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 (33) - 84% of the 33 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 also feel that the Strategical layer is starting to shape up to be something rather special. We hope to add more content, as well as experimenting 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 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 (0.10.2) includes a replayable Skirmish mode, where you can choose factions (out of four) for yourself and the AI, and battle each other on a procedurally generated world-map.
There's also a legacy build ( with two story campaigns: Prologue and Chapter I. These will be re-integrated once our new strategic layer in 0.10.2 is locked-down.

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 ability and 50 ability 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 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, our Discrod server, 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 (20)

February 13

Major Update - Towns, Currency & More (0.10.4+)

Welcome Back, Warriors!

Great to see you again. We know it hasn't been very long since the last major update, but our prophecy is being fulfilled! The increasing amounts of accurate feedback we've been getting from you directly, through in-game bug reports and in Discord is helping immensely.

Therefore, it's major update time again! And it includes no less than three cumulative updates (,, 0.10.4). The first two have already been deployed over the last couple of weeks, and the biggest one is coming later today.

Let's dig in, shall we?

New Currency & World Map Changes

The market has changed - All hail the Beetcoin! Our world's new main currency. Costs have been changed accordingly and some Beet farms for you to capture have sprung across the map to leverage the new trend. Magic is still used for specialized services.

Meanwhile, we keep upgrading and iterating our dynamic world map based on your feedback, and it's getting there. In 0.10.4 we added more variations, improved some art, and added elements important for the other changes.

This is an ongoing effort and we plan to improve and add to the world map frequently in updates.

Towns, Buildings & Guild Upgrades

Patch 0.10.4 introduces the long-awaited overhaul to hubs, hereafter known as Towns, and sets the infrastructure for deeper strategic gameplay. The previous placeholder upgrade system is also gone, with Town upgrades and Guild Upgrades replacing them.

Towns will be associated with factions, and their respective available upgrades and units will change accordingly. Town upgrades are buildings built in that particular location, to be gained or lost according to the tides of war. It is possible to build the same buildings in multiple towns, often with stacking effects. For example, some buildings generate resources, while others unlock higher tier units for recruitment.

Guild upgrades are universal, can only be bought once, and can never be lost regardless of any particular town's ownership status. Once you increase your party size to five, for instance, it will remain five even if you lose the town where you bought the upgrade.

Try the new build and let us know what you think of the changes at our Discord server!

Patch Notes

  • Save files from previous builds are not supported in 0.10.4 releasing today.

Major Changes
  • Beetcoin introduced, Beet Farms added to the world map.
  • Added building which increases Beetcoin production.
  • Added buildings which unlock higher tier units and grant a defensive bonus when the Town is attacked including a controllable ballista.
  • Added multiple faction specific buildings with different perks for units, heroes or for the guild.
  • Overhauled battle difficulty indication to a single 5 skulls meter of relative difficulty based on your currently selected party.
  • Several ability upgrades (including some Lift, Brace, Kick upgrades for example) were removed from skill trees and reintegrated as Town/Guild upgrades.
  • Removed the key segment of the tutorial after reports of it being confusing for players, instead tutorial will cover leaping. Also swapped the toppling pillar with a tree.

  • Increased Chain Lightning cooldown from 3 to 4.
  • Increased slow effect of Frostbite to slow units by 5 rather than 3.
  • Reduced level requirements of Fire Blast from 4 to 2.
  • Reduced level requirement of Smoke Bomb from 4 to 2.
  • Reduced level requirement of Empower Party from 10 to 8.
  • Reduced level requirement of the Charge reduced cooldown upgrade from 6 to 4.
  • Changed Lift and Telekinesis to be more lenient. This was done because it was difficult to plan when not sure whether a certain movement would be allowed.
  • Empower and Prepare can now be cast while stunned.
  • Adjusted size, health and weight of Crystals and Eggs in Crypts to be more consistent with similar objects in other environments.
  • Changed Columns and Spikes in Castle\Crypt\Goblin Camp\Crystal Cave environments to do damage that is more consistent with what trees cause.
  • Changed mass of units for more consistent behaviors. For example, Spiderlings and Skeleton Weaklings won't be pushed as far as they used to be.
  • Bleeding stacks will now increase damage suffered per turn instead of bleed duration.
  • Added Smoke Bomb for Goblin Scouts.

AI & Behavior
  • AI now properly detects attacks of opportunity when moving diagonally across enemy reach threshold.
  • Ranged unit AI will be more willing to soak a ranged overwatch attack in order to leave a zone of control and be able to use ranged abilities.
  • On Classic or Legendary difficulty, ranged units will try to maintain distance beyond the normal movement range of your melee units, as before. In Normal difficulty ranged units will be less vigilant and fail to stay out of reach.
  • Tweaked AI to use fewer abilities in lower difficulties.
  • Ranged units will account for the speed of melee units if slowed so it won't come too close.
  • Ranged units will now properly recalculate hit chances when moving out of a control zone to a new position.
  • Self Detonate on Goblin Bombers will now behave as intended and self-cast.

UI, Sound & Visuals
  • Updated art for all dwelling types.
  • You can now browse unit information in battle by clicking on an enemy card. Right-clicking the card will keep the information visible until clicking again, while holding RMB will keep the card open until releasing the button.
  • You can now choose faction color for yourself and AI factions both.
  • New art for towns, which now occupy 5x3 tiles instead of 3x3.
  • Added new ability icons for several abilities (Chain Lightning/Bite/Piercing Bite/Encourage/Telekinesis/Lift/Frostbite).
  • New model for Goblin Bombers.
  • New icons for Goblin Bomber abilities.
  • Updated art for rivers.
  • Updated art for unstable magic on world map.
  • Visual tweaks to Goblin Camp, Forest and Crystal Cave environments.
  • Removed turn indication from several status effects for better readability.
  • Party cards now have a dynamic size which fits current party size limit.
  • Changed Frostbite sound effect, still don't like it, will be replaced.
  • Changed Fog implementation for better performance and fewer visual glitches.

  • Improved loading times of levels and especially first loading of each environment type, we'll keep working on it.
  • Tactical battle performance improved significantly, there's still more to be done.
  • Fixed a memory leak in mission loading which caused the game to slow down over time.

Bugs Squashed
  • We added a timeout for physics actions to prevent the game from hanging when there's an issue - now when encountering a timeout the offending object or unit is killed or destroyed instead of hanging the game.
  • Fixed a bug causing enemies to sometimes get activated and remain unseen on mission launch.
  • Fixed a game crashing bug occurring sometimes when a tree fell into water.
  • Fixed a bug which sometimes caused physics damage and kills to not grant experience.
  • Fixed the issue which sometimes caused the game to display the wrong party when opening the skill tree, which caused the game to hang.
  • Fixed a Resilient Attack of Opportunity bug where heroes sometimes became resilient enough to survive death itself! Dead units will no longer launch attacks of opportunity, even if they are resilient.
  • Power Gloves now properly work with unit abilities as well as hero abilities.
  • Improved diagonal pathfinding behavior in the world map.
  • Fixed some edge cases where attack of opportunity is triggered even though it shouldn't be.
  • Fixed an issue of physics causing more damage in Castle\Crypt\Goblin Camp environments than in Forest\Bridge\Crystal Cave environments.
  • Fixed AI bug that caused ranged units to sometimes move willingly into melee unit control zones.
  • Fixed Stalagmites in Caves sometimes not breaking properly in terms of animation.
  • Fixed Insatiable Bloodlust bug which caused it to also grant the Dodge Stance upgrade.
  • Fixed pillars in Crypt sometimes hitting twice for extra damage and stun protection removal.
  • Fixed a bug where one could use Charge while stunned.
  • Fixed Speed Potion lasting throughout the battle instead of two turns.
  • After it was reported again, fixed an issue which sometimes allows player to move AI units on the first turn of combat.
  • Added missing Lift ability to Skeleton Weakling.

That's it for now! Hope you like the changes, and welcome you to join the conversation, provide feedback, and help us improve more of what you care about for the next update.

3 comments Read more

January 12

Major Update - New Year Patches (0.10.3+)

Greetings, Courageous Ones!

Happy new year everyone! We hope you had a great time and wish you all an awesome 2019!

On our end, we started the year off with a sprint and we have no less than three cumulative updates to share with you today! Two of them were already deployed stealthily to Steam over the past two weeks, and the biggest one is going live right now.

As always, keep the feedback coming and join us on Discord - one of the main reasons we managed to do so much in just a few weeks is your constant support, we're counting on it!

To make it easy to find a specific type of change, changes will be listed for all three patches together (,, and the new 0.10.3):

General Changes

We have changed the Skirmish Mode's strategic gameplay several times and are making good progress with it. The highlights are:

  • Restored tactical map environments Crypt, Goblin Camp, Castle, Crystal Cave.
  • Optimized unit spawns in Crypt, Goblin Camp, Castle, Cave and Bridge environs to increase combat variety.
  • When initiating combat near a creature dwelling or faction hub, Combat now takes place in that location.
  • Battles against AI parties will now happen in a map that fits the current location on the world map, rather than always using the village maps.
  • Work continues on the new human faction and many abilities and upgrades were added.
  • World map AI improved considerably and poses a greater threat.
  • Each faction now has different hub upgrades.
  • Regular units can no longer level up, their XP gains are shared among heroes.
  • Regular units can no longer interact with world map events.
  • Autosave will now happen at turn's end rather than when the turn starts.
  • Autosave will no longer happen when AI is attacking the player.
  • Fixed world map zone guard locations so they have to be beaten.

New Abilities & Upgrades

We've been fleshing out skill trees at a high pace and progress is solid, however we still have plenty waiting on our list, as well as great ideas coming in from you guys in our Forums and Discord.

  • Added Chain Lightning, the mage can attack several targets with each hit causing less damage after the initial target.
  • Added Electrocute as an upgrade for Chain Lightning.
  • Added Evasive Instincts for Savages.
  • Added two upgrades for Evasive Instincts - Blinding Instincts and Daredevil Instincts.
  • Added Stomp ability for Paladins.
  • Added upgrades for Ranger's Grapple Hook and Knockback Arrow that allow choosing push direction.
  • Added the Whirlwind Wall upgrade for Whirlwind.
  • Added the Cleansing Fire upgrade for Fire Blast.
  • Added the Fog and Thunder Storm upgrades for Rain.

  • Added the Incapacitate upgrade for Claw Attack, draining 1AP from enemies hit.
  • Replaced Mage ability Lightning Strike with the new Magic Arrow.
  • Added two upgrades for Magic Arrow - No distance Penalties, and Absorb 1 HP on Hit.
  • Added the Oppression upgrade to Paladin's Blinding Light.
  • New Healing Aura upgrade giving it unlimited range.

Changes to Abilities & Upgrades

  • Changed Savage's Bloodlust into a passive ability that grants the Savage an action point every time she kills a foe (Max 1 per turn).
  • Mage's Empower now boosts physics strength rather than attack damage and lasts 2 turns.
  • Changed Ranger's 'Become a Tree' to only cost 1AP and not end the turn, and movement is not prevented.
  • Savage's Charge now works in diagonals.
  • Savage's Charge now has infinite range, Savage will only stop when hitting an obstacle she cannot run through, but that list now includes trees.

  • Replaced Fire Arrow damage upgrade with Guiding Flames.
  • New upgrade for Fire Arrow removes its cooldown.
  • Replaced Brace's Stun Immunity upgrade with Purge which removes all debuffs and provides immunity for debuffs and stuns.
  • Replaced Rally's upgrade with a higher tier one which will provide Brace bonuses for allied units.
  • Removed the Adrenaline Rush upgrade from Dash and Slash, added a passive Dash and Slash effect instead.
  • Two new upgrades for the Savage's Bloodlust - Dodge Stance and Insatiable Bloodlust.

Balance Changes

Much of what we do after adding new features to the game is collecting feedback and adjusting stats and effects for better balance. While naturally some units will have better value at different levels, we're aiming for a point where different tactical styles decide picks rather than any objective gap.

  • Improved behavior of world map spawns and encounters to make them more varied.
  • Reduced the amount of units in neutral hubs.
  • Rebalanced physics abilities and pushing power, with the biggest changes in ranger abilities and upgrades and kick mechanics.
  • Increased Fireball AoE upgrade level requirement from level 8 to level 12.
  • Reduced Knockback Arrow physics upgrade level requirement from level 12 to level 10.
  • Rally will now boost Offense and Speed by 2, instead of boosting speed by 1 and offense by 1-3 randomly.
  • Rebalanced the physics damage trees cause to be more consistent when hitting the same unit type.
  • Clobber will now cause damage only once the unit stops.
  • Bridge railings will not break as easily as they did.
  • Removed height modifiers for very small values.
  • Slightly reduced movement range per turn for parties on the world map.
  • Removed cooldown of Frostbite.
  • Increased Wizard damage and HP.
  • Holy Light cooldown increased to 2 turns.
  • Increased Priest HP to 12.
  • Fixed Whirlwind spell for Wizards.
  • Fixed Kick for Champions.

UI & Visual Changes
  • Upgraded creature dwelling art and increased building size, this could cause visual glitches in old save files.
  • Added a hub list to make them easier to manage, showing which hubs still have an available upgrade for purchase each day.
  • Improved mechanism for reducing misclicks while fast clicking. While ability selection occurs on mouse button up, rapid movements during selection will not cancel it even if the cursor drifts off the button.
  • Clicking on enemy unit cards will now automatically move the camera to them.
  • Added new animations and model for the ranger's 'Become a Tree' ability.

  • Most upgrades will now change ability descriptions in the ability bar after purchasing them, making it easier to track and use them.
  • Clarified missing requirements in hub upgrade cards.
  • Fixed Savage running slower than other heroes.
  • Added a bunch of visual effects for new abilities and upgrades, we still have several in the works.
  • Added animations for status icons to make them easier to spot when gained or lost.
  • Temporary new visual effect for 'Stun Protection' to differentiate it from Brace.
  • New loading screen tips implemented.
  • Fixed visuals when picking up magic on the world map.
  • Fixed drowning visuals for some units.
  • Priests no longer cast Holy Light by default when right clicking allies.

Bug Fixes

And of course, there are always some bugs to squash. Keep posting about the ones you find, or even better, report directly using the in-game console or via Discord.

  • Fixed a bug causing the game to hang during AI turn in skirmish mode's world map.
  • Fixed an issue causing players to gain control of enemy units on the first turn of battle.
  • It is no longer possible to transfer all units from a party and keep an empty one.
  • Fixed several physics bugs for consistency including diagonal impacts, 1 tile pushing effects, and unit-object impacts.
  • Fixed flicker of HUD when moving a melee unit near a ranged one (inflicting zone of control) that caused some players to have misclicks.
  • Fixed Telekinesis unlimited range bug.
  • Fixed Skeleton Archer's Curse Arrow to be shot by default.
  • Fixed a bug displaying a faulty healing indication of Healing Aura when killing multiple enemies.
  • Fixed badly configured abilities of skeleton heroes.
  • Fixed a bug which allowed units to provide cover to themselves in some cases.
  • Fixed Radiant Beacon bug which caused it to fail in some cases.
  • Fixed a bug causing bridge fights to spawn in the wrong map.
  • Fixed a bug preventing Champions from picking up potions.
  • Fixed a bug which caused the remaining movement bar to not refresh when switching parties.
  • Fixed the 'Marked' status tooltip and information being faulty.
  • Fixed a bug in ability selection and casting when using enemy unit cards.
  • While we plan to create a new tutorial, for now we implemented some visuals and abilities from newer game versions.
  • Fixed Ctrl+Number hotkeys which weren't working properly.
  • Fixed a bug causing enemy units to start combat activated when facing off against the same party for the second time.
  • Fixed several typos reported.

  • Reduced frame skips when applying status effects.
  • Improved loading time of scenes.
  • Removed delay in applying status effect visuals.

That's it for this one! We'll get back to work on the next updates and you are most welcome to play more and provide feedback to fuel our progress.

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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.
  • Strategic gameplay - Play with a faction (out of four) on a strategical 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.
  • 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.
  • Procedurally generated content - Fort Triumph features flexible world-maps with changing locations and events. Tactical Missions are procedurally generated to ensure each battle is unique and calls for a new plan.

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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