Modules

Overview

Modules are semi-permanent items that give passive perks, options, conditional rewards, and other bonuses for the duration of the run.
Unlike Cards, modules do not go into the player's hand to be played during a turn. Instead, modules are activated immediately once chosen or awarded during a run for the remainder of the run. Note that, many modules have conditions that must be met before their bonuses take effect. When choosing a module, it's important to understand how frequently or infrequently these conditions are likely to happen given the carriages, cards, and other modules the player expects to have during a fight.
For example, the first module seen in the game, Ice Pillars, comes with the first available Driver. This module is therefore already activated at the beginning of the player's first run. Its effect happens immediately, because its condition is "at the start of every fight." Therefore, at the start of every fight, an environmental hazard is spawned.
Modules persist between fights. At the end of a run, the player loses all modules (except the Driver's innate module), and they must be found again during each run before they can be activated.
For players coming from other deckbuilder games, modules are similar to relics.
Obtaining during a run
There are two ways of adding modules to your train during your run.
Convoys

A random module can be acquired for free by destroying the Convoy Van of a Convoy. As one of the rewards after finishing that fight, a choice of one of three modules is offered, with a rare chance of offering a choice from four. Clicking one will immediately add it to your train.
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Rewards for defeating a Convoy and destroying the Convoy Van
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Random module choices after destroying a Convoy Van
Chop Shops

Chop Shops have a random selection of three modules for sale for
Scrap. Players may purchase any number of these for various amounts of Scrap. Players may also pay 30
Scrap to reroll for a new random selection. The Scrap price for a module depends on its rarity and therefore power. The rare module in the screenshot cost 160
Scrap.
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Random modules for sale at a Chop Shop
Progression across runs

Before starting a run, players may review their currently available modules and cards and may pay Spikes to unlock new ones. Unlocked modules are added to the pool, so that during the run when earning or purchasing a new module, the unlocked module may be a random option.
After ANOTHER DAY IN THE FOG, players are shown their Driver, Locomotives, Carriages, Modules & Cards, and the button to start the run. Once the run begins, the module pool is set for the remainder of the run.
Deactivating a module
On the Modules & Cards screen, additional modules beyond the Base Tier are revealed and unlocked in tiers. Once a module has been unlocked, it is guaranteed to be in the pool. If the player changes their mind, they may Deactivate a module. The choice to deactivate a module is only available once the entire tier has been unlocked. After unlocking all four modules in a tier, the player receives two deactivation options. Unlocking all in the second tier grants two additional deactivation options, and so on. For example, in the screenshot below, two tiers are fully unlocked, so there are up to 4 deactivations possible.
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Modules available to be unlocked before a run
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Unlocked modules can be deactivated
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Once deactivated, the module icon in the tier list changes
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A deactivated module can be activated again with the Activate button
List of modules
Driver innate modules
| Icon | Name | Text | Driver |
|---|---|---|---|
| Ice Pillar | Spawn an Ice Pillar environmental hazard at the start of every fight. | Monica | |
| Card Clock | At the start of each fight, add a Brittle Alternative Timeline to player hand. | Pan | |
| Call From Beyond | Spawn a friendly specter into the fight after every 5 exhausted cards. | Ghost | |
| Friendly Face | The first reroll of each reward is free. | Whiskey |
Base tier modules
| Icon | Name | cost |
Text |
|---|---|---|---|
| Energy Siphon | ??–?? | Gain 1AP for every third enemy destroyed. | |
| Second Wind | ??–250 | Gain 2AP if the locomotive has 1HP at the beginning of player turn. | |
| Piggy Bank | ??–224 | Gain 20% scrap reward bonus. | |
| Protected Boiler | 154–220 | Give 1 shield to the locomotive every 3 turns, if not already shielded. | |
| Fortress | ??–237 | Give 1 shield to each carriage that adds a blue card into your deck for the first turn of a fight. | |
| Card Syringe | 131–197 | Draw an extra card at the beginning of a fight. | |
| Mirage Mystery | ??–?? | Saves a train unit from lethal damage once per fight. | |
| Kinetic Transfer | 211–315 | Units destroyed by train ram decrease movement cost by 1AP. | |
| Piston Overdrive | ??–217 | Reduce movement cost by 1AP every 4th train move in fight. | |
| Silver Tongue | 218–355 | Gain a 30% discount in Chop Shops. | |
| Fight Back | 140–?? | When a carriage is destroyed, destroy the unit that dealt the final blow. | |
| Vents | ??–?? | Gain 1AP for every 10th unit intent. | |
| Power Boiler | 158–?? | Gain 1AP every 3 turns. |


