Warfork is a demanding fast paced first person shooter with a focus on speed, aim, movement, and above all competitive play.
All Reviews:
Very Positive (509) - 87% of the 509 user reviews for this game are positive.
Release Date:
Aug 16, 2019
Developer:
Publisher:

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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 will allow us to determine the needs of our community based on the current state of the game. Our goal is to connect with as many Early Access players as possible and form relationships with them. This will help us get the right information to make this game great.”

Approximately how long will this game be in Early Access?

“Ideally 6-12 months depending upon if anything gets added to the short and\or long term development goals.”

How is the full version planned to differ from the Early Access version?

“1. To make Warfork easily modifiable (now and in the future) with standards that are current, widely supported, and well documented.

Examples:

A. Remove Inter-Quake Model (IQM) support in favor of glTF™ (GL Transmission Format).
B. Remove libRocket support in favor of ImGui.
C. Remove KTX (Khronos Texture) support for in favor of PNG.

2. New player models: Player models will be the first visual change made to Warfork. All Warsow models will be removed in favor of a Dog, Fish, Cat, Pig, Turtle, and Bird. A backstory is already in works along with preliminary character designs.

3. New Weapon Models: After all player models are replaced we will begin on Weapon models and effects. The new sounds you hear which are different from Warsow will remain in-game until we leave Early Access*. What the weapons look like is still to be determined.

* Before leaving Early Access the sounds will be revamped again. Please consider them placeholders for the time being.

4. Community tools for free worldwide server deployment, matchmaking, match statistics, downloadable demos, and more to follow down the road.

5. Retexture the entire game: While Warsow has aged gracefully, the textures still need a 'new coat of paint' regardless of the games story being completely changed. We're leaning on having vibrant colors and cleaner surfaces without grit for easier enemy visibility.

6. Implement extensive in-game customization via server side variables and player voting: It's a never ending debate about what weapon to nerf, changing the firing rate of a weapon, re-adding strong ammo, disabling stunning, limiting ammo, etc. and we believe people should be play Warfork exactly how they want to.

7. Implement Steamworks to allow for Workshop support; Custom Maps, Player Models, Weapon Models, Game Modes, Achievements, etc. (This might become a Short Term goal based on Legal Research).

8. Implement a practical Anti-Cheat solution.

9. Address critical bugs that are discovered.

10. Implement community suggestions (visit the Discussion Forums for more information), which fit our development goals. If a suggestion does not fit our goals then we will suggest a path to modding Warfork, add it to the list we maintain for volunteer modders that want to take up projects, and advise the suggester of the outlook.

11. Make the game easier for newcomers through tutorials in and out of game. Potentially through new gametypes and server configurations as well (submitted to the workshop), but never included out of the box as Warfork prides itself on having an extremely high learning curve.

12. Replace all Textures with CC0 1.0 assets. Replace all Player Models and Weapon Models with original CC BY-SA 3.0 and\or CC0 1.0 assets. Sounds have already been replaced with CC0 1.0 assets.”

What is the current state of the Early Access version?

“The game is fully playable and features 37 playable maps (including a tutorial), runs smoothly on Windows, Mac, and Linux, and has 11 game modes:

Game Modes

1. Team Deathmatch: Team-vs-team game mode. The goal of a team deathmatch game is to frag as many players of the opposing team as possible until the time or frag limit is reached.
2. Clan Arena: Team game mode where you aim to frag the entire other team before your team is completely eliminated. Clan Arena has no item pickups, you spawn with all weapons.
3. Free for All: The goal of a FFA game is to frag as many other players as possible until the time or frag limit is reached. Unlike in Deathmatch, you spawn with weapons and ammunition.
4. Headhunt: Game mode where one player is tagged and all other players attempt to frag the tagged player. Tagged player gets score for each second he/she stays alive. The person who frags the tagged player, becomes tagged.
5. Duel Arena: Frag the most opponents in 1-on-1 combats. Your arsenal is fully replenished before each round. The winner of the round is challenged by the next player in the queue.
6. Deathmatch: The goal of a Deathmatch game is to frag as many other players as possible until the time or frag limit is reached.
7. Duel: Duel is a 1vs1 game mode. The standard match lasts 10 minutes, if there's a draw there will be added 120 seconds overtime. The player who frags their opponent the most wins the map.
8. Race: Players try to complete a course to achieve the fastest time possible through highly technical maps by means of bunny hopping, strafe jumping, circle jumps, air control, weapon combos, and tricks.
9. Bomb and Defuse: There are two teams that must defend or attack a bombsite. To win a round, a team can win by fragging all of the opposition, defusing the bomb, or ensuring it explodes.
10. Capture the Flag: There are two teams that must defend or capture their opponents flag within the set time limit.
11. Capture the Flag: Tactics Class based version of Capture the Flag, similar to Team Fortress. Each player can be a Grunt, Medic, Runner, or Engineer.”

Will the game be priced differently during and after Early Access?

“There is no path to profitability for Warfork and we’re opposed to any business model which collects money from players, whether it be for access to the game, private servers to play on, entrance fees to competitions\events, custom skins, etc. The game should be free to play period. Thanks to some wonderful sponsors we’re in the process of finalizing arrangements with, we have a path to sustainability for many years to come.”

How are you planning on involving the Community in your development process?

“The #1 way you can support Warfork at the moment is by joining our Discord server and interacting with our Community. The invite code is: VY95TKZ. If you have any questions please direct them to caine#4092.

If you're a modeler, texture artist, sound engineer, or mapper and want to contribute please let us know in the #warfork channel.

All map texture work must be licensed as CC0 1.0 and not derived\remixed from non-CC0 1.0 sources. All other assets can be licensed as CC BY-SA 3.0.

Those who might be offended if their work isn't approved should avoid contributing because this project is a labor of love and shouldn't be stressful.”
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About This Game

Warfork is a demanding fast paced first person shooter with a focus on speed, aim, movement, and above all competitive play. There are no gimmicks such as leveling up, purchasable weapons, gory graphic violence, etc.

The game is a fork of Warsow. Warfork replaces Warsow trademarks with our own. You can read about our development goals and project ambitions on the Steam Forums.

Game Modes

1. Team Deathmatch: Team-vs-team game mode. The goal of a team deathmatch game is to frag as many players of the opposing team as possible until the time or frag limit is reached.
2. Clan Arena: Team game mode where you aim to frag the entire other team before your team is completely eliminated. Clan Arena has no item pickups, you spawn with all weapons.
3. Free for All: The goal of a FFA game is to frag as many other players as possible until the time or frag limit is reached. Unlike in Deathmatch, you spawn with weapons and ammunition.
4. Headhunt: Game mode where one player is tagged and all other players attempt to frag the tagged player. Tagged player gets score for each second he/she stays alive. The person who frags the tagged player, becomes tagged.
5. Duel Arena: Frag the most opponents in 1-on-1 combats. Your arsenal is fully replenished before each round. The winner of the round is challenged by the next player in the queue.
6. Deathmatch: The goal of a Deathmatch game is to frag as many other players as possible until the time or frag limit is reached.
7. Duel: Duel is a 1vs1 game mode. The standard match lasts 10 minutes, if there's a draw there will be added 120 seconds overtime. The player who frags their opponent the most wins the map.
8. Race: Players try to complete a course to achieve the fastest time possible through highly technical maps by means of bunny hopping, strafe jumping, circle jumps, air control, weapon combos, and tricks.
9. Bomb and Defuse: There are two teams that must defend or attack a bombsite. To win a round, a team can win by fragging all of the opposition, defusing the bomb, or ensuring it explodes.
10. Capture the Flag: There are two teams that must defend or capture their opponents flag within the set time limit.
11. Capture the Flag: Tactics Class based version of Capture the Flag, similar to Team Fortress. Each player can be a Grunt, Medic, Runner, or Engineer.

Legal Stuff

Warfork is not affiliated with Warsow, Warsow Team, or Chasseur de Bots.

Special Thanks

Anti-Pizza, SpringMonkey, msh, NightOwl, psymin, driƒt, Asbestos, pul718, Wackythebobcat, mikejsavage, zturtleman, dexter, Lo, Boqu, Richard Asher.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: XP, Vista, 7, 8, 10
    • Processor: Single Core Intel/AMD 2.4+ GHZ (64-bit)
    • Memory: 1024 MB RAM
    • Graphics: GeForce 8300+ / ATI Radeon HD 2400+ or later with OpenGL 3.0
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: GFX card must support OpenGL 3.0 / GLSL 1.3
    Recommended:
    • OS: XP, Vista, 7, 8, 10
    • Processor: Dual Core Intel/AMD 2.4+ GHz Dual Core (64-bit)
    • Memory: 2048 MB RAM
    • Graphics: GeForce 9800+ / ATI Radeon HD 3800+ or later with OpenGL 3.0
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: GFX card must support OpenGL 3.0 / GLSL 1.3
    Minimum:
    • OS: Mac OS X Snow Leopard
    • Processor: Single Core Intel 2.4+ GHZ (64-bit)
    • Memory: 1024 MB RAM
    • Graphics: GeForce 8300+ / ATI Radeon HD 2400+ or later with OpenGL 3.0
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: GFX card must support OpenGL 3.0 / GLSL 1.3
    Recommended:
    • OS: Mac OS X Mojave
    • Processor: Dual Core Intel 2.4+ GHz Dual Core (64-bit)
    • Memory: 2048 MB RAM
    • Graphics: GeForce 9800+ / ATI Radeon HD 3800+ or later with OpenGL 3.0
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: GFX card must support OpenGL 3.0 / GLSL 1.3
    Minimum:
    • OS: Debian Stretch, Ubuntu Bionic Beaver
    • Processor: Single Core Intel/AMD 2.4+ GHZ (64-bit)
    • Memory: 1024 MB RAM
    • Graphics: GeForce 8300+ / ATI Radeon HD 2400+ or later with OpenGL 3.0
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: GFX card must support OpenGL 3.0 / GLSL 1.3
    Recommended:
    • OS: Debian Buster, Ubuntu Disco Dingo
    • Processor: Dual Core Intel/AMD 2.4+ GHz Dual Core (64-bit)
    • Memory: 2048 MB RAM
    • Graphics: GeForce 9800+ / ATI Radeon HD 3800+ or later with OpenGL 3.0
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: GFX card must support OpenGL 3.0 / GLSL 1.3

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