Moments Of Genius
Positioning is key and if you play your cards right, you can get the enemies to attack each other, push them out of the way or even place them right into your path and crush them underneath your wheels!
Upgrade Your Train, Make Your Deck Powerful
Your train is your deck, each carriage holds unique cards and as your upgrade them, new cards get added to your deck ready to be used. Carriages have synergy cards too, which get activated when both carriages reach max level.
Make Tactical Decisions On the Map
Your journey is not an easy one. To get to the final destination of your train, you’ll have to make the right choices, sometimes risk making the wrong ones. As your understanding of the game deepens, so will the ideas of what can be done when deciding where to go next.
Stations That Let You Grow
Get your train to a station so that you can heal up or buy a new carriage. Grow stronger as you progress through your run or rebuild your machine after a tough fight.
Made By People That Love Trains
We’re a tiny team and each of us has a special place in their heart reserved for trains, having grown up in Europe, trains were always a part of our lives, taking them to get to school, work or just to travel on rainy Mondays. We’re making this game to connect meaningful, deep mechanics with a theme that’s dear to us.An exciting update for the demo!
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/Previously saved runs will be wiped. Your permanent progression remains intact.
This is a one time thing only. We know it's not ideal, but it was the best we could do, given the context. We had to work out several issues with the run seeds system, due to this, there is a single time wipe of saved runs. When launching a run that previously had a save, the save will be wiped due to an incompatibility with the new system.
The fog
The fog is an important part of the game, sadly till this update, it wasn't all that in there. We've been thinking about how best to implement it and eventually settled on a global shader, that hides things further from the center, to give the illusion of the fog engulfing the train. It is far from realistic, but we're hoping the stylization is exactly what the game needed
UI updates!
Panels, colours, animations, there's a lot all around, but let me share my favourite, there's something super satisfying about it too:look at those circles!
More encounter rewards
Chop shops provide more options, fights have a chance of having a random extra reward too, we've boosted the scraps economy a little bit as you can now enter fights that reward you with double scraps from destroying enemy bandits.
Random encounters got more stuff too! Whether it's a free carriage upgrade or increasing the max HP of one of your carriages, there will be some tough and interesting decisions to make in your runs!
All of the extra rewards and encounter modifiers have been rebalanced from the perspective of their probabilities for a better mix
Check out the changelog for a full list.
Card modifications
We made them make more sense! The system was a great start but we decided to push it further. Now there are many more conditions that decide what can happen where and the cards that come out of the new card modification system usually offer tempting alternatives if not outright upgrades!

Lastly we also added a small panel, that mentions the mods that were most recently added to the cards:

Changelog
With over 100 changes we've got new modules, cards, visuals, UI improvements, bug fixes, balancing, encounter modifiers and more.
Added
- Modded cards' names are followed by "+"
- The number of mods is represented by the number of "+"s
- Cards now visualise the modified elements by using colours
- Card modifications are now also visualised in card descriptions
[list] - Colour coded in the same way as other modifications
- i.e. "Deal 2 damage", if previously 1
[list]
[list]
Changed
- Renamed "card upgrades" to "card mods" / "card modification"
[list] - To better reflect the nature of the system
[list]
Fixed
- Modified card effects are now correctly saved and loaded
- Improved wording of [Temporary] card effect
- [Hold] cards are no longer ignored when discarding your hand
- Settings' "Shadow" option now correctly adjusts main directional light
- "Mastermind" can be cancelled again
- If a card has a random AP effect, it no longer gets a modification of its AP
- "Emergency Repair" now works when the encounter was escaped
- Only increase card rarity under special conditions
- Pressing the locomotive button on the main screen no longer removes cards from your deck before the run begins
- Spiked hull check no longer crashes the game
- Seed strings now generate consistent maps
[list] - Note: current run saves may be broken due to this
The update is now live, we're off to making the game even better, cheers!
This is a big one!
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/Ever since our last demo update, we've been hard at work implementing the save/load system, drawing illustrations, adding cards and improving the game overall.
There is a myriad of things that have changed, improved and been fixed. This update brings it all! The most important of them however is the run save/load system, additionally there are a couple of others, let's take a closer look.
Save/Load System
Whenever an encounter's been finished, the game will autosave the progress, and will offer to load the progress when you get back into the game. The runs now also support seeds and we'll be adding extra support.
At the moment the seed is only used to generate the map and encounters, we'll be adding support for the seeds to also generate the same enemies, cards, upgrades and more!

UI Improvements
Our previous post also looked at these, there are better popups, easier to find buttons, several screens have been merged together and more, some of my personal favourites:

the shop got a lot of love! new colours, panels, ability to reroll and improved animations
selecting cards eveywhere got new VFX, SFX and juice!

choosing your save slot now makes it clearer which one of the lot is currently active
New range patterns
The game now allows us to design patterns that dynamically change depending on the grid, selected cell and the side of the grid on which the pattern is being applied. A couple of examples:
- AOE that covers an entire half of the map, depending on which half's grid cell the card targets
- AOE that covers an entire row of the map, or multiples of them, and they can also rotate around the mouse as their pivot point, depending on the side of the map that's selected
- AOE that covers the entire map, however only filters the cells with enemies
this is a quick preview of what the new range pattern system is capable of
This was a refactor that's been needed and long time coming. Since we've started implementing the Harpoon, new and improved ways of utilizing range patterns has been necessary.
Multiple Environmental Hazards
Up till this point, the game only supported a single env. hazard being triggered at the same time, but since we really wanted to add a card to the game that would spawn a new one, this opened up the possibility of mulitple hazards having the same countdown.Taking the opportunity, we coded the feature in and it's a fair amount of fun when you manage to utterly devastate the bandit group using 2 hazards that cut them off
in an extreme case, you're able to cover the entire grid in env hazards!
Card upgrades/transforms
Some encounters (those with "Extra Rewards", but also random encounters) now offer powerful rewards such as Card Upgrading and Card Transform. The rewards found at random encounters are more powerful versions that give you more control.
3 upgraded versions of the base Artillery card to choose from
Changelog
Enough about the highlights, time to take a look at the nitty gritty! Personally, this is my favourite part, it gives visibility to the work we've put in and also puts things generally into perspective when we, as a team, retrospectively want a quick overview of what happened when during development.
The changelog offers over 80 items detailing changes, additions and fixes. Check it out:
Added
- animations for when a card is Removed or Duplicated
- first step in making unlocking modules and cards more visually appealing
- Harpoon Carriage
[list] - Available in the playtest version only
Changed
- Theming of the run over screen buttons
- Iron Rain
[list] - target one half of the map instead of the full map
Fixed
- module tier 1 no longer auto activates
- modules can finally be deactivated again!
- Civil engineer typo
- removed an info button from the permanent currency panel, to stay consistent with the temporary currency panel
- removed mentions of the word "wagon" from localisation strings to keep consistency across the board
- enemies flying away are now properly scaled to imitate the effect of them disappearing in the depths of the universe
- Sabotaged enemies who die during their move turn no longer crash the game!
- extra stats panel no longer covers the settings panel
- [Sabotaged] is no longer triggered when an enemy moves to the same cell its on
- game no longer crashes when a support units ends its turn with death
- some cards would filter the grid for cell with non-existent enemies
- Improved environmental hazard checks
- Improved auto-victory checks
- Some debug options are now hidden in demo mode
- Max health is now properly saved in run data
- Total amount of Spikes now gets properly saved
- Better run seeds!
- when using the new "hover doesn't cancel the selected card", picking cards no longer activated their hover animations. (i.e. Picky Jester's effect)
- all popups can now be closed using "ESC"
- drivers not showing their cards in the new card's UI
- cards hovered before their data is set up no longer crash the game
- driver gauge can only be triggered in fights
- improved handling of the data of Detonate
- removed "Duplicate a card" reward from the first station
- "Spiked Hull" description: dmg -> damage
- Shop never giving 5 cards, even when it was supposed to
- cards of unavailable drivers show up as viewable
- upgraded cards no longer offer duplicate effects
- game no longer crashes when the locomotive button is pressed in rapid succession
- module and cards screen will now show UI properly when the run is started from there
- cards with [Hold] are no longer discarded after x turns (edge case)
- Sticky Bomb no longer crashes the game if it's triggered due to the count down
- Selecting an upgrade too quickly no longer crashes the game
As you can see, we're actively developing the game, thank you all for the feedback and for playing the game! Since the Save/Load system is in now, you can expect smaller but more frequent updates for the Demo that improve UX, QoL and stability.
That's it for this one, thank you very much!
Hi folks, Im Peter and today were shaking things up a bit and bringing you a behind-the-scenes, or in this case, a behind-the-speakers view of Fogpiercers music, which has recently been nominated for Best Audio at the prestigious gamedev conference Reboot Develop Blue in Dubrovnik.
However, before we have to read some more, lets listen first:
In a Nutshell
I could mention the obvious inspirations of industry titans, but a review summarized the music as being a combination of Ben Prunty, Chris Christodolou and Vivaldi, and I feel I couldnt describe it more concisely if I tried.
A Musical Duel
As far as the instruments go, I have tried placing a great deal of importance on sonic uniqueness of the individual characters and bosses. For example, Lojzo, the menace who uses his huge speakers to yell at you and disable your carriages, has a huge blaring synthetic foghorn that pierces through the 15/4 rhythm. On the other hand, while playing as Monica, each track has a chilly overdriven violin. This way, when youre fighting a boss, you can really feel the instruments going head to head as you plan your next step.
My Train is an Instrument
The music itself is made to sound like a train, whether its the delayed snare evoking a steam locomotive hurling forward or the clangs of a train crossing keeping a steady beat. While some of these rely on twisting and turning already existing musical instruments, a lot of them do not. That is when my field recording experience came in handy. Using a combination of the Slovak-made Geofon and Ui microphones, I took several trips by train, recording both the inside click-clacks, as well as the outside thundering of a train engine. These then made their way into the game not only as sound effects, but also as an integral part of the musical texture.
The wonderful Geofon by LOM similar microphones were originally made to pick up seismic vibration, they now lend their abilities to capturing the games sonic essence.
Sonic Feedback
If the player manages to draw a Malfunction card and it is still in your hand when you end your turn, your locomotive will receive damage, forcing the player to smartly play around it and make sure it is discarded. Holding a Malfunction card is a run-threatening event and the player is notified of its significance by the aforementioned steam-snare entering the musical environment, letting you know the pressure is ON.
Technical Solutions and Variability
Since the game focuses on repeated runs, I wanted the music to be something that does not get stale after a run or two and can accompany you on your entire adventure through the frozen wastes. This meant coming up with musical ideas that can slot into each other, while at the same time lead the player on a musical journey that makes sense from a compositional point of view.
When fighting Marauder our second boss and Monicas old enemy I wanted the player to truly feel the struggle. That meant the ebb and flow of tension had to be tightly controlled, while not getting repetitive. This screenshot illustrates the madness this required stems jumping around with cascading probabilities to switch to a different point in the track, which then again escalates the tension and puts either Monica or Marauder center-stage.
Ever Forward!
One of the core tenets of the game is that the train is an unstoppable machine, advancing ever forward through the icy planes. The music reflects that, requiring in-game tracks to seamlessly switch between the game stages from building a train, through throwing bandits off of cliffs, all the way to falling silent while you deliberate your upgrades at depots and chop shops.
The individual game states are organized horizontally, not unlike a train, where each stage is connected to the next one, eager to respond to the changing gameplay.
Powerful, yet 'Thinky'
However, this is, first and foremost, a game about masterful planning and execution, which is not always the easiest thing to do with electric guitars chugging along. That is why I introduced dynamic mixing that makes the music take a backseat when its your turn to crush the bandits, facilitating those wonderful tactical moments of genius that clear an entire lane of enemies. In addition to a small volume change, the music also responds by gently rolling off the highs, to allow you to get into the zone.
More to Come
While this already has us giddy with excitement whenever we see players tap their foot to the rhythm, a lot of work still remains. In the future, you can look forward to more drivers, each having their own instrument representing their powers and personality, new bosses challenging you on your way to your final destination and generally, just MORE music to hum along with while you outwit bandits on the grid.
If youre interested in chatting further, whether its about the music or the game itself, stop by our Discord , wed love to chat!
This time round, this is not an announcement for a new demo version, so it's a bit of a different format!
We're now pretty busy with improving the game and adding content!
Here's an overview of what we're working on:
[olist]
[/olist]
I'll go over these in more depth but first of all let me mention that every change which relates to the general and overall quality will make its way into the demo eventually! We just want to make sure that the new features are stable and won't cause issues for existing players.
All of the above mentioned are now deployed on our Playtest steam version of the game, there is a limited number of available slots and if you want to join the playtest, visit our discord, we've got instructions and commands ready for you there!
Save/Load Sytem
This one is just exciting. We've been working on this for a good while, and knew it was going to be an important feature for the game!
The way the system works is very straight forward, whenever you finish an encounter, your progress is saved. Whenever you turn the game on, and the game finds a saved run, you get a confirmation dialogue:

Also when you're in the pause menu, we added this message that pops up, to ensure the save/load system is communicated:

Seeded runs
Infomation and an input box can be found next to the start button and in the pause menu, also at the end of the run, so that if the seed was good, it can be easily copied.

Having created the save/load system, meant we also had to link everything up with seeds, there is more work that needs to be done here, as the seed at the moment is only used for map generation itself, however fights and player options aren't yet. Wer're working on that next!
Harpoon Carriage
Alright, this is the first new carriage we've worked on since releasing the demo. There was a ton of balancing and reworks of cards as well as modules, so we wanted to hold off on implementing our designed new carriages, to best ensure that when a new carriage is indeed implemented, it's instantly fun and strategically deep!

The harpoon carriage currently has 9 cards, due to us testing out multiple ideas! They've all been illustrated and are now being heavily tested.
The entire idea behind the carriage is that it, in one way or another, moves enemies toward the tracks or the carriage itself. There are a couple of surprise cards, my personal favourite is the one that deals damage to the enemy unit and pulls the train in the direction of said unit.
Improving UI
This is something we do all the time. We notice papercuts and small issues that could be made better or nicer, so here's a couple of standout things we've changed so far.
better info
Contextual infomation used to only show up in the top left corner, we've revamped this across the board, so that wherever possible, the information pops up right there!

Merged modules and cards screens
The screens for modules and cards in the starting screen have been merged into a single screen, meaning that you can now manage you run card and module options from a single screen.

Better cards overview
Before selecting a carriage, one of the most important pieces of information is the carriages card loadout, we've implemented a brand new screen that gives you exactly that (including smooth animations, super proud of those)

Better visuals for Save Slots
The game offers 3 slots, these allow you to play 3 different setups and have up to 3 different saved runs at any one time, we've improved the slot selection screen to better communicate the active one, as well as the game doesn't instantly go into the run start screen when a new slot is selected

Side notes
If you haven't had, give the game a play!https://store.steampowered.com/app/3350900/Fogpiercer_Demo/
That's it for this quick developer udpate, have a good one peeps!
This is a quick one! We found bugs, and fixed them. This update also fixes crashes related to sticky bomb usage.
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/
Changelog
Changed
- Civil Engineer
[list] - Give +2AP
- Original effect stays the same
Fixed
- Stations now properly remove props
- Modules now correctly load in shops
- Projectile cards now get correctly destroyed when leaving hand in any way
- Projectile cards are now correctly removed when a fight is escaped while a bomb is placed on grid
- Cards staying on hand now properly update their disabled status
- Held malfunction no longer stays disabled if it was drawn that way
[list] - This applies to all cards, a lovely bug fixed!

The update is live now, have fun trying out the new stuff and let us know how it went!
Cheers!
The new driver system introduced in the previous update, has overall been super welcome, and people have enjoyed using it as well. We then had the time to focus on further stabilisation of the game and improving its settings as well. (steam cloud saves should now finally work!)
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/
image shows the newly organized modules and a really fun new module
Changelog
Let's jump straight into what this update brings!
Added
- Modules
[list] - Spiked Hull
- Enemies ramming a carriage with 2 shield or more receive 1 damage
- Civil Engineer
- When a card is used and the hand is not empty, discard a random card from hand and draw a card
Changed
- Updated illustrations
- Panzer dome All blue cards
- Cards in UI now have more resolution. Staying crisp even when larger
- Updated some module illustrations
- Improved angles from which the outline shader works
- Map now generates smaller fights less often
- Improved code handling drawing and discarding cards, especially with bonuses
- Ground texture made lighter to resemble snow more
- Reorganized shop cards
- Reorganized modules
- New players now start with more modules and cards unlocked by default
- Refactored the world prop spawning system
Fixed
- Second wind now correctly gives 2 AP
- Shielded wheels now correctly visualises health results
- Card Syringe gives +1 card instead of +2
- Shielded wheels module now properly visualises in game
- Extra Valve
[list] - Counts all "intentional" discards (when a card is sent to the discard pile, as a result of using another card)
- Issues related to it should be resolved! (tm)
That's it for this update! It's live now so have fun trying out the new stuff and let us know how it went!
Cheers!
For the second update we've focused on a number of things, there are a couple new modules, tweaks and balance updates, but most importantly we've completely revamped the driver system and improved the tutorial!
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/
The new driver system
Previously drivers had a levelling system, wherein the player collected experience points by destroying enemies, and then adding one of the driver cards into their deck when levelling up. Although not a bad system, since inception of the idea, we wanted the driver cards to feel more special, more impactful akin to an ultimate skill.
This all lead to the decision to go ahead and try something new! We've removed the experience point and leveling system, and replaced it with a much simpler one where the player gets points by dealing damage (each driver will have a different trigger), once the gauge fills up, the player is instantly given a random driver card, that has to be used during the turn. At the same time we also made the driver cards more powerful!
Before:

After:

Tutorial changes
The tutorial is another part that we wanted to take a step further, apart from fixing bugs and implementing safeguards against soft locks we also added an additional fight encounter that is really tough to beat (not impossible!):

This way you'll have more of an opportunity to test out what the numerous cards and carriages are capable of!
Changelog
Alright! Let's take a look at the list of things that have been added/changed/fixed in the demo!
Added
- New modules
[list] - Piston Overdrive
- reduce movement cost by 1AP every 4th train move in fight
- Scrap King
- tier 5
- grant 1AP every 3 exhausted cards
- Diamong Diamond Hands
- tier 6
- do not discard hand at the end of the turn. -1AP. cannot exceed maximum hand size
- Extra valve
- draw an extra card for 5 discarded cards
- Vents
- gain 1AP for every 10th enemy intent
- Lookout
- add 1 shield to the locomotive for every 15th enemy move
- New module illustrations, updated some of the old ones!
- Stranger
- Random card gets randomized AP when drawing hand
- Shielded Wheels
- carriages take no damage from ramming if shielded
Changed
- start run bottom tab buttons are now hidden in tutorial as not to confuse new players
primary button sound effect - "Grant" to "Gain" rewording
- Improved audio for random encounters
- Pause menu "Restart" button now specifically mentions that it restarts the run, to avoid run/encounter confusion
- bigger ranges for all of Monica's cards
- redesigned driver screen to align with the new driver system (Overdrive)
- changed XP boost card to give +2 extra overdrive points next time the gauge ticks
- "Bandit Intel" module is changed to "Intel", gives +1 overdrive point every time the gauge ticks
[list] - effectively making overdrive gauge progress twice as fast
Fixed
- correct loading of Module id 20, this hadn't been an issue till today, but the bug was there, FIXED!
- correct picking of modules for random encounters
- Golden Circuits no longer has an incorrect counter label
- deck view UI no longer has a moving return button for the module screen
- game crashing when an env hazard destroys an enemy with active intent while the game is on the fastest animation speed
- "carragies to buy" animation speed now also responds to animation speed setting
- improved code handling validity of carriage level meshes
- rewards panels no longer block mouse events when disappearing
- driver screen and the deck screen no longer allow the contextual information panel to pop up
- floating card info panel no longer jumps up and down randomly when looking for its own position
- driver cards no longer stay on hand when "diamond hands" module is active
- invisible station stop lights no longer make constant ticking sounds
- driver cards contain the "Driver card" effect even before they're added to the hand
- Repair button
[list] - uses the correct word for currency
- updates instantly when the amount of scraps changes
That's it for this update! It's live now so have fun trying out the new stuff and let us know how it went!
Cheers!
Releasing the demo was wild! We have a playtest version of the game that you can get on our discord, that's a version of the game where we push updates first, and only then do they make it into the demo.
We've been busy improving the game from the get go, at first pushing daily updates, and afterwards (once things stabilized, and critical issues were fixed) moved on to weekly updates.
This update article looks at what's been happening behind the closed doors, although they're pretty open, our discord is a place where you can chat with us any time!
Enough preface, let's dive right into it!
Youtube videos
We've been super fortunate, and people have created youtube content playing Fogpiercer. To all of you, but also to our Discord community, we owe a massive thanks!
The videos and feedback we're receiving are a source of inspiration and data, helping us make Fogpiercer into an even better game. Here's a couple of those!
https://youtu.be/3iAVF2ozeR8?si=h8N9Dkr-bRLMRPEE
https://youtu.be/hP1dtB_iWSI?si=sDxmQ9pQHN6fYXq5
https://www.youtube.com/watch?v=XPOEnlLhpGM
Speedrunning
Never thought this was going to happen, honestly. In terms of spotaneous combustion theories, this is pretty close. If you visit youtube you can find numerous videos from our speedrunners already, and in addition to that there's an official Speedrun.com page for Fogpiercer Demo now as well!
https://www.youtube.com/watch?v=ubhymOBZgiE
Fogpiercer Demo on Speedrun.com
Changelog
The changelog is fairly extensive, but also shows just how much we've done since launching the demo, if you want a more detailed look into the changelog, feel free to visit our discord (and the #Changelog channel).
Most notable of these changes is going to be the rework of the tutorial system. We've noticed that few players come to grasp the coolest strategies of the game, and we've aimed at making them more obvious right from the get go, in the tutorial!
Added
- different colour for enemy turn intent that has an effect
[list] - this also adds a colour setting under the accessibility tab
- i.e. Lojzo's carriage disable attack
Changed
- improved the settings popup
[list] - added a super quick animation when it's turned on and off
[list]
Fixed
- Right Mouse Button (RMB) no longer shows intent details and it's also used to cancel an active card
- Station UI not appearing when it should if the player is in map preview when entering a station
- Underlying system for bonuses, this fixes the "Mirage Mystery" module and prevent similar issues in the future
- Final damage that destroys a carriage not being registered in run stats
- Choosing a module after a "Module Van" fight before all modules have initialised, no longer crashes the game
- multiples of the same module can no longer appear
- visual of the unit position didn't always correctly update
- pressing enter when choosing upgrade cards no longer breaks UI / crashes the game
[list] - a better fix is incoming! we need to add the ability for cards to be focused
That's it for this update! The build is now live, let us know what you thought of the changes, cheers!
Hey peeps!
After months of playtesting, bugfixing, balancing and new content being developed for the game, we're finally releasing the demo!
What to expect in the demo:
- Diverse carriages with unique abilities and synergies
- Modules, cards and a driver that can be unlocked, used and strategized around
- Bosses, diverse enemy units each with a different set of attacks
- Post-apocalyptic world where train stations are the last safe havens
Many of you already know, the game's combat is heavily inspired by Into The Breach mechanics, with a unique twist on the environment as it's constantly moving but also the fact the game is built around deckbuilding mechanics, each unit has a unique set of cards and strategies.
There are natural synergies you can discover, new strategies to explore and cards + modules to unlock and make use of!
Have fun playing!
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/
Minimum Setup
- OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
- Processor: Requires a 64-bit processor and operating systemMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: GeForce 900 series or similar
- Storage: 1 GB available space
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