Reviews from

in the past


Cogmind is a traditional roguelike that does away with the towns, NPC's, and story in favour of weapons, tactics, and looter shooter mechanics. It's also been in early access for 6 years and I can't tell if it's an excuse or a mistake at this point.

Gameplay has you navigating procedurally generated dungeons, destroying robots and upgrading yourself from their parts allowing for a degree of customisation for how your robot is composed with different parts having their pro's and con's that shape your play style.

Despite trying new things the game is limited by its classical trappings. The grid-based turn-based design of rogue combat means positioning is everything but even with advantages it all comes down to the numbers. Your parts break as you take damage so you need to constantly be scavenging for replacements to stand a chance as you explore but whatever deals the most damage will take precedent.

Sessions are highly repetitive and there's a limited variety of equipment which runs counter to the looter shooter aspect the game wants to focus on. Builds depend on drops so nothing is guaranteed nor will it last because everything breaks.

It's a slightly refreshing take on an ageing genre like a slice of lime for a flat coke. The archaic rogue UI, limits of the core design, and simple tactical gameplay ensure this one may only appeal and stick to those who were around to play rogue in the first place.