
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 →
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 535 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a good video game!
cool game
Solid little rogue-like. About the same level as Moonsigil Atlas. A high budget sequel could be cool, maybe with a Mad Max type IP.
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Genres
Stats
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
| $19.99 |
| 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 535 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Хороший рогалик, в который не надо засиживаться - лично я старался играть до одного успешного прохождения, а после просто занимался чем-то другим. Благодаря этому удалось избежать проблемы духоты и надоедания. Пары часов в день вполне достаточно. На момент написания обзора открыты все машинисты и вагоны, но регион за финальными боссами не исследован, так что обязательно вернусь в игру ещё.
One of my favorite games I've played this year. Anything that reminds me of Into the Breach can't possibly be bad. The combat puzzle gameplay, which relies as much on repositioning enemies for indirect damage as it does on direct attacks, is super snappy and addictive. I was initially turned off by the deck-building aspects, but that layer actually adds quite a bit to the game. There can be a bit of a difficulty spike on some of the bosses (especially if you're not very smart like me), and the controller support - while generally great - is a little flaky when selecting your train cars in the shop and station screens, but the devs have been very responsive to feedback and making steady improvements to those minor speed bumps.
好玩
這遊戲很坐牢,你只能前後移動,但敵人可以花式走位,讓那些障礙物跟裝飾品沒兩樣,你的車的血量就擺在那,讓你容錯率極低,即便到中央車站升級車時可以選提升血量,但你就放掉好的卡牌,也只是慢性自殺而已,後面可是滿頻的敵人的車在等著你. 即便有按鈕可以讓你重新當前回合的動作,對我來說用處不大,閃的了初一閃不過十五. 車在回合中被破壞了還會有特殊卡牌卡著你,要馬當回合消耗能量打出去要馬火車頭吃傷害,來噁心人的. 玩下來只有數值成長,但我完全沒有任何成就感,感受不到成長,就是那種越打越順的感覺,不知道怎麼講.唯一有感覺就是剛體驗的時候. 懶得打太多字,但我的感想是這遊戲很坐牢,購買前三思,但有興趣可以買來玩看看.
特色鲜明,玩起来很爽,特斯拉电车非常轮椅,期望制作组不要削
简短的建议 谁能拒绝在风驰电掣的速度下玩碰碰车大战,并且还能有连环爆炸产生的一款游戏呢?这样的画面表现我只在竞速游戏中见过,并且给我留下了很深刻的印象。但我仍然有很多建议和感想,希望能帮助到创作者和玩家们。 当然在长篇大论前,我对游戏就像给出的评价一样,很不错。只是我觉得,它可以做得更好,更完美。 我能感受到游戏内容上的需要下更多料,敌人种类仍然太少了。可能受制于我们玩家眼睛和大脑处理能力,关卡敌人单位最多就12个。玩家只要能撑住12个普通单位,那后续的关卡基本如履平地,这个现象很大原因就是“敌人种类过少”,没有实际意义上的“重型单位”或者“精英单位”(不是游戏里+1hp&+1at的单位)。这个情况彻底钳制住了游戏难度和深度,如果真的普通战斗或精英战斗能混入几个劣于首领的单位,就像支援卡车一样,进行牌组上特殊的考量,不仅能减少敌人数量而且能够产生更多的克制与对策的游戏机制。 你们真的不考虑加入坦克[b](别问坦克怎么开那么快)[/b]或者敌对的火车单位嘛?就连第三幕的最终首领都只能开卡车,他们不应该开个武装直升机什么的,更加酷炫更加厉害的单位嘛?或者天马行空一点,像火车头一样,徒步追赶我们的列车。 除了敌人内容,还有就是我个人关于卡牌的考虑。卡组我个人建议,给每个卡组都做一个专属的升级版本。现在添加额外词条的版本,虽然能省下很多设计成本并且增加所谓的随机性,但这个设计让“卡牌升级”变得极其不稳定:有的牌未升级特别平庸,但是一拿到某个词条就会变得特别厉害。例如“轮组更换”,它拿到“成本下降”直接变成最强卡牌,0费抽5张牌!给它设置一个“传奇”稀有度都不为过。为了能够更好控制卡牌强度,我希望能变成只有“卡牌升级前”与“卡牌升级”后两个状态。如果想保留额外词条机制,那可以像杀戮尖塔2一样,做个附魔试试? 后面这些内容就是我打通迷雾③并且玩了8小时后,能够想到很有趣的游戏点子,罗列出来供各位讨论。 1.可以添加一个“飞行”出来,与地面单位不会碰撞,但与“飞行”单位碰撞伤害加倍,这样自爆无人机就有“亲朋好友”了 2.添加类似“警戒”的攻击方式,车厢移动到攻击范围内,触发攻击效果 3.两个派系差距太小了,仅仅是数值上的些许差异和一两个特殊单位的差比。这个问题是游戏效果太少导致的,可以做一些仅仅上debuff的攻击并且优先触发,像支援卡车一样。迷雾帮用电击枪造成车厢“漏电”,该车厢第一个攻击牌伤害减一;伐木帮用电锯造成“流血“,打出第一张攻击牌会受到一点伤害… … 4.地形障碍作用其实比较小,考虑加入地形影响吗?比如地面结冰,击退距离增加。 5.我个人感觉“重型“效果应该给那些,占地更大的单位,比如说1x2的大型装甲车或者坦克,如果制作组愿意做得话,想想重新设计一套美术素材,感觉还是挺困难的。 这里最后祝愿创作者开发顺利,以及游戏玩家能玩到心仪的游戏。 Brief Suggestions Who could resist a game that lets you race through high-speed bumper car battles with chain explosions? I've only seen such visuals in racing pc games, and fogpiercer has left a deep impression on me. Still, I have many suggestions and thoughts that I hope will benefit both creators and players. Of course, before diving into lengthy details, I want to reiterate my initial review: the game is great. But I believe it can be even better—more refined and complete. I can sense that the game needs more content. The variety of enemies remains too limited. Perhaps due to limitations in how our eyes and brains process information, the maximum number of enemy units per stage is capped at 12. Once players survive 12 basic units, subsequent levels become almost trivial. This issue stems largely from the lack of enemy diversity—there are no true "heavy units" or "elite units" (not just those with +1 HP and +1 attack). This severely restricts the game's difficulty and depth. If regular combat or elite encounters include a few units weaker than bosses, focusing on these enemies will change our strategies in deck-building. It will not only reduce enemy numbers but also introduce richer counterplay mechanics. Have you ever considered adding tanks [b](don't ask how they move so fast)[/b] or enemy trains? Even the final boss in Act III drives nothing more than a truck—why not equip them with something cooler and more powerful, like an armed helicopter? Or get creative: imagine an “A-Train” chasing your train on foot! Beyond enemy design, I'd like to share some thoughts about the cards. Personally, I suggest creating unique upgraded versions for each card deck. While adding extra upgrading tags saves design costs and introduces randomness, this approach makes card upgrades extremely unpredictable. Some cards feel utterly underwhelming until they gain a specific tag, suddenly becoming overpowered. Take "Wheel Replacement"—once it gains "Cost Reduction," it becomes the strongest card in the game: draw 5 cards for 0 cost! It wouldn’t be out of place if it were classified as "Legendary." To better balance card strength, I propose simplifying upgrades into just two states: pre-upgrade and post-upgrade. If you still want to keep the extra modifiers, consider implementing enchantments similar to how Slay the Spire 2 does. The following ideas came to mind after clearing difficulity ③ and playing for 8 hours—I’m sharing them here for discussion: 1. Introduce a "flying" unit type that doesn’t collide with ground units, but deals double damage when hitting other flying units. This would give suicide drones some real friends. 2. Add an attack style like "Alert": when a carriage enters attack range, trigger an effect automatically. 3. The two factions are too similar—only slight numerical differences and one or two special units set them apart. This stems from insufficient gameplay effects. Consider introducing debuff-based attacks that trigger first, like the Support Truck. For example, the Misty Fog faction could use electric shockers to cause "leakage," reducing the first attack card’s damage by one; the Logging Crew could use chainsaws to inflict "bleeding," causing the opponent to take one damage when using their first attack card. … 4. The effect of terrain obstacles is actually quite minor—should we consider incorporating terrain influence? For example, increasing the knockback distance when the ground is icy. 5. Personally, I think the "heavy" effect should apply to units that occupy more space, such as 1x2 large armored vehicles or tanks. If the development team is willing, perhaps redesigning a set of art assets would be ideal, though it does seem rather challenging. Here, we sincerely wish the creators every success in their development, and we also hope that gamers can enjoy the games they desire.
Not bad but not good enough either. Idk why i just dont feel like playing this
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