Devlog · Production Notes

Renaming Mid-Build: What Changing the Game's Name Actually Cost

COGHEIM wasn't the name we opened with. Here's why it changed, what survived the change, and what it actually cost to make the new name stick everywhere it needed to.

Locked12 June 2026
CategoryProduction Notes
Assets TouchedLogo, Site, Decks, Master Index

Most devlog posts here are about systems: netcode, world scale, a class spec locking in. This one's about something less technical and just as real — the game changed its name mid-build, and that costs actual production time, not just a find-and-replace.

The Name We Started With

Early builds of this project ran under a different working title: Immortal Empires. It had a locked logo, a locked investor deck, and a live website. It also had a problem — the phrase is generic enough that it doesn't own its own search results, and it doesn't tell a genre player anything specific about what the game actually is.

The disc world this game is built around already had a name in the fiction: Cogheim. Renaming the game to match the world it's set in isn't a new trick — it's the same move Elden Ring and Skyrim make, and it means every piece of marketing from day one is also doing worldbuilding.

The call: shorter, more ownable in search, and it puts the world's name to work instead of sitting next to the game's name doing nothing. Immortal Empires is retired. It won't be reused, and it won't show up anywhere else on this site going forward — this post is the one place it's named, for the record.

What Actually Survives a Rename

Not everything starts over. The old logo's compass-gear "O" carried straight across — gold engraved lettering, black iron plate, brass gearwork, the targeting-reticle motif at the center of the wordmark. COGHEIM has an O in exactly the spot that O used to fill. The brand's visual DNA survived; only the letters around it changed.

That mattered more than it might sound. A full identity reset costs weeks. A re-lettering costs days, and everything downstream — character card frames, the site's dark iron and ember palette, the compass motif in the nav — kept working without a redesign.

The Real Cost

The honest part: the old name was already locked into a gold logo render, a five-page website, an investor deck, and a teaser deck. None of that updates itself. Every one of those assets got rebuilt, and the site went through a full QA sweep afterward specifically checking for old-name ghosts — any leftover mention, any retired currency or class name still sitting in a footer or an alt tag.

The Master Index — the single source of truth this whole project runs on — got a version bump specifically to record the rename as permanent and retire the old name from the document for good. That's not a cosmetic edit. It's the same discipline as retiring a deprecated function instead of leaving it half-called somewhere.

Production note: a rename this late isn't free, and pretending it is would be exactly the kind of hype this devlog exists to avoid. It was the right call. It still cost real days that would've otherwise gone to systems work.

What We're Doing About It Going Forward

The actual lesson wasn't "don't rename" — it was "don't let a rename half-finish":

  1. One permanent record. The Master Index tracks every retired name so it's never proposed twice.
  2. Full-site QA sweep on any naming change, not a spot check — every page, every alt tag, every footer line.
  3. Retired names get named once, plainly, for the historical record — then never repeated. This post is that record for this one.
  4. Brand DNA gets identified and carried forward before any redesign starts, so a rename doesn't become a full identity reset by accident.
Branding Production Naming Pipeline

A name is just the first asset a player ever sees. Getting it right once mattered more than getting it fast twice.

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