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.
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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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Recent updates View all (8)

May 17

Minor Update - Tutorial, Prologue, Autosaves and debugging (0.7.7)

Greetings, Heroes!

This week's minor patch is about early game tweaks and QoL fixes based on community feedback. We've also been hard at work on the next major patch, but more on that coming later.

Early Game Changes
  • Added a map to the prologue to hint at the main campaign earlier.
  • Split last prologue mission to make the final encounter separate and restartable on its own.
  • Changed tutorial and added explanations for Zone of Control and Attack of Opportunity.
  • Added doors to the Arachnax encounter to prevent accidental pulling from the previous room.


QoL and Autosaves
  • Added 'Brace/Overwatch all' button over the previous end turn button. Backspace is now mapped to brace/overwatch all instead of a regular end turn.
  • Iterated autosave behaviour, there is now a single stable autosave slot.
  • Added basic save game information (Date on world map, mission name in tactical missions).
  • Added hit chance indication on enemy ranged attacks and overwatch.



Bug Fixes
  • Fixed more Attack of Opportunity trigger bugs.
  • Fixed a kick bug causing units to to 'get out of cover' before kicking, causing it to go in the wrong direction.
  • Fixed another round of LoS issues and animation interactions, still some known issues to work on there.
  • Fixed camera not moving to double clicked selected heroes.
  • Improved some tooltips and ability descriptions.
  • Fixed AI bug which caused some APs to remain unspent.
  • Fixed continue button bug after finishing the campaign.
  • Fixed shader issues and improved unit visuals.
  • AI will now prefer using units not in melee control zones first.
  • Fixed a bug which made chests disappear on the world map if selecting 'no, thanks'.

Thank you for keeping us in the know as to what you want to see in the game, and can't wait to show you more.

Onwards!
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May 8

Minor Update - Physics Indicator, LoS and Bug fixes (0.7.6)

Hail, Adventurers

Minor patch 0.7.6 is live with a slew of fixes and adjustments based on your feedback. These minor patches will release often and focus on immediate fixes and solutions, while major patches will introduce new content and major feature changes.

UI
  • Based on your feedback, we implemented an initial indicator showing the direction an object will be pushed or toppled towards while planning an action. This is merely a first step and a more comprehensive UI solution is in the works.



  • Iterated the overwatch trigger indicator to make it more easily noticable.
  • While hovering over enemy cards, units will be highlighted following community feedback.
  • When selecting a ranged enemy, his range will be displayed in UI. We plan to replace this with a solution showing both movement and firing range down the road.

Changes
  • Once revealed, enemies will remain visible even while out of sight. This is a measure to prevent enemies activating and immediately going off the grid to surprise players in later turns.
  • The tops of walls in crypt levels will now be blocked for movement.
  • Removed the survival objective from prologue mission 1 following feedback and as part of the overall effort to improve prologue experience.
  • Support Beam HP in prologue cave mission has been reduced.
  • Increased Mage base HP by 1.
  • Increased Ranger base speed by 1.
  • Reduced Paladin base speed by 1.

Bug Fixes
  • Fixed some enemies shooting through walls, fences and houses when they should have no Line of Sight. However it's not over, and there is still a known issue with LoS in some cases that is being worked on.
  • Fixed a bug hanging the game when dialogue plays while in cinematic camera (most often spotted in prologue cave mission).
  • Fixed the Telekinesis of Opportunity bug which allowed ranged AoO by melee heroes.
  • Fixed a bug which removed buffs gained on the world map too quickly.
  • Blinding Light (Paladin ability) will not require direct line of sight as intended.
  • Fixed an overwatch indicator bug which didn't display it in some edge cases, especially when overwatch triggered immediately on the first tile of movement.
  • Fixed a broken tile in the final room of the prologue which enabled the boss to move through the platform.

We are thankful for the great support and constant feedback you have been giving us.

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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