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:
Mostly Positive (21) - 76% of the 21 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 (0.8.0) 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.

There are basic inventory and party management interfaces as well as taverns and hubs for recruiting heroes and buying items. A more elaborate leveling up and skill-tree interface will be coming soon, as well as more abilities.”

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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Recent updates View all (14)

September 14

Major Update - Lighting, Achievements (0.9.2)

Hail, Warriors!
Our journey continues, and the last month of development was focused on some major changes that we wanted to get to for a long time. From overhauling the lighting we use in the game, started implementing achievements and a few other performance-focused changes both immediately helpful and setting the foundation for more optimization planned for down the road.

Main Features in Patch 0.9.2
  • Complete overhaul of all lighting in the game. We wanted to make the game better looking on lower-end machines and better performing on higher-end machines, and this change is a big first step in that direction.

  • Major improvement to fire effects performance which was burning up system resources, there's still work to be done but it's much better than it was.
  • The first round of Steam Achievements has been introduced, we have plenty more coming, this first batch is focused on physics and general basic achievements. Suggest more ideas in our forums!

  • Hero visual customization is now available in-mission so you can make your units stand out, or roleplay a sudden change of fashion sense. Changes will affect both the model and hero portraits.

Minor Changes and Bugs Fixed
  • New portraits for the Paladin and the Goblin Shaman unit.
  • Updated party information visuals in the world map.
  • Minor improvements to cinematic camera behavior.
  • Eggs in spider cave levels will now break upon a physics collision regardless of HP remaining.
  • Minor improvements to AI turn speed, still a ways to go.
  • Added new setting enabling locking the mouse cursor to the game window following feedback from multi-screen users.
  • Added new setting - enemy movement speed control, so you can speed up enemy movements and actions.
  • Fixed a bug hanging the game during the walls mission in the battle for Fort Triumph.
  • Fixed a bug where using the mouse to close the party window while editing a hero's name would cause input to disable.
  • Fixed a bug with stacking bleeding debuffs.
  • Fixed a bug where Claude remained in the level after the first dialogue if it is skipped.
  • Fixed the range of Blink of Frighten which behaved differently in some levels.
  • Fixed a bug causing units to glide over pits instead of falling into them when pushed.
  • Fixed health bars showing incorrect information during an action.
  • Fixed the behavior of Nasty Kick and Amateur Charge to not cause damage to objects, and only apply damage after the push so that units will still collide with whatever is in their path before dying, if it kills them.

Thank you, as ever, for staying active and submitting reports and suggestions - and those of you who haven't are welcome to join in. Voice your opinions and thoughts on our forums or in a review, it's important for us to hear feedback of all sorts.

Fight on, adventurers!
1 comments Read more

August 6

Major Update - Skill Tree and Campaign (0.9.0)

Greetings, brave heroes

As promised in the last major update, we have a big one for you - an update completing the first part of Fort Triumph's story, including the battle for Fort Triumph itself, as well as new skill trees and multiple changes.

Let's dig right in!

New Features
  • Completed the first chapter of our main campaign, you may now reach and access several new missions including the battle for Fort Triumph. As always - this is the first iteration and we intend to polish it greatly in the coming weeks.
  • Implemented new Skill Trees - with multiple new abilities and ability upgrades, new buffs and debuffs and more. Currently, you unlock ability slots as you level up your party, and can select which abilities and upgrades each hero will have.

  • While abilities take up ability slots based on their level which means you cannot take all of them, ability upgrades do not require slots and add into existing ability choices.
  • Tweaked levelling and stat scaling, reduced Health, damage and speed gains per level for heroes.
  • New Environment - Castle Walls, fighting across the walls of Fort Triumph itself.
  • Environment Variation added - bridge battles will now be fought in actual bridge levels.
  • Added the ability to change unit color scheme as part of unit customization.

New Abilities and Status Effects
  • Electrocute - cause a unit to take damage whenever it moves.
  • Empower - Increases the damage caused by a friendly unit by 50%.
  • Acute Hearing - The Ranger can now sense enemies in range even if she has no direct line of sight.
  • Bleeding - unit loses health each turn.
  • Marked - Attacks against a marked unit have a bonus chance to hit.
  • Upgrade example for Frighten - Blinding Fear, also blinds enemies affected.
  • Upgrade example for a normal bow attack - Causes bleeding.
  • Upgrade example for a Lift ability - Increase range of lifts by 1
  • Naturally there are many more and we will keep polishing and adding more of them

Bug Fixes
  • Fixed Taunt and Become a Tree which did not work properly in
  • Physics actions behave better, especially when it comes to 2nd impact or ricocheting enemies or objects off a wall.
  • Units no longer warp through Crypt walls.
  • Fixed a Vortex bug pushing objects in the wrong direction.
  • Fixed bridge fights which sometimes granted Auto-wins when started.
  • Fixed a bug causing urns to instantly explode in the Magical Glyph room in the prologue.
  • Fixed a bug causing a skeleton guard to not spawn properly in the Spider's Lair.
  • Fixed a bug enabling units to stand inside cave walls becoming unreachable.
  • Fixed a bug causing objects kicked at the Support Beams in The Philosopher Troll mission clipped through them.
  • Fixed artifacts and tile highlighting issues.
  • Fixed a bug sometimes causing all enemies to gain free actions after players break a spider's egg.
  • Fixed a bug causing enemy units to sometimes not perform an action during their turn.
  • Fixed a bug messing up tree collision when being kicked.

We've made some changes to AI turn length, so far optimized by around 10% but we're very much aware they still need to get much shorter. Working on it!

Existing save files are still supported in build 0.9.0. Your heroes will be reset to level 1 but maintain their XP so you can quickly level them up into the new Skill Tree from scratch.

Onwards, warriors, to take that fort!
3 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 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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