
  • MOD: Rewrote Hacking Robots section of manual
  • MOD: Engineers far less likely to get stuck in groups when many of them try to to repair the same area
  • MOD: Disarmed Researchers won't trigger an attack warning
  • MOD: Machine hacking uses a new kind of RNG
  • MOD: Borebot weapon once again a prototype (since it can be discovered via parse_system)
  • MOD: Datajack hits against any robot are not considered an attack
  • MOD: For now the "Factory Defaults," "Error 47," and "Assimilation Complete" achievements refer to the hacks reboot_system, overload_power, and formatsys_
  • MOD: Robots assimilated by Programmers no longer immediately activate, require some reboot time
  • MOD: Updated offensive and defensive hackware effect descriptions to reflect changes in mechanics
  • MOD: All Datajacks always have a 100% to achieve system access (i.e. penetration mechanic removed)
  • MOD: All melee Datajacks' attack speed increased by at least 50%
  • MOD: All Remote Datajacks' stats adjusted, including significant reduction in matter cost and an increase in speed
  • MOD: Dirty Datajacks don't deteriorate as quickly
  • MOD: Remote Datajacks work like guided weapons in that they must be fired solo
  • MOD: RIF Installer incompatible with Super Gauntlet challenge
  • MOD: Removed some pieces of lore related to obsolete hacking mechanics
  • MOD: Robot info window no longer also displays speed as a percent in Tactical HUD mode
  • MOD: Robot hacking UI no longer closed by RMB
  • MOD: Shift-cursor method of panning map now ignored while robot hacking UI open
  • MOD: Robots with temporarily disabled weapons more readily return to fight once weapons reactivated
  • MOD: Executioner loadout improved
  • MOD: Desublimator now a prototype
  • MOD: Inventory scrolling keyboard commands under advanced help displayed as "]/[" instead of "[/]"
  • MOD: No turn progression or input allowed during special CRM and conduit interface animations
  • MOD: itemLabelRelativeRatingCutoff option no longer applies to any items that aren't placed randomly (always labeled)
  • MOD: Zhirov profile reduced from 7x7 to 5x5
  • MOD: Dedicated mapshift mode (`) no longer automatically recenters on completion (Enter is another option)
  • MOD: Mouse-based movement and other map commands disabled while cursor hidden in keyboard mode
  • MOD: Devolution challenge scoring formula now purely depth-based rather than slot-based
  • MOD: "Executioner" achievement description reworded for clarity
  • MOD: Updated "Turtlemind" achievement icon
  • MOD: "Hit/Miss Streak" score sheet entries changed to "Robot Hit/Miss Streak," and only shots targeting robots count towards them
  • MOD: "Crack Shot" and "Storm Trooper" achievements only count shots targeting robots, and exclude melee attacks
  • MOD: "Adventurous" achievement renamed to "Ooh, Shiny!"
  • MOD: Mines cave-in event can no longer kill low-integrity Cogmind
  • MOD: Melee follow-up attacks incur no additional time cost aside from the weapon's halved time delay
  • MOD: Exit labels for offscreen exits not shown if any part of the primary label for that exit is showing
  • MOD: Message on inapplicable use of '>' command refers to traps and drone bays as well, rather than just stairs
  • MOD: Secondary targeting (gunslinging) by guns is now guaranteed wherever applicable (100% chance)
  • MOD: Follow-up attacks when multiwielding melee weapons will always automatically switch to the next available target if any in range (100% chance)
  • MOD: Materials Terminals no longer list direct hacks for robot or item schematics
  • MOD: Field Recycling Units operate on purely turn-based checks rather than an action- or wait-based counter, so take effect faster if moving more slowly
  • MOD: S7 guaranteed to contain 1x TR
  • MOD: Core Expanders more rare
  • MOD: Part Auto-Activation feature active by default on a fresh install (still available in options menu)
  • MOD: Part Auto-Activation hotkey switched to F10
  • MOD: Tutorial messages involving part activation updated
  • MOD: While a modal input label is visible across top of map simultaneously with an interface message, the latter is pushed down to avoid overlap
  • MOD: Alert level decay from passing turns has diminishing returns over time (except in easier difficulty modes)
  • MOD: Revision 17 never spawns in Scrapyard if using the quickStart option
  • MOD: "SW" no longer much more likely to die from impact damage
  • MOD: Super Gauntlet challenge Garrison Access cannot have traps next to their interactive section
  • FIX: Under default config settings, faulty/broken unidentified prototypes excluded from mass labeling, revealing their state [zxc]
  • FIX: Attached faulty power sources still contributed to energy storage capacity [zxc]
  • FIX: Guided weapon waypoints were retained between maps [zxc]
  • FIX: Crash on destroying a machine as first action on entering a new map before machine-relevant Derelict Log data displayed [zxc]
  • FIX: "Spaces Moved" entry in score sheet didn't account for robot jumping by flight propulsion [zxc]
  • FIX: "Average Speed (%)" entry in score sheet included stasis escape attempts [zxc]
  • FIX: Derelict intel could ID the L exit [zxc]
  • FIX: Opening world map in keyboard mode unable to select a map if just left Waste or Garrison and previously visited another on the same route [Joshua]
  • FIX: "Watch This!" achievement couldn't be earned [Joshua]
  • FIX: "Oh No You Don't!" achievement could be earned if Cogmind last damaged Saboteur later destroyed by another non-specific attacker [Joshua]
  • FIX: "No Explosion For You" achievement also earned when your missiles shot down as well, not just those fired by hostiles [Joshua]
  • FIX: "Just Shoot The Terminal" achievement awarded if a hostile bot achieved the same effect via misfire [lsend]
  • FIX: "Fragile Parts" challenge was only applying rules to subsequent runs after game start, not the first [lsend]
  • FIX: Adjustments required to accommodate a certain possibility during special Z+M@C event [lsend]
  • FIX: Scrolling map view away from certain NPCs prior to dialogue skipped their dialogue, affecting the results [lsend]
  • FIX: Sticky Parts challenge also blocked inventory parts from dropping [Raine]
  • FIX: Sticky Parts challenge increased inventory contents beyond capacity if using get-attach shortcut on an already full inventory [Raine]
  • FIX: "Executioner" achievement wasn't obtainable by way of normal evolution [Raine]
  • FIX: Several typos in various messages and context help [Mhorre, Tzan, Rumbl3, Raine]
  • FIX: "Collateral Damage" achievement couldn't be earned [Mojo]
  • FIX: Certain late-game special event message might be shown globally even though it should require line-of-sight [Mojo]
  • FIX: As of Beta 6, prototypes in gallery info didn't show their full name at the bottom [Mojo]
  • FIX: Particular garrison layout could spawn any random disabled drone type, should be N-00 Fly [Mojo, GJ]
  • FIX: Ally distance warning before level exit may report incorrect number for some at edge of radius [Valguris]
  • FIX: Hacking bonus from allied Operators counted first Operator against the total, starting it at +5% instead of +10% [Valguris]
  • FIX: Central database lockouts in Recycling would still cause investigation dispatch [Valguris]
  • FIX: Full-sized evasion readout still listed Cloaking as a bonus, renamed to Phasing to match new corresponding utility name [PhenomPhear]
  • FIX: Unique swords weren't playing any hit sfx [PhenomPhear]
  • FIX: "Cya!" achievement was earned by flying over only two bots [PhenomPhear]
  • FIX: Tutorial messages about gallery and lore collection still mentioned old key commands [b_sen]
  • FIX: Drag-swapping parts with between 19 and 30 energy would only complete the first half of the action instead of giving the low-energy warning [b_sen]
  • FIX: Simultaneously using any Thermal Generator and Cryofiber Web dropped energy reserves, allowing them to even go negative [IrishDemon]
  • FIX: In rare cases an unknown open cell within ally transfer range may be highlighted while leading allies and standing adjacent to exit [DDarkRay]
  • FIX: Quickly pressing an up/down arrow key after closing a robot's part info window in keyboard mode would place the cursor incorrectly [Jivya]
  • FIX: RMB on hidden doors wouldn't enter targeting mode, revealing their presence [Malthusis]
  • FIX: Fleeing Workers continue pushing previously disabled bot even if bot rewired while fleeing [Laida]
  • FIX: Reaction Control Systems dodging a trap could jump Cogmind into a neighboring phase wall [Pimski]
  • FIX: Individual Researchers normally only call reinforcements once, but after a run save/load could call again immediately
  • FIX: <x2> consecutive message counters would not appear if not enough room remaining in the previous message log line
  • FIX: "Missiles Intercepted" score sheet entry tallied all instances rather than only Cogmind's
  • FIX: "Batter Up" achievement could be earned if an enemy Brawler knocked any bot into an exploding machine
  • FIX: Due to earlier changes, world map unable to display both a Waste and Garrison visit from the same map, or current Garrison marker
  • FIX: Multiwielding impact melee weapons allowed attacks to continue even after target already knocked away

Bot Hacking

Today the years-old, mostly marginalized placeholder robot hacking system is finally history. Now things get real, with a proper huge range of options for stealing data, influencing AIs, or otherwise getting creative. With over five dozen hacks there's something in here for everyone, and twice as many non-combat hacks as combat hacks means plenty of AI-specific hackery, especially outside of combat when sneaking around trying to accomplish various goals.



Although serious hacking works only on non-prototype 0b10 bots, datajacks can still be used on any bot, an important need for parse_system which'll help you fill out your gallery faster (all parsed components are identified and added to the item gallery if not already there), especially if you meet up with any NPCs you'd rather not antagonize.



Even more importantly, using a Datajack isn't considered a hostile action, so you can pull off all kinds of shenanigans from the shadows completely undetected if you like, or otherwise sit around ordering 0b10 bots to do stuff like give you info without repercussions.

To take full advantage of the new system, however, you'll have to visit a RIF Installer... and doing that requires entering a Garrison! The first and probably easiest opportunity is in -8/Materials, so hack open the entrance and dive in. Hopefully prepared to blow away the inevitable unwelcoming defenders :). The RIF Installer isn't too hard to find, it'll be by the entrance or one of the exits. While you're in there, make sure to destroy some relays, as what you'll get is better than the usual stuff and this'll make the trip extra worth it. And remember to pick up at least one Datajack early, that and maybe a decent amount of storage capacity to help carry all those couplers.



Most players avoid Garrisons so aren't too well-versed in dealing with their challenges, and at first I imagine we'll see a fair bit more deaths there than usual, but lower Garrisons aren't too dangerous when you're prepared. If you are keen to start robot hacking but unprepared for a Garrison dive by the time you hit it in -8, there are a bunch more Garrisons to be found in -7/Factory.

The manual robot hacking UI has gotten an overhaul to include autocompletion and a fully-featured command buffer, too, for those who prefer typing for that extra hacker feel. (Data is stored in the new /user/buffer_robot.txt file.)



Check out a large collection of hacking demos and read about all the hacks on the blog, where there's also an in-depth introduction to the system and its design.





Note there are no bothack-related achievements being introduced for now. Those will come later when the system is finalized, in case there are some tweaks down the line. The existing handful of robot hacking achievements do still apply, though, as per the changelog.

A small sampling of fun stuff you can do with hacking:

- map_route -



- generate_echo -



- map_earth -



- overload_power -



- link_fov -



- link_fov + show_paths -



- ignore_targets -



If you're not sure what a hack does, right-clicking on it (or shift-letter) opens context help with a description.



Buffs

Well the new robot hacking system is basically a big collection of unique buffs itself, but we already covered that... No wait, there's more! Datajacks themselves all got massive stat buffs, making them much faster and cheaper to use. As the key to hacking bots, they'll be much more flexible and reusable now, allowing you to pull off numerous hacks even in a combat scenario. (Note that Remote Datajacks can only be fired solo now, but that's not a drawback, just a way to prevent cheesing the delay system :P)

For a new buff unrelated to hacking we turn to GUNS. Since Beta 1 we've had the somewhat useful gunslinging mechanic, which allowed gun-only volleys to attack additional targets if the first target is destroyed, but it only took effect half the time, or more frequently if using targeting computers. Now it always does that--no computers required, so stock up on guns. This makes a gun-heavy play style even more reliable and effective in the early game, and gives another reason to consider evolving weapon slots over utilities.



The melee equivalent, where multiwielding follow-up attacks after destroying a target might switch to another adjacent target, is now also guaranteed. (Another related buff: All melee follow-up attacks incur no additional time cost aside from the weapon's halved time delay, making it quicker to get in more hits.)



Knockback has always been a thing with impact melee weapons, but now it's come to kinetic cannons as well! The chance of knocking a target back is a function of damage, range, and target size, and is checked for each projectile, so melee bots might have a hard time reaching you if you're sporting Flak Cannons :).



This pair of assault cannons does a nice job of implanting the target in an expoding reactor:



Knockback mechanics have also been updated to allow a bit of a chain reaction, where knocked robots can slam into other robots and both displace and damage them as well. This applies to both impact weapons and KI cannons, so firing a penetrating KI round down a busy corridor will make an even bigger mess than it already did :D. Technically knocking targets back will make it harder to hit them since it now counts as a "move", but they'll also have a harder time shooting at you while being knocked around, so with some targeting utilities you'll have a bigger advantage overall.

Among the new parts we have a new range of Kinecellerators, utilities for buffing your KI weapons. Entry level:



Kinecellerators are especially effective when combined with multikinetic volleys, although they could also be brutal combined with certain cannons. As with other weapon modification utilities, while active their effects are reflected in the info mode summary.



And technically this last one is a fix, but bringing it in line with the original intent is basically a buff compared to what it was before: Your first allied Operator will now give the proper full +10% to machine hacking, so \o/

Opposite of Buffs

The global alert level slowly decays over time as long as you're not causing trouble, and in the past you could repeatedly find places to hide and wait it out, eventually resetting it to zero. That won't work anymore, at least not forever, because alert decay now has diminishing returns. This will mostly be noticeable from the mid-game onwards for players who go through entire floors destroying everything. You'll have to use other methods of lowering alert, of which there are many, or just leave the floor, preferably into a more secluded floor.

That said, note the effects don't even start to kick in until after you've been on the same floor for at least 800 turns, and only if you've been causing mayhem, and even then the changes are quite minor and gradual. The main point of this change was to head off farming strategies.

In any case, it will probably still be tweaked again (alert has been tweaked in various ways throughout the years...), but let's see how the current settings play out. I'd like to do some typical combat runs myself to get more of a feel for it, but so far I've been more into playing with the hacking system since that's the Big New Thing.

Also these alert changes only affect the default difficulty level, easier modes behave as before.

Another change also meant to prevent farming is the addition of a sort of map-wise global timer for Z-hacking. You'll see. Don't worry, Z-terminals are still the optional OP crutch that system was built to be :P

The main true nerf of Beta 7 is to Sensor Arrays, and it's a situational one at that. If you use sensors you're probably aware that Watchers can jam them if close enough. Previously they had to have better sensors than you in order to achieve this effect, but now they can do it regardless of their sensor type, as long as they're in range. Sensors have always been an amazing utility, and still are, though the new rules will make certain areas more challenging. Especially in tighter late floors, players who like to rely on sensors will need to find some alternative strategies under certain circumstances (both machine and robot hacking can help here).

One-shotting ARCs was nerfed by letting them do an emergency deployment right before they're destroyed. Not many players are capable of fielding builds with enough firepower to reliably take out ARCs prior to deployment, but for those who do it won't mean an overly easy way to wade through assaults, since at least some of the bots will likely be somewhat intact to fight. The contents will generally not be in great shape, but they'll still be there :P

The QOL

Putting the quality in life!

You'll now see a little glowing blue '@' marker indicating the direction of Cogmind when offscreen.



More ALERTs! All 0b10 bot calls for reinforcements that didn't already have one now display that notification as an on-map ALERT message. Even Garrison Access points which are activated in response to calls for backup will now also display that notification as an on-map ALERT message. These things existed in the message log before, but they're kinda important so making them flash and beep will make it extra obvious that Very Serious Things are happening.

The ability to tag an item with custom text as a memory aid is a rather common feature among classic roguelikes. Tagging is usually a part of the item identification process, and due to the nature of Cogmind's items and ID system it's almost never useful, hence the absence of a tagging feature all these years. However there are a handful of special cases towards the end of the game where you may know what a particular unidentified item is (based on where you found it) but not want to immediately attach-ID it. So now you can.

To tag an inventory item with a text note, press Shift-Alt-t followed by its inventory number. This feature is generally used to tag unidentified prototypes and alien artifacts that are known based on other factors or meta knowledge, so that they're not lost in the inventory later, indistinguishable from other unidentified artifacts. Erase an existing item tag by entering an empty tag for it. An example of tagging a serious item with a non-serious tag:



(Currently it's one of the rare keyboard-only commands, but we'll eventually get mouse access as well once there are enough of these rare commands so I can find a suitable UI scheme to include it.)

There are already a ton of methods for keyboard players to interact with items, but hey we can always use one more, right? This one is another feature found more often in classic roguelikes: modal item management. Some players prefer a fully modal approach to item interaction, rather than requiring the use of Ctrl/Shift/Alt key modifiers. The new 'p' key is the answer. It opens a menu that gives access to any part-related action, so [p] -> [action] -> [letter or number of part]. Here's the reminder that appears on entering the mode:



'p' was originally used to toggle the Part Auto-Activation feature, a key I'd always planned to replace when we needed it for something more vital, and it turns out 'p' for parts is perfect for the new modal menu :D (The old hotkey has been switched to F10 so it's still available if anyone really needs to toggle it in realtime.)

We have a number of feature requests in this section, too, which I'll point out here in case they'll help others as well...

Normally the map automatically pans during movement to keep Cogmind in the center, which is important for a number of usability reasons, but if you don't like that it can now be dectivated via advanced.cfg by setting viewFollowsCogmind=0. Here's a demo comparing the two methods using more or less the same scene:



There have been several requests to not autocenter on quitting mapshift mode because players who prefer scrolling with that method then can't follow drones very far. I've made that the default behavior and there's currently no option to change it back, as this technically brings it in line with all other scrolling methods--you can use either Enter key to recenter when you need to.

For fliers, non-forced melee attacks now require confirmation, since the intent may have been to jump a bot but you forgot to deactivate your melee weapon. (This can be turned off via ignoreFlyingMeleeConfirmation in advanced.cfg, though keeping it on will probably save you a facepalm or two in the long run.) Also mainly to benefit fliers, heat flow errors due to corruption temporarily block movement (as with part rejection), otherwise long moves could suddenly be hit with a heat spike and continue along happily until something burns out xD

A quick mention because I don't have anywhere else to put it: There were a few achievements that couldn't be earned in Beta 6, but now everything is available!

Meta Fun

This section had to be cut because Steam enforces a character limit on posts :/. To get the full Meta Fun content see these Beta 7 release notes on the forums. Quick demos:

With a single command you can export a full-sized PNG of the current map as you've explored it.



There's a way to export all robot data from the game files. Here's a sample excerpt of the export, which in its entirety includes 179 lines and over 8,000 data fields o_O



Housekeeping

Special thanks to all our Beta 7 prerelease testers, who helped iron out a few issues and also sparked some tweaks before today's full release.

And thanks to everyone for your Steam reviews! In case anyone missed it, there's a pre-1.0 medium-term goal you can help with which could affect the future of Cogmind development. Check out the original announcement for more info. Reviews are very helpful for increasing Cogmind's visibility on Steam and by extension make it possible to keep bringing the updates :D. So many plans...

There is currently a 10% discount on Cogmind to coincide with the Beta 7 release. As a heads up, this is the largest discount Cogmind will have during Early Access unless at some point Valve decides to again offer exposure for a larger discount like they did in December 2017, in which case I might take them up. (But I wouldn't count on them doing that again, there being so many games out there these days :P)

For Linux users, Cogmind may now be installed through Steam. Read more in the last section of SITREP #35.

As usual, this weekend will not have a SITREP so soon following a new release. The next will come the week after when we'll take the usual look at player stats from Beta 6, our first release with [256!] achievements.

Now that Beta 7 is out I will, however, start streaming again, in fact starting shortly after this release announcement--let's play with these new hacks!

Beta 7 saves are not compatible with previous versions, but even if you're on Steam and have autoupdates enabled, Beta 6 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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