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Fogpiercer
Mad Cookies Studio Developer
Mad Cookies Studio Publisher
2025 Release
Game News Posts: 8
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Demo - update #7

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 [previewyoutube=lAZsndaf1Rk;full][/previewyoutube] 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
[previewyoutube=33QALLOOf6A;full][/previewyoutube] 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 [previewyoutube=9aNKaw1WxAU;full][/previewyoutube] 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. [previewyoutube=uj_v4C5nqaY;full][/previewyoutube] 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
    • Available in the playtest version only
  • Run Save/Load
    • run is autosaved when the player enters the map after finishing an encounter
  • Seeded runs
    • an input field added above the start run button, if left empty the game generates a random seed
    • pause menu shows the current seed, can be copied to clipboard
  • [Sabotaged] effect
    • affected unit takes 1 damage when it moves, effect is then removed
  • introduce data difference for which units and cards are available in demo, playtest and debug versions
  • SFX for duplicating and removing cards
  • added a new model for a random encounter (The brother's workshop)
  • SFX for harpoon
  • info hover button on 3D cards
  • Cards pressed in the side panel, show extra information about their state
    • for both the player and enemies
  • added new localisation strings for temporary currency
  • New card patterns
    • all enemies
    • all friendly units
    • half of all available
    • half of all available with a margin around the rail track
  • QOL
    • Previously chosen carriages are remembered
    • Run stats added to the pause menu (needs to be enabled in settings)
  • show run seed at the end of the run
  • tracking new stats
    • AP Spent
    • Health Lost
  • refresh buttons in the shop
  • animations and better scaling in Module and Card Choose screens
  • "Cafe" random encounter visual
  • "Change card for a random other card from your deck" - random encounter reward
  • Most of meta cards now have illustrations (last 2 missing!)
  • You can now enable Auto deselect cards on hover in the settings for easier card management
  • Card illustrations for Hand Throw and Picky Jester
  • a short pause (that scales with animation speed setting) after "end of turn functions" get triggered. At the moment this applies only to "Malfunction"
  • "Deck" button to Module and Card choosing screens
  • new messages in the cards screen
    • about how to unlock cards of units when at least one of them is locked
    • about how to get to driver cards in the game
  • if you finish a fight with a destroyed carriage (chassis)
    • only a single reward is available that revives the chassis into the original carriage, activating its first card (fresh start) and 1HP
  • [Random AP] is now visualised also on 2D cards
  • new encounter rewards
    • Card Upgrade choose from 3 upgraded versions of a card
    • Card Transform choose a card which will transform into a random other card from your deck
    • Card Upgrade + choose one of three upgraded versions of the card you chose
    • Card Transform + choose one of three cards, to transform the selected card into
  • new encounter modifiers
    • Extra Rewards gives either Card Upgrade or Card Transform as an additional encounter reward
    • No Rewards encounter has no rewards
  • Multiple environmental hazards can happen at one time
  • new meta card: Radio In
    • creates a new env hazard on selected lane
  • new SFX
    • Emergency Repair
    • Choosing a card to upgrade
    • Malfunction being triggered
    • Card interaction sfx changed to sound more machine-like
  • new effect [Temporary]
    • cards with this effect are destroyed upon use
    • added to all temporary cards, such as Detonate and those created by Lost And Found
  • Cards spawned using Lost And Found now also have the [Hold] effect
  • Fancy background when driver gauge is full
  • Extra SFX for general epic cards
  • Audio related parameters now get saved and loaded together with the run
  • Card upgrades conditions
    • Cost Up will remove Cost Down
    • Cost Down will remove Cost Up
    • Random AP will remove Cost Up/Cost Down
    • Cost Up will decrease AP cost by 2
    • Cost Down will increase AP cost by 1
    • Exhaust will decrease AP cost by 1
  • Ace up your sleeve
    • adds Hold and Cost Down to the selected card

Changed


  • Theming of the run over screen buttons
  • Iron Rain
    • target one half of the map instead of the full map
  • Shield Siphon
    • steal shield from friendly units too!
  • "Coal pusher" -> utility card
  • made card images brighter
  • improved text margins on cards
  • moved the offset of 2D cards' extra borders
  • moved UI elements of the chop shop's shop
  • moved most UI information to appear next to the mouse instead of in the top left corner
    • only with elements where it made sense
  • improved UI panel shadow visuals
  • improved wording of information regarding types of cards in the unit side panel
  • Modules and Meta cards screens have been merged into a single one
  • redesigned the end of run screen
    • more space for stats
    • more stats!
  • version number is now always visible
  • choosing a module gives a bit of time now, same as cards
  • [Sabotaged] can be stacked, lifetime goes down when used or at the end of a turn
  • improved Shop UI visuals
  • Driver cards are no longer added instantly, instead they are drawn together with the other cards
  • Improved the animation and SFX of picking a card using mastermind
  • "Stock Up" wording
  • renamed "Foresight" to "Lane Call"
  • order of UI elements in the driver corner for better registering of mouse position for tooltips
  • weaker screen shake on missile projectiles
  • improved logic that activates rewards, ensuring that they can't be activated multiple times
  • full driver gauge needs to be confirmed by a button by default
  • confirmation dialogue now focuses the YES button instead of NO by default
  • improved the moment during which [Malfunction] card is triggered at the end of the turn
  • aligned [Carpet Shot] pattern with other similar cards (ie. suppressive fire)
  • fight encounters now give an option of a card reward by default
  • each random encounter now has a custom camera angle, it should be easier to inspect the Cafe now.
  • Boss encounters now give a module reward
    • additionaly either Card transform,upgrade or duplicate reward will show up after completing the boss battle
  • card illustrations underwent further unification of style, we removed glowy backgrounds from many to make them consistent with the rest
  • replaced future content buttons with a general button, singaling our planned amount of locomotives, drivers and carriages. Subject to change
  • simplified logic that loads resources
  • start run button now remains visible even in the modules and cards screen
  • changed "run seed" input field size to accomodate for a larger number of buttons
  • Temporary effects label is in text, to prevent it from covering text
  • discard SFX
  • Minigun standard range extended
  • wording of extra reward card upgrade
  • wording of extra reward card transform
  • Har Har range
    • you can now choose which 2 lanes you want to pull toward the rails, flips depending on the side

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!


[ 2025-06-16 15:20:35 CET ] [ Original post ]

Music of Fogpiercer - update #6

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:

[previewyoutube="GZsTTM41_bQ;full"][/previewyoutube]

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.

[img src="https://clan.cloudflare.steamstatic.com/images/45209608/c54cf5caf463e46f92bfd5e95f126aad40afd5a8.jpg"][/img]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.

[img src="https://clan.cloudflare.steamstatic.com/images/45209608/e68eb7aab35879e37591b6de9f6c64ee7dfa342f.png"][/img]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.

[img src="https://clan.cloudflare.steamstatic.com/images/45209608/f6a21575863cd53bd49ec8fc9bf919e6b82887f8.png"][/img]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!


[ 2025-06-13 19:32:38 CET ] [ Original post ]

Developer update #5

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]

  • run save/load system
  • seeded runs
  • harpoon carriage
  • improving UI
  • new illustrations [/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


    • We're visiting gamedev conferences with the game! (Digital Dragons (Krakow), GameAccess (Brno) and others, depending on which ones pop up and where)
    • There's a massive amount of work that's gone into the audio of the game, stay tuned for a future Developer update!
    • Our discord community is slowly growing and it's super exciting to see, join us!
    • We've hit 12k wishlists! This is utterly surreal and we're just baffled, excited and motivated.
    • The development continues, cheers!
    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!


    [ 2025-06-05 10:09:02 CET ] [ Original post ]

  • Demo update #4

    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
      • Give +2AP
      • Original effect stays the same
    • Improved visualisation of the sticky bomb counter
    • Deck resets right at the end of a fight
    • Entry to the first station was made a little longer

    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
      • 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!


    [ 2025-05-12 13:51:15 CET ] [ Original post ]

    Demo update #3

    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
      • 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
    • Outline to card effects in UI to align with the 3D visuals in game
    • Better visualisation for the cells being targeted

    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
      • 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)
    • "Press anything" now works with any key or mouse button press
    • World props (trees and such) no longer float in certain situations
    • Managing default unlocked modules
    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!


    [ 2025-05-11 10:31:56 CET ] [ Original post ]

    Demo update #2

    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
      • 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
    • New stats that contribute to making spikes, each adds 1 spike at the end of the run
    • Redesigned the UI for end of run stats
      • Cliff throws
      • Cliff collisions
      • Ram kills
      • Env. hazard Kills
    • initial stop !
      • gives a random selection of 3 bonuses
      • happens right after pressing the start button
      • counts as a "station mode" since the train is stationary, meaning you can sell / upgrade right there
      • subject to change
    • New driver system
      • Fill gauge for every point of damage that happens in the game
      • When full, get a driver card in your hand.
      • If unused it disappears
      • Driver cards are 0AP
      • Driver screen UI
    • deck button at the end of run screen
    • "Extra overdrive card" boost card
    • when the next overdrive triggers, you get an extra driver card
      • can be stacked
    • label that mentions number of turns left for applied effects
      • i.e. burn will last 1 more turn
    • Attack order button and panel
    • When launching the game, you'll now be presented with running the game either with Vulkan (default) or D3D12
      • use the latter if you're experiencing crashes and let us know!
    • warning message when the player doesn't have enough spikes to unlock a module or a card
    • driver card activation SFX
    • new fight encounter in tutorial

    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
      • effectively making overdrive gauge progress twice as fast
    • improved mouse hover area for the overdrive gauge
    • auto-accept loading screen by default
    • train steam blow-off sounds in stations got tweaked
    • Illustration for "Overdrive points" card
    • Improved illustration of Extra valve
    • pimped the visuals of in-game console
    • removed "Driver cards" panel from the end of run screen
    • deck is reset at the end of the fight instead of before the next one
    • Shield siphon -> can be used on any unit. The unit doesn't need to have any shield
    • makes it possible to steal shield from one carriage to another
    • Overdrive boost card now gives 10 extra points instead of 2
      • can be stacked
    • Improved the deckview pop up
    • Effects
      • changed the logic of effects
      • they all last 1 turn by default now
      • their on unit effects are applied after attacking
      • effect lifetime is reduced at the end of enemy turn (and removed when it reaches 0)
    • "Save slots" are now separated from the main play button.
    • Default FPS limit is 144 instead of uncapped (Vsync is ON by default)
    • module and card previews are now larger in the first screen
    • Lookout illustration has been changed
      • The previous one will become a new module
    • new Carriages are free in tutorial runs

    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
      • uses the correct word for currency
      • updates instantly when the amount of scraps changes
    • Better handling of max hand size for "Diamond hands"
    • Card information panel will always close when a card / module were bought in the shop
    • Cards with a single effect did not show it, they do now!
    • bottom screen player message correctly recalculates its center point
    • units flash white again when damaged or upgraded
    • all discarded cards go away from the hand (data wise) hopefully fixing shadow cards!
    • discarded cards correctly registered by Extra Valve
    • driver cards are always destroyed at the end of the turn
    • only driver cards are driver cards now
    • price of card removal is now properly calculated not only shown
    • driver cards are removed when deck is reset
    • time tracking is stopped the moment the run is finished
      • pause screen no longer keep on tracking the time after a run's been ended
    • most fullscreen UI Pop Ups no longer allow focusing grid elements with the mouse
    • card details panel now properly disappears after buying a card
    • overdrive instant boost cards can appear regardless of player XP (legacy driver system)
    • card details panel correctly disappears after removing a card (edge case)
    • shield siphon no longer unlocks free endless shielding on the available cells
    • Shop UI can no longer be abused. It is cleared up once the train leaves a chop shop encounter
    • AP sprite on cards no longer casts shadows
    • Attack order no longer hidden behind other elements
    • God mode (take no damage), is now correctly applied and saved when going in and out of tutorial
    • Destabilized shows its visual again
    • Extra Valve (fingers crossed)
    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!


    [ 2025-05-05 12:02:39 CET ] [ Original post ]

    Demo update #1

    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
      • this also adds a colour setting under the accessibility tab
      • i.e. Lojzo's carriage disable attack
    • unit side panel can now be turned off by pressing a grid cell that does not have a unit
    • a couple of missing translation strings that were still hardcoded
    • "Magenta" colour to accessibility settings
      • it was just purple, but then it started looking a little different
    • "Speedrun Statistics" which appear in the pause menu
      • time of the run (excluding game pauses and initial screen)
      • number of turns taken
    • loading screen
      • also a setting for auto accepting the end state of the loading screen
      • this implements asynchronous loading
    • new shortcuts!
      • Z/C move the train back and forward
      • F to end turn / F to choose
      • M to toggle the map
    • number of copies of a card in the Unit Side Panel
    • number of player turns taken in the "Run Over" screen
    • Weighted random when modules are being offered to the player
    • Each boss will now have a station right after it
    • Stronger buggies have burn resist
    • Cannon heavy has stun resist
    • top panel for train overview now also has buttons as shortcuts for moving the train
    • top panel for train overview shows an icon when a carriage can be upgraded in a station
    • steam wishlist and "Discussions" links to the top right corner in the main menu and pause menu
    • returning back to a station from the map view is now possible
    • warning label to the "main menu" return option in the pause menu that warns the player of losing run progress
    • ability to change animation speed
    • a lower default for 3D scaling on the steam deck
    • overall number of activated modules in the modules screen
    • overall number of activated cards in the cards screen
    • chop shop cards now also show the number of copies that will be added to the deck
    • Demo / Playtest windows now have their correct respective names
    • Malfunction does not trigger if disabled
    • animation speed also influences the slow-mo amount
    • save slots!
    • minigun to the main menu!
    • "missions" system
      • at the moment only used in the tutorial, we'll expand on it in the future
      • enemy waves?
    • setting to turn off shadows

    Changed


    • improved the settings popup
      • added a super quick animation when it's turned on and off
    • further tweaks of fight progression for the first part of the map, mainly focusing on probabilities
      • weighted random of enemy kinds and support unit chances
    • tweaked probabilities of enemies in the second map fights
    • malfunction cards now wait for env hazards to resolve
    • enemy turn now waits for malfunction cards to resolve
    • Game Over screen uses the game scene loading as the rest of the game (the async loader)
    • Player XP amounts got lowered, enjoy slightly faster levelling!
    • Modules in Tier 1 are unlocked by default for new players
      • can be disabled
    • Cards in Tier 1 are unlocked by default for new player
      • can be disabled
    • Meta progression Modules and Cards got a face-lift
    • Chop shop - shop UI got a face lift too!
      • station bonuses no longer overlay shop UI
    • Animation speed has been changed to having 5 pre-set options
      • SLOWEST, SLOW, NORMAL, FAST, FASTEST
    • Fight Back
      • the enemy that destroyed the carriage, is insta-killed
    • Silver Tongue
      • 30% discount!
    • Shield Carriage
      • Shield Trick
        • 1x in deck
      • Panzer Dome
        • Cost Up + AP Cost 1
      • Shield Revenge
        • new pattern and AP Cost 1
      • Sheild Siphon
        • the same but +1 shield
    • Artillery Carriage
      • Iron Rain - Exhaust
    • card text and effect position
    • camera animation when leaving the map is faster
    • shop items leave an empty border when bought
    • unavailable shop items (no more modules/cards) are visualised
    • revamped visual style
      • stronger colours, some may need tweaking, let us know!
      • lots of colours changes all around, we'll be iterating
    • train travel speed is BACK!
      • though with saner limits
    • "Money" -> "Scraps"
    • reworded most cards and modules, to ensure a same style of writing
    • Hand Throw
      • discard hand, draw as many cards as were discarded
    • The title below the game's logo now aligns with the version of the game (Playtest, Demo)
    • Loading screen has a game logo progress texture instead of Coal Pusher illustration
      • and it always reaches 100% now too!
    • hide AP cost and number of copies of cards that are locked
    • redesigned the enemy list panel on the right of the screen
    • trees and rocks no longer float above the ground
    • improved visuals of stations
    • Tutorial redesigned
    • Improved performance by selectively casting shadows only where necessary
    • Changed the icon on negative module of Extra Move Cost
    • The player gets free scraps in the tutorial to ensure that upgrades and a new carriage can be bought

    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
      • a better fix is incoming! we need to add the ability for cards to be focused
    • one cannot endlessly reroll modules anymore
    • upgrading a carriage and picking a card no longer crashes the game
    • map can only be toggled using the M shortcut when it's available, preventing a softlock
    • hitting enter after choosing a reward no longer triggers it again
    • card arrow line should no longer be "red"
    • previously used malfunction cards are no longer hidden
    • a missing card in the chop shop when the player no longer has any rare/epics available
    • grid annotations render over cards no more!
    • max health card wording
    • default unit movement speed is back to its original value
    • instant cards can no longer be spam activated
    • brake and move forward sounds were flipped
    • choppy particles have been tweaked, likely an engine error
    • translations for new effects
    • grid annotations only turn on when set so in the settings
    • all default modules now turn on properly
    • preview map no longer has a button to return to the station (broke things)
    • audio low-health is now correctly reset even when Malfunction is in hand when the fight ends
    • Station should now always be spawned at a correct location, so regardless of the train and animation speed the train will stop at the right place
    • Malfunction can now be always removed
    • Colours now get initialised properly
    • correct info text for spikes
    • pause menu now renders above everything else at all times
    • stations no longer randomly spawn as props
    That's it for this update! The build is now live, let us know what you thought of the changes, cheers!


    [ 2025-04-22 12:01:52 CET ] [ Original post ]

    Fogpiercer DEMO out now!

    Hey peeps!


    After months of playtesting, bugfixing, balancing and new content being developed for the game, we're finally releasing the demo! [previewyoutube=z9AJShGRpsI;full][/previewyoutube] 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/


    [ 2025-04-04 10:25:46 CET ] [ Original post ]

    Fogpiercer is a deckbuilder roguelite in which you build and upgrade your train to build your deck, fight off bandits on a square grid using unique carriage cards. Your final deck will depend on the decisions you make in the run.

    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.

    MINIMAL 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

    GAMEBILLET

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