Key art for The Fog Below

Game review

The Fog Below

6.5 / 10

Developer
Anglia LLC
Publisher
Anglia LLC
Released
3 August 2026
Platforms
Windows, Mac, Linux
Genre
Strategy / Roguelike
Monetisation
Paid, one-time purchase. NZ$11.25; no in-app purchases.
Players
Single-player only.

The short version

The Fog Below is an ASCII-style endless arcade crawler built around a genuinely clever hook: you click a tile to reveal part of a procedurally generated dungeon floor, Minesweeper-style, and revealing an enemy drops you straight into fast, high-speed arcade combat. Chests, merchants and quest boards are scattered across the same tile grid alongside the threats, and the game layers deep crafting, loot and levelling systems underneath that reveal-and-fight loop as dungeons scale in difficulty the deeper you descend. Released 3 August 2026 by solo developer Anglia LLC at NZ$11.25, its single available review, from a player with 848 minutes logged, is enthusiastic and unusually detailed, comparing the combat to Fruit Ninja and the core loop favourably to old-school text-mode dungeon crawlers, while noting the game is comfortably paced and a touch easy in its early depths. A hundred-achievement completion curve backs that account up almost perfectly, showing the large majority of players clearing early milestones while boss-tier and late-game achievements remain rare or entirely unclaimed.

Biggest strengths

  • The tile-reveal mechanic — clicking to uncover parts of a procedurally generated floor, Minesweeper-style, with enemies, chests, merchants and quest boards all hidden among the same tiles — is a genuinely distinctive twist on the dungeon-crawler formula rather than a reskin of a familiar loop.
  • The sole detailed review specifically praises the itemization and crafting systems as the real draw over the fast, Fruit-Ninja-inspired combat itself, describing player power scaling meaningfully alongside dungeon difficulty as depths increase.
  • A hundred tracked achievements, with a steep and orderly completion curve from the mid-80s down to 0%, independently confirm the reviewer's account that early game milestones are broadly accessible while deep-depth boss content remains a genuine, largely unconquered challenge.

Biggest weaknesses

  • With only one public review available, this account rests almost entirely on a single (if detailed and high-playtime) player's perspective, with achievement data serving as the only independent corroboration.
  • That same reviewer specifically flags the game as "a bit easy" in its early depths, describing it as more of a chill, player-first experience than a moment-to-moment challenge, which may not suit players specifically seeking early difficulty.
  • The ASCII text-mode visual style is explicitly described by the reviewer as not technically authentic to genuine old-system limitations, more an aesthetic homage than a faithful recreation, which purists of the genre's visual roots may want to weigh going in.

Who it's for: Fans of ASCII-inspired roguelikes and dungeon crawlers who want a genuinely chill, self-paced itemization-focused loop rather than an unrelentingly punishing one, and who are comfortable with a single early review and reasoning about depth mostly through achievement data.

Our recommendation: A distinctive, well-supported ASCII dungeon crawler whose Minesweeper-style tile reveal and fast arcade combat hide a surprisingly deep crafting and progression system — recommended for genre fans looking for a chill, self-paced descent rather than a punishing one.

6.5 / 10

Reveal a tile, and hope it isn't a monster

The Fog Below's central hook borrows its structure directly from Minesweeper and repurposes it for dungeon exploration: rather than walking a fully visible map, you click individual tiles to reveal what's underneath, one section of the dungeon floor at a time. Chests, merchants and quest boards are scattered across that same hidden grid alongside enemies, and the developer's own framing is refreshingly blunt about the risk involved — "revealing one drops you straight in" to combat. That's a clever reuse of a decades-old puzzle mechanic as an exploration-and-tension system, giving every click across an unrevealed floor a small, genuine stake rather than being a purely cosmetic fog-of-war effect.

Fast arcade combat, but itemization is the real engine

Once a fight starts, combat is described by the game's sole detailed review as fast and high-speed, directly comparable to Fruit Ninja's snap-timing action rather than a slower tactical dungeon-crawler battle system. But that same reviewer is explicit that combat isn't really the point: "it's the itemization and itemization," they write, emphasizing it twice for good reason, describing how player power scales through crafting, loot, and levelling as the dungeons themselves scale in difficulty the deeper a run descends. That framing positions The Fog Below closer to a loot-and-build-focused roguelike wearing fast arcade combat as its action layer, rather than a game where mechanical combat skill alone determines success.

ASCII vibes over strict authenticity

Visually, the game leans on text-mode-inspired, ASCII-style presentation, and the reviewer is candid that it isn't a strictly authentic recreation of old system-era limitations — but credits it with capturing "the vibes nicely" regardless. That's a fair distinction for a modern indie game reaching for a retro aesthetic: the appeal here is stylistic homage layered over contemporary systems design, not a technical constraint-driven throwback, and screenshots on the store page back up a clean, legible grid-and-symbol presentation rather than deliberately obscured retro noise.

A self-paced descent, and an honest note about early difficulty

What the sole review singles out as the game's most distinctive quality is its pacing flexibility: "the game can be played as slow and meticulously as you want, or fast and aggressively to your own risk, and you'd still find an engaging experience." That same reviewer's clearest criticism follows directly from that flexibility — the game reads as comfortably easy in its earlier depths, feeling more like a player-first, chill experience than a moment-to-moment challenge, with genuinely tougher content only appearing once a run has descended far enough, which takes real time to reach. Framed as a whole, the reviewer's summary lands as "surprisingly engaging and addictive, if a bit chill" — a specific, credible account of a game built more around steady, low-pressure progression than constant tension.

A hundred achievements that back the review up almost exactly

Because this review has only one public account to draw on, global achievement completion data is unusually valuable corroboration here, and it lines up with that account closely. Common early milestones — a first companion encounter, a first big tile reveal, first blood in combat, accepting a first quest — all sit between roughly 78% and 86% completion, confirming the reviewer's account that early progression is broadly accessible. Completion narrows steadily from there: surviving a five-minute session and clearing beginner-tier tiles sit around 71%, learning a first spell or earning a first skill point drops to roughly 64%, and by the time achievements reference specific depths or elite-tier challenges, completion falls into the 30s. Boss-tier content confirms the sharpest drop of all — Boss Slayer sits at 35.7%, killing ten total bosses falls to 17.8%, and achievements tied to defeating a boss purely through spells, or filling out the game's full bestiary of enemies including every boss, sit at exactly 0% among tracked players. That's about as clean a match as achievement data gets to a single reviewer's specific, qualitative account of an accessible early game giving way to real, largely unconquered late-game difficulty.

An unusually fast post-launch patch cadence

Independent of the review and achievement data, The Fog Below's public update history shows a genuinely active developer. In roughly three weeks following its 3 August 2026 release, Anglia LLC shipped seven distinct patches: full keyboard and mouse remapping for every action, a bulk "Use All" consumable button for backpack management, eight new quests spanning depths 6 through 25, help-system improvements, crash fixes around elite encounters, and a general performance pass aimed specifically at lower-end hardware. That's a substantive, systems-focused patch cadence for a solo developer barely a month past launch, and it's a meaningful point in the game's favour when weighing how seriously to take an otherwise very small review sample.

Final verdict

The Fog Below takes a genuinely clever structural idea — Minesweeper-style tile revealing as the engine for dungeon exploration — and builds a surprisingly deep crafting-and-itemization roguelike around it, wrapped in fast, arcade-style combat and a distinctive ASCII-inspired presentation. Its one available review is unusually detailed and specific enough to trust, and a hundred-achievement completion curve independently confirms its account almost point for point: an accessible, chill early game giving way to real, largely unconquered difficulty at depth. For genre fans looking for a self-paced, itemization- heavy dungeon crawler rather than a punishing one, and reassured by a solo developer's genuinely active early patch cadence, The Fog Below looks like a distinctive, well-supported pickup worth watching closely as its review base grows.

Pros and cons

Pros

  • The tile-reveal mechanic — clicking to uncover parts of a procedurally generated floor, Minesweeper-style, with enemies, chests, merchants and quest boards all hidden among the same tiles — is a genuinely distinctive twist on the dungeon-crawler formula rather than a reskin of a familiar loop.
  • The sole detailed review specifically praises the itemization and crafting systems as the real draw over the fast, Fruit-Ninja-inspired combat itself, describing player power scaling meaningfully alongside dungeon difficulty as depths increase.
  • A hundred tracked achievements, with a steep and orderly completion curve from the mid-80s down to 0%, independently confirm the reviewer's account that early game milestones are broadly accessible while deep-depth boss content remains a genuine, largely unconquered challenge.
  • The developer shipped seven distinct post-launch updates in barely three weeks after release, including full keybinding remapping, a bulk-consume inventory feature, and eight new quests spanning depths 6 through 25, showing an active, responsive support cadence.

Cons

  • With only one public review available, this account rests almost entirely on a single (if detailed and high-playtime) player's perspective, with achievement data serving as the only independent corroboration.
  • That same reviewer specifically flags the game as "a bit easy" in its early depths, describing it as more of a chill, player-first experience than a moment-to-moment challenge, which may not suit players specifically seeking early difficulty.
  • The ASCII text-mode visual style is explicitly described by the reviewer as not technically authentic to genuine old-system limitations, more an aesthetic homage than a faithful recreation, which purists of the genre's visual roots may want to weigh going in.
  • Reaching the game's most demanding content requires descending through many depths first, and the reviewer notes this pacing could feel tedious to anyone specifically hunting for intense early-game challenge rather than a gradual, self-paced descent.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 7 / 10
  • Performance 6.5 / 10
  • Value 6.5 / 10
  • Originality 6.5 / 10