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Extreme Infowar: Active Sensor Suite

While earlier in Beta 11 development I already revisited and expanded Cogmind’s selection of parts geared towards information warfare, there was a need for yet another new one to complement the...

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Spicing Up Primary Maps 1: Cargo Convoys

One of the core principles of Cogmind’s original level design was to split the world into two types of areas: the main complex vs. branches. I wrote about this concept here on the blog shortly before...

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Spicing Up Primary Maps 2: Area Denial

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Map Comments and Log Notes

Back in August I was watching the first Tone-MTF combo stream, and listening to them repeatedly strategize aloud so they could collaborate brought more than the usual planning talk to the forefront of...

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Design Overhaul 4: Fabrication 2.0

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Year 8 of the Cogmind

Cogmind is now in its 9th year of continuous development, so as usual let’s take a look at the past year of progress in yet another annual review! Although most of the feature progress I share is in...

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Maps Between Maps, and DSFs

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Special Commands Menu Design

For years now I’ve been planning to eventually create a menu for accessing Cogmind’s lesser-used “special commands,” features not only requiring the keyboard, but even all assigned to Shift-Alt key...

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Rebalancing Cogmind

A decade of development into a huge project is almost unavoidably going to accumulate some amount of cruft. Mechanics that are never quite worth taking advantage of, items that haven’t lived up to...

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Kyzrati’s Game Design Philosophy

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