In this perma-deadly game, you either win, die, or become undead. Fort Triumph is a challenging medieval fantasy turn-based tactics game in which you lead a band of heroes traveling the world, dealing with various factions and facing the chance of permanent death at any moment.
All Reviews:
Positive (37) - 83% of the 37 user reviews for this game are positive.
Release Date:
Apr 26, 2018
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is a great way for us to keep expanding and working on our game with your support.
At the end of the day, our game is made by and intended for genre fans like you. We believe your thoughts, opinions and partnership throughout development will make Fort Triumph as great as we know it can be.

Fort Triumph's development has been steadily progressing since our successful Kickstarter last year, and we feel the game is getting closer to what we want it to be - a challenging yet lighthearted take on turn-based tactics.

We now believe it's become a solid-enough sample of our vision to share with new players and get feedback from a larger community.”

Approximately how long will this game be in Early Access?

“We are aiming for 10-12 months of Early Access before our full release.

However, this project means a lot to us and our loyal backers, and our top priority will always be to ship a fun game, even if that means taking a little more time in development based on your feedback.”

How is the full version planned to differ from the Early Access version?

“What Fort Triumph will contain on release depends largely on the community - we intend to listen to what people would like to see and go where that takes us.
We're a small team of fans just like you, and passionate opinions from the community are valuable in determining the game's direction.

But our current conjecture is that Fort Triumph has a solid foundation of fun, and the tactical layer is among the more unique of the genre.
We also think the strategic layer is starting to shape up to be something rather special.
We hope to add more content and continue to experiment with various ideas such as mission types, challenges and hero growth in order to see what best supports the fun in the tactical layer.

We expect to release new content on a monthly basis, and aim to have a full campaign with side quests on the full release - complete with more models, enemy types, and environments, as well as deeper hero customization options.”

What is the current state of the Early Access version?

“Our current build (0.11.1) includes Act I of the campaign and a replayable Skirmish mode, in which you can choose between four factions for yourself and the AI, and battle each other on a procedurally-generated world map.

The tactical layer is fully developed feature-wise and contains around 70% of the content we hope to have on release.

The strategic layer is around 80% developed feature-wise, and we feel like it is representative of how it should play out on release.

The game features a skill tree in which you can select abilities and upgrades for your heroes.
There are currently around 20 unique abilities and 50 skill upgrades to choose from.

The game also features a basic inventory-management system, which will be expanded as we move forward.”

Will the game be priced differently during and after Early Access?

“We will maintain the Early Access price all the way to full release, at which point the full product likely be priced higher.”

How are you planning on involving the Community in your development process?

“Ever since Kickstarter, we've kept our community in the loop on our progress and challenges, and we'd love for you to join in. It's been a great ride so far, and we've implemented many players' suggestions into our game.

Whether it is over the Steam Community, our Discord server, on Reddit, in your own content/videos, or in direct messages to our team members - we need your feedback and appreciate your thoughts and suggestions.

We also run polls from time to time when there are major decisions to be made regarding development priorities. These polls have helped us a ton when it comes to understanding what's important to you.”
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Recent updates View all (23)

May 18

Minor Update - Balance & Soundtrack Update (0.11.1.1)



Welcome Back, Adventurers!

We have a small, sweet update going live today, this one brings some new music, UI upgrades and a bunch of balance tweaks following the feedback we've been getting from you.

A major update is coming in a few short weeks, so this is just us wanting to put out what's ready before we sink our teeth into the bigger challenge.

New Features
  • Added a second music track for battles, which only had one so far.
  • Improved intro cinematics.
  • Many new portraits added including Spiders, Goblins and Skeletons.



User Interface
  • Town interface improved and the order of its panels has changed.
  • Following your feedback, changed movement outline to be orange rather than blue when a move action is going to leave a unit with 1 or less action points.
  • Improved the quality of artifact and reward icons on the world map.
  • Iterated some ability icons.
  • Fixed multiple ability descriptions not conforming to the 3AP change.
  • Selected enemy movement outline will now only include the 1 AP range rather than both 1 and 2 AP move ranges.

Balance
  • Starting parties in all game modes now start with an additional low tier unit.
  • Following an open Discord discussion we're boosting Paladins with two new abilities, 'Bolster' and 'Holy Shackles', with their respective upgrades. Both use placeholder VFX and UI.
  • Ability upgrades that affect the Ranger's basic attacks will now apply to Quickshot attacks too.
  • Chain Lightning will now bounce to targets even if they are out of line of sight.
  • Monsters yield around 10% less XP, especially higher tier ones.



Performance & Bugs
  • Improved memory management which reduces framerate spikes considerably.
  • Polished 'Tormenting Tone', the first mission in Act 1.
  • Polished 'Aristocratic Artifice', the last mission of Act 1.
  • Fixed a loot bug at the end of Gharzan's mission.
  • Fixed the 'Continue' button hitbox in the main menu which was partially blocked.
  • Fixed a bug with Troll stun protection sometimes proccing twice in a row instead of just once.

Thank you for your continued feedback, and if you haven't joined the discussion yet hop into our Discord and say hi!

Onwards!
1 comments Read more

April 29

Major Update - Campaign Act 1 & 3AP (0.11.1)



Greetings, Valiant Ones!

As promised earlier this month, a major step is upon us. For the first time since we split our game into testing branches, a unified build is live! We're super excited to invite you to take it for a spin, now that the first act of our story campaign is back, better, and with the new strategic gameplay implemented with it.

We've been gathering feedback for the tutorial for a while, and you've been heard - Instead of a single locked scenario with close to zero player freedom, we will have several training scenarios which are open and fully playable. There are five scenarios focused on basic gameplay principles, and we plan to add more advanced ones down the road to give you some more ideas.



As ever with major build overhauls, this update will break previous save files, so get ready for a fresh run!


3AP is Live

One of the coolest things about this project is how involved you have been from the start, showing care and sharing your vision for the game with us.

Slightly less than a year ago, following a discussion that started within the team and spilled to our community, we got it into our minds that we want players to have more freedom in each turn. After much testing, and we mean MUCH testing, the change is finally live and you can play around with 3 action points.

The biggest change is that actions previously costing 1AP and ending your turn before will now cost 2AP but not end your turn. This means you can attack and then move, brace and then move into overwatch fire, and many other skill combinations previously impossible (Savage's Bloodlust is also going to be much more balanced now).



Patch Notes
  • Merged Act 1 of the story campaign with strategic layer.
  • Reworked Tutorial into scenarios.
  • Units will now have 3AP instead of 2AP.
  • Physics Damage Overhaul: We wanted physics to be more predictable but balanced with damaging attacks. Regular physics hits will now cause a fixed amount of 2 damage, while toppled objects such as trees will cause 7 damage.
  • New world map objects added including corpses, totems of speed, broken wagons and more.
  • Artifact chests added to world map.
  • Many new sound effects added, several existing ones have been swapped for better ones.
  • Cages will now provide parties with several units instead of a single hero.
  • Units can now drop multiple potion types rather than just health potions.
  • Replaced Forest Tower with Totem of Stamina.
  • New ability icons for Blink, Swap, Chain Lightning, Charge, Evasive Instincts and Vortex.
  • Added game credits (Unfinished).
  • Beetcoin Chests will yield less Beetcoin.
  • Added Beet Distillery upgrade.
  • Spiderling HP on Easy increased to 3HP.
  • Urn and Cave Egg HP reduced to 2HP, now any physics impact will break them.
  • Units can no longer use enemies for cover.
  • Removed Cowclops.
  • Reworked in-game pop-ups and especially the reward screen.
  • Peasant units will now carry pitchforks.



Bugs Fixed
  • Fixed a bug preventing two different parties from visiting some world map locations during the same day.
  • It is no longer possible to stack a world map effect twice by visiting two locations of the type in a single day.
  • Town UI will no longer be available during enemy turns.
  • Fixed several physics bugs causing objects to sometimes swap during complex physics interactions such as Vortex.
  • Disabled abilities will no longer be clickable.
  • Goblin Bomber AI improved and will choose to self detonate in better locations.
  • Skeleton Mage class description fixed.

Performance
  • Main Menu will not require as much CPU power as before.
  • Improved loading times of tactical levels (Still a ways to go).

Thank you for being here with us, and please keep providing feedback in communities or over at our discord server - we love hearing from you!

Onwards!
10 comments Read more
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Reviews

“Fort Triumph is part XCOM, part Heroes of Might and Magic - two great tastes that taste great together.”
PCGamer

“...I love everything I’m seeing here from the non-linear mission objectives, to skill trees for the various heroes types, to a complicated system of environmental interactions”
Rock Paper Shotgun

“Fort Triumph could be called "fantasy XCOM", but I don’t think this phrase gives it enough credit.”
TechRaptor

About This Game


Fort Triumph is a challenging medieval fantasy turn-based tactics game in which you lead a band of heroes and face the chance of permanent death at any moment. Outsmart deadly foes with tactical ingenuity, using your surroundings both for cover and weapons in order to guide your party through perilous adventures.
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 your surroundings at the right moment.


  • 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. Many will fall, but others will rise to take their place!
  • Fully-interactive environments - at your disposal. Push, topple, grapple, burn, freeze and crash your way through interactive levels that play into your tactics.
  • Strategic gameplay - Choose between four factions and play on a strategic world map where you can build your base, recruit heroes and units, get hold of resources and buildings, find rare artifacts, and fight against a rival AI enemy for control over the map.
  • Skill tree hero progression - As your heroes gain experience, they 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.
  • Procedurally-generated content - Fort Triumph features flexible world maps with variable locations and events. Tactical missions are procedurally generated to ensure each battle is unique and calls for a new plan.


Original in-game music created by Marco Valerio Antonini.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1+ (64bit)
    • Processor: Intel I3 4160 processor or equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 630 or Equivalent
    • DirectX: Version 10
    • Storage: 2 GB available space
    • Additional Notes: DX10 with Shader 4.0 support required.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64bit)
    • Processor: Intel i7 4770 processor or equivalent
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 660 / Radeon HD 7850 or better
    • DirectX: Version 12
    • Storage: 2 GB available space
    • Additional Notes: DX10 with Shader 4.0 support required.
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X 10.12+ (64bit)
    • Processor: Intel I3 4160 processor or equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 630 or Equivalent
    • Storage: 2 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X 10.14+ (64bit)
    • Processor: Intel i7 4770 processor or equivalent
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 660 / Radeon HD 7850 or better
    • Storage: 2 GB available space
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 16.04+, SteamOS+ (64bit)
    • Processor: Intel I3 4160 processor or equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 630 or Equivalent
    • Storage: 2 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 18.04+, SteamOS+ (64bit)
    • Processor: Intel i7 4770 processor or equivalent
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 660 / Radeon HD 7850 or better
    • Storage: 2 GB available space

What Curators Say

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