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 (39) - 84% of the 39 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 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 (24)

June 18

Major Update - Localization, Caverns & More (0.11.2)

Greetings, Brave Ones!

As promised earlier this month, it’s time for a major update with a bunch of highly requested features including the first localized versions, male heroes and a bunch of AI upgrades!

This is a big one for us, and we’d love for you to hop into the new build, share thoughts and provide feedback for the new features in our community or in Discord.

Localization Begins (DE, RU, PO)

As those of you following our progress know, it has always been our priority to open the gates ever wider for new adventurers. It started on day 1 when we chose to always release builds for Mac and Linux along with the PC ones, it will continue in the future with the planned console versions, but today, we’re celebrating our first three localized versions - for German, Polish and Russian.

We hope to keep this up and release in as many languages as we can down the road, so stay tuned for more!

Major Changes
  • Male Hero Models have been added to the game. This is something we’ve continuously left for later as gameplay was our primary focus, but it is time.
  • Existing save files are not affected by this addition.
  • Caverns procedural strategic maps have been added to the game.
  • In Skirmish mode you can now configure the map between caverns and grassland environments.
  • Continued our tutorial rework, improving the overall flow and adding new tips as well as a new scenario for Overwatch and Brace mechanics. You can now retry or skip scenarios more easily. Some scenarios have controller issues but we’re working on that and it should still be playable.
  • New mission added in the beginning of Act I, this will not break existing save files but will not appear for them when playing either.
  • Party movement speed and vision range reduced during worldmap travel.
  • Heroes in towns changed so they will never be all of the same class.

  • Improved game balance across all difficulty levels.
  • Objects and Guards spawn in the world-map in more balanced patterns to increase replayability.
  • Heroes will be limited to level 5 during Act I and will not gain experience after reaching level 5. Future acts will increase this limitation. Existing save files will not have this limitation.
  • The Powerful Encouragement upgrade will no longer increase the AP cost of the Encourage ability.

Visual & UI
  • Changed the font of the game to improve clarity and readability, let us know how you feel about it!
  • New and better indication for currently selected units.
  • Ability tooltips are overhauled and will now show more information in a clearer way.
  • New Ability visual effects - Chain Lightning, Holy Shackles, Bolster.

Technical & AI
  • Performance for the Windows version has been improved, Linux and Mac will get the same treatment soon.
  • Strategic AI in Legendary difficulty will now better handle neutral forces and monsters, both in terms of aggression and choosing targets and in combat it will lose less units facing them. This change was started by great feedback from veteran players who noticed Legendary AI is too aggressive towards neutral to a point it harms itself
  • ‘Reckless’ enemy units will no longer move if they are already near an enemy.
  • Enemy units will no longer attempt to move to new cover causing them to trigger Overwatch or Attack of Opportunity unless their current cover is compromised.
  • Gharzan and Gharbarak will now have Goblin hero classes.

Bug Squashing
  • Stacking potions will no longer sometimes disappear, including when returning to the world map.
  • Fixed several bugs causing faulty scaling of UI elements (for example, sometimes enemy unit cards became visually broken).
  • Cinematic Camera will now work properly on the first attack in a mission.
    It is no longer possible to move on the spot and waste movement points this way.
  • Several bugs in the party merging screen have been fixed to prevent unit loss / duplication as well as empty party scenarios.
  • Fixed Ballista to have 3AP like other units, and changed the cost of its an attack to be 3AP.
  • Game will no longer get stuck when using hotkeys to open the skill tree or party screen while there is no party selected.

Thank you for keeping up the good fight, for supporting us, and for sharing your thoughts to help us make the game better.

7 comments Read more

May 18

Minor Update - Balance & Soundtrack Update (

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.

  • 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!

1 comments Read more
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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 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

Mac OS X
SteamOS + Linux
    • 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.
    • 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 10.12+ (64bit)
    • Processor: Intel I3 4160 processor or equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 630 or Equivalent
    • Storage: 2 GB available space
    • 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
    • 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
    • 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

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