Josh Ge's Expert Blogs
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.
An introduction to two full years of an ongoing discussion series aimed at sharing a multifaceted look at the numerous topics behind traditional roguelike code, design, and more.
Explaining how Cogmind's price points were determined, the effects of tiered pricing and price changes, and what funding can do for roguelikes.
Examining the value, characteristics, and methods of integrating static narratives into otherwise procedurally generated environments.
Sharing the entire process behind building a single major alpha version, from start to finish. Project management and marketing all in one!
A summary of Cogmind's first year of sales, including basic player and revenue data, a breakdown of development time, and a quick look at the rest of 2016.
An introduction to the first full year in an ongoing discussion series aimed at sharing a multifaceted look at the numerous topics behind traditional roguelike code, design, and more.
A guide to using REXPaint as a supplementary tool for roguelike development needs, including art, maps, mockups and UI design.
Discussing factors at play in Cogmind's first public release, and taking an initial look at the results. Marketing, timing, pricing, sales data and more.
The process and techniques behind the creation of Cogmind's first game trailer.
[Previous Josh Ge Blogs]