Modules

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Modules act as modifiers to your run. Some are passive and active at all times, others need a certain amount of specific actions to trigger. Tip: The number of actions necessary will be visible on the module icon on the left side of the screen.
Modules act as modifiers to your run. Some are passive and active at all times, others need a certain amount of specific actions to trigger. Tip: The number of actions necessary will be visible on the module icon on the left side of the screen.

Overview

Ice Pillar Module

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

Convoy encounter on the map

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.


Chop Shops

Chop Shop on the map

Chop Shops have a random selection of three modules for sale for Scrap Scrap. Players may purchase any number of these for various amounts of Scrap. Players may also pay 30 Scrap 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 Scrap.


Progression across runs

Modules & Cards button at the left of the pre-run screen

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.



List of modules

Driver innate modules

Icon Name Text Driver
Ice Pillar Module
Ice Pillar Spawn an Ice Pillar environmental hazard at the start of every fight. Monica
Panoptic Eye Module
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 Scrap Scrap
cost
Text
Energy Siphon Module
Energy Siphon ??–?? Gain 1AP for every third enemy destroyed.
Second Wind Module
Second Wind ??–250 Gain 2AP if the locomotive has 1HP at the beginning of player turn.
Piggy Bank Module
Piggy Bank ??–224 Gain 20% scrap reward bonus.
Protected Boiler Module
Protected Boiler 154–220 Give 1 shield to the locomotive every 3 turns, if not already shielded.
Fortress Module
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 Module
Card Syringe 131–197 Draw an extra card at the beginning of a fight.
Mirage Mystery Module
Mirage Mystery ??–?? Saves a train unit from lethal damage once per fight.
Kinetic Transfer Module
Kinetic Transfer 211–315 Units destroyed by train ram decrease movement cost by 1AP.
Piston Overdrive Module
Piston Overdrive ??–217 Reduce movement cost by 1AP every 4th train move in fight.
Silver Tongue Module
Silver Tongue 218–355 Gain a 30% discount in Chop Shops.
Fight Back Module
Fight Back 140–?? When a carriage is destroyed, destroy the unit that dealt the final blow.
Vents Module
Vents ??–?? Gain 1AP for every 10th unit intent.
Power Boiler Module
Power Boiler 158–?? Gain 1AP every 3 turns.