
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
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
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.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I want to like this game; the game has clearly had heart and soul poured into it, but it falls short in so many annoying, little ways that ruin a lot of what I could enjoy about it. First off is the resolution and text size. Kids with dinky computers do not play games like this. Hardcore, old-timers play games like this. People with cash money who have fancy high-resolution monitors and zoomed-in web browser pages so they can read the damn text on their screens without squinting at the screen like a ♥♥♥♥♥♥♥♥♥♥ mole rat. After how many years it's finally fixed. I play on a large PC monitor with a high resolution, and after being fobbed off with 'yeah well, that's just how the engine is, here's a dumb link to my website with a visual acuity test with DOS codepage symbols so you should've done that before bying' made me sit on the game for several years. Jesus; just fix the engine. Listen to your customers. And after a 6-7 years that finally happened. So it shows that the commercial headwinds of not doing what your customers really want can undo an awful lot of pigheadedness --- given a long enough wait. That dogged attitude plays into how the rest of the game is built as well and how many of its gameplay elements are implemented and how even slight criticisms are addressed. It's clearly a passion project and the author deserves credit for having a vision and pouring his heart and soul into something they then share with the world. Few do this; they do not know the personal toll that takes. But when you charge cash money for something you're going to have deal with the occasional dissatisfaction, and the developer to his credit does try to ah charitably deal with negative reviews. The primary issue with the game loop is not the complexity, for the game is not that complex. It has destructible environments, enemies, allies, loot galore and all the fare we've all seen a million times before. Most game concepts get bucketed into classic game tropes: things have resistances; stuff does damage; some things subtract numbers from this pile and this thing from that pile. Matter; core health; durability; power; whatever. Most people can figure this stuff out. But as always the question is *how*. How you learn and what you learn is more about the things the game does *not* teach you. This game is a meta-gamer's game; you have to know everything inside-out to derive a measure of enjoyment from it. But you can't really learn a lot of this stuff from the game itself. And finding out is... not always fun? Nethack is fun; you kick something you might regret that, but you'll come away wiser. Eat the wrong thing and you might die; eat the right thing and you just got immunity to something. Hey cool. Dumb and obscure? Yep. But it's bankable knowledge. Drink a cursed potion of level up? And you'll float up one level. It's a game that rewards you with knowledge that you can immediately apply to the next game you play. In this game there's very little 'fun' to be had because you can't really experiment, and your learnings do not really carry forward well to the next game because actions and consequences are often divorced. "Raised alert level" is a classic one; a fart in the wind can raise the alert level but karate-chopping walls so you can sneak around between rooms seemingly do not? Loud gunfire doesn't seem to either; but if you ask a terminal the wrong question and you'll have a robots galore coming after you. You see, the game, for all its talk of builds (Hack! Fly! Tank! Minions!) do not mean much at all. They play a little different, sure, but it's in the margins. Even if you do try, you'll find your papier-mache build ripped apart limb from limb and all of a sudden your grand plan unravels like a poorly-wrapped tortilla. There's millions of component you can slot in --- few of them matter, and chances are you'll never see most of them anyway. The game has built up an incredible arsenal of bad-ass weapons and cool animations and effects, but woe betide you if you reach out and touch someone with them. The game will quickly disabuse you of any notion you may have of playing a warrior. This is not that kind of game, and yet the dev touts new weapons and gadgets that do not matter one lick with every new patch. The game abhors warriors, but everything about the game is set up like a roguelike where you fight. Sure, you learn what you can and cannot fight, and most roguelikes can punish you if you overextend yourself. But this game does *not* want you to play a warrior. You just cannot play them unless you perfectly metagame. No, your job is to dry hump walls then kool-aid man your way through rooms and avoid large hallways (where enemies patrol) lest you draw too much aggro which will end your fun right away. Part of the fun in a roguelike is adapting to change. Random loot means random opportunity. Sometimes you get lucky and sometimes you don't. That could be the game's greatest strength, but it hides behind meta-concepts like using a wheel to move around (faster) and wearing treads to provide coverage because that, uh... is.. what.. treads apparently do. Would you ever work that out yourself? Perhaps, but probably not. Lots of fun loot is great, but that assumes you actually get to exercise the parts you get, but most of the time you are just a floating hobo ripping through garbage cans looking for scrap to fill out the gaps of your "build". Oh you got your hover things shot off? Sucks for you; put on a wheel and now you're a ♥♥♥♥♥♥♥♥♥♥ pedal bin. So much for your dreams of being a hacker. That's the game's allure; you find scrap and you adapt. But why bother? You're just hiding and you can never fight. Hacking is simplistic but well implemented in the game but good luck doing any of it. You need just the right component and for the stars to align as the chance of failure is punitive. Don't get me started on the secret manual commands you can type that is drip-fed to you if you end up in the magic special places where bots might vaguely hint at them. Yeah you need to learn of the magic command line commands to truly stand a chance here. And let's hope you never lose your hacking suite(s), assuming you even found some or know that you can kill that one particular type of enemy that always has one. You can learn about the lore in the game -- I'm sure there's a plot for anybody dumb enough to grind through hundreds of hours reading snoozy telegrams from Exposition Bot 1 to Exposition Bot 2 only to land at a generic story trope --- something something bad probably happened in the world, zzZzzz. But much of it is gated behind hacking. And what isn't means you have to interact with friendly/neutral bots, but the dev keeps adding all these factions that make it hard to keep track of who's who. And ultimately who cares? I mean really. It's a roguelike not Dostoevsky. And if you are curious you might be tempted to try to ask a terminal about the lore it knows about. But thanks to the game's inscrutable alert system that makes point scoring in tennis look rational, you'll just anger the whatever thingy that sics bots on you when you cross an alarm threshold. So good luck figuring that out. To wrap it up: the developer will wag his finger and remind you that you can just lower the difficulty. But I don't find the game difficult. Just poorly designed. It leans into mechanics that are just not that fun; mechanics that he could change and turn the game into something genuinely interesting. All the bones are there --- the gameplay loop just needs a rethink.
I've never been more enamored by a game in my life
I originally got into this game from a DoshDoshington Video. I have only ever made it to factory once I think, I love the fact that 80% of the time, if something breaks I can just find another one on the corpse of the robot that shot it off.
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.
DO NOT JUDGE THIS BOOK BY ITS COVER. IT DOESNT MATTER IF U THINK U WONT LIKE IT. U WILL.
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.
I'm generally not a fan of roguelikes, but Cogmind is one of the few exceptions. Along with Caves of Qud, it's one of those games that just clicks with me. With every failed run you learn something new, and eventually you start finding things you never expected to be there in the first place. I won't spoil any of it, because discovering those moments on your own is one of the best parts of the game. I kept starting "one more run" not because I thought I'd finally win, but because I wanted to see what else the game was hiding.
One of the two long and tense games I enjoy (the other one being XCOM2012 LWR): Cogmind acknowledges that players will optimize the fun out of the games, and implements ways to make those boring play patterns unoptimal. Those countermeasures are well aligned with the in-game world, which keeps up the already excellent immersion. The downside of Cogmind is that it is heavy and long, so it's hard to pick up again after a busy week. Other things of note: - Works well in Linux with WINE, but only attaches to the primary display. - DRM free version available, but not through Stream
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $12.1M | 12.7K | 95% | $29.99 | |
| $671.8K | 1.6K | 84% | $14.99 | |
| $2.1M | 2.7K | 91% | $18.19 | |
| $418.1K | 970 | 94% | $14.99 | |
| $10.3K | 31 | 84% | $11.99 | |
| $3.5K | 20 | 85% | $5.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 6.2K | 95% | $9.99 | |
| $1.2M | 3.5K | 90% | $9.99 | |
| $1.2M | 1.5K | 83% | $24.99 | |
| $1.2M | 5.2K | 87% | $11.24 | |
| $1.2M | 1.7K | 79% | $39.99 | |
| $1.2M | 4.2K | 88% | $15.99 |