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* MadeOfExplodium: Reactors are a common sight in most levels of the Complex, and they will explode massively if sufficiently damaged. This is not terribly hard to accomplish with a stray shot or two, and - depending on your position and your enemies' position - that can end up being either useful or very, very bad.

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''Cogmind'' is a {{roguelike}} sci-fi game with Matrix-esque terminal-style graphics. In it, you control a mysterious robot that can repair and reconfigure itself by picking up pieces of fallen enemies. Your goal is to escape from the vast Complex to the surface, a task made difficult thanks to the Complex's innumerable guardbots and an AI that allocates more aggressive guards when you're perceived to be a threat.

to:

''Cogmind'' is a {{roguelike}} sci-fi game with Matrix-esque terminal-style graphics. In it, you control Cogmind, a mysterious robot that can repair and reconfigure itself by picking up pieces of fallen enemies. Your goal is to escape from the vast Complex to the surface, a task made difficult thanks to the Complex's innumerable guardbots and an AI that allocates more aggressive guards when you're perceived to be a threat.



** If you run out of matter and need to use it to equip a weapon, you can ram into other robots to have small amount of matter drop. This risks damaging yourself though.
** Enemies with weapons don't start out near where you enter a map. In easier difficulty modes, operators that request reinforcements when they see you don't appear nearby either.

to:

** If you run out of matter and need to use it more to equip (or fire) a weapon, you can ram into other robots to have small amount of matter drop. This risks damaging yourself though.
** Enemies with weapons don't start out near where you enter a map. In easier difficulty modes, operators watchers that request reinforcements when they see you don't appear nearby either.



* BreakableWeapons: All weapons have a durability stat and break when it goes to 0.

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* BagOfHolding: How your inventory works. At all times, you have a limited number of items that you can carry, but only parts currently attached to your core (ie not being carried in your inventory) count against your weight.
* BreakableWeapons: All weapons have a durability stat and break when it goes falls to 0.zero.



* DeathOfAThousandCuts: ''Cogmind'' could also be called ''Death Of A Thousand Cuts: The Game''. Your core has a much higher strength than any of the enemies, to the point where it is literally impossible for anything to one-shot you or even kill you quickly (at least by roguelike standards). In practice, you'll usually die after attacks have destroyed all your parts, leaving you near-helpless enough for your enemies to finish wrecking your core.



* HeartDrive: Your core, which comes with a weak engine and weak hover propulsion.
* MechanicalEcosystem: The Complex itself, and a major feature of the game. Each of the dozens of robot types has ''some'' purpose and agenda in this world, be it patrolling for intruders, scavenging debris, repairing damaged areas, hunting down known threats, or just surviving for its own sake.

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* HeartDrive: Your core, which comes with a weak engine and weak hover propulsion.
propulsion. You'll still want to have parts equipped at all times, but even without them, you're not ''completely'' helpless.
* MechanicalEcosystem: The Complex itself, and a major feature of the game. Each of the dozens of robot types has ''some'' purpose and agenda in this world, be it patrolling for intruders, guarding a location, scavenging debris, repairing damaged areas, hunting down known threats, or just surviving for its own sake.
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* WantedMeter: The current alert level isn't visible by default, but doing things like attacking robots, being spotted by Watcher robots, failing at hacking terminals, or [[StalkedByTheBell simply lingering on a level for too long]] will cause the alert level to rise, resulting in squads of increasingly-dangerous security robots being dispatched to hunt for you.

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* WantedMeter: The current alert level isn't visible by default, but doing things like attacking killing robots, being spotted by Watcher robots, failing at hacking terminals, destroying infrastructure, or [[StalkedByTheBell simply lingering on a level for too long]] will cause the alert level to rise, resulting in squads of increasingly-dangerous security robots being dispatched to hunt for you.

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* FragileSpeedster: Swarmer bots, who are fast and difficult to hit but very fragile.

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* FragileSpeedster: Swarmer bots, who are fast and difficult to hit hit, but very fragile.fragile.
* GiantMook: Behemoth bots, which take up four tiles instead of one. Given that they use treads (the slowest propulsion system) and sport heavy weaponry, each of them is a MightyGlacier, too.

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* BreakableWeapons: All weapons and armor have a durability stat and break when it goes to 0.

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* BreakableWeapons: All weapons and armor have a durability stat and break when it goes to 0.



* MechanicalLifeforms: Basically everyone you meet. Some robots pursue their own goals and defect from the main AI.

to:

* MechanicalEcosystem: The Complex itself, and a major feature of the game. Each of the dozens of robot types has ''some'' purpose and agenda in this world, be it patrolling for intruders, scavenging debris, repairing damaged areas, hunting down known threats, or just surviving for its own sake.
* MechanicalLifeforms: Basically everyone you meet. Some robots pursue their own goals and defect from the main AI.



* MooksAteMyEquipment: Recyclers take equipment that you or destroyed robots drop, and put it in the recycling machines.

to:

* MooksAteMyEquipment: Recyclers take equipment that you or destroyed robots drop, and put it in the recycling machines. More generally, ''any'' attack might destroy one of your parts if the part's durability is reduced to zero.


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* WantedMeter: The current alert level isn't visible by default, but doing things like attacking robots, being spotted by Watcher robots, failing at hacking terminals, or [[StalkedByTheBell simply lingering on a level for too long]] will cause the alert level to rise, resulting in squads of increasingly-dangerous security robots being dispatched to hunt for you.

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Removed: 131

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* TheMinionMaster: Carrier bots have no weapons of their own, but deploy a squad of assault bots if they can close on your position.



* MookMaster: Carrier bots have no weapons of their own, but deploy a squad of assault bots if they can get close to your position.

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* AntiGrinding: You don't gain experience from killing enemy robots. If you linger on the later levels for too long, extermination squads will spawn and your alert level will rise, leading to increasingly aggressive assault squads.

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* AntiGrinding: You don't gain experience from killing enemy robots. If you linger on the later levels for too long, extermination squads will spawn and your alert level will rise, leading to increasingly aggressive assault squads.


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* MookMaster: Carrier bots have no weapons of their own, but deploy a squad of assault bots if they can get close to your position.

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''Cogmind'' is a {{roguelike}} sci-fi game with Matrix-esque terminal-style graphics. In it, you control a robot that can repair and reconfigure itself by picking up pieces of fallen enemies. Your goal is to escape to the surface, a task made difficult thanks to numerous guards and an AI that allocates more aggressive guards when you're perceived to be a greater threat.

to:

''Cogmind'' is a {{roguelike}} sci-fi game with Matrix-esque terminal-style graphics. In it, you control a mysterious robot that can repair and reconfigure itself by picking up pieces of fallen enemies. Your goal is to escape from the vast Complex to the surface, a task made difficult thanks to numerous guards the Complex's innumerable guardbots and an AI that allocates more aggressive guards when you're perceived to be a greater threat.



* AIIsACrapshoot: Your main adversary.
* AntiFrustrationFeatures: If you run out of matter and need to use it to equip a weapon, you can ram into other robots to have small amount of matter drop. This risks damaging yourself though.

to:

* AIIsACrapshoot: Your main adversary.
adversary. Also ''you'' and the Derelict bots, from the point of view of the Complex.
* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
If you run out of matter and need to use it to equip a weapon, you can ram into other robots to have small amount of matter drop. This risks damaging yourself though.



** If you go through a brutal fight that destroys most of your parts, you can often scavenge the remains of your opponents and/or find new parts nearby in order to keep going (even if your build might be totally different now).



* BrutalBonusLevel: The branches off of the final level
* DemonicSpiders: Hunters can shoot from further away than your base sight, can shoot through walls, are hard to track, use components helping them to evade projectiles, use flying drones to find you if you run away, and resist a damage type that most other hostile robots don't resist.
* DungeonMaintenance: Robots arrive to repair walls and clean up wreckage.

to:

* BrutalBonusLevel: The branches off of the final level
* DemonicSpiders: Hunters can shoot from further away than your base sight, can shoot through walls, are hard to track, use components helping them to evade projectiles, use flying drones to find you if you run away, and resist a damage type that most other hostile robots don't resist.
level.
* DungeonMaintenance: Robots If a battle causes collateral damage, robots will arrive to repair walls and clean up wreckage.



* EverythingBreaks: There's a fully destructible environment.
* GoddamnedBats: Swarmers are hard to hit and are 3 times as fast as a player with legs.

to:

* EverythingBreaks: There's a Every part of every robot (including yourself) can be destroyed, and the environment is fully destructible environment.
destructible, too.
* GoddamnedBats: Swarmers FragileSpeedster: Swarmer bots, who are hard fast and difficult to hit and are 3 times as fast as a player with legs.but very fragile.



* MechanicalLifeforms: Some robots pursue their own goals and defect from the main AI.

to:

* MechanicalLifeforms: Basically everyone you meet. Some robots pursue their own goals and defect from the main AI.



* [[{{Upgrade Artifact}} Upgrade Artifacts]]: Certain items found in side branches
* VideoGameCrueltyPunishment: As you kill unarmed AI-controlled robots, your alert level rises.

to:

* [[{{Upgrade Artifact}} Upgrade Artifacts]]: Certain items found in side branches
branches.
* VideoGameCrueltyPunishment: As you Not all of the Complex's robot minions are a threat to you. You can kill unarmed AI-controlled robots, them to scavenge for parts or [[ForTheEvulz just for laughs]], but your alert level rises.will rise.
* ZergRush: The tactic of Swarmer bots. Individually, they are fragile and have weaker weapons than other security bots, but make up for this with speed and numbers.
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SSSN is getting cut. Examples where shots strike something go here or in Spectator Casualty


* StrayShotsStrikeNothing: Averted. Stray shots that hit reactors can result in large explosions. If they hit an engineer or conveyor, reinforcement squads may get called in. This is a gameplay mechanic that frequently increases the danger in the area.
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I think friendlies are affected by operators too


* MooksAteMyEquipment: Recyclers take equipment that you or destroyed enemies drop, and put it in the recycling machines.

to:

* MooksAteMyEquipment: Recyclers take equipment that you or destroyed enemies robots drop, and put it in the recycling machines.
Is there an issue? Send a MessageReason:
improve description


** Enemies with weapons don't start out near where you enter a map. In easier difficulty modes, operators don't appear nearby either.

to:

** Enemies with weapons don't start out near where you enter a map. In easier difficulty modes, operators that request reinforcements when they see you don't appear nearby either.
Is there an issue? Send a MessageReason:
add another antifrustration feature

Added DiffLines:

** Enemies with weapons don't start out near where you enter a map. In easier difficulty modes, operators don't appear nearby either.

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Removed: 245

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Added image.


Cogmind is a {{roguelike}} sci-fi game in which you control a robot that can repair and reconfigure itself by picking up pieces of fallen enemies. Your goal is to escape to the surface, a task made difficult thanks to numerous guards and an AI that allocates more aggressive guards when you're perceived to be a greater threat. Major features include:

* [[{{EasilyDetachableRobotParts}} Building and modifying yourself from parts found, or enemies defeated]]
* Dozens of robot classes, each with unique behavior within the ecosystem
* [[ProceduralGeneration Procedurally generated]] world combined with hand-crafted content
* [[{{MultipleEndings}} Seven different animated endings to uncover]]
* Multiple factions, some of which offer to help you and some of which are automatically hostile to everyone who approaches
* Matrix-esque terminal-style graphics
* Numerous particle effects and sound effects
* [[{{EverythingBreaks}} Fully destructible environment]]

----
!! Cogmind contains examples of

* [[{{AIIsACrapshoot}} AI is a crapshoot]] and is your main adversary.

to:

Cogmind [[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cogmind.png]]
''Cogmind''
is a {{roguelike}} sci-fi game in which with Matrix-esque terminal-style graphics. In it, you control a robot that can repair and reconfigure itself by picking up pieces of fallen enemies. Your goal is to escape to the surface, a task made difficult thanks to numerous guards and an AI that allocates more aggressive guards when you're perceived to be a greater threat. Major threat.

The game was released on UsefulNotes/{{Steam}} Early Access on October 17th, 2017. It remains there today, but already
features include:

* [[{{EasilyDetachableRobotParts}} Building and modifying yourself from parts found, or enemies defeated]]
* Dozens
dozens of robot classes, each with unique behavior within the ecosystem
* [[ProceduralGeneration Procedurally generated]] world combined with hand-crafted content
* [[{{MultipleEndings}} Seven different animated endings to uncover]]
* Multiple
ecosystem, as well as multiple factions, some of which offer to help you and some of which are automatically hostile to everyone who approaches
* Matrix-esque terminal-style graphics
* Numerous particle effects and sound effects
* [[{{EverythingBreaks}} Fully destructible environment]]

----
approaches.

!! Cogmind contains examples of

of:
* [[{{AIIsACrapshoot}} AI is a crapshoot]] and is your AIIsACrapshoot: Your main adversary.



* EasilyDetachableRobotParts: A core feature is building and modifying yourself from the parts found, or remains of the defeated enemies.
* EverythingBreaks: There's a fully destructible environment.



* MultipleEndings: There are seven different animated endings to uncover.



* VideoGameCrueltyPunishment: As you kill unarmed AI-controlled robots, your alert level rises.

to:

* VideoGameCrueltyPunishment: As you kill unarmed AI-controlled robots, your alert level rises.rises.
----
Is there an issue? Send a MessageReason:
improve discription again


* MooksAteMyEquipment: Recyclers take equipment you drop when you run out of inventory space and put it in the recycling machines.

to:

* MooksAteMyEquipment: Recyclers take equipment that you drop when you run out of inventory space or destroyed enemies drop, and put it in the recycling machines.
Is there an issue? Send a MessageReason:
update description with mooks ate my equipment


* MooksAteMyEquipment: Recyclers take equipment you're about to loot and put it in the recycling machines.

to:

* MooksAteMyEquipment: Recyclers take equipment you're about to loot you drop when you run out of inventory space and put it in the recycling machines.
Is there an issue? Send a MessageReason:
fix red link


* [[{{Upgrade Artifacts}} UpgradeArtifact]]: Certain items found in side branches

to:

* [[{{Upgrade Artifacts}} UpgradeArtifact]]: Artifact}} Upgrade Artifacts]]: Certain items found in side branches
Is there an issue? Send a MessageReason:
fix red link


* [[{{UpgradeArtifacts}} Upgrade Artifacts]]: Certain items found in side branches

to:

* [[{{UpgradeArtifacts}} Upgrade Artifacts]]: [[{{Upgrade Artifacts}} UpgradeArtifact]]: Certain items found in side branches
Is there an issue? Send a MessageReason:
fix red link


* UpgradeArtifacts: Certain items found in side branches

to:

* UpgradeArtifacts: [[{{UpgradeArtifacts}} Upgrade Artifacts]]: Certain items found in side branches

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Removed: 49

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use a more fitting trope


* RareCandy: Certain items found in side branches


Added DiffLines:

* UpgradeArtifacts: Certain items found in side branches
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add a few more tropes

Added DiffLines:

* DungeonMaintenance: Robots arrive to repair walls and clean up wreckage.


Added DiffLines:

* MechanicalLifeforms: Some robots pursue their own goals and defect from the main AI.
Is there an issue? Send a MessageReason:
improve wording


* Multiple factions, some of which offer help to you and some of which are automatically hostile to everyone who approaches

to:

* Multiple factions, some of which offer to help to you and some of which are automatically hostile to everyone who approaches

Added: 188

Changed: 11

Is there an issue? Send a MessageReason:
add a few more tropes


Cogmind is a {{roguelike}} sci-fi game in which you control robots that can repair and reconfigure themselves by picking up pieces of fallen enemies. Your goal is to escape to the surface, a task made difficult thanks to numerous guards and an AI that allocates more aggressive guards when you're perceived to be a greater threat. Major features include:

to:

Cogmind is a {{roguelike}} sci-fi game in which you control robots a robot that can repair and reconfigure themselves itself by picking up pieces of fallen enemies. Your goal is to escape to the surface, a task made difficult thanks to numerous guards and an AI that allocates more aggressive guards when you're perceived to be a greater threat. Major features include:
include:

* [[{{EasilyDetachableRobotParts}} Building and modifying yourself from parts found, or enemies defeated]]


Added DiffLines:

* HeartDrive: Your core, which comes with a weak engine and weak hover propulsion.
Is there an issue? Send a MessageReason:
improve wording


* AntiFrustrationFeatures: If you run out of matter and need to use it to equip a weapon, you can run into other robots to have small amount of matter drop. This risks damaging yourself though.

to:

* AntiFrustrationFeatures: If you run out of matter and need to use it to equip a weapon, you can run ram into other robots to have small amount of matter drop. This risks damaging yourself though.
Is there an issue? Send a MessageReason:
improve wording


* VideoGameCrueltyPunishment: As you kill unarmed AI-controlled robots, your alert level also rises.

to:

* VideoGameCrueltyPunishment: As you kill unarmed AI-controlled robots, your alert level also rises.
Is there an issue? Send a MessageReason:
add a few more tropes

Added DiffLines:

* MooksAteMyEquipment: Recyclers take equipment you're about to loot and put it in the recycling machines.


Added DiffLines:

* UnknownItemIdentification: Mostly done by wearing the item, though using faulty unknown items can damage your other equipment
Is there an issue? Send a MessageReason:
add a few more tropes

Added DiffLines:

* BreakableWeapons: All weapons and armor have a durability stat and break when it goes to 0.
* BrutalBonusLevel: The branches off of the final level


Added DiffLines:

* RareCandy: Certain items found in side branches
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add periods


* [[{{AIIsACrapshoot}} AI is a crapshoot]] and is your main adversary

to:

* [[{{AIIsACrapshoot}} AI is a crapshoot]] and is your main adversaryadversary.



* GoddamnedBats: Swarmers are hard to hit and are 3 times as fast as a player with legs

to:

* GoddamnedBats: Swarmers are hard to hit and are 3 times as fast as a player with legslegs.



* VideoGameCrueltyPunishment: As you kill unarmed AI-controlled robots, your alert level also rises

to:

* VideoGameCrueltyPunishment: As you kill unarmed AI-controlled robots, your alert level also risesrises.
Is there an issue? Send a MessageReason:
add 2 more tropes

Added DiffLines:

* SpreadShot: Flak cannons and multirails.
* StrayShotsStrikeNothing: Averted. Stray shots that hit reactors can result in large explosions. If they hit an engineer or conveyor, reinforcement squads may get called in. This is a gameplay mechanic that frequently increases the danger in the area.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Cogmind is a {{roguelike}} sci-fi game in which you control robots that can repair and reconfigure themselves by picking up pieces of fallen enemies. Your goal is to escape to the surface, a task made difficult thanks to numerous guards and an AI that allocates more aggressive guards when you're perceived to be a greater threat. Major features include:

* Dozens of robot classes, each with unique behavior within the ecosystem
* [[ProceduralGeneration Procedurally generated]] world combined with hand-crafted content
* [[{{MultipleEndings}} Seven different animated endings to uncover]]
* Multiple factions, some of which offer help to you and some of which are automatically hostile to everyone who approaches
* Matrix-esque terminal-style graphics
* Numerous particle effects and sound effects
* [[{{EverythingBreaks}} Fully destructible environment]]

----
!! Cogmind contains examples of

* [[{{AIIsACrapshoot}} AI is a crapshoot]] and is your main adversary
* AntiFrustrationFeatures: If you run out of matter and need to use it to equip a weapon, you can run into other robots to have small amount of matter drop. This risks damaging yourself though.
* AntiGrinding: You don't gain experience from killing enemy robots. If you linger on the later levels for too long, extermination squads will spawn and your alert level will rise, leading to increasingly aggressive assault squads.
* DemonicSpiders: Hunters can shoot from further away than your base sight, can shoot through walls, are hard to track, use components helping them to evade projectiles, use flying drones to find you if you run away, and resist a damage type that most other hostile robots don't resist.
* GoddamnedBats: Swarmers are hard to hit and are 3 times as fast as a player with legs
* VideoGameCrueltyPunishment: As you kill unarmed AI-controlled robots, your alert level also rises

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