
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.71/day in the week to Aug 30 → 3.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.
Sums Steam only; Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 529 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Hungarian, Japanese, Korean, Polish, Portuguese - Brazil, Russian +4 more
| $14.99−25% |
| 4ratings |
| 96% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 529 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
想法是好的,可惜实际的执行效果不是很能令人满意。 可以看出本作试图努力将《Into the Breach》(陷阵之志)的地形博弈和卡牌驱动的构筑衔接在一起,但由于缺乏有效的中和机制抑或顺畅的中间转换环节,导致前者所具有的确定性和后者带来的随机性产生了较为明显的互相掣肘,从而令两者所具有的优势均无法得到充分的发挥。 首先,《穿雾列车》意欲在四边形的棋盘上通过移动和多种带有效果的攻击技能组合(比如破盾、位移、眩晕、转向等)来考验玩家的战术执行能力。实际上,玩家所操控的列车只能横向移动,而敌人则能进行四向移动且不受限制(相比之下,在《Into the Breach》中,玩家和敌人操控的机体的可移动方向是完全平等的),这极易导致玩家的列车陷入被敌人从多个方向围攻的状况(特别是后续地图节点和高难度下的大量敌人,某些极端情况下甚至无法位移,只能靠卡牌做出应对)。再加上玩家的位移成本会随着位移次数的增长而上升,故而在一定的游戏难度下,对局极其依赖于提供位移效果的卡牌进行解围,但即便如此,玩家也很有可能会陷入寸步难行的境地。 其次,与位置同样有所关联的攻击,取决于玩家所装备的具有特定攻击效果的车厢的位置和具体的攻击卡片的攻击范畴的双重作用。对于这一点,《穿雾列车》尽管提供了像是障碍物、悬崖和墙壁等地形来鼓励玩家经由强迫敌人位移的手段来造成伤害或者击杀,但在实际游戏中,像是一些具有免疫位移效果的敌方车辆就完全无法通过迫使其位移来造成伤害,只能硬碰硬地利用攻击削减这种敌人的血量来进行应对;[b]高难度下,敌方车辆几乎人均免疫位移,且每回合自动生成护盾防御,要想达到有效杀伤或者避免因此受到伤害,具有大范围AOE、高伤害、穿甲效果等词条的攻击卡牌自然毫无争议地成了形势所迫下的首选[/b]。与此相比,像是剑车厢、机枪车厢或者钩爪车厢,虽然能感受到制作组或许希望它们凭借与防护车厢提供的护盾之间形成的配合来造成伤害的设计意图,但当中后期面临上述困境时,这些车厢几乎不具备如同火炮车厢那般的范围杀伤与自保能力,也无法发挥自己原本的长处(同理,游戏内的地形设计在这个角度上而言也沦为了纯粹的陪衬),故而在强度上也明显逊于火炮车厢。游戏内目前对此尚无任何调整平衡性以支持其他车厢的构筑的手段,到了中后期非常容易沦为纯粹的数值对垒。 再者,从卡牌构筑的角度上来说,从各种提供AP 的强力列车模组(类似《杀戮尖塔》里的遗物),到移动方面的惩罚性设计,再到一些随着出牌数的上升而逐渐降费的强力卡牌和能够提供大量AP的卡牌,可以看出《穿雾列车》明显鼓励玩家借助高频率的过牌和高AP点数来运作大体积卡组(并以此来处理敌人)。然而,即便是如此,游戏内的车厢位置和攻击性卡牌的作用范围也很容易导致许多攻击性卡牌要么卡壳,要么必须预先消耗移动点数、在进行移动后再进行打出,这又间接使得前面所提到的、对位移相关卡牌的依赖被进一步放大了。从构筑丰富性的层面发,本作在这方面显然受制于前文所提到的一些主要要素,目前难以体现不同流派所具有的差异。另外,不像《杀戮尖塔》,游戏内精减构筑的机遇和手段十分有限,想要扩大胜率几乎需要一直走有车队的路线(击杀车队后提供模组掉落),部分卡牌变化会带来一定程度上的负面效果,但远不如车厢爆炸后固定留在卡组内的诅咒牌提供的负面效果影响大。 不过,如同先前的一些评论所陈述的那样,像是利用相撞所产生的连锁反应来歼敌的设计本应是有趣的,但《穿雾列车》显然未能处理和利用好这种趣味性。希望后续的更新能够改进上述不足之处吧。
For a rogue-like game your mechanics are very often counter productive. Enemy mechanics are not interesting but simply overwhelming in a sheer number at once. Each encounter is hardest on turn 1 which means you have no preparation or build up. Some cards are designed to be bad but in certain situation should be manageable, however there are no certain situations for it...
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!
I played 5 runs, won 3. Wait, or was it 4 out of 6? I can't remember, they blended together. Yeah, it's not so brutal, I think the difficulty is fine (a bit cheap, par for the course). My problem is that it was the same experience every time, the meta is so sparse I literally ran out of relics to obtain halfway through each run. They're kinda boring, too. AP this, AP that. The cards are the same, very one-note. I play roguelites for the hard choices, here I get to see everything there is all the time instead. The only difference between a winning run and a failure is whether you get your AoE, both shields and attacks, on time and upgrade/duplicate the crap outta those. I like the game on paper with its slick looks, repositioning, all that jazz. Although, it doesn't fully deliver on its promise, simply lacking variety, and more interesting strategies are much less efficient than the one I described. Especially since enemies and even bosses are so unremarkable you soon start seeing them as healthbars to deplete. I hoped a new character I unlocked would add some spice, but I wouldn't say their abilities are game-changing enough to make the game feel fresh. I ran as Pan a couple of times in hopes to unlock a third character, at least some progression would keep me going, you know, like a carrot on a stick. However, after my second victory as him, I still have no idea how to "find out who his archnemesis is". How do you not know that!? I thought I visited every event imaginable... there aren't many as you may have already imagined. Difficulty-shmifficulty. The question is whether you're given a good reason to overcome. It upsets me, alas, I can't possibly recommend this bare-bones bimbo of a game. Perhaps it will be worth revisiting in a few months, a year. Definitely not now. My curator [url=https://store.steampowered.com/curator/35305390/]Big Bad Mutuh[/url]
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.
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。
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.
So, the thing with Fogpiercer is that it isn't what I would call a 'bad' game. It actually plays well and it's pretty straight forward. The issue I'm having though is that in, IDK, like 6 rounds or so, I just kept feeling like I was doing the exact same thing over and over. Extremely repetitive and just kind of boring. The game functions like a free lootbox system, and I'm just not having fun. All that to say, this isn't a terrible game, I just don't like it. 6/10
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
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