Разработчик: CookieByte Entertainment
Описание
Fort Triumph is a challenging fantasy turn-based tactics game where permanent death is a possibility at any moment. How's that for pressure?
Lead a band of heroes with different skill sets through a witty, parody fantasy plot. Missions with various objectives are waiting for you on tiled procedural maps—whether in story mode or skirmish, prepare yourself for a grand adventure.
- Utilize your surroundings: Every tree or boulder is a potential weapon in battle.
- Strategize: Choose between four factions and four classes. Build your base, gather resources and teach your characters new skills!
- Grow your heroes: Gain traits and cross-class skills to make your heroes unique every time you play!
- Explore procedurally generated maps: Fort Triumph features flexible world maps with variable locations and events. Each battle calls for a new plan.
- Turn up the volume: Marco Valerio Antonini, an award-winning composer, created the original in-game music.
Поддерживаемые языки: english, german, polish, russian, french, italian, spanish - spain, japanese, portuguese - brazil, simplified chinese
Системные требования
Windows
- 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: 3 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: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 660 / Radeon HD 7850 or better
- DirectX: Version 12
- Storage: 3 GB available space
- Additional Notes: DX10 with Shader 4.0 support required.
Mac
- 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: 3 GB available space
- OS: Mac OS X 10.14+ (64bit)
- Processor: Intel i7 4770 processor or equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 660 / Radeon HD 7850 or better
- Storage: 3 GB available space
Linux
- 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: 3 GB available space
- OS: Ubuntu 18.04+, SteamOS+ (64bit)
- Processor: Intel i7 4770 processor or equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 660 / Radeon HD 7850 or better
- Storage: 3 GB available space
Отзывы пользователей
The strategic map is similar to Age of Wonders: your parties of heroes roam around the map fighting groups of enemies, collecting loot and capturing resource producing buildings. Combat is turn based, moderately complicated but fast paced. There are 4 character classes all with interesting skills. Due to the somewhat random way that new skills are made available at level up, different traits the characters can have, and powerful artifacts they can have, no two characters of the same class will play exactly the same, so the limited number of classes isn't at all boring. The game has two modes: campaign and skirmish. Campaign mode is single player and there are specific scripted fights you need to do to progress through the story. The scripted dialogue is quite hilarious. Skirmish mode is multi-player or against AI players. I'm enjoying the game a lot and it was an incredible bargain for me to it on sale for around $5.
I really like strategic games with the round action, like "X-COM". But with 9 hours of playing this game, I'm done with this one. Only 4 classes, random abilities in the level up (rare, uncommon and common... someone is playing too much Magic), a flawed difficulty system (12 monsters and 3 monsters are rated difficulty 3... but without any area attack - I'm looking to you, mage - multiple monsters are a real TPK factor)... to me this game seems a waste of time.
I liked the turn-based combat and the tactics where you can use the environment to your advantage.
its ok for what it is but there is not much replayability in the game since there are few classes that can be [picked. buy on sale main campaign took me 5 hours to complete so its not that long of a game.
towns are limited of what can you build and mostly there is not that great variety in skills per hero
This game focuses on all of the least fun aspects of tactical turn based combat games. Combat is heavily based on your ability to push enemies into rocks... or rocks into enemies. Really? When you were designing the game, you were like "We could either have really cool abilities... or we can have people push rocks around." And you chose the rocks!?!
You do have some weak regular attacks that don't involve throwing rocks... but those are heavily penalized by percentage based cover mechanics that cause you to miss because of... you guessed it, pushable ROCKS in the way.
Maybe you get the cool abilities later in the game... I don't know, because my excitement for rock-pushing dwindled after about an hour of gameplay.
So unless you like to push rocks and lose dice rolls, play something else.
Great game, I wish they've added splits screen co-op on the campaign.
Fort Triumph Review
**Spoiler Free**
Quick Overview: Fort Triumph is a stylized fantasy tactics game with some RPG elements that is overall a fun little title, but admittedly an unfinished one with some undercooked elements. It’s overworld and RPG mechanics leave something to be desired, and 4 of the 5 faction campaigns were never actualized. But despite it’s shortcomings, the physics-based combat is addictive and keeps you playing “just one more battle”. And I enjoyed my time with it. While I would not recommend this game for the full $20 price tag, I think it’s a fun time for what it is, if you can get it on sale.
Gameplay: Fort Triumph has two overarching gameplay systems: turn-based tactics combat levels, and an overworld map with RPG elements. There are 3 modes to engage with: campaign, skirmish, and multiplayer (I never played multiplayer, so I’m omitting that from this review). The campaign is essentially 3 human-faction skirmishes strung together with a basic story, and minimal progression between them. Skirmishes are essentially map domination vs 2-4 enemies with fog-of-war. You move around the world map, sometimes collecting loot and buffs, but mainly seeking out enemy parties or settlements to defeat, or seeking out overworld NPCs to battle and gain experience. The campaign, on the other hand, will have you completing story objectives rather than eliminating the entire enemy force off the map.
The tactical turn-based combat is the defining strong point of this game. It is a simple straight-forward tactical game, but I think that is a positive in this case. Turns are based on a simple Action Point system. Turns flow easily, though they sometimes take a moment to think through. There are 4 classes (paladin, archer, berserker, mage) each with their own class-specific abilities (you are able to obtain cross-class abilities too). There are also 4 factions to play in skirmish (only human has a campaign), and each one provides a specific trait for your heroes. They also have their own buildings available for their overworld camps, which basically means they have their own pool of in-combat buffs to obtain (capturing enemy bases will also acquire their buffs). As your heroes gain XP, they will level up and you will be able to choose between upgrading their abilities, or learning new abilities from a random pool of 3 (note: permadeath is optional, so if it’s enabled, be careful not to lose your upgraded heroes. If it’s disabled, heroes revive back in town, and need to be rebought. But be warned, at the end of the skirmish-week, they rotate out and are gone.).
While you have your standard fare of attack, defense, and movement abilities, the really fun part of this game is the PHYSICS abilities (This could be a kick, wind gust, grappling hook, etc). There is something so visually rewarding watching a baddie getting smacked through a wall, or shoving a column onto an unsuspecting foe. The gameplay also rewards your physics mayhem by stunning enemies, meaning they can’t attack next turn, which is vital to your strategy. After a stun, an enemy will get a stun block, meaning the next stun will be avoided. Heroes (yours and enemies) start a level with stun block. This whole physics system adds some fun novelty to your standard tactics gameplay. Positioning units is important to avoid or maximize stuns. Furthermore, cover becomes a risky business. Cover can really protect you from damage, but can leave you susceptible to being stunned. Combine these physics attacks with overwatch abilities or attacks-of-opportunity and you’ve got some fun potential for team combos and chaining damage. It’s simple to engage with but also addicting!
Playing on Legendary difficulty definitely makes you play slower and strategize. Each turn is more consequential, and more of a puzzle. The easier difficulties can feel simple, like popcorn entertainment. So, depending on how you want to play, there’s an option for you. But it’s nice that increasing the difficulty does impact the style of gameplay you employ.
While the combat is a strong but simple offering, much of the rest of the game feels undercooked, or even underfunded (the devs said that a lack of funding prevented them from adding campaigns to the 3 non-human factions). Like I said, the game is relatively simple, which is fine and enjoyable for what it is, but it doesn’t feel quite feature-rich enough to complement the simplicity. Features like the bare-bones tutorial, the anti-climactic endings, and the somewhat inconsequential overworld feel undercooked and needed to be fleshed out. And sometimes bits of missing information feel like a consequence of underfunding.
The overworld feels underbaked. I can’t quite put my finger on why, but it seems underwhelming. Exploring the map doesn’t feel very rewarding, and doesn’t have enough variety to feel bigger than the sum of it’s parts. Any “side quests” you find are just text-box events you make a choice within (Once and a while there is a battle that ensues). But every battle has the same goal: kill all enemies. There are no collecting or fetch quests, no riddles or puzzles, no debates or persuasions, no caves or dungeons. There’s nothing Extra to do that makes the overworld feel like a world. Maybe what I’m trying to say is that the RPG elements feel underwhelming. So while the overworld is a nice addition, it feels lacking.
I wouldn’t recommend this game over $10. If it was given the time and extra love to complete fully, I think this would be a hidden gem at $20. But it definitely feels like some corners were cut, and it’s loss-of-funding is apparent. It’s a shame, because the combat is really simple yet addicting. It’s really easy to just keep playing level after level, kicking enemies into objects and watching it all crumble down. I just wish there was more game wrapped around the combat.
Atmosphere: The stylized and colorful art style of the game is what drew me in from the get go. I guess it has a “Warcraft” look, where characters, items, and environments can be somewhat disproportional. But in my opinion, the color and design really shine. There are different themes to different maps, and each faction has a certain look to their settlements and areas. I personally feel the light-hearted style complements the simple gameplay, and helps ground the vibe of the game.
The music is a bit repetitive. There are a couple tracks for the overworld, and a couple of tracks for the combat levels. This could get annoying, but I didn’t mind. There are a couple of tracks that just have that inspiring fantasy sound that I love. Overall, I feel the music helped immerse me into the atmosphere.
There are two weak-points to the presentation, in my opinion. One, the overworld map is 2D, which kind of works, but does feel a little low-budget. Two, and this is the big negative, the endings to the campaign and skirmishes are super anticlimactic. No spoilers, but the campaign ends with text box descriptions, rather than any visual cutscene. And skirmishes end with a text box that says, “You are victorious”. I need a little more than that to feel satisfied from this world.
Conclusion: I’ve enjoyed my time with Fort Triumph so far, but I would only recommend it at $10…or maybe at $15. Despite it’s fun combat and light-hearted art style, the fact that it feels incomplete and undercooked makes it too difficult to recommend at it’s normal $20 price point. If you want to try out some fun simple physics-based tactical gameplay, wait for a sale. But if you pass on this, you’re not missing the hidden gem this could have been with a bit more time in the oven.
Ok. This game is just ok. It's not XCOM enough to satisfy the itch, and it's just meh in the RPG department. I would leave a neutral review, if I could. 5/10
Evidently i played this game for 30 min years ago. I have no memory of it. It left no impression on me. Seems like a very generic game.
🏆 Overall rating: 8.5/10
This is truly one of those great games that not many people know about.
With 3 races, 4 character classes, each class has a different way of building a skill tree, combined with positive/negative characteristics, making the game much more diverse and interesting. The interaction between the environment and the game's skills is a point that I appreciate. Collecting items, skills and resources on the map will help your army become stronger.
With 3 levels, it is enough to help you understand the game's mechanics and operations. After that, you can completely play in super difficult mode and customize the level to your liking.
Overall, with the price of $ 2 (90% off), this is a game that you should play.
MURDER HOBOS
TOSSIN' GOBBOS
Now Fortified with even more Triumph!
Pretty cool... Took me a minute to get the hang of it, but as I began to progress, I really started having a blast. What a fun run. Thanks Devs!
Recipe for "Fort Triumph""
Take 1/2 cup of base-building from "Heroes of Might & Magic",
2 full cups of "Warcraft III: graphics,
3/4 cup of tactical combat from XCOM,
add 1 teaspoon of hilariously useful kick from "Dark Messiah of Might & Magic"
and 1 pinch of Sir Terry Pratchett's humour.
Stir vigorously.
Once you reach a colourful mass, bake it in the oven for 2 hours.
Best served with mead.
Дополнительная информация
Разработчик | CookieByte Entertainment |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 01.02.2025 |
Metacritic | 74 |
Отзывы пользователей | 77% положительных (407) |