
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.
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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.
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
Ten different animated endings to uncover
ASCII evolved: Most advanced terminal interface ever
Thousands of particle effects and SFX
Fully destructible environment
Although currently in Early Access, Cogmind is a complete game. There are over two-dozen map types, over 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 ten 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 ten years.)
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 900 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.
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.
Engagement
Reviews
Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
4 hours in. learning as i go.
i might be biased because i feel like, if i were a programmer, this is the kind of roguelike i'd end up making... but just because i share a few brain-cells in common with the dev, doesn't mean i'm any better at the game lol --- Cogmind feels, to me, vaguely like Rain World ('alive'-feeling hostile environment where most things want you dead but some creatures are just vibing) and Risk Of Rain (constantly increasing difficulty scale) had a baby with Dwarf Fortress's Adventure Mode and Caves Of Qud (don't ask me to explain those two, just look at the graphics and crunchy mechanics)... but somehow entirely its own thing. if you're smart and/or patient enough for any of those, this one's probably gonna be right up your alley. personally, i love all of those games, but i suck at all of them a lot more than i suck at cogmind. (dwarf fortress, for example: i'll stick to fortress mode, tyvm.) compared to those, my first few hours of Cogmind felt more straightforward (TO ME*, and my experience with them probably helped), even as i struggled to wrap my mind around the parts/energy/overheating mechanics. i can tell i'll need to look up guides/wikis at some point, but for now i'm having more fun zerg-rushing and assimilating limbs from my enemies until i inevitably explode. there's terminals and stuff, sure, but i mostly kill things, get their limbs, and put them on to see what happens; it feels a bit more 'hands-on' in that regard. by comparison, i feel like i'd need to read an entire textbook's worth of wiki-tutorials before i'd have any chance of reaching the endgames of CoQ or DF's Adventure Mode... and don't even get me started on Rain World's brand of difficulty. but Cogmind? I'll beat it one day when I'm on a roll, probably. i've seen some of the learning-curve midgame-stuff, i know there's like 10 endings or something and i'm sure those will get weird in one way or another, but idk. it feels challenging, but not impossible - especially with the lower difficulty options. and i can't leave a review without saying that the graphics, for what they are, are pretty incredible. 'immersive'. feels like a proper robo-vision UI/HUD/Terminal/whatever, lol. --- edit: the longer i play this game, the more i think about IVAN/CLIVAN, an old roguelike... the enemies got more powerful depending on what YOU had equipped, etc... long story short: i can remember rolling around on the floor with my arms and legs cut off, replacing them with adamantine limbs, only to have them cut off again. rolling around on the floor as just a torso, trying to escape the lv100 enemies which keep kicking you while you're down, somehow managing to win. Yeah, that's a Cogmind vibe
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Languages: English
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
can't stop playing this game (its really good)
There's nothing else I can say other than that I'm absolutely in love with Cogmind. It's such a unique roguelike, from visuals to the lores. The game uses software rendering to visualize complex combat events and its UI is such a pleasure to look at. There is a very deep story for the player to discover and there are so many ways a player can play through a run. It's a wonderful game with infinite replayability and I can fully recommend it!
one of the best rouguelikes i have ever played and it is also decptivly immersive, probably can run on a toaster
omg its so fun!!! it looks more intimidating than it is but as long as you dont get frustrated by losing items you're gonna have the time of your life. <3 the derelicts
This is a premature review for what is such a long game to beat in terms of finishing the main story, but to consider a game "complete" when you finish the story is completely antithetical to the spirit of a roguelike. Rogue, the game that gave this genre its name, had a story and definitive ending. But the joy is in the journey, not the destination. The path to the clearing of Cogmind is long, and seemingly convoluted, but even after several hours of only being in the starter areas it still commands my attention as much now as it did 20 hours ago. The build variety may not get into the dizzying heights of something like Caves of Qud, but the tight focus for the systems on offer is so good that it doesn't really matter. TL;DR Cogmind is the Factorio of the roguelike genre.
graet gaem! 1 1
cogchamp
the dark souls of hard games
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