Josh Ge

@GridSageGames

The mind behind Cogmind, the mind-blowing sci-fi roguelike. Game design blogging and ASCII like you've never seen before.

Taipei
Joined August 2013

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  1. Pinned Tweet
    16 Oct 2017

    4 years in dev, Cogmind now on Steam! Immersive robot roguelike w/modern terminal UI and soundscape like no other:

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  2. Mar 21

    Starting Day 1 of 2021 reviewing here in a few minutes:

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  3. Retweeted
    Mar 16
    Replying to

    Thanks for the RT, got me to check my tags again and sure enough Steam had inexplicably replaced all the stuff I'd set earlier via the tag wizard with junk, so the store page had become a bunch of generic meaningless tags. WTF ...

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  4. Retweeted
    Mar 16

    This seems like a solid actionable list for indie developers selling games on Steam.

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  5. Mar 16

    Today while streaming a new prerelease build of Cogmind I discovered it looks pretty neat to explore caves with the new Structural Scanner :)

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  6. Retweeted
    Mar 14

    Sign up to help us review this year's submissions! I'll be reviewing (and streaming) them, but we need as much help as we can get.

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  7. Mar 14

    Sign up to help us review this year's submissions! I'll be reviewing (and streaming) them, but we need as much help as we can get.

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  8. Retweeted
    Mar 10

    REXpaint is a hell of a drug

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  9. Mar 8

    We've got our first thread on r/RoguelikeDev where participants have started sharing their progress, and this HOMM-like by underww already looks pretty nifty :)

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  10. Retweeted
    Mar 7

    A huge part of why we decided to publish Jupiter Hell is the fascinating story of how it came to be. From pen-and-paper RPGs, through Aliens and Alien Breed, to Doom the Roguelike and beyond. 20 years of history wrapped up in one amazing interview by !

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  11. Mar 5

    I'm not doing 7DRL this year, but this REALLY makes me want to do 7DRL this year...

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  12. Retweeted
    Mar 4

    One for each of you!

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  13. Mar 4

    One for each of you!

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  14. Mar 4

    Once it's over I'll be streaming the reviewing process (this year as an official reviewer--I skipped out on that last year).

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  15. Mar 4

    2021 has begun! (...in some time zones :P) 1,035 have joined this year:

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  16. Feb 25

    815 joined so far, again more than last year! (Fewer than half will actually participate and finish though :P)

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  17. Feb 25

    Reminder 7DRL 2021 starts in a WEEK! () And we've got the active brainstorming and collaborations threads above (artists, programmers, and audio folks available).

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  18. Feb 24

    In the latest patron build there's also a controversial (to me :P) feature for examining the precise FOV of any bot, friend or foe. Probably won't be in the final version, but I did write a lot about it and shared a few demos.

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  19. Feb 24

    While at it I also added some more QoL, expanding the volley overlay to color code terrain based on whether or not you're capable of destroying it, automatically taking into account most factors and even using different colors based on whether your capability is in inventory.

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  20. Feb 23

    Using the ruler in ASCII+keyboard mode. (The blog post covers some more details about the premise and development process.)

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  21. Feb 23

    In short, I designed a ruler overlay that allows you to quickly measure the distance between any two points on the map.

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