A mysterious Fort appears out of thin air, while a horde of Undead overwhelms the land. Fort Triumph is a challenging medieval fantasy Turn-Based Tactics game where you lead a band of heroes traveling the world, dealing with various factions, and facing permanent death at any moment.
All Reviews:
Positive (26) - 80% of the 26 user reviews for this game are positive.
Release Date:
Apr 26, 2018

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

Fort Triumphs development has been progressing steadily since our successful Kickstarter last year, and we feel the game is coming 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 for 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 varies - for a large part we intend to listen to what the community would like to see, and go where that leads 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 if we had to estimate - in general, we believe Fort Triumph has a solid foundation of fun and the Tactical layer is among the more unique of the genre. We hope to add more content, as well as expand the Strategic layer more, exploring and experimenting with various ideas such as mission types, resource management, hero growth and multiple parties in order to see what best supports the fun in the Tactical layer.

We expect to release several hours of content every couple of months throughout Early Access, and aim to have a full campaign with side quests on Full release, complete with more models and enemy types, more environments and deeper hero customization options.”

What is the current state of the Early Access version?

“Our current build ( includes two campaigns: Prologue and Chapter I. The Prologue acts as an introduction to the game and the story, whereas Chapter I is a full-fledged campaign. Both will be further developed as we progress in Early Access.

The tactical layer is fully developed feature-wise and contains around 60% of the content we hope to have on release.

In addition, the game currently features:
  • A world map where you can explore, find items and encounter events testing your skills. In Chapter I, you will also face other factions with their own parties.
  • A skill tree in which you can select abilities and upgrades for your heroes. There are currently around 20 unique ability and 40 ability upgrades to choose from.
  • Basic inventory management.
  • Party management, where you can decide which heroes should participate in battles.
  • Faction hubs and taverns where you can recruit heroes, buy items, or get rewards based on your relations with other factions.

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

“We will maintain the Early Access price point all the way to full release, and it's likely the full product will be priced higher.”

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

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

Whether it is over Steam Communities, in your content or videos, on Reddit or in direct messages with any of our team members - we need your feedback and appreciate your thoughts and suggestions.

We also initiate polls from time to time when there are major decisions to be made regarding development priorities - in the past these polls helped us tons when it comes to understanding what's important to you.”
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Recent updates View all (17)

November 22

Special Update - Strategic Testing

Greetings, Heroes!

Before we share some news, we'd like to thank you for joining in the conversation and meeting us in person over at our Discord Server . Hearing your thoughts directly charges our batteries, and seeing fellow players connect and share advice is amazing as well.

If you haven't yet joined us there, get your FOMO on and come visit!

Development Updates

Development is progressing and patch 0.9.3 is just around the corner, introducing a new in-mission reward system as well as plenty of fixes and upgrades. Today, however, we're here to share a special new build with you, one created following your feedback in the past few months.

While we are mostly pleased with how our tactical missions are shaping up, world map gameplay is still not as solid as we'd like it to be. Thanks to your feedback underlining issues and communicating preferences in the past few months, we were able to develop this new iteration that works better in our opinion - can't wait to hear yours :steamhappy:

So as we work on it and iterate based on your thoughts, we wanted to invite all of you to jump in and try the new prototype!


To access the test build, follow these steps:
  • Right click Fort Triumph in your Steam game library.
  • Select 'Properties'
  • Choose the 'Betas' tab
  • Enter the test build's passkey: 'RebuildingTheFort' (no '' marks)
  • If entered correctly, you will unlock a beta branch named 'strategic_testing'
  • Select this branch, let Steam download necessary game files
  • Open Fort Triumph normally to run the test build
  • At any time, you may revert back to the normal release in the same dropdown menu (Choose 'none').

What's this iteration about?

In this test build we're shifting world map gameplay emphasis from exploration to strategy - while both were and will be important elements to balance, we realized thanks to your feedback we need to try a more strategy-heavy approach.

You start with a base in which you can recruit heroes and units based on the faction with which you are aligned. With time, you can upgrade into stronger units, larger party size, and even unit buffs like health or extra armor. For now as a temporary testing parameter, everyone will start allied with a Goblin faction, but this will change later in testing.

You can lead and control several parties, splitting and merging at will, and your goal is to try and beat the rival faction on the map. The enemy faction obeys the same rules as you for the most part, but cannot recruit hero units, to compensate for that they will not be as restricted when it comes to party size.

It is going to be imperative to take over and hold resources early to fuel future supremacy, and making the right choices will determine the difficulty faced in battles to a great degree.

As part of this test build we've added a few new enemy types, including Goblin Bombers and Spitting Spiders, and also reworked enemy tiers and types, increasing the number of tiers per enemy type from 3 to 5 which makes the variety of encounters much greater.

You can also spot a couple of new hero abilities in the skill trees, as we intend to keep fleshing these out to have more options and therefore more tactical choices to make.

Note that this testing build does not contain the Prologue and Chapter I story, but the final iteration of the world map will have them incorporated into it. Also know that enemy AI is very forgiving at this point for testing purposes, however it will get deadlier later in testing.

Thank you once again, adventurers, for taking this journey with us, and we cannot wait to hear everything you think about the new strategy layer!
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October 29

Minor Update - Discord & Squashing Bugs (

Greetings, Heroes!

Work on Fort Triumph continues, and we wanted to update you on how things were going. Throughout our journey, we did our best to keep you in mind and listen to every piece of feedback with an open mind.

After a fruitful thread in our communities, we decided to focus a bit harder on the strategic layer until both us and you guys are happier with it. We hope to have some news for you on this front soon.

We'd also like to meet you in more ways, and communicate more openly as well as provide a resting spot for weary adventurers between quests. Towards that end, we'd like to invite you to join our Discord server, we're still learning the ropes but you can already share your thoughts and feedback, or catch members of the team online for a chat.

While the larger update for the strategic layer is in the works, we have one for you tackling some issues that you made us aware of as well as some changes waiting in our pipeline patiently for a while.

Patch Notes (
  • Units will now face the currently selected unit for clarity.
  • Fire effects performance improved, especially in scenes with multiple burning objects.
  • Blink and Swap no longer act as default actions and require activation.
  • Status effects gained on the world map will no longer appear in combat over the heads of your units, only in their full unit cards.
  • Status effects gained on the world map will no longer have a 10 turn duration limit.
  • Fixed a physics bug causing units to sometime get stuck in place in invalid positions after killing an enemy.
  • Fixed a bug where sometimes a unit could not cast any abilities immediately after leveling up during a mission.
  • Fixed a bug causing the second swing of a duel-wielding skeleton registering with a delay.
  • Fixed an edge case which caused attack of opportunity to not trigger when a lifted unit was too high up in the air.
  • Fixed a bug preventing experience gain when killing enemies using exploding barrels or fire urns.
  • Fixed charge animation and changed its behavior to not target static objects.
  • Fixed a physics issue with spiders caused by their low height.
  • Fixed bad position and scaling of some portraits, especially mercenary units.
  • Fixed invalid positions of some columns in the fight against Claude which caused physics collision issues before.
  • Fixed pit behavior which sometimes caused units to be able to walk across even after the bars are removed.
  • Fixed a lighting bug affecting mage apprentices.
  • Fixed position of the Fire Blast effect.
  • Fixed a performance issue causing frame rates to drop when an object is destroyed, especially on Very High or higher settings.
  • Fixed Cage sound effect sync.
  • Fixed the shadows of trees affected by Toxic Spit.
  • Fixed a bug with Rally causing issues with selection outlines.

Thank you for playing our game and sharing your feedback. Looking forward to meeting you over at our Discord server!

(If you want to copy the link out manually, https://discord.gg/Exmx565 )
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“Fort Triumph is part XCOM, part Heroes of Might and Magic - two great tastes that taste great together.”

“...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.”

About This Game

Fort Triumph is a challenging medieval fantasy turn-based tactics game where you lead a party of heroes facing permanent death at any moment. Outsmart deadly foes with tactical ingenuity and by using the environment - both as cover and as a weapon - and 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 the scenery 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.
  • Skilltree hero progression - 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.
  • Contextually generated scenarios - Fort Triumph features flexible campaigns with changing locations, events and quests influenced by the player’s choices. Tactical 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 to learn its secrets.

Original music in the game created by Marco Valerio Antonini.

System Requirements

Mac OS X
SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows Vista 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.
    • 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.
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X 10.9+ (64bit)
    • Processor: Intel I3 4160 processor or equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 630 or Equivalent
    • Storage: 2 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X 10.13 (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
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04+, 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
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04+, 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

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