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.
All Reviews:
Mostly Positive (14) - 71% of the 14 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?

“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.

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

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?

“On day 1, our Early Access will include the first part of our first single player campaign. That means several hours of content and a few story missions, a basic strategic layer allowing for exploration and mission introduction, and an initial selection of hero abilities and enemy types.

We expect to release several hours of content every couple of months throughout Early Access, and aim to have at least two full single player campaigns 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 launch build (0.7.4) includes the first part of our first single player campaign, a tutorial and a prologue mission sequence. On the world map, you can explore and encounter procedurally generated events and foes testing your skills.

A basic hero recruitment screen exists, however inventory as well as party management interfaces are missing and are coming soon after Early Access launch. We are also planning to soon add some planning UI features to the tactical layer.”

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 is 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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Fort Triumph Pre-alpha Demo

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Recent updates View all (11)

June 22

Major Update - Inventory, Party Management, Save Reset (0.8.0)

Hail, Brave Warriors!

Development continues at a good pace, and we've reached a major milestone we've been striving for. While our original plans had us focused on content creation, your requests and feedback have once again changed our priorities and we switched the order of development for June and July.

What this means is you are getting the major features you need right now with an Inventory, initial artifacts and party management interfaces. The major content update will be coming in a few weeks (end of July) rather than the other way around.

Patch 0.8.0 is all about you and your preferences, and includes some of the most requested features since Early Access began. Please keep sharing your thoughts with us over at the forums or privately - we do our best to follow every discussion and take your requests into consideration.

While we generally try to avoid Save Breaking as much as possible, build 0.8.0 does not support previous saves and runs will be reset. We do what we can to keep these few and far apart, and ask for your patience - development progress sometimes require it.

Key Features


Renaming heroes and choosing the active party now possible

  • Party Management / Roster - there is no longer a limit to the number of units that belong to your party. Instead, you can choose which units are active and participate in a given mission - up to four heroes and one mercenary as before. Note that during tactical missions this interface will not be active seeing as you cannot switch units during combat.
  • Inventory - the first iteration grants each unit two equipment slots which can fit tactical usable items (IE potions) or unique artifacts from the party's shared stash.
  • Once completing a mission, any potions remaining in the level will be moved to the party's shared stash.
  • Hero Customization - You can now rename your units. We have also implemented some color variations to differentiate similar units - currently random but we're working on an interface to allow you to control it and other customization options down the road.
  • Added initial Artifacts, unique items changing mechanics in interesting ways. We have a long list coming and you are welcome to suggest more ideas at the forums.




Content Progress
While the major content patch focused on completing the first campaign is a few weeks away, we have done some work on earlier missions and content that's been worked on previously:
  • Mission 4 (Mages and the Breach) has been rewritten and now has two fully operational routes you can choose from depending on which faction you want to support.
  • Added a new scripted mission (Goblin Hunt) which is played in a new environment variation - a goblin camp. Goblin camp is currently unavailable for random encounters and we'll be testing it with this mission.
  • Added a new scripted side mission - The Wishing Well. Look for it in world map wells!



Bug Fixes and QoL
  • Fixed snowy environment friction and objects will now get pushed farther appropriately.
  • Controller mapping redone for clarity - end turn will now be on select/back/view rather than B/circle like before.
  • Hit chance will now always display when an attack is performed.
  • Fixed a bug which caused faction hubs to not refresh their recruits.
  • Changed weight of some objects for more consistent physics behavior.
  • AI improvements, especially to allied AI.
  • Fixed a bug which caused a Leap movement to not trigger Overwatch as intended.
  • Fixed a bug with lift causing it to cost 1AP even if lifting an object on the spot without moving it.
  • Added card images for multiple foes, and new portraits for Gharbarak and Scavenger.
  • Camera no longer moves during dialogues where all units are on screen and close to each other.



Exciting times! We cannot wait to hear your thoughts and get some feedback for both new features and existing ones. Hop onto the forums or send an email if you prefer to discuss your feedback in person( Shay@Forttriumph.com ).
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May 29

Minor Update - New Demo and Feedback Implementation (0.7.8.1)

Greetings, Adventurers

Our journey continues, and another minor patch is live!
This one has another round of feedback implementation and bug fixing, as well as a couple of visual features.

New Demo

We've been receiving many requests from wishlisters and visitors to update our demo, which was based on the 0.7.4.5 build and contained a single mission. We are releasing a new public demo on par with current versions in terms of gameplay and containing the Prologue in full.

If you have friends who were interested - please let them know they can try Fort Triumph right away for free, and help us spread the good word.

UI & Debugging
  • Following your feedback, changed enemy 1AP movement range outline to Cyan to make it more easily distinguishable when planning your action.

  • Fixed an issue preventing AoE aiming indicator from displaying properly in some cases.
  • Fixed a bug which sometimes resurrected units when ending turn or bracing/overwatching all.
  • Fixed Permadeath not functioning even when selected as on.
  • Fixed a bug hanging the game in Prologue's crypt world map.
  • Fixed an attack of opportunity bug not triggering diagonally on pushed enemies.
  • Fixed the mage's Swap ability bug which triggered enemy Overwatch when it shouldn't.

Thank you for your continued feedback and support, and we will keep implementing it as effectively as we can - keep it coming :)

Onwards!
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About This Game

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. 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.
  • Heroes evolving by learning new abilities from their class skill tree - 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 encounters and quests - 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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.
    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 10.9+ (64bit)
    • Processor: Intel I3 4160 processor or equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 630 or Equivalent
    • Storage: 2 GB available space
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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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