Hello everyone. In this month's update we finally have an ending, Elected President!
Politician cards now leads to the first ending of the game, Elected President. Your choices for the rest of the story lines effect your presidential campaign as well, so be careful when a concerned citizen approaches you.
New Characters
Added character 'Daughter'
Dilemmas around these characters will expand with following updates.
72 New Dilemmas
Added more everyday dilemmas
Added more Politician cards
New Storylines
Added storyline 'Presidential Campaign'
New Endings
Added first ever ending 'Elected President'
New Achievement
Elected President
Stats Tracker
Added stats tracker to keep track of player choices
Currently tracks total dilemmas faced, CEO changes, years passed, people fired, lawsuits faced, times jailed, loans taken, manipulated media, rockets launched
This menu is only visible once you reach an ending (Maybe I should change it?)
Fixes
Fixed some cards not firing
Fixed card shuffle sound firing at once on some low-end systems
Improvements
Characters now blink
Added 5 new music tracks
Improved card prioritization so that cards don't repeat often
Changed some more cards to only trigger once per playthrough
See you next time and thank you for all the feedback and support.
Spring is here, everything revives, spring is here again, and the air is filled with the smell of hormones At this time, we are still working hard to create new games——! We have also collected many suggestions from everyone, hoping to better create a more interesting and immersive world view, and more distinctive female characters. In the future, we will update the latest news to everyone from time to time. We hope you can also participate and give us a lot of feedback. Whether it is opinions and suggestions, good or bad reviews, we will read them carefully (bow)
There will be an introduction to the new work in the future!
Hot And Lovely: Suger: My family, I have traveled through time again. It is said that I have to help a bunch of weird girls find themselves before I can return to the real world! But thinking about it carefully, it seems like it would be nice to be here
Fairy Biography5: Demon: Demons in a fantasy world. The struggle between humans and vampires has been going on for many years. Today is the day when the truce agreement is signed. But the human leader Alinda never thought that this was the beginning of the conspiracy...
A fascinating story: Starting with a hundred dollars, but successfully reaching the pinnacle of life? As the unlucky male protagonist, he still has a hundred dollars left after paying the rent, but he still has to capture girls. It’s so difficult! Fitness instructor, policewoman, ex-girlfriend, who should I choose (distressed)
Cocktails now have an area of effect and splash acid damage Completely reworked input and keymapping Icons for most keyboard keys and gamepad buttons added including: PS1-5, Xbox series/one/360, Switch Pro/Joycons/Gamecube Icons should also make sense for generic branded controllers, but if anything is amiss, please let me know! Holding a direction without repressing it can now navigate through menus. Trying to play music from the iimusic app when you haven't collected any CDs will no longer crash the game Drop shadow added for text (Toggle in the Font submenu) Drop shadow for some menu icons. Increased contrast on dark versions of soggy & crunchy fonts. Changed portal sound effect and usage Added icon for Click to Move Potentially fixed a fullscreen bug. Added a hint sign in the apiary. Some other stuff I'm sure I'm forgetting.
Coming soon: -Button images in dialogue (i.e instead of saying "<gamepad face east>" there will be the same icon now seen in the remapping menu) -Flasks (have splash/AOE effects like the cocktail, but can be filled with different liquids to cause different status conditions)
First of all , thanks for all the palyer of Doom Sweeper! Even Doom Sweeper is not a good game now during this EA , Still got many support! Recently, We got many messages that there is no update! So we made a notice today ,we can't afford enough developers to made this game ,so we may develop it in a low speed But we won't give up this ,we will made a new Update this month!
Conten: 1:Over ten weapons 2:More combos! 3:2 Class
We may not do good enough,But we will do our best! Thanks again!
1.the function to discard items. Press the delete key on the keyboard to discard items. 2.Modified the enemy's lightning skill to a continuous damage skill, which has become a range skill that can be avoided.
It's finally time! For 1.0? No, of course not (that we hit it back in 2017 is just a poorly kept secret), what I mean is raising the price to better reflect what Cogmind is: hundreds of hours of content and lovingly-crafted roguelike adventure and storytelling. I don't explicitly advertise the worldbuilding's diversity and surprises, since that is best left to discovery, but it's been enough to challenge and entertain some folks for even thousands of hours. (Cogmind's screenshots represent only a small fraction of what you'll really find out there, for the reality you'd have to check out spoiler sections of the community, or some videos/streams.)
And the scope continues to grow.
I've dedicated more than the past decade of my life to full-time development of Cogmind. Just me, since it's not like this could support additional folks--it can only barely cover frugal old me :P. I will hopefully, likely, continue to do so for the next couple years. Content is planned out even beyond that, but who knows if it will still be sustainable by then?
That said, as stated before I've never wanted to declare 1.0 then release all my expansions as DLC. Even though that technically makes a lot of business sense and would be significantly more sustainable, I think it leads to a worse player and community experience overall. Instead, I chose to start a Patreon some years ago to help keep the lights on. Although paling in comparison to what DLC would bring in, that has worked out well enough, so once again a special thanks to all of you patrons!
To the point at hand, Cogmind's price will be going up next month. There's only a relatively small window within which to do this without conflicting with other Steam events, and that period is April, so April it is. The new base price will be set to $24.99, and no don't expect that to mean deeper discounts going forward. The price isn't being raised to allow for greater discounts, it's being raised simply to raise the price :P
Some may question the idea of a price increase during "Early Access," but don't worry, the price will likely go up again (!) later and Cogmind isn't really Early Access, anyway, we're waaaay past that. Yes that label does keep some people from buying in since they're skeptical of anything marked EA, an unfortunate side effect of all the poorly planned or executed projects that don't manage it well. Cogmind could've completely skipped Early Access to begin with, or stop development at any point, and be fine in terms of completion.* (Cogmind was publicly released for over two years before coming to Steam in the first place! The date on the Steam page is not Cogmind's actual release date, though many informational sites will assume and repeat that...) We'll open the gates to those folks eventually, but the next couple themed expansions cover at least four more betas before that's even a consideration. The third still-to-come major expansion could be released before or after that threshold (still undecided), it's essentially just a pure marketing decision when to use the "1.0" label.
*that said, I'm super happy, as I'm sure others are, that we've finally been in development long enough, with enough new QoL and engine features, to support map zooming and full UI upscaling--that was BIG
Some historical metrics, for context:
For more historical info and graphs, you can also check out my annual reviews, one from each year for the past 10 years so far.
As for the next expansion, to focus on an important new location, it has technically already begun in part as a portion of Beta 13, and much more than that was completed last year, but that version detoured off into the map zoom and UI upscaling features arena so that more people could join us on this ongoing journey. With all of the new folks on board now, it's time to get this train steaming into exciting new territory again.
We're soon to increase the number of items in Cogmind by nearly 7%, a nice chunk considering we're already over 1,000, along with new maps, new factions, new abilities, yet another large increase in the number of encounters... the works. It'll be like Cogmind alpha content injections all over again, said in the strongest attempting-to-contain-my-hype tone possible :)
So yeah, in summary, price going up next month, and fun new releases coming, too, but... those not quite next month :P. They won't take forever, though--we'll be seeing somewhat faster releases down the line!
Oh yeah and there's still one more discount coming up later this week, so before the increase in price.
Memestrike
Since even after using an abbreviated version of the Beta 13 release notes we still hit Steam's length limit, I didn't have a chance to append any community stuff to our last announcement, so I'll just do that here...
MrMesh shared this wicked painting of a Cogmind scene--such a lively piece that also captures some great details! (via Roguelikes/Cogmind Discord)
A pair of awesome meme videos also dropped recently, including one titled "The Cogmind Beta 13 Experience" by Youngster (not very spoilery, but fun and nicely done!) and another dubbed "Cogmind Slander" by u/dogawesome, which is a good summary of a lot of Cogmind experiences, and in that sense it contains a lot of spoilers, but probably makes relatively little sense to anyone who hasn't actually played, or moreover played a lot. There's a huge number of lore and content references in there though, for those who can relate ;)
After releasing some patches for Beta 13, I also streamed the late-game portion of a run I had started on my own. It was fairly chaotic as usual, by choice :)
Some map-wide sterilization may have occurred prior to the start of the stream, and we know that in Cogmind destruction often begets ever greater levels of destruction, so yeah, continued remodeling was in the cards for a while.
We later used a hidden spoiler area to switch to 100% stealth for the remainder of the run (okay, except for the times our friends murdered everyone...)
That run was able to temporarily take 6th place since the leaderboards were reset for Beta 13, but has already been pushed down to 10th as more folks finish up their first runs with the new version, and at only 64k will probably not even sit within the top 20 for too long :P