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(from Steam)

Fogpiercer update for 27 July 2026
Update #5 - improved probabilities, smarter mods and bugfixes

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!

Changelog

- Added a "Pity" system:
-- probability of seeing a rare card increases when you don't get any
-- probability of seeing an epic card increases when you don't get any
-- probability 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 run
- Mod system improvements:
-- [Temper] cards cannot get [Exhaust]
-- [Temper] removes [Exhaust]
-- [Inflation] cards can't get [Exhaust, Cost Up, Random AP]
-- [Cargo] cards can't get [Inflation, Cost Up, Exhaust, Temper]
-- [Cost Up] cards can't get [Hold] (also vice versa)
- added "Turn Resets" to the pause menu stats
-- making 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 settings
- added a UI failsafe in edge case scenarios where a carriage or a locomotive are not unlocked when they should be
- changed the minimum and maximum amount of env. hazard turns
-- normal 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 3
- fixed "Backroom Catalogue", it no longer limits cards in shops to only modded ones
- fixed "Printer" getting a mod for card power, although it doesn't make use of it
- fixed an issue where carriage name would overflow its container in some languages
- fixed an issue where if [Destabilized] was applied twice the game would enter a soft lock
- fixed an issue where the probability of encountering "Sapper" and "Mamatroshak" was incredibly low after last update
- fixed "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 drivers
- removed 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!
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