Hey there everyone! This update brings bugfixes, performance improvements and a Nomad faction, a special faction that only makes its appearance in some second and third regions and only in some parts of it! Since the segment map was being worked on to visualise the new faction's zone of activity we also took the time to see which graphical elements we could tweak to improve the game's performance. Having found a couple of items, there should be an improvement to how much of your GPU the segment map uses. Lastly the update also features a set of bugfixes improving the overall experience. The Nomad factionUnlike the other factions where each control a single region, the Nomads travel through the regions, making an appearance only in some regions and only in a part of their segments. The faction consists of 5 new units, each with a different tactic. (areas that Nomads are passing through show up with a new visual on segment maps to indicate their zone of influence)Nomad faction UnitsNomad WhalerA vicious vehicle belonging to the infamous Nomads. Sporting a giant harpoon, its attacks can {Sabotage} its prey. Nomad VajdaA menacing vehicle often seen leading the infamous Nomads. Whatever target it sets its eyes on has a hard time functioning well, both due to the Vajda's relentlessness, as well as its Constrictor attack. Nomad MosquitoAn agile vehicle belonging to the infamous Nomads. Due to the incessant buzzing its small engine makes, it is often referred to as the Mosquito, and just as hard to get rid of. Nomad BroodmotherA lumbering vehicle belonging to the infamous Nomads. The inner workings of its high-tech fabricator are a well-kept secret. One thing is for certain - its foes often find themselves knee-deep in the Broodmother's mechanical children. Nomad BlockerAn inconspicuous vehicle belonging to the infamous Nomads. While incapable of dealing damage directly, it is foolish or brave enough to go toe to toe with a target of any size. New faction unit illustrations:ChangelogNomad faction5 new enemy unitsadded an introductory dialogue that pops up when you select a region that has these units for the first timethey only appear in some regions (2nd and 3rd)they only affect a certain part of the region's segment (shown on the segment map)improved the performance of the segment mapthe segment map shader no longer uses transparency and instead combines all of the necessary layers by itselfreadded the "continue" option to all Random Encountersadded a card count check for "Patchwork Shield"tweaked the position and rotation of some of the main menu background props to ensure they visually sit well with the rest of the sceneryfixed a crash when pressing "L3" (gamepad only) in the train building screenfixed "Cost Up" not being translated properly in effect functionsfixed the fog multiplier sometimes showing up in UI when it's not being appliedfixed the Operator sometimes taking two turns when the fight phase is being changedfixed "Heavy Tactics" with reinforced not triggering healing quick enoughfixed Scramble's card power (popping up in card mods)fixed Tinkerer sometimes spawning units of incorrect factionsthe main menu screen no longer shows an empty train on first loadthis only applies for first time plays, if you're doing a locomotive-only run then only the locomotive will be shownBefore wrapping up, there's one more thing! We're investigating how to make sure the game runs on the newest version of MacOS (latest update). At the moment it looks like the upcoming version of the engine we're using (Godot) will make it possible to release arm64 only binaries which is the requirenment. That's it for this one! We have more in store that we're working on, have fun playing! Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Fogpiercer Patch Notes
Official Fogpiercer patch notes and update announcements, tracked for changes and ordered by publication date.
Back to Fogpiercer game hubUpdate #12 - Fog Thickness multipliers, dynamic main menu and bugfixes
Read captured notes
Hey there peeps!Since Update #11 we started getting reports of the game crashing when you'd press "Continue" after a run, and sometimes also when returning to the main menu! While working on a fix (thank you all for the reports you sent!) we also added a couple of other features. Let's take a look. ChangelogAdded a Fog Thickness multiplier for earning Spikes (permanent currency)each fog thickness level will increase the overall multiplier for how many spikes you make per run by 0.1. (Fog Thickness 5 = 1.5x)Dynamic Main Menuthe train you see in the main menu now mirrors the one of the save slotthere are 4 different camera views that can now happen in the main menu, the default one is most likelychanging the save slot will also immediately update the train visualsimproved file savingin order to prevent the loss of saves, we're now writing to a different file and only once the operation is done, the file is copied over the previous onethis should prevent all instances of total progress loss when the game crashes and tries to save progress at the same timewe have more that we want to do here, and we're already working on those, expect the improvements in future updates!fixed the "press continue -> crash" bugwe've got a lot of reports about this one, thank you all! We tried to fix this one as quickly as we could. The issue is now resolved."Mirage Mastery" removes incoming attacks instead of invincibility (same effect/result, but a different approach)increased the probability of shops in the second and third segmentsaudio tweaks for better audio quality related to the newest tracksselected carriages will now no longer reset when you choose a different locomotive, your current selection will remain the active onefixed a memory leak which would happen whenever the game generated a new world map(loading the game now will show you the train you either last used or are in a run with depending on the save slot)(coming back to a run with a destroyed second carriage)(Fog thickness now adds a multiplier to the number of Spikes you're making at the end of a run)That's it for this one! As mentioned earlier in the post, we're super thankful for the feedback, reviews and reports you've been sending us, thanks!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #11 - new cards, optimisation and bugfixes
Read captured notes
Hey there everyone!We've wanted to increase the variety in the four first carriages, while also giving them more playstyles / synergies to focus on, with this update the Artillery, Protector, Minigun and Harpoon carriages are getting new base cards! Some address viability, synergies, strategies while others make for a fresh experience with a given carriage.The new cards have been in testing for a bit, it's also an update we've been preparing in the background in conjunction with other parts of the game, some of which have already been released alongside others that are still being worked on. Other than the cards this update brings bugfixes and further optimisations aimed at letting the GPU breathe a little more.New cardsArtillery Heavy ordnance Deal 2 damage to target.Junk cannon Pick 1 card to exhaust. Deal 2 damage to target.Flamer Apply Burn to all targets in range.ProtectorConsolation shield Give 1 shield to target for each health point missing and remove negative effects.Patchwork shield Discard 1 card. Add 1 "PATCH" card into hand. Its power is equal to the AP cost of the exhausted card.PatchGive? shield to target.Mirror sheen Flip the intent of all targets in the area if they have shield.MinigunOpening salvo Deal 1 damage to target and apply destabilize.Tungsten shot Deal 1 shield ignoring damage to target. deal an additional 1 damage if the target has shield.Double tap Deal 1 damage to target if that damage would destroy it.HarpoonNeedlerDeal 1 damage to target.Terminal velocityDeal 1 damage per tile between the carriage and the target.Note: Harpoon's "Terminal Velocity" makes use of grid cell distance as its damage modifier which can result in some pretty surprising resultsChangelogadded a total of 12 new cards for the base carriages (Artillery, Protector, Minigun, Harpoon)optimized the rendering of the 3d line that's used for:3d card targetintent visualisationsmovement visualisationsimproved the illustration for the "Glittering Leaf", giving it more contrastall unit cards in the starting screen now show up in a single linechanged "Choo Choo"'s description to better align with what it doesfixed YOPO adding exhaust to friendly unit cardsfixed a softlock caused by a double train ram where heavy units where involvedreverted a previous fix for edge case wrong modification messages on cards (it created more issues than it fixed)slightly tweaked the borders of panels that appear when a card is boughtfixed random encounter rewards not correctly checking whether they can be seen / usedfixed reported new random encounter rewards that had issues in their executionfortress shield no longer disappears after "turn reset""reset turn" no longer incorrectly wipes temporary effects from cardsfixed unit spawn sometimes colliding with wave indicatorsfixed sticky bomb's duration label always resetting to 3, regardless of its actual duration amountfixed a crash related to playing a locomotive card that would result in the destruction of the locomotive(Harpoon's new full set of cards.)(Artillery's new "Junk cannon" card.)(Minigun's "Opening salvo", ready to deal surprise damage to enemy units on turn start.)(One of the new cards available when choosing a carriage upgrade.)That's it for this one, have fun playing!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #10 - random encounters, grid visuals, performance and more
Read captured notes
Hey there peeps!This is an update we're all excited about, not only does it bring an increased number of Random Encounters (from 3 to 9), improved VRAM footprint and better grid cell visuals, it's also full of other notable changes that focus on making the game better such as a re-implemented HP bar which is no longer dependent on the game's resolution, improved visuals/clarity of enemy unit attack lines and tweaks to the map generation logic which will result in more interesting regions being generated and as usual bugfixes.On top of all that, the update also brings two new audio tracks, one that's played while fighting non-primary bosses and the other you get to enjoy during the rest of the run. ChangelogRandom encountersFreight Stationimmediate cargo delivery, modules and scrapGardenhealingHero Statuecarriage upgrades!Post OfficecargoRally (the gathering of the friendlies!)cards to spawn friendliesTrain Coastermovement cost related options (modules and a bonus)this brings the total to 9, which means you're much less likely to encounter the same one twice!each new random encounter comes with a new selection of rewards, which in some cases includes cardsTweaked map generationwith the increased number of REs we've also bumped the overall number of REs throughout the region mapsfixed issues related to seeding RE progression across segment maps, they will not repeat unless absolutely necessary (running out of the ones you haven't seen yet, in which case they are shuffled and put into a new list)Logs' "Cards" screen remains the most memory hungry due to the large number of illustrations it shows at onceregions can no longer get the "No random encounters" modifierthe difference between these regions was too great after the map generation changesNew unit health barslightly improved performanceno more issues related to weird anglesmore readable and not dependant on the game's resolution (3d resolution mainly)Performance optimisation (VRAM and texture memory usage)downscaled textures where it made sense (no loss of visual clarity / quality but a smaller VRAM footprint)improved compression settings of all of the textures the game usesadjusted default settings in order to prevent the game from reserving more VRAM than it needsadjusted the texture size setting of procedurally generated texturesnote: first time loading of the game after the update may take a little longer due to shaders needing to update for the differently saved texturesnote2: this change should improve stability especially when hardware was close to maxed out on the VRAM side of thingsGrid visualswhen a card is hovered the grid reacts more visually to create a stronger contrast, making it easier to distinguish where a card can be usedfixed grid visual issues related to cards that let you choose more than one cellHeavily tweaked the visual of enemy attack linesthey have an outline nowramming intents only show the arrowthis tweak also translates to the arrow coming from 3D cards since they're using the same shader and approachas an added bonus, the current implementation is more optimised, bringing in a (albeit super tiny) improvement in CPU/GPU usageWindow placement and multi monitor improvementsthe size of the game's window only changes when you actually change the settingthe size of the game's window no longer resets every time you save the sameadded a setting to force which monitor you want to have the game onthe visibility for this setting is checked for during loading, so you might need to restart the game if you connect a monitor midway through a session in order to see itwhen playing in the "windowed" mode, the game no longer centers in rare situationsnew audio tracks!a new miniboss tracka new battle trackupdated localisation for new parts of the gamewith the exception of the "monitor" setting, this will be ready with the next updateimproved the planning logic of friendly minigun unitsa slight visual tweak to combat announcementsadded HP highlights to HP visualisation in the start run screenremoved Take Over's pattern mod, since it made the card's pattern worsefixed a soft lock related to ram-destroying a module van that only had 1hpfixed pluralisation on "Present"fixed "Temper" being incorrectly highlighted in card descriptionsfixed the seed label sometimes not showing up in the pause menufixed env. hazards causing a softlock in certain setupsfixed ap cost decreasing below 0 in edge case scenariosfixed a rare crash that could happen in fights which started without non-support enemiesfixed issues and a rare crash caused in main stations (related to buyable carriages)fixed an issue related to code execution in utility cards endlessly waitingfixed YOPO module incorrectly adding / removing the exhaust effect from cardsfixed issues related to the new health bar's visibility in map preview and devcam toggle(a view from within one of the new random encounters, "Rally" - a gathering of friendly forces )(grid now much more visibly shows which grid cells can be used for a selected card)(re-implemented hp bars retain clarity even in lower resolutions)(enemy intent lines now also feature an outline, making them easier to see)(another one of the new random encounters, the Train Coaster)That's it for this one! We are working on more updates so stay tuned for those!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #9 - pattern mods, card sorting and bugfixes
Read captured notes
Hey everyone!With this update we're revisiting a previously under-explored part of Fogpiercer's deckbuilding - card pattern mods! They were far too rare previously which meant that seeing one felt a little too much like christmas, we wanted to bring these closer and make them more common. In other words we thought it'd be better to make these rare, but this was a mistake and we're changing them to be a more common type of a mod you will encounter from now on.In addition to the pattern mods, the update also brings a number of much needed QoL features: seeing which train units are max rank, ability to sort and filter cards in the Logs' "Cards" view and adding an Archenemy preview to the driver screen which is accessible during runs. Lastly as always, we're addressing bugs that have been found and/or reported! Changelogpattern mods tweakedthey will now appear much more commonly for cards that support them (check out the card logs screen to see which cards have a pattern mod)there is a low chance to be getting a trade-off mod as well, meaning that most of the time they will appear as a pure upgradeif a card has multiple possible pattern mods, only one can be applied during a single runnote: we are designing a better way of communicating possible mods per card to give the system more visibilitynote 2: a total of 23 cards have a pattern modadded new pattern mods to existing cardsHarpoon's Javelin (increased range)Minigun's Suppressive fire (increase range, increased AOE)Leeter's Take Over (increased range)Leeter's Brake Lock (increased range)Sword's Slice (increased range)Sword's challenger (increased range thereby also AOE)Sword's Riposte (increased range)Crane's Reposition (increased range)Crane's Iron strike (increased range)Crane's Lethal hook (increased range)Tesla's Ball lightning (increased AOE)Tesla's Dynamo (increased range)added archenemy preview to the driver screen so that they're visible also in runsadded "filter" and "sort" to the logs' card screenfilters: Show all, Locomotive, Carriage, Enemy, Shop, Red, Blue, Yellow, Cargo, With a pattern modsorting: Alphabetical, Rarity, AP Cost, card typeadded all fog thickness modifiers to the "fog thickness" emblem hover that which is positioned in the top left corner when doing a run at Fog level higher than 0added an icon to fully leveled locomotives and carriagesthis will make it easier to see which of the carriages you've reached maximum rank withthe icon also appears next to the carriage's progress bar to show what it relates toadded a hoverable and focusable "info" icon to carriage description, this allows you to see the description of acquired carriages and locomotives without having to go into logsfixed the "Present" card description to also take card power into accountfixed the "New paint" card default card power to -1 since the card doesn't make use of itfixed window initialisation to wait a frame fixing multimonitor setupswe reverted this one in the previous update while trying to fix the card hover bug, we learnt that this wasn't causing it and the removal caused multi monitor setups to have the window initialised wrong. It's been re-reverted so multimonitor should work again!fixed "Tactical Retreat" allowing shield farming outside of fightsfixed "Card detail popup" not showing up in the Logs' card screen(both max-rank icons and the newly added info button)(max rank icon also showing up next to the rank progress bar)(Archenemy panel added to the driver screen which can be accessed during a run)(sorting and filtering in the Driver logs' "Cards" screen)As always, thank you all for your reports and feedback. We are working on more things behind the scenes and seeing how the game plays for you all is an important part of our process.That's it for this one peeps, have fun playing!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #8 - card hover bug, ghost's unlock condition and more bugfixes
Read captured notes
Hey everyone!So far we've released updates with more content, tweaks and bugfixes, however this time around we wanted to bring you these bugfixes sooner, making the game more stable and again, most importantly and hopefully fixing the card flicker bug once and for all!It was awesome we got very quick feedback after yesterday's update regarding the ongoing issue with cards flickering for some of you when you hover them. We really appreciate that, thank you peeps!Changelogslightly tweaked the visuals of train command panel (bottom center in stations, screenshot attached below)map edge pan setting is now OFF by defaultimproved the code which handles collisions for 3D cardsfixed fonts not correctly pre-rendering glyphs which would then cause shader stutter when seeing a glyph for the first time affected languages are: Chinese, Russian, Ukranianfixed Ghost's last condition being counted cumulatively, which caused the driver to be unlockable before the UI would indicate sofixed ghost unit spawning outside of fightsfixed card jitter (again, fingers crossed)fixed cards affected by the YOPO module not showing \ properlyfixed cards not always showing all highlighted effects in the information panel in the top left cornerfixed driver unlock buttons appearing continuously throughout the run's random encounters after it was shown once(cargo card correctly showing \ as well)(train control panel's HP bar aligned with the others visually, train unit's picture is now animated when changing units)That's it for this one, have fun playing!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #7 - Better card distribution, localisation catches up and bugfixes
Read captured notes
Hey everyone!This update mainly addresses feedback and bugfixes. As we follow feedback, reviews and suggestions, we try to gauge the tweaks we can introduce that come bearing a meaningful impact. Today's update looks at one system specifically which you encounter and experience throughout the entire run.Better card distributionTo go a into a little more detail, we've noticed that card rewards and chop shop card choices weighed too heavily in favour of shop utlity cards (yellow - deckbuilding). We wanted to revisit the underlying system as we reconsidered how different ratios of carriage vs shop cards could benefit overall gameplay.Having said that, we've redesigned it! The system which chooses which cards to give you as options now has a couple of neat functionalities:at least half the cards will be carriage cardsthere is a small chance of getting random duplicates which replace one of the carriage cardsthe duplicate is any card you currently have in your deck of have chosen beforeif you start running out of available new cards, duplicates from your deck start showing upif a rarer card is guaranteed then one random card of corresponding rarity is chosenthis system synergises with our previous effort where we introduced the "pity" system (the longer you don't see higher rarity cards, the higher the chance of seeing them next time)running out of modules in a chop shop will open up the slots for more cardsthis was already the case, so the same functionality remains intact(chop shop populated by the new system)(card reward screen populated by the new system)Overall, this should have the effect of bringing meaningful cards for your builds a little more often while removing the possibility of seeing purely only yellow cards. This also addresses situations in which it could previously seem that yellow cards were the only meaningful options to be picking.The other notable change is a bugfix. After the last update we started getting reports of cards flickering when hovered.We couldn't reproduce it on our end and on top of that after going over the changes we introduced in the last update, nothing in code obviously indicated as a plausible culprit. However, it was finally today that we came up with a solution, fingers crossed. If you've been experiencing this issue, please let us know incase the issue persists, thank you!(side note: for some players this issue would only happen in the "Exclusive Fullscreen" window mode) Changelogredesigned the system which distributes cards in card rewards and chop shopsfixed "card flicker" bugall new content from previous updates is now localised in all languagesfixed incorrect pattern mod on "Harsh Words"improved the logic of "Ghost Friendly Unit", it's much more useful now!activate/deactivate button now correctly appears also for the base tier of modules and cardsfixed animation directions in the start run screen once a run is startedfixed guaranteed drivers breaking the random encounter systemfixed "Crane Help" messing up the AP cost of non red cardsfixed available modules sometimes being incorrectly initialised for tutorial runsfixed default window mode being incorrectly set up as "Exclusive Fullscreen"fixed the base tier of modules and cards force setting themselves as available on each load or game startThat's it for this one peeps, have fun playing!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #6 - Passenger carriage rework, new cargo cards, QoL and bugfixes
Read captured notes
Hello everyone!With this update we're bringing a redesign to the cards of the Passenger Carriage, new \ cards and several "quality of life" improvements. Many of these changes come as a result of your feedback, suggestions, as well as us seeing what we could be In regards to the carriage redesign, we decided to bring it even closer to the idea of a support carriage. One that sets situations up for the other carriages or helps you make use of the other carriages of the train. Some cards have remained the same, while some others changed completely.The new set of cargo cards creates a series of very straight-forward cargos to use, where it's easy to decide whether to make use of them as a one-time bonus or deliver them for the scrap reward.Lastly we've tweaked the visuals of cards so that they better respond to languages which have longer localisations, due to this we've also been able to increase font sizes on 3D cards for languages which previously had to have smaller font sizes. ChangelogPassenger carriage redesigncardsharsh wordsFlip the target's intent and apply {Sabotage}.printerAdd a {Brittle} duplicate of a card in your hand.eraserApply {Lighten} to target and move it forward.new paintRetarget all possible units' intents toward the target.presentDraw 1 driver card.rail chantApply {Morale}.enrageApply {Rage}.friendly backupCall in {CARD_POWER} friendly at the selected. an attack.all off board!Draw 1 card of each other train unit currently on the train.the passenger carriage has been redesigned to synergetically help more, there are more cards that directly/indirectly prepare the situation for other carriages or interact with driver cardsthe new "Lighten" effect does not work on bosses11 new cargo cardsdesgined to be straight forward to use and understand, all of these have the {Disposable} effect. {CARD_POWER} defaults to 1, but can be changed through the card mods.Riot ShieldGive {Card Power} shield to the locomotiveAblative PlateGive {Card Power} shield to the target and apply {Backfire}.Titanium PlateGive {CARD_POWER} to the locomotive.Industrial ChargerGain {CARD_POWER}AP.Maintenance KitReduce movement cost by {CARD_POWER}.Duct TapeHeal the locomotive for {CARD_POWER}HP.Distracting PaintingFlip target's intent.Hidden CompartmentDraw {CARD_POWER} cards.Hunting RifleDeal {CARD_POWER} damage.Flammable LiquidApply 1 {Burn} to the target.SlingshotApply 2 {Sabotage} to target.\ cards no longer count toward hand size when drawing a new handmeaning that if you should draw 4 cards, and you have 2 hold cards on hand, you still draw 4 cardsslightly changed the visuals of cards in order to accomodate for longer textsthis means that we could increase font sizes on 3D cards in languages that previously had to be made smallerchanged text formatting in Fog level panels, to make it easier to readyou can now disable Tier 1 cards and modulesfixed "Skip tutorial" button placementcorrect Random Encounters are now guaranteed when you can unlock a new driverfixed effects of cards having incorrect colours during modificationsATV Shield support + now only shields all units in a 3x3 radius around itselffixed an issue where destabilized would be applied twice during card executions in some situationsfixed an issue where buyable Carriages would sometimes spawn with the wrong data3d cards without any extra information no longer have a hoverable area for extra informationturn related effects no longer block mouse hover for 3D cardsadded "Hold to confirm" to "New run" and "Abandon run"making it less likely to lose progress by accident(new run button with the new "Hold to Confirm" functionality to ensure you don't lose progress by accident. The feature is also used for the "Abandon run" button in the pause menu.)(tweaked card visuals. text areas now have a darker background to ensure that if they grow, the text never overflows and retains relatively safe contrast levels)(correctly color-coded effects and updated card visuals)That's it for this one, as always we appreciate your feedback, bug reports and design ideas! Stay tuned for more, we have more things we're working on behind the scenes that address feedback!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #5 - improved probabilities, smarter mods and bugfixes
Read captured notes
Hello everyone!Today's update brings improved probabilities for seeing stronger cards and varied environmental hazards in addition to also the modding system getting improvements based on feedback and what we've seen doesn't work well. Lastly we have bugfixes and slight tweaks! ChangelogAdded a "Pity" system:probability of seeing a rare card increases when you don't get anyprobability of seeing an epic card increases when you don't get anyprobability of seeing other env. hazards is increased whenever a new one is setup(we've noticed and have had reports of the same env. hazards appearing repeatedly although the visual biome had more, this system ensures a more varied distribution of encountered env. hazards)pity system bonus probabilities are also saved together with the runMod system improvements:\ cards cannot get \\ removes \\ cards can't get \\ cards can't get \\ cards can't get \ (also vice versa)added "Turn Resets" to the pause menu statsmaking it easier to follow how many times you've reset the turn if you're going after achievements"Run Stats" can be toggled in the "General" part of settingsadded a UI failsafe in edge case scenarios where a carriage or a locomotive are not unlocked when they should bechanged the minimum and maximum amount of env. hazard turnsnormal fights -> min = 2, max = 4 (previously 2 and 5)boss fights -> min = 4, max = 5 (previously 4 and 7)Sapper now adds only 2 cards instead of 3fixed "Backroom Catalogue", it no longer limits cards in shops to only modded onesfixed "Printer" getting a mod for card power, although it doesn't make use of itfixed an issue where carriage name would overflow its container in some languagesfixed an issue where if \ was applied twice the game would enter a soft lockfixed an issue where the probability of encountering "Sapper" and "Mamatroshak" was incredibly low after last updatefixed "Faulty Ignition" interacting incorrectly with turn reset"Module" and "Card" Disables are now correctly counted"Encrypted Cargo" is now correctly unlocked only after the defeat of all arch-enemies with their counterpart driversremoved a redundant await in code(reset turn stat in the pause menu!)That's it for this update! Thank you all an incredible amount for the valuable feedback, we're on the lookout for information and love working on the game as much as we've ever done!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #4 - new modules, redesigned ui for train building and boss tweaks
Read captured notes
Hey there everyone!This time round, the update also includes new content alongside the usual bug-fixes and QoL improvements!Let's start off with the biggest addition, we're bringing 16 new modules to the game. We're doing this in order to both increase the variety at the beginning, but also grow the potential number of synergy based strategies.Secondly - we've redesigned the train building screen. This redesign combines the two screens into one, you get better overview of all train units from a single place, plus the redesign also implements better UX. Meaning that arranging the train should feel better (double clicking train unit buttons does stuff now!).Lastly - our efforts in tweaking the difficulty and balance continue. In this update we're removing Servitor's retarget ability. We noticed that specifically this section of its toolset sometimes (more often than we'd like) left you in an unfair situation. We have more updates to the bosses and difficulty planned for the next update.Let's take a look at the changes in more detail. New modulesBase tier:Exhaust PowerGain 5 scraps every time a card is exhausted.Foolproof TechnologyDo not generate a Malfunction the first time a carriage is destroyed during the run.Last ResortGain 2 extra AP at the start of the last turn before enemies escape.Red ZoomDraw an extra card on turn start if your hand has no red cards.Living on the edgeGain 1AP for each Malfunction in hand at the start of the turn.Late SupperDraw an extra card at the beginning of the turn, if you didn't move the previous turn.Fragile TechnologyGive 1 shield to the locomotive each round. Apply \ to the locomotive if it loses health.ForcefieldGive 2 shield to every train unit each second player turn. Max. HP of all current train units is reduced to 1.Down but not outWhen a carriage is destroyed, the spawned chassis has +1 health. (max hp + heal)Faulty IgnitionApply \ to a random enemy at the beginning of each fight.Kick BackGet 2AP whenever you take damage during your turn.YOPOApply \ to all cards when added to hand. All cards are free.Tier 5:Shut up and take my APDraw a card when you play a card with AP cost 3 or higher.Rush hourDuplicate your entire deck. Removing and transforming cards at Chop Shops is now free.Tactical RetreatGive the locomotive 1 shield every 4th train move backward.Critical Pressure-1 Movement cost.(base tier of modules has doubled in size, and we now have Tier 5 as well!)Changelogadded 16 new modules12 added to the base tier4 added to a new tier (Tier 5)removed Servitor's ability to retargetredesigned train building UI in the start run screenlocomotives and carriages screens have been combineddouble clicking now adds/removes/swaps the train unitstarting train size limit is now metioned in the UIadded a button to randomize that starting load-out (the button with an icon of a dice on it)added an updated tooltip to the new screeneach tab of the start run screen now has a slight animation when it's first openedadded localisation for the new features that we added in previous updatesin some cases new features and localisation will lag behind a little bit, though we try to plan things in a way where this is avoided if possiblecards can no longer transform into "Malfunction" (making it more fair / less punishing)when a card has its AP cost changed by a module, it will be blue to better communicate the changefixed encountered support enemies not updating their preview in details panel during a runfixed cargo cards sometimes now showing their effects properlyfixed the achievement related to the Experiment 52 "take off" cards (You played yourself)fixed an issue where a run saved after accepting extra "Spikes" but before entering the map screen would corrupt the save of the runthis was also fixed for the loading part, if you have a run saved that would crash the game when trying to continue a run, which was created after a boss fight, this update will let you load into it againfixed an issues related to using "Choo Choo" while an enemy unit was directly in front the train or ahead by 1moved the "seed" input box up top, to accommodate for the needed space in the new "Train" screen(the newly redesigned screen for managing your train - the demo received this UI update as well)A massive thanks for all of your comments, bug reports and reviews! We go over everything and focus on issues, bugs, but also we try to gauge where the main pain points are. This all helps us prioritise and craft a plan of updates.Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #3 - Difficulty, unlocking new cards, keybindings and QoL
Read captured notes
Hey everyone! We're making solid headway on a larger update that brings new content, in the meantime though, we want to stay on top of things and improve the overall quality of the game however we can. We're following your reviews, comments and discussions to identify what to focus on! This time around, apart from the usual bugfixes we also revisited difficulty curves and unit progression (unlocking new cards of acquired carriages), we also managed to sneak in a couple of QoL items that should be solving a couple of pain points.Changelogdifficulty tweaksenemy numbers tweaked for fog0lowered enemy numbers across all regions for the most difficult segmentsas a result, the difficulty curve will feel softer allowing you to find the right pacing more easilytweaked probabilities of certain enemy types appearing accross the regionsboss fights in both region 1 and region 2 now have a higher chance of lower numbers of enemiescargo cardsyou will only start encountering advanced cargo cards after having won a fightadvanced cargo cards: "Volatile Cargo", "Heavy Cargo" and "Loose Cargo"cargo cards can no longer get the \, \ and \ effects through the modding systemboss negative module probabilities (weighted random)increased movement cost: 33% -> 20%guaranteed support unit: 33% -> 50%1 less AP in first round: 33% -> 40%Unlocking carriage cards has been made easierAffected carriages: Artillery, Crane, Experiment 52, Harpoon, Passenger, Remote Control, Sword, Tesla Coil All have had the needed number of cards played to unlock their cards lowered. overall by around 20-50%This chance aims at ensuring carriages aren't locked to only their base set of cards for too long while you're getting used to themIf you've been playing for a while, there is a chance new cards will unlock when you play for the first time after logging inmultimonitor setup improvementsthe game defaults to the main screen by defaultthe game now remembers which screen it was played onthis should also fix issues reported of the game starting in the middle of a screen in some multi-monitor configurationsfixed keybinding issuesshown keybinds are now properly localised to the local keyboard layout and languagesaving/loading keybinds now works as expected\ cards will now always count toward module triggers when used, even if they have any of the temporary effectsthe UFO will now correctly return to its carriage if it gets destroyed by a secondary ramthe UFO's Take Off now correctly spawns in player hand in all situations when the UFO returnsfixed a wrong export flag being used for MacOS exportsfixed an issue where new "Orders" that are replacing previous ones would not get unlocked if already completedUnit Side Panel no longer hides one of the available cards for carriages that can be boughtremoved the \ bonus panel from its original Fog Thickness panelit was correctly no longer applied after last update but remained in the UIfixed Negative Modules UI position (no longer covered by Turn Order)fixed error spam in saved logs caused by incorrect set up of an input event(bindings correctly localised to the layout at use. In this case that's Czech. These are now also correctly saved and loaded, thank you for your reports!)(the glorious less punishing negative module in all of its glory, correctly placed)Note: as usual, all QoL improvements are also being updated in the demo.That's it for this one! Stay tuned for the next update!Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #2 - Train unit unlock conditions, bugfixes, QoL
Read captured notes
Hey everyone!We've been listening, reading and talking to you! First of all it's incredible to see how the game's being played, enjoyed and talked about. We've noticed that some of the unlock conditions for early and mid-term carriages were much more difficulty and "playstyle" dependent than we anticipated when we designed them, this update brings tweaks to Leeter, Bullet and Crane, to position them to an earlier point, and most importantly not having them locked behind a tactical positioning playstyle.In addition to the above we've also picked up on feedback regarding the "Corruption" mechanic on higher Fog levels which received tweaks to make it less punishing so it retains the essence of mods being generally a system to tweak the deck rather than straight out unpleasant.Lastly the update also features fixes for issues reported to us since the last patch! We're working on more of course prioritising stability and critical fixes for now to ensure the game plays well. We have plans for the updates that are coming afterwards, super excited for those, stay tuned! Changelogadded an option to limit FPS to 120\ cards are now correctly discarded if the entire hand is discarded through a card's effectFixed localisation issues in Czechchanged the version number label so it also shows platformcorruption mods reworkedcorruption no longer applies to card transformscards no longer get card power downcorrupted cards can now get a different set of effects (ie. rage)Carriage unlock conditions tweakedBullet -> Have a train length of 5Leeter -> Buy a carriage 5 timesCrane -> Repair 25 HPIf you'd completed the quest's requirenment before this update, the carriage will be unlockedremoved dev console and FPS debug tools from release buildsfixed a rare crash that could be triggered during fights with the "Mamatroshak" boss"Lightning bolt" cards now correctly show their \ effect outside of fightsfixed a crash when the "Continue" button in a station was pressed as soon as it appeared on higher animation speed"Reset turn" now shows the number of usesthe infinite symbol on Fog01/1 and 0/1 on Fog2+fixed the "Is for me?" achievement, it now triggers correctlyhealed health points count toward the "amount healed" statistic correctly nowfixed "Malfunction" showing up as a region reward when all modules are activated alreadythe game will now pick a random available card to modify insteadmap screen mouse pan is now blocked by the modules panelfixed card and module buttons in the home screen having broken mouse focus (blocked by a texture)cleaned up code in some areas to avoid multiple signal connectionsMacOS: we are still investigating the issue which causes cards to disappear on hover on some M-chips. This update brings an effort to alleviate the issue, stay tuned for a better fix in the future!(Crane's new unlock condition)(new 120 FPS option)(a region controlled by Mistfits, and malfunction not in the slot of supply drop reward!)Overall with the update the initial progression in units should feel swifter and more approachable while the higher fog levels' corruption more interesting.Side note: Bugfixes and QoL improvements are being updated in the demo version as well.Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Update #1 - Motion Sickness Mode, Tutorial Tooltip Toggle & Bug Fixes
Read captured notes
Hello everyone!This is the first update we're releasing post release. First of all, thank you all for playing having fun with the game! We're reading and constructively going through your reviews and feedback and fixing issues to ensure the game runs the best it can.One specific area of concern has been motion sickness. Since the game's been built around the core aspect of movement, speed and constant motion, everything has been always been created with those elements in mind and all of the game's code similarly so. We had hoped that the reduced speed of travel would be enough however thanks to your feedback and reviews, we noticed that just the reduced speed wouldn't cut it. We were wrong!While fixing issues we also took the time to take a deep dive into how things are set up, and this update brings a first solid effort into removing motion. This new visual mode can be toggled under the "Accessibility" settings. When it's on you'll notice three differences:Visuals are replaced for grayboxed elementsFights are as stationary as possible, including removed environmental particlesReduced camera motion for the extreme movements especially with random encountersOne more thing that we will work on improving with future updates is further reduced motion for camera motion, we've done what we could for now but will work on improving a step further. (the place where the new motion sickness mode can be toggled)If you've been looking for a more in-depth motion sickness mode, give it a go a let us know how it plays! Changelogadded an option in settings to turn off tutorial tooltips that keep on appearing after you've finished the tutorialadded a motion sickness modereduced camera motionstatic simplifed geometry for the fightsfewer visual assets shown in stations to lower the number of moving objectscliffs and canyons supportedmain menu is turned into a static version of itself as wellhigher FPS due to less many things being renderedadded a "save" icon which is shown in the bottom right corner whenever the run is being savedadded rarity visuals to card and module buttons in the start run screen (normal, rare, epic)reorganised base tier modules and cards to reflect their raritiesrenamed 3D scaling OFF to Bilinear to reflect what the setting actually doesfixed a black screen being rendered when both FXAA and MSAA2D are turned on while 3D scaling is off (bilinear) and 3D scale amount is more than 100%fixed missing space for translations in the train length panel"lost and found" is now correctly seeded"revive a carriage" reward can now also show up in encounters that have the "No rewards" modifierfixed an edge case crash when the last enemy was destroyed by ramming them if it also destroyed the last carriagefixed a couple of cards that could not be corrupted returning an empty card insteadderailed train upgrades now correctly no longer consume Scrapfixed a rare crash in cases when the game tried to show a tooltip for a hidden button (module and card buttons got a slight visual touch up, to reflect the element's rarity)Stay tuned for more, we're following your feedback and working on issues.Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Official Wiki and Beginners GuideWe have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Demo update
Read captured notes
Hey everyone! The development of the game is coming along and as we're now gearing up for the release of the game, we wanted to make sure the demo is updated with much of what we've improved in the game since the last update. Ensuring the demo plays better, launches faster and the overall experience is much closer reflection of what the full game will offer.There are a lot of exciting bits and pieces making an appearence here. The most notable ones: A brand new tutorial, MacOS builds, Reset turn button, gamepad support, shorter loading times and much more! Check out the changelog below for more details.Attention Demo PlayersImportant Note: This update upgrades the engine version, so players who previously played the demo may run into a crash the first time they launch the new version. In most cases, launching the game a second time should resolve it. This shouldn’t affect players starting from a fresh install. If the crash continues, you can manually clear the old shader cache: Press Win + R. Paste this path: %APPDATA%/fogpiercer_demo Press Enter. Delete the folder called shader_cache. Launch the demo again. Demo ChangelogAdded MacOS support.Added gamepad support.Added an intro when you start a new game.Brand new tutorial with tooltips!We have completely redesigned and reimagined how the tutorial works. It is short, straight to the point and deeply focuses on teaching the necessary basics of the game that then allow you to explore the rest of the tactics, strategies and maneuvers.The long awaited "Reset Turn" button!Yup it's finally here. This is a massive QoL improvement for those situations when you accidentally shoot the wrong unit or realize you could have played your hand differently.Everything is seeded so upon turn reset, you'll be back to the same hand and enemy positions the turn started with.You can only reset the turn once per fight.Upgraded the engine version (Godot 4.7).Removed the launch option to start the game with Vulkan.The game will now always launch into d3d12 by default.Loading times when launching the game for the first time should be much shorter.The bosses have been changed.To better align the experience of what you can expect in the full game, the demo now features battles against different bosses.New music and SFX.Improved performance and overall settings on the Steam Deck.Added custom default settings for MacOS to ensure better first time launch experience.All available carriage and locomotive cards can now be found in card rewards.Visual improvementsFog shaders in the game got an overhaulUI/UX improvementsFixed issues related to mouse hover focus.Card effects are now color coded.Improved the changing of inputs.Start run screen got a visual overhaul.Details of train drivers units now take up less space, while still providing all the important information.Improved the progress bar of carriage's permanent progression in order to show the full timeline instead of only showing progress to the next level.Tweaks to cards and modules.Credits have been updated.Improved rules for the modding of cards.Improvements to how actions are visualized.Carriage card unlock progression has been tweaked.Steam Reviews: Your Feedback MattersWe’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities. Join the Fogpiercer CommunityIf you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below. Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
Use your train to smash bandits into a cliff in the updated Fogpiercer demo
Read captured notes
Your train is your deck in Fogpiercer, with an updated demo available in Steam Next Fest this is a turn-based strategy game worth your time.
