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:
Very Positive (538) - 91% of the 538 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,314) - 82% of the 2,314 user reviews for this game are positive.
Release Date:
Apr 19, 2017
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Forts

Buy Forts - Moonshot Bundle

Includes 2 items: Forts, Forts - Moonshot

-10%
$20.68

Buy Forts - Soundtrack Edition

Includes 2 items: Forts, Forts - Soundtrack

$24.98
 

Recent updates View all (105)

July 1

Forts Ranked Season 1


G'day Forts fans! Now that the Moonshot DLC has been out for a while, we'd like to announce the introduction of Forts seasons for the ranked matches and leaderboard. Our intention with this to give the ranked scene some momentum and context, and do away with the stagnation an endless 'season' has created.

How it works
  • The leaderboards have been reset.
  • Starting today, July 1st 2019, seasons will run for three months.
  • At the end of each season, the first second and third placed players will be awarded medals in the form of in-game icons placed next to their name in the leaderboard.
  • Icons will be Gold, Silver and Bronze, and will have a number denoting the season in which the medal was earned.
  • Visibility of these icons in lobbies can be turned on and off, so as to avoid being kicked for being 'too good'.




We'd like to take this opportunity to say well done to the top placed players as of the old leaderboards, who are as follows:

Ranked 1v1
  1. samsam
  2. QASAklim_
  3. The Mouther 'Fudger'
Ranked 2v2
  1. 42 scientist
  2. trekjeft
  3. CronkhinatorYT
Looking forward to seeing some high level play, and who will be the champions of season 1! Leaderboards being reset in 3... 2... 1...

Thanks for playing Forts!

Cheers,
EWG
4 comments Read more

July 5

Forts Moonshot Update 1.1 & Tournament Links


G'day, Forts fans! It's been a couple of weeks since the launch of the new Moonshot DLC, and we couldn't be happier with the response it has received. So great to see so many servers with the blue Moonshot icon. Since launch, we've been busy listening to and responding to your feedback, the results of which are contained in this update.


Moonshot Invitational Tournament
Recently, we saw Moonshot get a thorough play through by some of Forts' experienced players in the Moonshot Invitational Tournament. The new features and weapons were deployed over the course of some 1v1 regular battles, 1v1 & 2v2 Capture Point matches, and rounded off with a 4v4 maelstrom including the hosts Frazz and Incursus. Check it out on one of these links!

Incursus
Frazzz


Capture Point Template Map

We've added a capture point template map for those wanting to create maps for the new game mode. The map can be found under the name 'dlc1_MP0(Template - CP mode)' in the editor. We have also put together a guide to help you get started.

https://steamcommunity.com/sharedfiles/filedetails/?id=1776840476

Changelist for release 2019-07-05a

Add: option to hide rank in lobby
Add: Include capture point template (dlc1_MP0)
Add: season number and its dates to Ranked menu
Add: convert neutral portal structures to background throughout Moonshot campaign to avoid splash and emp issues
Add: increase max free particles from 1000 to 2000
Add: make brake power consumption proportional to strength
Add: BrakeLevels shifted +1 to be easier to understand (0 -> stop dead, 1 -> disabled)
Add: no-build block flag (Alt + C) for derrick areas
Add: no build flag to blocks to all derricks in capture maps
Add: portal destruction effect set to new effect adapted from shield destroy
Add: RequiresMoonshot set automatically when making a new map
Add: new RequiresVanilla flag that disables a mod when Moonshot is enabled

Balance: no fires lit and no solid damage if beam is moving fast
Balance: increase Magnabeam reload period from 14s to 28s
Balance: increase Buster charge time by ~30%

Optimise: convert meffect_list from a list to a vector to save making many small memory allocations
Optimise: reserve space for 1000 sorted effects

Fix: some systems can run out of memory due to integrated display drivers using application memory (double virtual memory available to 4GB)
Fix: crash when a projectile action spawns a new mesh projectile with none available
Fix: mesh projectiles can run out, temporarily preventing the spawning of new ones
Fix: crash when Armourdillo commander is used with Extra Stuff++ mod
Fix: crash in ClientManager::Update during replay when a mod change causes ClientData::mSelectedDeviceIndex to go out of range
Fix: another instance where out of range ClientData::mSelectedDeviceIndex can cause a crash
Fix: crash with invalid edge indices
Fix: copying ground blocks with custom envs textures & surfaces are lost and auto environmental effects are added incorrectly
Fix: field auto env effects in custom env are not created
Fix: when converting to another environment surface indices can become invalid or change into common surfaces
Fix: Ctrl + Delete crashes editor if environmental effect props are associated with any of them
Fix: after creating a new block with blank edges, it's hard to change the edges of the whole block
Fix: EMP and swarm missile projectiles collide with background portals
Fix: EffectsManager gets a large delta at the end of loading while World zeros it, causing many effects to expire
Fix: environmental effects don't have their lifespans extended, causing them to periodically expire
Fix: environmental effects expire if time is sped up
Fix: effect script and missile trail filename exceeding buffer limits can be used without warning
Fix: crash drawing rare invalid effects
Fix: debugging sprite on smoke projectile remains
Fix: smokebomb projectile sprite is missing
Fix: portals can be linked while/after changing materials
Fix: replacing materials doesn't instantly unlink portals or cancel warmup
Fix: Store::Load accessing NULL file that should exist (blocked by antivirus?)
Fix: portals can only be used once per frame per projectile/beam
Fix: new tech building descriptions not showing - device strings.lua files not commited to repository
Fix: It's possible to extrude rope from disabled materials (e.g. backbarrier)
Fix: mExtrudeMaterialIndex is invalid if Extrusion.DefaultMaterial is not found
Fix: You can build devices over new bracing that's been replaced with armour
Fix: Spy enemy resource panel is out of sync with the rest of the HUD
Fix: In 'Head in the Sand' and 'Fire in the Hole' if you upgrade mines they won't count towards the objective
Fix: missiles can be previewed upside down on 'Sever & Seize'
Fix: derricks in capture maps can be destroyed using portals
Fix: neutral portals are vulnerable to splash and emp, and behaviour is buggy when disabled by emp
Fix: weapon refire can be stuck repeatedly trying to fire against the edge of a door
Fix: in Mission 114 AI can't build foundations on the fissure between the ground and safe zone
Fix: can't build to a backbarrier foundation on Close Quarters
Fix: free particles are not cleaned up in CampaignScreen::ExitCampaign
Fix: Barrier material not invulnerable
Fix: incendiary projectiles fail to collide with ground when passing a non-flammable strut in the same frame
Fix: 'A Bridge Too Far' objective Don't attach to floating islands granted incorrectly
Fix: portals are enabled in height challenge
Fix: brake context button has a placeholder texture
Fix: negative and zero brake levels broken
Fix: sparks keyframes can be empty, and no warning is shown
Fix: Russian 'Unranked' translation overlaps rank category buttons
Fix: incorrect initial hitpoints at times, causing desync when repairs are attempted
Fix: extruding a shield over a ground device fails and leaves behind a standin-foundation, preventing further construction
Fix: ground devices can be placed below ground at the back in 'Lock Pick'
Fix: brake context menu doesn't show current state for 10%
Fix: Fmod falls back on nosound to allow players to play multiplayer when init fails
Fix: Desync when restoring some portals from keyframes
Fix: can't hit background devices in some situations
Fix: "Log into Steam and go online to use this feature" is overlapped with player and map columns
Fix: Background team blocks auto-orientation
Fix: crash when Moonshine extrudes portal over weapon
Fix: extrusion looks up active materials
Fix: when extruding a short portal preview works but construction fails (now substitutes bracing)
Fix: when extruding a long portal it fails without preview (now substitutes bracing)
Fix: extrusion fails if current selected material is too long (use support material instead)
Fix: attempt to link nodes to self when extruding large portal box
Fix: very short portal extrusions are possible and don't have previews
Fix: extrusions so short that the cross brace fail are common (increased minimum offset from 30 to 40)
Fix: weapon bounding box is not lifted at the base to allow placement near armour below, or retrofitting
Fix: big explosion missing when howitzer collides with a shield
Fix: flamingbuzzsaw is missing RayDamage
Fix: standard forts are out of date
Fix: crash when old chat lines with workshop icons are culled (unlimited history again)
Fix: crash when updating refire on weapon with no resource account
Fix: crash when showing very large production and capacity values for device tags

Remove: AlienFX lighting turned off by default to avoid crashes (now opt in)
Remove: 'avoiding writing keyframe due to paint required' console spam
Remove: extended block details for unselected terrain
Remove: near zero factor brakes
Remove: brakes reducing speed below BrakeMinSpeed threshold

Thanks for playing Forts!

Cheers,
EWG


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

100 Curators have reviewed this product. Click here to see them.

Customer reviews

Review Type


Purchase Type


Language


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph



Display As:
Show graph
 
Hide graph
 
Filters
Excluding Off-topic Review Activity
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...