
Fight through the fog in this sci-fi roguelike deckbuilder where clever positioning, explosive chain-reactions, and the environment itself can make the difference between life and death.
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About
As a deadly fog descends upon the world, the future of humanity rests in your hands! Assemble your train to determine your starting deck, plot your path through the bandit-infested world, and prepare for high-octane turn-based tactical battles where powerful synergies, clever positioning, and carefully planned chain-reactions determine the victor.

Choose from a variety of locomotives, carriages, and drivers to lead your expedition, with each decision adding a different set of cards to your starting deck, impacting the options and abilities you’ll have access to throughout your run. Gather resources to upgrade or purchase additional carriages that add more tactical tools to your deck as you journey through the fog and face off against a growing variety of enemy types with unique weapons, traits, strengths, and weaknesses. Will you rely on the spread and firepower of a minigun to quickly dispatch your enemies, use artillery to violently force chasing vehicles off-course, or hunker down behind shields and ram through your foes instead?
From hackers that can deploy decoys and take control of enemy vehicles to cranes that can push them around the battlefield, there are many ways to overcome the danger posed by the bandits and their leaders. Secure unique card upgrades and experiment with unexpected combinations to reveal powerful synergies – each with their own risks and opportunities.

With only a limited number of action points to use per turn, meticulous planning and careful execution will level the playing field as you face an enemy that constantly outnumbers and surrounds you. Force the enemy into the path of oncoming environmental dangers, push them off cliffs and into each other, or trick them into attacking one another as they telegraph their moves so you can plan yours. A clever use of Coal combined with a well placed Artillery Shot can force an enemy onto the tracks in front of you, only to be immediately crushed under your wheels. That same Artillery Shot could be used to destroy a leading vehicle and send it tumbling backwards to damage (and possibly destroy) everyone driving behind it, potentially paired with hacking cards that give you a chance to line more vehicles up first. The right order of operations will allow you to devastate the enemy convoys.
With over 170 cards featuring various status effects, support capabilities, damage outputs, and more, you’ll want to build a train that matches your preferred playstyle and unlocks powerful opportunities. Collateral damage, chain reactions, and manipulating the battlefield are all critical elements en route to victory.

Travel from region to region as you race to the edge of the fog, picking and choosing your path depending on a region’s specific modifiers and special rewards on offer. Branching paths within a region further allow you to finetune your route to the final destination based on the risks and rewards presented by each node along the way, ranging from battlefields to friendly waystations where you can upgrade and repair your train.
Every battlefield is different – some will see an ally come to your aid, others will give you less room to navigate and dodge the enemy, while still others might take place along the edge of a cliff creating a constant environmental hazard to use against your enemies. Many battlefields will offer a combination of factors that can help or hinder your advance, rewarding you with additional cards, modifiers, and scrap resources to use on your journey ahead. Chop shops and depots allow you to repair your carriages and locomotive, potentially giving you the opportunity to upgrade them and unlock additional cards, or buy and sell carriages to further modify your deck. Meanwhile, random encounters can provide rare opportunities in an otherwise unforgiving landscape, and boss battles at the end of each region will pit you against special characters on the battlefield, each with their own unique backstories and abilities to go with them.
Metaprogression allows you to unlock additional carriages, drivers, and locomotives to seek out new combinations and opportunities for future runs, or focus on upgrading your favorites to unlock even more cards to use in combat – the bandits are relentless and unforgiving, and while your choices during a run will have a significant impact, your choices between runs can unlock entirely new options to explore.
Fogpiercer puts you at the head of a rampaging train as it races towards safety and the future of humanity – intense turn-based tactical battles will see you constantly outgunned and outnumbered, but a shrewd tactician will always find a way to keep things on track.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 80 reviews with recorded playtime.
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I am conflicted about this review, but I feel Fogpiercer lacks tactical depth and does not meaningfully distinguish itself from other titles. Visually, the graphics and animations are very smooth and pleasant to look at and the game feels very polished. The core combat mechanics are simple and easy to understand. The game's most unique features such as environmental obstacles and, of course, the train/wagon system itself are neat, but there is not really much depth. For example, enemies dodge environmental (lane) obstacles quite effectively and several unit encountered at higher levels have the "heavy" status and cannot be moved at all, which significantly limits the options available to the player. As for the train itself, the idea of having unique cars and being able to change the order of your carriages is a cool concept, but of course this means you only have one "unit" and can move only a few spaces forwards or backwards in one-dimension during combat. In theory, these constraints should add depth, but personally I found them frustrating to play around. There is very little room for error (most cars have only 2 or 3 HP which carries over between battles), and I felt forced to play in a specific way instead of being able to improvise or use a creative solution. Fogpiercer is in that regard more like a puzzle game than a strategy game, as you really need to find the "right" solution to each battle, as taking any damage at all is often detrimental and puts you in a "sudden-death" situation until you can heal. Games with similar turn-based combat that emphasizes positioning, movement, and environmental hazards such as Tactical Breach Wizards intrinsically have much more compelling combat simply because you are able to move several different units independently in two-dimensions around interesting and complex maps (to say nothing about the narrative depth of TBW). Fogpiercer removes much of this depth by restricting the player's movement of the only unit (the train) along a few spaces in 1-D and confines combat to a narrow space with very little diversity. I do not feel that the novel mechanics they have introduced (like the train/card system) are sufficiently interesting to compensate for this and as a result, the combat in Fogpiercer is relatively shallow and uncompelling.
Very happy with this game. Having your deck defined by the cars you assemble your train out of makes for a nice twist on the deckbuilder genre, and the game makes good use of its tactical grid for movement abilities. Animations and art are polished and fun, all in all extremely satisfied with my purchase!
The game is great, a nice mix of Slay The Spire and heavy inspiration from Into The Breach. Fun deckbuilding and optimising for a playstyle of choice with tactical grid-based turn-based combat akin to Into The Breach with enemy friendly fire, collision damage and hazards. From just playing 2 runs (and a bunch more from the demo) the game is definitely a great pickup if you love Into The Breach, but in its current state (as of version 1.0) the game still feels like it has slightly less to it than Into The Breach. When playing the game one should probably reduce all graphic settings to lower settings as the game doesn't suffer visually from it but runs much better.
My thoughts after clearing up to fog 3. +Trains +Trains with guns +Good train customizability +Easy to get into +Pretty satisfying to kill a lot of enemies at once +simple but appealing visuals +nice lore and flavor texts for a bunch of things +feels nice once your deck finally becomes overpowered -quite lacking in content I've played early access roguelikes with way more stuff than this -gameplay loop lacks variety -combat does not really have enough depth Overall it's a good game.
一款执着于在所有系统上给玩家带来惩罚和负面效果的游戏,改造卡牌增加AP消耗已经够恶心了,看了一下困难2,复制变化改造还由概率额外加负面,拿到的遗物可能易碎在几关后消失,总的来讲制作很精良,策划不是人,不推荐玩。
Accidentally destroyed my locomotive with a first aid kit. Still got so many unlocks for the next run. Oh well, let's go again! PS! Plays beautifully on Steam Deck!
霧2までクリア 1周は後半まで進めると大体2時間半弱くらい 後半ステージでは、行動力6なのに、敵が10~12体ほど出現し、戦闘開始時に大量の攻撃予約を見ると「こんなの防ぎ切れるのか?」と思うが、位置移動や衝突、列車で轢く、崖へ落とすなどのギミックを上手く使えば意外と突破できる 戦術が綺麗に噛み合った時の爽快感はかなり高く、本作最大の魅力 車両ごとの個性も強く、攻撃・位置移動・妨害・防御と役割が明確なので、編成によって戦い方が大きく変わるのも面白い 一方で不満点もある 高難易度モードでは カード改造は「威力アップ+コスト増」「射程アップ+コスト増」「枯渇付与」など、強化と同時にデメリットが付くことが多く、素直に強くなったと感じにくい そのため改造を見送る場面も少なくなく、「強化する楽しさ」はやや薄い 許容できるデメリットの時にしか強化できない感じ それだけでなく高難度では、レリックの使用回数制限が確率で付与され、修理時のデメリットカード追加など、「プレイヤーを不自由にして難しくする」調整が多い この方向性は好みがかなり分かれると思う 必殺技システムも少し惜しい ゲージを溜めて発動するのに、実際に使えるカードは3種類の中からランダムで決まるため、「今欲しいのはそれじゃない」という場面がある せっかくゲージを管理してここぞというタイミングを狙うシステムなので、使用する必殺技はプレイヤーが選択できる形の方が戦略性も満足感も高くなると感じた それだと強くなり過ぎるか? ボリュームは価格相応ではあるものの、プレイアブルキャラや車両、レリックの種類はもう少し欲しかった印象 特に車両のレベル上げや終盤のアンロック要素は要求量がやや重く、少し引き延ばし感もあった それでも、位置操作を軸にした戦術性と絶妙なゲームバランスは非常によく出来ており、体験版が気に入った人なら十分おすすめできる作品 今後アップデートやDLCで車両・キャラクター・レリック・マップなどの追加や、成長・必殺技周りの遊びやすさが改善されれば、さらに長く遊べる作品になると思う 現状でも十分良作だが、今後の展開にも期待したい
как будто "да", но и "нет" было очень близко. проект, который балансирует на грани полного провала и карточного шедевра. при этом чем-то среднем его тоже не назовешь. плюсы: 1. приятный дизайн, стильные гонки на поездах, попытки лора. 2. интересная тактическая составляющая. приятная механика столкновений машин, сбрасывания в пропасти, помехи на дороги и даже присутствует возможность таранить врагов самим поездом. 3. стандартные карточные механики с построением билдов через артефакты + сами карты. возможность набирать карты отталкиваясь от вагонов, которым они принадлежат. возможность продавать свои вагоны и покупать новые. плюсминусы: доооолгие доооолгие забеги, где у тебя тысяча станций, сражений, прокачек, откачек, закачек и прочих выскочек. с учетом не самых быстрых тактических сражений, конечно же, стоило это все сократить раз в пять. вспоминаем старвейдерсов. тоже карточная тактика, которая с этой задачей справилась на ура. фогпирсер рискует наскучить уже к концу первого забега. и тут мы упираемся в очевидные минусы: 1. откровенно неудачный первый забег. долгий, нудный, максимально простой - уровень вызова настолько низкий, что его может пройти даже собака. в этом забеге нет выбора артефактов. я собрал все уже к концу второй зоны, а впереди была еще третья. та же проблема с картами. они в прямом смысле закончились. 2. анлоки. их тут хренова туча, но с учетом длинны забегов - открывать вы будете все примерно часов сто/двести/пятьсот. мне не открыли даже второго героя. одно дело мобильные гриндилки, но не открыть второго героя в карточном рогалике после 3+ часового забега... выглядит так, будто мы имеем дело с очередными клоунами на разработчиках. 3. сложность. как я писал выше, уровень вызова в игре буквально отрицательный. благо есть пять возвышений. что там на пятом возвышении узнают только самые самые стойкие. да и в целом мой вывод таков: [h1] игру осилят только самые стойкие фанаты гринда [/h1]. примерно через сто часов она вполне может раскрыться в карточный шедевр, но пока что мы имеем полный провал в красивой обертке. пс: обзор положительный, потому что я фанат всего поездатого и сам отправлюсь на этот туманный остров гринда. но те, кто его прочтут, хотя бы будут понимать с чем имеют дело.
Fun game. Well worth the 15$ (20$ off sale) price point especially compared to other deckbuilders. A lot of unlocks and customization to go into runs with Minus points because like every rogue-like game these days it is developed around "beating" the game in the first 1-2 hours, then repeating runs. Would much rather FTL style roguelikes back where I didn't get my first "win" until 20-30 hours in.
很有创意,战斗中让敌人互相撞击算是游戏的特色,多走车队把遗物池搬空应该是通解。个人感觉这作在卡牌肉鸽品类里属于难度较高的一个,“问题”出在卡牌与车厢强绑定上,举个最简单的例子,处于第三节的防御车厢的是不能用基础防御牌给第一节的车头加护甲的,因为射程不够,同理,很多的攻击卡牌由于射程影响实际应用场景非常的差,游戏初期也没有很明显的牌组流派build倾向,需要解锁部分卡提供构建思路,学习成本偏高,这是难度之一; 其次是游戏的惩罚机制,依旧是卡牌与车厢的强绑定,意味着如果这节车厢在战斗中被摧毁,那么它所对应的卡牌全都无法使用,如果是起到连接作用的第二节车厢,被摧毁后残留的一血车架也被摧毁时,连同第三节车厢会被一起摧毁,这也是游戏初始把防御车厢放在第二节的原因,普通战斗里攻击车厢被摧毁了还可以等时间逃离,boss战里基本上就只有等死了;另一种惩罚,是车厢被摧毁后会给牌组里塞一张‘故障卡’,类似于无法消耗的诅咒,无论打出或留在手牌里都会对剩余的车厢造成伤害,后续哪怕车厢修好了故障卡会依旧存在,我五把游戏只见过一次商店提供移除卡牌的服务;给我感觉就是只要在战斗中失误一次,那么这个失误会被这张卡无限放大,约等于游戏在告诉你赶紧死了投胎,这是难度之二,当然游戏在局内右上角给了重启回合的按钮,算是留了些容错吧; 总结就是看敌人各种TK和地形杀很有趣,中后期的战斗普遍需要步步为营精打细算,甚至难1的前期就会有吭吃瘪肚的情况,正反馈和爽度有限,当然通过艰难的战斗存活下来也是一种爽吧,喜欢挑战的玩家可以试试;对了,第二个角色奇异博士潘被动技能给的‘平行时空’牌,选择一张牌保留,然后弃置重抽其他的牌,保留效果怎么不生效啊?---原来这个保留只是针对‘平行时空’卡本身弃牌效果的,其他游戏的经验无法套用。
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Hungarian, Japanese, Korean, Polish, Portuguese - Brazil, Russian +4 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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