Screenshots & trailers
Review sentiment over time
Weekly positive-review rate (green) and review volume (bars). Dashed lines mark significant patches; the amber line is the start of the current scoring window. Hover the dots to see what drove a dip or a jump.
How this score was computed
The VGC Score is a weighted blend on a press-comparable 0-100 quality scale. Steam approval rates are first calibrated (95% positive on Steam ≈ 89.5 quality, since Steam approval skews high). Press and tracked creator reviews each count ~2x a player review and share one cap against player evidence (creator buy/skip calls pool into an approval rate, calibrated like Steam approval); all-time sentiment is capped and halved (it's context, not verdict); reviews of the current build carry the most weight when a fresh patch anchors the window; and a 'typical game' prior keeps small samples from pegging the scale. Because press reviews and Metacritic user aggregates describe the launch build, their weight decays as the game ages (3-year half-life after a 1-year grace). That's how a game that launched rough can outgrow its old reception once updates win players over. Reviews under 2h playtime (the refund window), non-Steam activations, and free copies are downweighted.
| Component | Positive | Quality (0-100) | Weight (pseudo-reviews) |
|---|---|---|---|
| Press reviews (Metacritic) | – | 73 | 40 |
| All-time Steam reviews | 84% | 78 | 295 |
| Metacritic user ratings | – | – | 0 |
| Post-patch Steam reviews (trust-weighted) | 60% | 60 | 10 |
| Calibration prior (typical game) | – | 72 | 50 |
Scoring window: since the last significant patch (Aug 30, 2026) · 2 reviews sampled · 10 total reviews in window · weighted 0.8 up / 0.1 down · computed 1h ago · full methodology →
Press & Creators reviews (6)
Individual verdicts from outlets we track: scored reviews first, most trusted outlets first among them. The small badge is each outlet's trust score: how well its scoring history aligns with players.
- 70
“A clever tactical puzzle that stands out even in a misty landscape of games much like it, Fogpiercer earns the attention of even seasoned deckbuilder.”
read full review ↗ - 70
“Mad Cookies Studio’s roguelike deckbuilder has great bones, but ultimately lacks meat. With some additional post-launch content and a negotiation between two splintered halves, Fogpiercer could fulfil its potential. But for now, riding this particular line will appeal mostly to deckbuilder fans and train enthusiasts.”
read full review ↗ - 65
“It is undoubtedly an original game. It features a unique concept that could work brilliantly with a few tweaks and some better balancing. However, in its current state, the game is quite unbalanced: the difficulty level is sometimes so high that it is disheartening, and new elements are unlocked very slowly. If the frustration doesn't get to you first, the repetitive nature of the opening hours might.”
read full review ↗ - 70
“Fogpiercer is a fun roguelike deck builder with a unique “battle train premise,” but its core gameplay loop quickly becomes repetitive. A little more content, especially explorations of the game’s narrative or characters, could have greatly helped with this problem; but even so, the game still manages to be a fairly fun title with a focus on positional strategy.”
read full review ↗ - 80
“Fogpiercer offers a unique take on the deck-building roguelite genre, with a focus on understanding how your cards can be used together against a challenging but fair array of enemies. Progression is limited, and the storyline is close to non-existent, but the gameplay is its saving grace.”
read full review ↗ - 80
“Fogpiercer has a unique take on the card-driven combat genre, with its physical battlefield and environmental dangers, and creates complex, difficult combat scenarios. It takes careful planning and some luck to deal with its tactical challenges, but the title gives players a variety of tools as they choose cards, modules, and mods. Frustration can set in when gamers engage the bosses and the significant escorts they bring in. The meta-progression system is relatively slow, and getting a new run going without having any new content to work with can be frustrating. Fogpiercer is designed to appeal to gamers who love both tactical combat and card games, but its relatively dry approach will make it harder for non-fans to engage with it in the long term.”
read full review ↗
Patch history
- Fogpiercer News Roundup at the Hooded Horse August Publisher SaleAug 30, 2026significant · resets scoring window
- Update #9 - pattern mods, card sorting and bugfixesAug 10, 2026significant · resets scoring window
- Update #7 - Better card distribution, localisation catches up and bugfixesAug 5, 2026significant · resets scoring window
- Update #6 - Passenger carriage rework, new cargo cards, QoL and bugfixesJul 31, 2026significant · resets scoring window
- Update #5 - improved probabilities, smarter mods and bugfixesJul 27, 2026significant · resets scoring window
- Update #4 - new modules, redesigned ui for train building and boss tweaksJul 25, 2026significant · resets scoring window
- Update #3 - Difficulty, unlocking new cards, keybindings and QoLJul 22, 2026significant · resets scoring window
- Update #2 - Train unit unlock conditions, bugfixes, QoLJul 20, 2026significant · resets scoring window
- Demo updateJul 10, 2026significant · resets scoring window
- Fogpiercer 1.0 Releases on July 17, 2026Jun 18, 2026
- Demo - update #8Jul 2, 2025significant · resets scoring window
- Demo - update #7Jun 16, 2025significant · resets scoring window
- Music of Fogpiercer - update #6Jun 13, 2025significant · resets scoring window
- Developer update #5Jun 5, 2025significant · resets scoring window
- Demo update #4May 12, 2025
- Demo update #3May 11, 2025
- Demo update #2May 5, 2025significant · resets scoring window
- Demo update #1Apr 22, 2025significant · resets scoring window
