$19.99Fogpiercer Your deck rides the rails
Build a battle train from drafted carriages, then turn outnumbered fights into chain reactions that wipe out bandit convoys.
Is Fogpiercer worth it?
Fogpiercer is worth it if…
- you like turn-based tactics where positioning matters as much as the cards in your hand
- you want a deckbuilder where the deck is built from the machine that carries it
- you enjoy planning chain reactions and watching a whole convoy collapse from one shot
- you like runs that end when you die, with unlocks that change how the next one starts
Screenshots
Your deck has wheels
Most deckbuilders hand you a deck. Fogpiercer lets you build the thing that carries it. Pick a locomotive, a driver, and a set of carriages, and each choice adds its own cards to your starting deck. A minigun carriage plays differently from an artillery carriage or a shielded ram, so the train you assemble decides how the whole run fights. As you travel you gather scrap to buy and upgrade carriages, and every new carriage brings more tactical tools with it. With over 170 cards across status effects, support and raw damage, two trains rarely end up alike.
Chain reactions do the killing
You are outnumbered almost every fight, so the trick is making the enemy do your work for you. Enemies telegraph their moves, which gives you the information to plan around them. Drop an artillery shot to knock a leading vehicle backwards into the ones behind it. Hack a driver into attacking its own convoy. Push a foe onto the tracks just before your train arrives. The right order of operations turns one action point into a whole convoy's worth of damage, and when a plan comes together it is the best feeling the game has.
The battlefield is a weapon
Every fight takes place on a grid where the terrain itself can finish what your cards start. Some battlefields hug a cliff edge, others send environmental dangers rolling toward the enemy, and some hand you an ally or squeeze the room you have to maneuver. Since enemies telegraph their moves, you can bait them into hazards, shove them off cliffs, or line them up so one collision cascades down the convoy. Reading the map matters as much as reading your hand, and the same fight can play out completely differently on different ground.
One more run, one new train
Each run sends you racing region by region toward the edge of the fog, and the route is yours to plot. Regions carry their own modifiers and rewards, and branching paths inside them let you weigh a risky battlefield against a friendly waystation where you repair, upgrade, or trade carriages. Bosses with their own backstories and abilities close out each region. Between runs, metaprogression unlocks new locomotives, drivers and carriages, so the next expedition starts from a different deck and asks for a different plan.
What do you need to know before playing?
Is it hard to learn?
The basics land quickly: your train moves along a rail, enemies telegraph their moves, and cards do the rest. The depth is in combining them, and it rewards patience more than reflexes. Give the first run some room to breathe before judging it.
How long does a run take?
A full run crosses several regions, each with its own battles, shops and a boss at the end, so expect a substantial session rather than a quick one. Shorter stretches are possible since progress between runs is saved, but the game is built around longer expeditions.
Can you play it solo?
Yes, it is a singleplayer game from start to finish. The whole run, from assembling the train to the boss at the edge of the fog, is a solo campaign against the bandits and the fog itself.


















