Update #3 - Difficulty, unlocking new cards, keybindings and QoL

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 \[Exhaust], \[Temper] and \[Inflate] 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\[Exhaust] 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 exportsUnit Side Panel no longer hides one of the available cards for carriages that can be boughtremoved the \[Transform Corruption] 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 | Websitehttps://store.steampowered.com/app/3219010/Fogpiercer/

Jul 23, 2026 - 00:10
 1
Update #3 - Difficulty, unlocking new cards, keybindings and QoL

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.

Changelog

  • difficulty tweaks

    • enemy numbers tweaked for fog0

      • lowered enemy numbers across all regions for the most difficult segments

        • as a result, the difficulty curve will feel softer allowing you to find the right pacing more easily

      • tweaked probabilities of certain enemy types appearing accross the regions

      • boss fights in both region 1 and region 2 now have a higher chance of lower numbers of enemies

    • cargo cards

      • you will only start encountering advanced cargo cards after having won a fight

        • advanced cargo cards: "Volatile Cargo", "Heavy Cargo" and "Loose Cargo"

      • cargo cards can no longer get the \[Exhaust], \[Temper] and \[Inflate] effects through the modding system

    • boss 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 easier

      • Affected 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 them

      • If you've been playing for a while, there is a chance new cards will unlock when you play for the first time after logging in

  • multimonitor setup improvements

    • the game defaults to the main screen by default

    • the game now remembers which screen it was played on

    • this should also fix issues reported of the game starting in the middle of a screen in some multi-monitor configurations

  • fixed keybinding issues

    • shown keybinds are now properly localised to the local keyboard layout and language

    • saving/loading keybinds now works as expected

  • \[Exhaust] cards will now always count toward module triggers when used, even if they have any of the temporary effects

  • the UFO will now correctly return to its carriage if it gets destroyed by a secondary ram

  • the UFO's Take Off now correctly spawns in player hand in all situations when the UFO returns

  • fixed a wrong export flag being used for MacOS exports

  • Unit Side Panel no longer hides one of the available cards for carriages that can be bought

  • removed the \[Transform Corruption] bonus panel from its original Fog Thickness panel

    • it was correctly no longer applied after last update but remained in the UI

  • fixed 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 Matters

We’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 Guide

We 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 Community

If 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

https://store.steampowered.com/app/3219010/Fogpiercer/

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