We love the roguelike deckbuilder so much that we ended up knowing all its cogs by heart. Draw, play your cards, manage your energy, grow in power run after run: the formula is brilliant, but it's been going in circles ever since Slay the Spire laid down the rules. So when a game offers to make your train the physical embodiment of your deck, with positioning that truly matters, we prick up our ears. Fogpiercer takes the genre we adore and grafts on a simple, brilliant idea: what if your cards had a place in space?

The context
Fogpiercer is a tactical roguelike deckbuilder developed by Mad Cookies Studio and published by Hooded Horse, available in early access since 17 July 2026 on PC, also on Game Pass and GOG. The setting is a Snowpiercer-style post-apocalypse: a dense fog has invaded the world, and humanity's last hope lies in these trains crossing the lands to find new refuges. You assemble your convoy, plot your route through a bandit-infested world, and wage turn-based tactical battles where victory comes down to synergies, placement and chain reactions. Hooded Horse, a publisher with a recognized flair for strategy, confirms here its taste for clever mechanics.
What it brings: the train is the deck
Fogpiercer's big idea, the one that sets it apart from the mass of deckbuilders, is physically linking your train and your card deck. You assemble your carriages, and that assembly determines your starting deck. Your convoy isn't mere dressing: it's the materialization of your strategy, a line of carriages you progressively unlock and recombine to create synergies. That fusion between train building and deck building is a find that gives the genre a spatial dimension it almost never has. You no longer think only in terms of cards, but in terms of position, order and arrangement of your convoy.
That spatiality unfolds fully in the battles. Against bandit trains, it's not only the value of your cards that matters, but where you strike. Shot placement can cause cascading devastation and destroy several enemy carriages at once: you position your train, then send a salvo of rockets calculated to trigger a chain reaction. That mechanic turns each turn into a little tactical puzzle where you look for the perfect angle, the chain that blows everything up. It's joyful, it's cerebral, and it's exactly the kind of extra layer that gives new spice to a formula we thought mapped out.

The depth of a real roguelike
Beneath that master idea, Fogpiercer unfolds everything you expect from a good representative of the genre. With more than a hundred and seventy cards of varied effects, between status effects, support capabilities and damage sources, the combination space is vast and the hunt for synergies becomes a real pleasure. You build your run by unlocking new carriage combinations, you refine your style, you look for the engine that will make it all turn. The roguelike loop is there, with its progression, its route choices through a hostile world and that characteristic urge to relaunch immediately to test another assembly.
The mix of route planning and nervy battles gives a pleasant rhythm. You plot your path, you anticipate the threats, you prepare your convoy, then you take the tension of a clash where a single misplaced shot can tip everything. That alternation between the map and the combat, between cold thinking and execution under pressure, structures the experience well. Fogpiercer doesn't invent the roguelike deckbuilder, it scrupulously respects its codes, but it adds that spatial signature that makes it immediately recognizable and frankly addictive.
What we take away
Fogpiercer is excellent news for anyone who, like us, adores the roguelike deckbuilder and seeks a variation that genuinely brings something new. Its idea of linking the train and the deck, of making the positioning of your carriages and the chain reactions the heart of its tactics, is a find that gives the genre a refreshing spatial dimension. With its hundred and seventy cards, its hunt for synergies and its post-apocalyptic Snowpiercer setting, it ticks every box of the good deckbuilder while cultivating an identity of its own. You relaunch a run without even thinking about it, in search of the next devastating chain.
You just have to keep in mind this is an early access, with all that implies of content set to grow and balancing still to come. The base is solid, the idea is brilliant, and the potential is obvious, but it's a game that will keep growing. For the genre fan in search of freshness, it's already an easy recommendation, and a fine promise for what's next. Fogpiercer takes a formula we know too well and gives it new breath, and for that train-deck idea alone, it deserves to be boarded.
Verdict
A roguelike deckbuilder that materializes your deck in a train and makes placement the heart of its tactics: a brilliant spatial idea that gives new breath to a genre we thought frozen.
Strengths:
- The brilliant idea of the train that physically embodies your deck
- Shot placement and chain reactions, joyful and tactical
- More than 170 cards and a real richness of synergies
- A post-apocalyptic Snowpiercer setting that serves the mechanic well
Weaknesses:
- An early access with content still set to grow
- Balancing that remains to be refined over time
- A roguelike formula that, beneath its idea, stays well-trodden
Tested on PC, in early access.