Originally a 7-day roguelike that thrived for a time on the Bay 12 forum in 2012, Cogmind has being given new life by Grid Sage Games. For those who don't know me, I'm the lead dev (okay, the only dev, but I do contract out a little bit of the work).
The game has entered alpha development, with early access available from the website
. Progress is also recorded on the dev blog
(and usually in this thread, too).[ Alpha Launch Trailer ]
Here's a quick overview (this post will continue to be updated with more information):What is Cogmind?
A science fiction-themed traditional roguelike in which you play a robot that builds itself from components found or salvaged from other robots. Gameplay
- While exploring the world you find (or take) power sources, propulsion units, utilities, and weapons, and attach them to yourself to create a slow tank bristling with weapons, or a fast-moving flyer zipping past enemies before they even have time to react, or a stealthy sword-wielding assassin bot, or whatever else you can come up with from the salvage you find. The game can quickly change as you lose components and your loadout changes.
- Action is turn-based but you don't have "action points" per se; instead, every action takes a certain amount of time, and robots that can perform actions more quickly can continue to due so until another robot is ready to act.
- Combat is optional if you can avoid it, and there is no grinding for XP since the game rewards you for simply reaching new areas.
- While not fighting/sneaking, you can find/construct allies, hack machines, manipulate your enemies, and explore the story through terminals spread throughout the complex.
- Power Sources: Engines, power cores, and reactors supply the power necessary to run other systems.
- Propulsion: Treads, legs, wheels, and hover/flight units enable a robot to move more quickly (multiple types can be attached, though only a single category can be active at a time).
- Utilities: Special devices, processors, storage units, and protective gear that provide a wide range of benefits.
- Weapons: Guns, cannons, launchers, and a variety of melee weapons.
- Energy: Generated by the core and power sources; necessary for moving, firing energy-based weapons, and sustaining the operation of some utility systems.
- Matter: Salvaged from robot remains; used to fuse components, and consumed by ballistic weapons and launchers as ammunition.
General Feature List
- Animated ASCII particle effects (weapons/explosions etc.)
- Animated interface
- Hundreds of Sound effects
- Fully destructible terrain
- Full mouse and keyboard support for all commands
- Drag-and-drop support for mouse
- ASCII art
Many of these are a given for anyone familiar with roguelikes, but I'll list them here for completeness.
More InformationFor reference the old 7DRL thread can be found here.
- Resource management
- Inventory and equipment system
- Item identification system (for a subset of powerful items)
- Fog of war
- Several damage types each with unique properties/effects
- Simple yet dynamic combat system
- No grinding/XP (character development is automatic through exploration)
- Multiple AI behaviors
- Numerous items, special abilities, and enemies
- Autosave/load on exit/startup
- Large randomly generated maps
- Turn-based action
- Single player
- All units use the same ruleset as the player
- Score output to an external file, with detailed statistics