Early this year Cogmind celebrated its 10th anniversary since it was first released as a 7DRL, and as the year comes to a close it’s once again time for an annual review to take a quick look at where we’ve been, and where we’re going!

First here’s our yearly dev collage showing off in visual form some of the progress and work since our last review, version 2022!

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Selection of images from the past year of Cogmind-related development as posted on this blog, forums, and social media (larger size here).

While lots of cool things have happened this year, I’m a bit disappointed that the past couple months were shattered by health and IRL issues (mostly repeated Covid interruptions), slowing what would’ve otherwise been an even more productive 2022. Technically I put in 7.5% more hours than the previous year, but the total fell 13.7% compared to 2020.

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Cumulative hours

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Fighting GamesPlease share your favourite martial arts online game with me and the reasons you prefer it by leaving your ideas in the comments capsule situated on the bottom of this hub.

Unlike different GTA-impressed games although the main target is available-to-hand combat and relies on a canopy system when the participant chooses to make use of a weapon (although I discovered it more pleasurable to always go for hand-to-hand because the management scheme actually shines if you use it). As the game is of the free-roam genre players can progress at their own pace via the storyline.

Mortal Kombat XL continues the grossly over-the-prime motion that has marked the collection. Fatalities are nonetheless gruesome and cringe-inducing, which is why playing it with a full stomach is not really useful. Bone-cracking Brutalities additionally return. Developer NetherRealm Studios additionally added interactive phases. For example, you’ll be able to choose up objects and … Read more

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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 combos. So these rarely needed (but still sometimes useful) features were already pretty clearly grouped together as a unit by their annoying modifier, but ideally they should be easier to trigger, not to mention also more readily available to mouse users.

I waited quite a while to implement this menu, mainly because I wanted to design and build it for a more stable and complete set of special commands, one that we couldn’t really be sure about until later in development (and sure enough these features have been gradually expanding and fluctuating over time, coming to a head in the current Beta 11). In the meantime it wasn’t an especially pressing issue because, again, these aren’t exactly commonly needed features,

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