Fort Triumph is a tactical RPG emphasizing the use of Environmental Interactions to create rich, challenging and rewarding tactical gameplay. In the game, you command a party of chosen heroes who set out to change the world, one quest at a time.
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Release Date:
Q2 2018

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Available: Q2 2018


Recent updates View all (4)

November 21

New Tactical Demo Live! (0.6.3)

Greetings, heroes!

It's been a couple of months since we started our closed beta, and we've gained tons of valuable feedback. While our loyal backers have access to monthly new builds, we want you to become a part of our journey as well.

As promised to many of you who reached out in the last few months, it is time to update our public demo with new assets, upgrades and features so you can get a current feel for how our tactical gameplay is shaping up. We'd love to hear your thoughts, feedback and suggestions for the 0.6.3 demo in our Steam communities or our own website.

Disclaimer: This is still a demo version, and does not include world map gameplay nor current content currently exclusive to our beta users.

New Features:

  • Tactical usable potions of various types (Health, Speed, Action point).
  • More Village map variants are now procedurally generated.
  • New combat HUD and IUI.
  • Added many new tooltips.
  • Hit chance and shot breakdown available.
  • New Models: Goblin Scout, Goblin Raider, Goblin Shaman, Troll.
  • Updated hero models (Mage, Savage).
  • New base animations (Cover and some attacks).
  • New abilities: Charge, Vortex, Rain, Bloodlust, Radiant Beacon.
  • Added object destruction visuals.

  • Control Zone added - ranged units cannot fire when melee units are adjacent to them.
  • Removed 'Triple Slash' from Savage.
  • Levels require more XP to gain.
  • Temporarily disabled feature randomizing starting hero stats - this will return post balancing.
  • Accuracy modifiers are now multiplicative rather than cumulative.
  • Enemies triggered during enemy turns will now gain 1ap to brace, overwatch or run for cover (Cannot attack).
  • Rebuilt the cave level for a better experience.
  • Fire arrow damage increased.
  • Lift range reduced.
  • Large units may now act as cover.
  • Boosted potion droprate.

Performance and Bugs:

  • Black rectangle bug fixed.
  • Changed unit mouse over outlines that were reducing performance.
  • Fixed spider AI bug preventing hatched spiders from attacking.
  • Fixed memory leaks and improved performance of Fog of War, especially on low-end machines.
  • Improved village level lighting consistency and performance.
  • Sped up animations by 25% for a better visual experience.
  • Fixed a bug which allowed melee attacks to be used incorrectly against non-adjacent objects.
  • Fixed fire particle issues.
  • Fixed missing interact icons for objectives in caves.

Thank you for supporting us on our quest, and looking forward to hearing from you!
9 comments Read more

October 25

0.6.2 / Closed Beta Launched

Greetings, Heroes!

While our Kickstarter backers have been getting regular updates, It's been a couple of months since we shared it publicly here. It's been an amazing few months since funding on Kickstarter, with tons of new development, a great showcase at PAX West and most recently - our backer beta launching.

Version 0.6.2 has a heap of new features:
  • Added first iteration of world map gameplay, exploration and events.
  • Added first iteration of subzones (Underworld/Crypt area).
  • Reworked combat UI, our first major iteration, adding unit cards, shot break-down and more.
  • Added new models and assets including new goblins, new trolls, environment variations and procedural rooms.
  • Added basic destruction visuals for most objects.
  • Added many new hero abilities including: Charge, Healing Aura, Taunt, Vortex, Rain, Bloodlust and more.
  • Added tactical usable items such as Health, Speed and Extra Action potions.
  • Added Area of Control for melee units, disallowing adjacent ranged enemies from attacking.
  • Improved tooltips and texts.
  • Improved performance for low-end systems.
And bug fixes
  • Fixed black rectangle bug on older models.
  • Fixed fire and ice effect visuals bug.
  • Fixed performance issue related to unit outlines.
  • Fixed bug preventing some hatched spiders from attacking in cave map.
  • Improved fog of war performance.
  • Reduced HUD flickering.
  • Fixed missing interact prompts.

While the new build is not available for non-backers, you are welcome to visit our website and support us directly for testing access. Feedback, suggestions and bug reports are our top priority right now as the game is developing - feel free to ping us at , our Steam Communities or over at our website.

What's next?
We are on schedule and hoping to launch Early Access on Steam as soon as February - but as ever in indie development, delays can happen if we feel our game needs a little extra polish to make it out there in the wilderness of Steam.

For now, we're focusing on fleshing out missing assets we will need for our story missions, as well as some code infrastructure required down the road.

Check out this Savage concept - we're working on male variations for our main classes and this is one of the four.

Here's to you, adventurers, we can't wait to hear your thoughts and feedback!
3 comments Read more

About This Game

*** TRY THE DEMO ***

Fort Triumph is a tactical RPG emphasizing the use of Environmental Interactions to create rich, challenging and rewarding tactical gameplay. In the game, you command a party of chosen heroes who set out to change the world, one quest at a time. On your path you will explore the world, discover ancient secrets, and face down any enemy who stand in your path to glory through turn based tactical combat.

In Fort Triumph, every crate and every tree is a potential weapon in the hands of experienced tacticians: in order to succeed, you will have to burn, freeze, topple, kick around or outright destroy the scenery at the right moment.

Our game includes:

  • Hardcore tactical turn-based gameplay - You lead a chosen party of heroes, each with a different set of abilities and a unique playstyle. Your party of heroes will face challenges and win missions by completing diverse objectives in tiled procedural maps.
  • Fully Interactive environments at your disposal - push, topple, grapple, burn, freeze and crash your way through interactive levels that play into your tactics.
  • Heroes evolving by learning new abilities from their class skilltree - As they gain experience, your heroes learn new skills and abilities, making them more versatile in combat. Since each hero is unique, the right combination of heroes in a party is crucial to victory and you will need to balance your heroes' strengths and weaknesses to bring out their full potential.
  • Non-linear, contextually generated missions and quests - Fort Triumph features flexible campaigns with changing locations, events and quests influenced by the player’s choices. Missions are procedurally generated to ensure each battle is unique and calls for a new plan.
  • Strategic gameplay and world map exploration - Fort Triumph is set in an original fantasy world, one being warped and changed by magical forces threatening to consume it. Between one battle and the next, you will explore and discover the world and learn its secrets.

Original music in the game created by Marco Valerio Antonini.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2+
    • Processor: SSE2 instruction set support
    • Memory: 4 GB RAM
    • Graphics: Intel Graphics 4600
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Processor: Intel i7 4790 3.6Ghz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1050
    • DirectX: Version 11
    • OS: Mac OS X 10.8+
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Memory: 8 GB RAM
    • OS: Ubuntu 12.04+, SteamOS+
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Memory: 8 GB RAM

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