Forts is a physics-based RTS where foes design and build custom bases, arm them to the teeth and blast their opponent's creations to rubble.
Recent Reviews:
Mostly Positive (65) - 70% of the 65 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,725) - 79% of the 1,725 user reviews for this game are positive.
Release Date:
Apr 19, 2017
Developer:
Publisher:

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Buy Forts - Soundtrack Edition

Includes 2 items: Forts, Forts - Soundtrack

 

Recent updates View all (100)

February 1

FORTS Tournament XIV - 2v2 TDM - Enter Now!



G'day FORTS Fans!

It has been long awaited, but we're back with The Official FORTS Tournament XIV !

This will be a 2v2 TDM tournament. It is being organised by the awesome [FR/Official] FORTS Communauté Véritable, and is open to everyone and all languages.

In order to participate, you must do the following...
  • Join the FORTS Discord
  • Send a direct message on Discord to 42 scientist#6023 saying you want to enter the tournament.
  • Your name on Discord and Steam have to match.
  • No long, obscure or offensive names allowed.
  • At this stage your team will be entered into the tournament bracket as a competitor.

WHEN
  • Tournament starts March 9th at...
  • 3pm (EST Eastern USA)
  • 8PM UTC/GMT (London)
  • 9PM CET (France)
  • 7AM AEDT March 10th (Eastern Australia)

WHERE

RULES
  • 2v2 Team Death Match
  • Single Elimination
  • 15 minute battle time limit
  • Ton of Guns enabled
  • Commanders enabled
  • Draws decided by total damage inflicted
  • 16 competitors max
  • No suicides
  • Late or missing players instantly forfeit
  • Finals match is best of 3

STREAMS
Smash Gaming Twitch Channel
Project Incursus Youtube Channel
Communauté Véritable Twitch Channel (French stream)

THE BATTLEFIELDS
(chosen randomly during the tournament)

Abyss 2v2


Balls 2v2


Vanilla Large 2v2


Stalactites 2v2


Wingman 2v2


Snow Leopards 2v2


Caverns 2v2


Up & Down 2v2


note: Earthwork Games reserves the right to make changes to this event as needed
11 comments Read more

January 11

FORTS - HOTFIX 2019-01-11a



G'day Forts fans, and happy new year! We've got another hotfix for you today. It should smooth out a few problems we've noticed since the December update.

One issue was that mass was being ignored for weapons and always defaulting to 40. To avoid disrupting already published mods, we have introduced a new variable called WeaponMass, which works only for weapons. Mod authors will have to set this instead of the usual Mass in order to change it from the default of 40. We've updated the built-in weapons, so the bigger weapons will put additional strain on the structure.

As always, if you notice any issues or have questions, please let us know.

Thanks for playing Forts!

Cheers,
EWG

Build 2019-01-11a Changelist
Add: WeaponMass variable which defaults to 40 if not set, and writes a warning to the log
Add: don't allow access to multiplayer if sound fails to initialise to prevent desyncs
Add: show a message and open known issues guide if the software renderer is detected
Add: don't record desync if any of the clients has a ping greater than a threshold (1 second)
Add: enable DebugDataDesync for every progressive checksum
Add: effects checksum to progressive data checksum debugging
Add: include host's version of the full desync in the desync detected message to immediately set sync state and print it out
Add: rewrite host log when the full tick check has been received
Add: defer sending desync files until full tick check has been received by host
Add: log data desync detail to separate file on data desync
Add: separated material, device, projectile and effect data checksum debugging for granular desync diagnosis
Add: Replay.DataDesyncEnabled to allow disabling data desync detection in replays
Add: if there is no device/material description for a language default to English

Optimise: don't take desync screenshot with console fully dropped
Optimise: don't send current (simplified) world dump on desync (not useful)

Fix: entire effects cache has its checksum calculated when index wraps
Fix: effect scripts and samples are loaded from the drive root
Fix: crash in DeviceEditor::DrawLaserPainting when mCurrentDeviceTypeIndex is -1
Fix: access to freed memory when upgrading a device
Fix: sandbox replays desync when firing weapons (always allow when player is promiscuous)
Fix: DebugDataDesync is incomplete for the first frame
Fix: crash when logging Msg::set_weapon_target and device not found
Fix: replay data desync immediately after recording a sandbox game (ambient effect loading)
Fix: crash when client selects a map while the host disconnects while loading game or map select screen
Fix: Hide enemy fort during truce shows struts and cladding
Fix: FileSelect button to cycle previews doesn't have an effect
Fix: desync when firing machine gun while AI is shooting it esp. when show cursors is on
Fix: lagging players don't drop out before they desync
Fix: desync message is duplicated in the console
Fix: last two desync screenshots don't add anything - now focus on team 1 and team 2 home screens
Fix: fog of war is enabled in desync screenshots
Fix: weapon mass has no effect (removed from simple data and now referenced directly from DeviceSlot)
Fix: crash when client tries to receive host desync files over LAN
Fix: desync files not always sent by the correct channel
Fix: sprite effect and sparks effect checksums were not being calculated
Fix: sparks effect keyframe was not having the complete data checksum done
Fix: randomised SpriteEffect mangular_deviation was incorrectly part of the data checksum
Fix: Data desync due to environment ambient effect inconsistently loaded
Fix: in some cases devices don't add any mass to the structure
Fix: memory allocation failure when loading Japanese language in 4K resolution
Fix: set window position before showing the window to prevent it jumping
Fix: AI doesn't build in some position on large multi-fort maps
Fix: crash when downloading replays while browsing another FileSelect screen
Fix: update mNextPhysicsFrameCutOff immediately after physics frame is updated - should reduce physics stalls
Fix: Escape during cutscene pause starts play instead of unpausing
Fix: Objective 2 Mission 6 description is incorrect in German. Should be "Schießen Sie AUF DIE Miniguns durch geschlossene Türen."
Fix: nested quotation marks in Portuguese for Mission 401 cause string loading errors
Fix: multi-group select & delete removes the wrong blocks and can crash
Fix: materials crash if Node value is missing
Fix: looping audio when quitting motherlode victory or defeat movie
Fix: AlienFX checkbox doesn't stay checked after restarting
Fix: 20mm rounds apply splash damage when reflected off Scattershot's shields
Fix: ui/screens/strings.lua unnecessarily reloaded (including in mods) every time a page effect is triggered
Fix: localisation of debug readout in map editor
Fix: prefab forts are out of date
Fix: dynamic parsing of Map and user selected mod scripts (no need to restart when adding new scripts)
Fix: various minor code correctness issues
Fix: AI exception when creating link and PosB doesn't exist in the action
Fix: extend client list box to the right to contain longest strings
Fix: reduce size of client list text to reduce obstruction during play
Fix: reduced precision of cursor position readout in map editor
Fix: FileSelect mProgress isn't always initialised, causing crash when downloading
Fix: ModManager::ApplyMod assumes a file exists if it's in mModFiles, causing a crash if it's missing

Remove: holiday theming
Remove: requirement for workshop mods to have a "mod.lua" script
3 comments Read more

Reviews

“Brisbane-based Earthwork Games has brought out a fort building - and fort destroying - simulator that combines strategy, engineering, aiming, and micromanagement. It's a fun cocktail that puts me in mind of Scorched Earth, or maybe a Scorched Earth that let me build a bunker around my tank. And then three more tanks on my bunker.”
Kotaku

“Forts is an exceptional example of how a release can properly integrate many mechanics, from multiple genres, and get it right. The fast-paced challenge of managing multiple tasks before you’re obliterated creates a sense of urgency and an increased heart rate that you wouldn’t normally find from a title that simply leverages one of these mechanics. Buy Forts, and make a solid investment in your game library.”
The Overpowered Noobs

“Forts is a simple, fun game, has a nice sense of humour and is guaranteed to get your brain whirling as you figure out the best way to build your base, defend your weapons while also pelting the enemy with bullets and bombs.”
GameGrin

About This Game

Tons of Guns - Free Multiplayer Update

The arms race intensifies with this new update that adds two new tech buildings which allow commanders access to six formidable new weapons, and a host of new and varied strategies. The Armoury unlocks Flak guns to clear the skies of enemy projectiles, and EMP rockets to power down enemy tech, both of which can be upgraded to the Shotgun and twin Rocket launcher, respectively. The classic Cannon is now found in the new Munitions Plant, where it is joined by it's little brother, the burst-firing 20mm Cannon. The Factory now produces two beam weapons, the classic Plasma Laser and the new Firebeam, great for penetrating fortifications to ignite them from within.

Tons of Guns comes complete with new AI forts bristling with new weapons for players to take on in Skirmish or Multiplayer, and a new Mod Selection feature, which allows several new game types, such as Fast Build, Rapid Fire and Zero Gravity. Also included are Truce mods, which provide a period of varying lengths in which players can build up their forts in peace, before they start blasting each other into oblivion. All this, and the previously released Steam Workshop integration, comes free to Forts owners and increases the fort building possibilities of the game. Enjoy!

_______________________________

Forts is a physics-based RTS where foes design and build custom bases, arm them to the teeth and blast their opponent's creations to rubble.

Build an armoured fort in real-time and arm it to the teeth. Collect resources, develop your tech-tree, unlock advanced weapons to target your opponent's weak points, and feel the satisfaction as their fort comes crashing down.

Features
  • Build forts of any size and shape, as you fight
  • Up to 8 players in online multiplayer with co-op and team death match
  • Ranked multiplayer matchmaking and leaderboards
  • 28 mission single-player campaign
  • Challenging skirmish mode
  • Unlockable tech-tree
  • Various materials and hidden rooms
  • 16 unique weapons
  • 4 factions
  • 12 commander characters with unique game-changing abilities
  • Powerful replay system
  • Built-in level editor
  • Steam Workshop Support
  • Designed from the ground up to support mods

Commanders


Commander characters are available in multiplayer and skirmish modes, providing different advantages. Each commander has passive abilities, active throughout the battle, and a powerful dynamic ability which, once charged by damage, can change the tide of battle. Choose the commander to compliment your strategy.


Eagle Eye - Eagle Empire


Passive Abilities
  • Laser sights - Snipers are fitted with adjustable laser sights.
  • Increased accuracy - Machine Gun and Minigun spread is reduced.
  • Bigger magazines - Machine Gun and Miniguns magazines capacity increased

Dynamic Ability
  • Explosive bullets - Snipers and Miniguns fire devastating bursts of explosive shells.


Architect - Dragon Army


Passive Abilities
  • Cheap materials - Fort building materials have a reduced cost.
  • Higher storage capacity - Batteries and Metal Stores enjoy increased capacity.

Dynamic Ability
  • 4x build speed - Weapons, devices and structures build at 400% normal rate.


Armourdillo - Iron Bear Alliance


Passive Abilities
  • Cheap Armour - Armour and Doors are less expensive to build.
  • Quick open Doors - Doors open and shut at twice normal rate.

Dynamic Ability
  • Rapid Repair - Weapons, devices and structures are repaired at an increased rate, and for half normal cost.

About EarthWork Games

EarthWork Games is an independent game developer based in Brisbane, Australia. With over fifty five years of game development experience between us, we are eager to create games that we enjoy playing, and enjoy making.

System Requirements

    Minimum:
    • OS: Windows Vista, 7, 8 or 10
    • Processor: Pentium Dual-Core 2.7GHz
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 520
    • DirectX: Version 9.0c
    • Storage: 1 GB available space

What Curators Say

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