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Kyzrati
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Adventures in Map Zooming, Part 5: QoL
Full UI Upscaling, Part 4: Simpler Lightweight Fonts
Full UI Upscaling, Part 3: Dynamic Terminal Swapping
REXPaint 1.7 imminent + Full UI Upscaling, Part 2: Holy Mockups!
Adventures in Map Zooming
Writing about Cogmind and Roguelikes, a History
Special Mode Design, Polymind Part 2: Players, Stats, and the Future
Special Mode Design, Polymind Part 1: Architecture, Features, and Balance
On Backtracking in Roguelikes
*Temporary* Slots?
On Scrap Engine Design
Item Variants and Randomization in Roguelikes
Garrisons 2.0, the Article
Kyzrati's Game Design Philosophy
Rebalancing Cogmind
Maps Between Maps, and DSFs
Design Overhaul 4: Fabrication 2.0
Spicing Up Primary Maps 2: Area Denial
Spicing Up Primary Maps 1: Cargo Convoys
Design Overhaul 3: Damage Types and Criticals
Infowar Expanded
Item Searching and Filtering
Cogmind 2020 ARG Post-mortem
Cogmind 2020 Forbidden Lore ARG Walkthrough
Audio Accessibility Features for Roguelikes
My Cogmind Dev Tools
Developing Multitile Creatures in Roguelikes
Leaderboards and Player Stats with Protobufs
Leaderboards and Player Stats: The Old Way
Movement QoL (plus some news!)
Steam Rich Presence
Special Mode Design: Abominations
Rebranding Difficulty Modes
Building the Ultimate Roguelike Morgue File, Part 4: History Logging
Building the Ultimate Roguelike Morgue File, Part 3: Mid-run Stat Dumps
Building the Ultimate Roguelike Morgue File, Part 2: ASCII Maps
Building the Ultimate Roguelike Morgue File, Part 1: Stats and Organization
Robot Hacking: Upgrades
Special Game Modes in a Roguelike Context
Turn Time Systems
Roguelike Level Design Addendum: Static or Procedural?
Roguelike Level Design Addendum: Procedural Layouts
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