2026-08-25 03:03 UTC · Community Announcements · Kyzrati
{STEAM_CLAN_IMAGE}/30765339/d45a01ff43e5ebcdb11fe3bc214d85f781567512.png Bigger, better, more X0-1V1! That's the general theme here for Beta 17.1, a pit stop of enhancements and expanded content on the way to a much bigger Beta 18. We've seen lots of crazy X0-1V1 runs since since the "god-not-god of chaos" became a reality in the previous release, not too surprising since they're not only the latest hot new thing, but also accessible right from the start and fully compatible with all other factions and routes. As a surprise release there were quite a few patches in its first weeks (seven in al
2026-06-23 00:48 UTC · Community Announcements · Kyzrati
{STEAM_CLAN_IMAGE}/30765339/b95fcf82413210f2d60f0fb640efc2ef5f70eb11.png Have you played DCSS? (Dungeon Crawl Stone Soup) If not, then you should definitely consider trying it, a major roguelike in constant development for even longer than Cogmind, and a great game among those which sent me on my own quest to explore the roguelike genre in 2009 and shortly thereafter start creating some of my own. DCSS is similar to Cogmind in that it's a balanced tactical experience, so the two games have always had some player overlap either as we send our players in that direction, or welcome them over from
2026-02-10 01:04 UTC · Community Announcements · Kyzrati
{STEAM_CLAN_IMAGE}/30765339/386a5b922e2116edd69baf8fe7f7e5d2b09afb03.png Ironically for a release dubbed "Unchained More," and one that includes an even wider variety of Unchained personalities and tech, folks are generally going to be seeing them "less" overall xD. This is due to the inevitable arrival of CY-PHR, who we'll get to further below... First though, wow it's been years since we saw a minor version number! Beta 16.1 adds a fair bit of content, but is built primarily to expand upon and improve the beginnings of the new expansion started with Beta 16, which ideally would have been rel
2025-12-18 02:55 UTC · Community Announcements · Kyzrati
{STEAM_CLAN_IMAGE}/30765339/e3e2da3a188b6c7343dc783d84a0cd9f58bc18f2.jpg Cogmind's 12th annual review is available over on the dev blog, summarizing a year featuring two major releases that finished off one expansion while kick-starting another. 2025 added a significant new map, over 100 new items, and Cogmind's 10th unique ending concluding the UFD plot line. A new batch of achievements also caught us up with seven years of new content. And the first members of the Unchained have arrived! (lots more coming on that front) Read more about all that and check out player art and more in the full p
2025-10-22 00:21 UTC · Community Announcements · Kyzrati
{STEAM_CLAN_IMAGE}/30765339/8649baca3675fc505b17dabac936676a0be86e98.png A new expansion begins! Our Beta 16 eponymous opponents are upon us... With them comes upgraded Scanalyzer functionality for all, and a batch of over 200 more achievements to catch us up with the last seven years of ever-expanding content. Hard to believe I've been working on Cogmind full time for 12 years now, with still several major releases planned out, but given the trajectory of recent versions as we arrive at and continue to explore increasingly extreme possibilities, I'm really looking forward to what's coming :)
2025-05-06 00:12 UTC · Community Announcements · Kyzrati
https://i.imgur.com/epnHgYa.png The epic conclusion to the UFD expansion is here, bringing with it a major new map, 100 new items, and Cogmind's 10th unique ending! Within you'll also find a huge range of other updates, notably including Extermination and Assault squads without free tracking to Cogmind?! As usual I'll be avoiding content spoilers (and there are a heck of a lot of surprises to spoil), but following the changelog below will be describing and demonstrating some of other the new features, while also providing some useful background info before you get started. Changelog Cogmind Be
2024-12-20 03:20 UTC · Community Announcements · Kyzrati
https://i.imgur.com/gpnnhSP.jpeg Cogmind's 11th annual review is available over on the dev blog, summarizing a year of massive updates on both the interface and content side. We got larger fonts, map zooming, multiple UI layouts, a whole new faction and two new maps, with much more to come just around the corner. Inside you'll also find some dev stats and a selection of community content from art to popular videos and streams. The upcoming Beta 15 is already a significant update in its current state and shaping up to be a great release for players old and new alike!
2024-08-06 02:03 UTC · Community Announcements · Kyzrati
https://i.imgur.com/UZoVaRJ.png THE UFD HAS ARRIVED. A whole new faction introducing new robot classes, mechanics, and a huge collection of lore and dialogue across many dozens of new encounters. This expansion includes 83 new items for you to find, salvage, steal, fabricate, or piece together, most featuring new mechanics and thereby further enhancing your existing build ideas or enabling a range of fresh alternatives. Beta 14 comes a little later than planned, essentially since this release is bigger than planned, having added about 7 weeks of work on extra features beyond what I'd set out t
2024-04-01 00:48 UTC · Community Announcements · Kyzrati
Not long after the release (and seventh and final patch) of our latest major new version, Beta 13 "Zoom All The Things", I'd like to do something I've never done here before: talk more about the future. This is only something I tend to do with frequent players on Discord, or patrons, and even then only in the broadest strokes or occasional disjointed details since anything is subject to change and I don't want to accidentally mislead anyone or create too much unnecessary hype for things that have no specific timeline. But in my own notes I do always have a fairly clear plan for the future, if
2024-03-18 04:20 UTC · Community Announcements · Kyzrati
We have a new Beta 13 patch, this time with Modal layout QoL enhancements, and some more fixes for new issues. If you recall, back when I planned to release the new layout feature for Beta 13, I wasn't sure if it would be feasible to also release so-called "Phase 4," the even more extreme Modal layout. While I did manage to squeeze it in under the deadline, there wasn't as much time to finalize the best possible version of it, specifically with regard to the top-center "multiconsole" area. This past week after finishing a bunch of other Cogmind-related work, I've been able to give that area so
2024-03-11 03:50 UTC · Community Announcements · Kyzrati
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 spoil
2024-03-04 14:54 UTC · Community Announcements · Kyzrati
A few days back I put out a first little patch for the huge Beta 13 "Zoom All The Things" release and left a link to the changelog/notes in the main announcement comments (minor things and save-compatible). This time we're back with an even bigger patch with some new QoL features, so I figured I'd combine news of the two with an actual patch announcement here to catch you all up on the latest features. There were a few little QoL things I really wanted to get out the door for Beta 13 right before release day, but despite working into the wee hours of the morning, there wasn't quite enough time
2024-02-27 00:39 UTC · Community Announcements · Kyzrati
https://i.imgur.com/f0muPhE.gif WARNING: Upscaled and zoomable Cogmind has landed :D Beta 13 is here, and with it comes larger text and the ability to double the map tile size on the fly, including a huge range of supporting QoL features. Yeah there's a new map, new items and some new bots, but our primary focus today is expanding the range of displays suitable for playing Cogmind, and one way to achieve that is to provide multiple new UI layouts capable of squeezing the terminal data from 60 rows down to 45. Before examining the sizeable changelog as a whole, let's jump right in with demos of
2024-02-24 00:12 UTC · Community Announcements · Kyzrati
https://i.imgur.com/276xdRP.png Early this month I introduced Cogmind's first new upscaled layout option, then immediately followed up with development of our second new option! While the other option (to become the new player default) is "Semi-modal," we'll now have a third and even more extreme "Modal" layout which, as you can see in the sample above, hides away the top-side consoles in order to reclaim more of the map view. That sample screenshot happens to be taken with optional map zoom activated as well--although I think the upscaled grid size across the board means modal layout players
2024-02-16 23:13 UTC · Community Announcements · Kyzrati
https://i.imgur.com/4ljXH5b.png I recently finished my Adventures in Map Zooming series over on the dev blog, and the most recent and final part covers what is from a player perspective the most important zooming-related topic: QoL! You can read the full article for every detail, but this being a set of vital new features I figure it's worth providing a quick summary here in announcement form as well. https://i.imgur.com/M7Tx7YC.png Before we get to that, another important notice: Since last week's introduction of a new fully-upscaled UI layout, I also had the opportunity to stream that layout
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