Fogpiercer artwork$19.9983%Very Positive
Deckbuilding pick

Fogpiercer Your deck rides the rails

Fogpiercer is a sci-fi roguelike deckbuilder where your deck is your train. You pick a locomotive, carriages, and driver to set your starting cards, then fight turn-based battles against bandit convoys by positioning, shoving enemies into hazards, and setting off chain reactions.

Is Fogpiercer worth it?

Fogpiercer is worth it if…

  • you like roguelike deckbuilders where positioning matters as much as cards
  • you enjoy setting up chain reactions and shoving enemies into hazards
  • you like planning routes across branching maps and waystations

Screenshots

Build a train, build a deck

You start each run by assembling a train, and that choice is your opening deck. Locomotives, carriages, and drivers each add their own cards, so a minigun setup plays nothing like a shield-and-ram build or an artillery line that knocks pursuers off course.

As you travel you gather scrap and resources to buy new carriages, upgrade old ones, and unlock more cards. With over 170 cards covering damage, status effects, and support tools, plus upgrades found along the way, you shape the deck toward direct firepower, hacking and decoys, cranes that push vehicles around, or some unstable mix of all three.

Turn-based fights on moving battlefields

Battles run on limited action points against enemies that outnumber and surround you. Foes telegraph their moves, so you plan around them: push a truck onto the tracks to be crushed under your wheels, drop one wreck backward into the line behind it, or trick bandits into hitting each other.

The map itself is a weapon. You fight near cliffs, tight passages, and other hazards, sometimes with an ally joining in. You drop Coal to reposition an enemy, follow with an Artillery Shot, and watch the pileup do the rest. Order matters more than raw damage.

How does a run work?

How do you choose your path through the fog?

You travel region to region toward the edge of the fog, picking routes based on each region's modifiers and rewards. Within a region, branching nodes let you weigh battlefields against waystations, chop shops, depots, and random encounters, with a boss fight waiting at the end of each region.

What do you do between battles?

You spend scrap and resources to repair your locomotive and carriages, upgrade them for new cards, or buy and sell carriages to change your deck. Waystations and depots are where you patch up damage and tune the build before the next fight.

Does anything carry over after a run ends?

Yes. Metaprogression unlocks more locomotives, carriages, and drivers for future runs, and upgrading favorites adds further cards to find in combat. Your choices in a run decide that run, while unlocks between runs open new starting combinations.

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