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Fogpiercer Turns a Deckbuilder Into a Chessboard on Rails

Our Fogpiercer review: Mad Cookies Studio fuses grid tactics and deckbuilding into a clever, polished roguelike that only wants for more variety.

Aymen Sakouhi·Writer · Games Hobbyist//5 min read

Fogpiercer · official screenshot 1

© Hooded Horse. Official media via Steam.

The pitch

Overview

The roguelike deckbuilder is one of the most crowded rooms in games right now, and most newcomers try to stand out by piling on complexity. Fogpiercer does something smarter. It takes the card economy of a Slay the Spire and drops it onto a small tactical grid, so that where you play a card matters as much as which card you play. The result is a game that feels less like drawing a hand and more like solving a spatial puzzle that happens to be built out of cards.

Made by Mad Cookies Studio and published by Hooded Horse, Fogpiercer casts you as the conductor of a train trying to punch through a mysterious, expanding wall of fog that has swallowed the world. If that setup makes you think of Snowpiercer crossed with FTL, you are not far off, but the combat model owes its biggest debt to Into the Breach. Positioning, shoving, and chain reactions are the real currency here, and the deck is just the toolkit you use to arrange them.

The train is not set dressing. Your carriages are your deck. Each module you attach, a shield car, a minigun, a Tesla coil, an artillery piece, feeds specific cards into your options, and rearranging those cars changes what you can do in a fight. Building your train is building your strategy, and that tight link between the map layer and the combat layer is what makes Fogpiercer feel like its own thing rather than a reskin.

It launched to a warm reception and it deserves it, with one honest caveat that runs through this whole review. Fogpiercer is polished, clever, and immediately satisfying to learn. What it is missing, at least at launch, is the sheer breadth of stuff that keeps the very best roguelikes spinning for hundreds of hours.

Fogpiercer · official trailervia YouTube

How it plays

Play

Every battle takes place on a compact grid, and positioning is the whole game. You are rarely just pointing damage at a target. Instead you are thinking about where an enemy will be after you hit it, because so many of your tools move things around. Artillery can shove a unit away from a blast and into a worse spot, or knock it into another enemy so both take damage. Defeated foes topple backward through the grid, striking whatever is behind them. Learning to set up these collisions is where Fogpiercer clicks, and a well-planned turn can clear a board that looked hopeless.

The deck comes from your train, and that is the design's cleverest stroke. You equip up to five carriages per run, each a module like a shield, a minigun, a Tesla coil, or artillery, and each carriage supplies its own cards to your pool. Adjacency matters, since some cards only function on neighboring cars, so laying out your train is a puzzle in itself. When you tune a loadout that chains its effects together, the combat stops feeling like card draw and starts feeling like a machine you designed clicking into gear.

Structurally it follows the familiar node map. You pick a path through branching stops, hitting battles, shops, and events that hand you new cards and upgrades, all building toward a boss at the end of the fog. Clear it and the run resets so you can chase different routes and builds. It is the shape every player of the genre knows, executed cleanly, with adjustable difficulty and a generous slate of accessibility options that make it easy to set your own challenge level.

Progression across runs comes from unlocks. New characters, carriages, and cards open up through objectives and a permanent currency, giving you reasons to come back and reshape your approach. The catch is that meaningful new carriages arrive slowly, taking several runs to earn, and many of the additional cards add variety more than they add power. You are broadening the toolbox rather than deepening it, which is fine for a while and less fine once you have seen the tricks.

That points to the one real weakness. The pool of cards, enemies, and encounters is relatively small, and runs begin to repeat themselves sooner than the genre's heavyweights. The tactical core is strong enough that solving the same puzzle again is still enjoyable, but you feel the edges of the content, and players who measure roguelikes in hundreds of hours will hit those edges before they are done. The moment-to-moment is excellent; the long-tail variety is merely adequate.

What carries it through is polish and clarity. Fogpiercer runs beautifully, reads cleanly even when the board gets busy, and is a standout on handheld hardware, holding a stable frame rate with modest power draw. It respects your time and your attention, and the low friction makes it very easy to say yes to one more run even after you have noticed the repetition.

Art & atmosphere

Craft

Fogpiercer wears a cold, post-apocalyptic look, a world of snow and rust where your train is the one warm, moving thing cutting through a dead landscape. It is a coherent and readable aesthetic, prioritizing tactical clarity over spectacle, which is exactly the right call for a game where reading the board instantly is the difference between a clean turn and a disaster. Units, hazards, and effects all communicate clearly, and that legibility is its own kind of visual craft.

The soundtrack is the standout on the presentation side. A strong electronic score gives the runs a driving, propulsive energy that suits both the setting and the rhythm of pushing relentlessly forward through the fog. It elevates the mood beyond what the fairly restrained visuals would manage alone, and it is the kind of music that makes a long session feel like momentum rather than repetition.

The limitation, fittingly, is variety here too. The snowy environments do their job but do not offer much visual range across a run, so the world can start to blur together the same way the encounters do. It is a handsome, functional presentation rather than a lavish one, and it serves the tactics well without ever quite dazzling on its own terms.

A polished, genuinely clever fusion of grid tactics and deckbuilding whose superb combat core is limited mainly by a lean pool of cards, enemies, and encounters.

Pros & cons

The ledger

In its favour

  • Grid positioning makes where you play a card matter as much as which card
  • Train carriages as your deck ties map building and combat into one clever system
  • Chain reactions and enemy collisions make well-planned turns hugely satisfying
  • Exceptionally polished and a standout on handheld hardware
  • A propulsive electronic soundtrack drives the runs forward
  • Adjustable difficulty and strong accessibility options let you set your own challenge

Against it

  • A relatively small pool of cards, enemies, and encounters makes runs repeat sooner than genre leaders
  • New carriages unlock slowly, taking several runs to earn
  • Many extra cards add variety rather than real power
  • Snowy environments offer little visual range across a run
  • Long-term replayability is adequate rather than bottomless
Official media

© Hooded Horse. Official media via Steam.

The player verdict

Real reviews · Steam
Very Positive90% of 109 reviews
  • Recommended

    I just finished my first run on the full game. Despite dying, it is a fun, engaging, fresh take on deckbuilding. Your deck is dependent on the types of carriages, locomotive and driver that you select with options to further modify your…

    10 found helpfulvia Steam
  • Recommended

    Exceptionally fun game. Played the hell out of the demo and bought it as soon as I could. Great looking art style combined with fun turn based combat and a diverse range of cards and modifiers. Has a "story" behind it, but doesn't get too…

    6 found helpfulvia Steam
  • Recommended

    The first time I got to try out the demo at a convention a few years back I ended up playing 2 hours straight and missing my lunch break. Great game. Great take on the deckbuilding genre. HOOOOOOOOOOOOOOOORN

    5 found helpfulvia Steam
  • Recommended

    An awesome train-themed deckbuilder! The game offers a wide variety of interesting cards, card, train upgrades, and tactical grid-based combat. Your train is constantly moving, and by playing cards you can attack enemies directly or target…

    2 found helpfulvia Steam

Verdict

The call
Playcritik score
8.0/10
Great

Fogpiercer is a genuinely smart entry in an overstuffed genre, and it earns its place by fusing two things that usually live apart. The deckbuilding and the grid tactics are not stapled together; they are one system, with your train doubling as your deck and your positioning doing as much work as your draw. When a run comes together and you send one enemy crashing into three others off a single artillery shot, it delivers the specific, mechanical joy that keeps people coming back to this genre.

The honest limit is content breadth. The card, enemy, and encounter pools are on the lean side, so the sense of discovery fades faster than it does in the genre's marathon-length champions, and the unlock pace can feel stingy. This is a game with a superb core and a merely solid amount of stuff wrapped around it, and how much that matters depends entirely on how many hundreds of hours you expect a roguelike to hold.

At its price, and with this level of polish, it is very easy to recommend to anyone who likes tactics puzzles or deckbuilders and wants something that respects their time. Come for the clever collisions, enjoy a very good run of hours, and know going in that the depth is in the systems more than in the sheer volume of content.

Sources

Original review by Aymen Sakouhi from the licensed facts above. Score: 8.0/10.