Will this be Windows only?
Unfortunately it probably will. It would be too much work to port for the relatively small player base outside Windows (around 10% for Cogmind, by my estimates). It does work in Wine, though. If I had unlimited time I'd love to port it, but... I don't
So this is a bit of a strange question regarding explosions as they are by their very nature explosive, but how/is there a way for the player to tell how bit the explosion will actually be as it seems a bit random?
That's fine if it is as explosions kinda should be, but I do wonder about it's effect on tactics.
Not strange at all, certainly a good question, and even related to a topic I was thinking about just earlier today: Uncertainty in roguelikes.
It's a pretty wide spectrum with some players always wanting to know every possible outcome so they can calculate what will be the absolute best course of action (essentially the "puzzle" end of the spectrum), and others who enjoy dealing with whatever the RNG throws at them (the random "gamey" end). No game can please everyone in this regard.
So where does Cogmind fit in? I'd say somewhere around the middle. There is a lot of information available to make informed decisions, but there are also some unknowns in there like damage ranges (though these can be avoided with certain weaponry). There are ways to control the unknowns, but you can never have everything completely under control.
The unknowns also work fine in context because there is a good amount of leeway with the numbers--you have quite a bit of integrity (HP), and this is far from a one-hit-kills game. You'll generally lose to attrition over many encounters rather than a single encounter (which is part of why there is no way to restore core integrity besides reaching the next depth). This somewhat mitigates the effect of the randomness, and you often know you're likely to lose before it actually happens, giving you a chance to change strategy.
Regarding explosions in particular, the damage is random within a certain (sometimes large) range; the radius is pretty close to a static value by explosion type (all these numbers are available via weapon info), but the amount of damage can affect that due to falloff. Despite the heavy damage potential of explosives, the impact is reduced by the fact that they
spread damage across a target.
When preparing to fire your own explosives, you can even see the predicted explosive radius, which takes into account dampening by walls/obstacles as well.
I should mention that almost all of the explosions in game are caused by yourself, since very few enemies have explosives (in the 7DRL
none did), and only
some of the machines explode, so it won't be difficult to get used to how it works.
In response to player feedback during the 7DRL aftermath I did also add an optional mode in which you can see all of the factors and numbers that are calculated into each hit roll. This mode is still available because I know some people like their details
Also, on re-reading your question I should add that the visual style of an explosion may not always be an accurate representation of the actual area of effect. The visualized radius prediction (and corresponding number value) is a much more reliable way to determine what will be affected. This is another area that Cogmind deviates from many roguelikes with their simple but "cell-perfect" AOE animations, to leverage the fun visual effects of the particle engine, of course!