
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A very unique game with plenty of passion put into it. There is alot of complexity in this game, and boatloads of content. Yet... I don't like it. This game just doesn't feel quite right for me personally. First off, the levels are quite long and uninteresting, there is nothing that really awakens my imagination. Just corridors and enemies to slow you down with some occasional piles of sometimes cool stuff. It's all just really samey. The limited graphics do not contribute to my immersion but rather the reverse, as nearly all information you need is accessed through ALOT of menues as the graphics do not really explain much of what you are looking at. Now here is my main complaint: The runs are way too long. I have seen people play it on youtube and runs go on for like 3-4 hours, rarely with specific circumstances up to 8 hours. All while nothing really changes visually from the first to the last level but colours. It just feels off with this pacing. I would prefer if runs were half as long on average, progressing much faster. Game feels sorta more like a program than a game, and I don't vibe with it. Played something similar called Scavenger sv-4 that I enjoyed more. I think this game could potentially benefit from: An option for half as long runs with faster progression. A bit cheaper. Maybe 20 Euro instead of 24.5. More varied rooms that are distinct through the levels. Maybe big circular rooms, rooms with a bunch of pillars and new static objects you can use to your advantage or disadvantage like explosive barrels (Thermal, electromagnetic etc)? Maybe roof supports that when broken causes caveins? Maybe oilspill tiles slowing down grounded bots? Or maybe air streams from giant spinning fans slowing down or speeding up flying bots? Even molten slag/metal tiles dealing thermal damage to anything on or above it while applying heat? Maybe broken pipes spewing mist tiles that conceal you? I would love the environment to play a bigger part in combat and gameplay with more mechanics and unique rooms other than just the occasional chokepoint and explosive reactor. Add an ambient soundtrack. It would really ramp up the immersion! Maybe a free soundtrack dlc, so basegame can keep it's 50mb file size? Might be unrealistic. Higher fidelity and/or more descriptive graphics like dwarf fortress and perhaps even some animated textures like fans would really help with immersion I think. Cause seeing a strange blob of stuff and calling it a static reactor is not as interesting as actually seeing a reactor. Seeing more visual differences through the levels to differentiate them would be nice too, even if it doesn't mean giving the game higher fidelity graphics. Maybe tire, tread and leg tracks to grounded bots and exhaust when flight unit bots move would be nice too, to show the player a bit more info about the enemy without having to use as many menues. Ill probably try out the game a bit more and see if ill change my opinion about anything, but it's not quite my cup of tea.
I've never been more enamored by a game in my life
I really want to like Cogmind, and I've been trying to for years but the first hour or two of a run just don't have much to offer. I know it has some complex branching paths and story, but that intrigue is completely absent in the early game. you have so little choice in equipment and no matter what you choose, that equipment will break after a few fights. +1 to a weapon isn't very impactful when I'm sure ill lose that weapon soon. even the better gear feels weak against the enemies on the same floor. I'm so desperate for this game to get good, but it's way too stingy. in terms of traditional roguelikes, I prefer Caves of Qud. maybe thats not a fair comparison, but I want to have fun at the beginning of a roguelike too. i believe that the beginning is the most important part of making a roguelike so fun to play and replay. playing cogmind after feels like playing with a straight jacket. This game reminds me of Noita, where the beginning of a run is really boring, but you can beat noita in an hour. I'm sure theres a world of complexity, somewhere, maybe, but I don't want to play this long opening a dozen times for all the endings, and hundreds more more for all the failed attempts. I want to like this game so so badly, but sadly i don't.
Cogmind is probably the best roguelike that I've ever played, although I've only seen a fraction of the content so far and haven't won a run yet. But I don't know if/when I'll finish it because the more I play the bigger the game seems to be, so I'll just give some highlights of the parts that I've played so far: As I said the game is big, much bigger than I thought at first. For a while it felt like Cogmind was just made up of several levels filled with increasingly difficult robots that must be destroyed. But it wasn't until about 40 hours in when I started exploring branches more intently that I discovered where all of the content was. The branch levels themselves add a ton of variety to runs, but my favorite parts of them are the hidden joinable factions that have settled in some of them. The factions all have really interesting lore and have a unique place in the history and current events of the facility. But they also all have important gameplay implications. While your primary goal in Cogmind is just to escape the facility, these factions have more ambitious goals, hence the many different endings, and hence why some runs you'll find online last longer than 8 hours. The difficulty is also a big highlight for me. Unlike most games that are considered difficult, but get easy after some time, Cogmind is always difficult. Some other roguelikes/lites that I like are Caves of Qud and Slay the Spire, but the only problem with those is that it feels like the goal of each run is to create a build that is so broken that the run becomes trivial. Cogmind's systems have not been built to be exploited, but to be understood thoroughly enough that the player can design a robot just barely capable of navigating the deadly facility. The last thing that I want to highlight would be the build variety, which isn't necessarily much better than other roguelikes, but is much better than I initially thought. I initially thought that there were essentially just two builds, gun robots and hacking robots. But after observing the massive variety of enemy robots in the game, I've realized that the possibilities are pretty much endless. Every enemy robot in Cogmind is made of the same parts that are available to the player, so builds similar to any of them can conceivably be made. From "Slayer" class robots who snipe from far away using targeting computers, "Slicers" who use thrusters to quickly close gaps and disable other robots with buzz saws, or "Programmers" who try to disable robots with EM weapons. And the builds feel very different to play as well. A heavy combat build will probably use tank treads to carry all of the weight of its build and the loot it picks up, and move at a snails pace because of it, while a hacker flies through the facility with at least 10 times faster movement speed because all it has to carry is weightless pieces of software to allow it to hack. And both are viable strategies for overcoming Cogmind. I definitely reccomend buying Cogmind if this difficulty and depth appeals to you, although keep in mind that it will take many hours until you actually grasp this game, and you may drop it before then. There are a lot of negative reviews of this game from people 10 or 20 hours in because they inevitably haven't discovered everything that the game has to offer yet. Like one saying that the early game isn't interesting because the branches/story are only accessible later into a run, while there are multiple interesting branches on the first floor, if you know how to find them. So all I can say is to stick with it and do as much exploration as possible.
This game is remarkable for being both the most true to it's Rogue roots of any modern game, and at the same time the most innovative and groundbreaking.
DO NOT JUDGE THIS BOOK BY ITS COVER. IT DOESNT MATTER IF U THINK U WONT LIKE IT. U WILL.
[h1]Винтики и Шпунтики[/h1] Cogmind — это традиционный рогалик, где мир живет в пошаговом режиме и нет промежуточной прокачки между забегами. Мы играем за достаточно могучего робота, пытаемся понять, что вообще вокруг нас творится и попутно выбираемся из некоего индустриального комплекса, в котором живут другие роботы (дружелюбные, но большинство не очень). [h2]Основной геймплей[/h2] Мы пробиваемся с этажа на этаж, попутно собирая запчасти, которыми усиливаем себя и прикрываем свое ядро от прямых атак. Запчастей великое множество (около тысячи или больше), которые делятся на двигатели для выработки энергии, конечности для перемещения, различные инструменты и оружие. Запчасти потребляют энергию, которую вырабатывают двигатели, так же ее потребляет и не-баллистическое оружие для выстрелов. Баллистические снаряды требуют материю, которую можно добывать убивая других роботов, находя на полу или перерабатывая запчасти с помощью специальных инструментов или терминалов. Игра сильно завязана на стрельбе, но есть и варианты для рукопашного боя. Стоить отметить замечательный ASCII-арт, которым отрисована каждая запчасть. Взламывая терминалы вы сможете получить лорную информацию о мире, починить снаряжение, получить чертежи для создания новых запчастей и т.д. Они различаются по цвету, который обозначает их функции. Стоит упомянуть о коррапте нашей операционной системы, который может случиться из-за повреждений ядра или при использовании неавторизованных запчастей (неизвестного происхождения, прототипов или скоррапченных). Даже при 1% будут происходить неприятные вещи — непроизвольное срабатывание оружия, утечка энергии или материи, внезапный перегрев и т.д. Нужно быть осторожным, следить за его уровнем и взвешивать риски. В игре нет аптечек, полное лечение хп, очистка от коррапта и повышение нашего уровня происходят при перемещении между этажами (например с -8 на -7). Так же стоит сказать, что индустриальный комплекс не линейный и каждый этаж имеет несколько выходов, в т.ч. в пределах одного этажа. Переход по таким никаких плюшек нам не даст, только перемещение в другое ответвление этажа, которое в конечном итоге выведет на основную ветку комплекса. [h2]Доступность[/h2] В игре есть облегченные варианты для прохождения: условно "сюжетный", чуть более сложный (в обоих можно делать сохранения-чекпоинты) и тот самый труЪ-роглайковый с пермасмертью. У самурая нет цели, есть только путь, поэтому я играл только в роглайковом режиме. Имеется встроенный в игру (а так же в папке с игрой в виде txt-файла) мануал, где сам автор расписал основные моменты игровых механик и дает советы по выживанию. Рекомендую ознакомиться. Так же в игре есть встроенная система подсказок, которая поможет разобраться в основных вещах. Интерфейс стильный и достаточно информативный (для жанра — так вообще), практически все операции можно выполнять мышью, без использования миллиона горячих клавиш, как в иных традиционных рогаликах. [h2]50 мегабайт историй[/h2] - отбивался от роботов-зомби, оставшись с одним практически сдохшим легким лазером в оружейном слоте, 10 хп и 1 функционирующей конечностью к моменту нахождения выхода на следующий этаж; - обнаружил Зион — город местных неагрессивных (при некоторых условиях) роботов, которые не только пустили меня к себе и позволили использовать свою инфраструктуру (попутно дав несколько советов по выживанию), но и при дальнейшем изучении обнаружили, что я их какой-то там обещанный спаситель и дали кастомную команду для взлома терминалов, благодаря которой я мог вызывать подмогу и творить другие милые вещи; - нашел десяток неактивированных охранных роботов, которые внезапно проснулись и решили, что я их командир, после чего мы вместе пошли на штурм местного гарнизона, где я случайно подорвал 8 из них потому что попал выстрелом в фазовый реактор во время перестрелки с вражескими солдатами; - в местной тюрьме выпустил из клеток толпу заключенных, после чего за нами послали отряд подавления, состоящего из толпы охранных роботов и здоровяка (он реально здоровый и занимает аж 4 клетки местного пространства вместо дефолтной 1) класса BEAST. Бросив своих товарищей по несчастью под огонь противника, я понадеялся, что смогу найти обходной путь к выходу но, сделав полный круг, я вернулся обратно к этому же BEAST'у. Каким-то чудом и ракетометом мне удалось его разобрать, но тут ВНЕЗАПНО из темноты начал стрелять второй такой же, а я уже был полудохлый и попытался убежать под огнем его орудий. Дальше начался натуральный хоррор-экспириенс: прижавшись к стене, в процессе побега я обнаружил скрытый проход. В надежде, что смогу выйти к выходу, я ломанулся туда, чтобы обнаружить в конце тупик с запчастью, которая не могла мне помочь в данной ситуации. Все это время сзади раздавался звук бешеной работы орудий, которыми это гигантское чудовище просто раздалбывало стены и пробивалось ко мне. Увидев его в проделанной в стене дыре, я уже был готов продать свою жизнь подороже, как вдруг из-за активности BEAST'a случился обвал потолка, обломки которого упали сверху прямиком на ядро здоровяка, из-за чего он словил коррапт системы и просто умер у меня на глазах; - и другие истории, которые просто не влезут в этот обзор из-за ограничения по знакам. [h2]Резюме[/h2] Пожалуй, один из лучших и, насколько это возможно для пошаговой игры, динамичных роглайков, в которые я играл. Кого-то может отпугнуть графика, кого-то отсутствие русского языка, кого-то традиционная для данного жанра сложность, но если вы не из их числа и любите жанр — советую обратить на Cogmind самое пристальное внимание. Для меня она стала открытием, как в свое время Caves of Qud, и уже сейчас могу сказать, что буду к ней регулярно возвращаться ради интересных историй и приключений.
I"M COGGED OUT MY ♥♥♥♥♥♥♥♥ MIND!!!!!!!!
WARLORD FOREVER
Extremely unique and immersive traditional roguelike. Like ToME, there are no real "consumables". But unlike ToME, there are no cooldown-limited abilities to click on either. The character is determined by an ever-changing set of robot parts, destroyed as they get blown up and salvaged from enemies you blow up yourself. Just from a game/system design standpoint, this is a masterpiece. And it's fun too! But tough!
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