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Forts

Forts
Platform
PC
Release Date
File Size
1.85 GB
Views
22,529
Comments
3
Languages
english, french, german, spanish - spain, russian, italian, japanese, korean, polish, portuguese, portuguese - brazil, simplified chinese, turkish, hungarian
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Added by Admin
Download Game v1.38.2

Version Status

Current Version
v1.38.2

Screenshots

Forts — Screenshots 1
Forts — Screenshots 2
Forts — Screenshots 3

Description

Computer game Forts refers to strategies with 2D graphics, and offers all users to plunge into the reflections. You have to plan the plan and implement it on the battlefield. The developers paid special attention to the physics engine, therefore, consider this. In order to achieve your goals and realize your ideas, you will build an indestructible fleet. Keep track of time. Remember that your enemies do not slumber, and they want to do everything you need to win before you do it. Speed and tactics are important here.

NOTE. Uploaded version: 2 July 2026 [v1.38.2]. This is Full Release and latest version of game. The game is already Packaged in ISO File and ready to run the game after install, read the instruction below.

Included DLC:

  • 1033530=Forts — Moonshot
  • 1335840=Forts — Pro HUD
  • 1811550=Forts — High Seas
  • 2278070=Forts — Elite HUD

About This Game

You can choose from a large number of suppliesUse buildings, choose weapons, as well as other items and items that you will need to play. It is necessary to take into account every detail, every detail, because the functioning of the fort, its defensive abilities and capabilities depend on it. Those who show attentiveness will be able to understand how to conduct the discovery of new weapons in order to get ahead of their opponents. Agree, then your benefits will increase significantly. From your inattention or miss, the enemy only wins. You can lose a lot if you miss one thing. From a single shot or hitting a shell into the fort, a real tragedy can occur.

System Requirements

Minimum

OS:
Windows Vista, 7, 8 or 10
Processor:
Pentium Dual-Core 2.7GHz
RAM:
4 GB RAM
Graphics:
Intel HD Graphics 520
Storage:
1 GB available space
DirectX:
Version 9.0c

Installation Guide

Step-by-step setup process for P2P Release

  1. No installation is needed — this release is fully pre-installed and ready to play, so you can skip setup wizards and long updates entirely.

  2. Extract the archive (RAR/ZIP) to a short, Latin-only path like C:\Games\GameName using WinRAR or 7-Zip — and never launch the game from inside the archive, as that is the top cause of launch failures.

  3. Launch the game via Run Me!.bat (or the main .exe file) in the game folder. If nothing happens, right-click it and choose Run as administrator.

Game Info

Developer
EarthWork Games
Publisher
EarthWork Games
Platform
PC
Release Date
File Size
1.85 GB
Status
Pre-installed (Portable)

Download Game

Full game

Download
Forts_v1.38.2
MD5: db94c624dff61ec915968ff359ae68e8
SHA-256: 4a624d47255a370f70e040b26d8309afb894e5cb60bbc809d924566630ab5fb1

Checksums verify the integrity of this specific file. They are not an absolute malware guarantee — always scan downloaded files.

Torrent file ready

Reviews

4.2
out of 5
71 ratings 71 of these carried over from our archive

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Comments (3)

  1. Skigameco


    Change List 1.33.0 r19606 Add: (GetDeviceListValue) Script function to query item values in device_list.lua, weapon_list.lua and ammo_list.luaAdd: Commander language mods can appended strings to the Materials tableAdd: Frame limiting systemAdd: GetScriptValue, SetScriptValue and CallScript script functionsAdd: LogValue and ValueToLua to scripts/core_utility.lua to output tables as valid Lua stringsAdd: MoveCostMetal/ToAlly and MoveCostEnergy/ToAlly device config functions to specify move cost, parameters: deviceId, sourcePos, destPos, nodeIdA, nodeIdB, platformTAdd: Projectiles can set AntiAirClaims to adjust their estimated ability to shoot down enemy targetsAdd: Record screenshots to replayAdd: Spread indicator to smoke launcher and shotgun aimAdd: Technology can be required to move devices using PrerequisiteMove and PrerequisiteMoveToAlly in *_list.luaAdd: TransferGiftsResourcesFactor rule for Phantom\'s TransferPad (defaults to 1)Add: TransformPlatform material property for allies to gift devices Balance: (Cannon) Increase fire cost from 3000 to 3500 energy (+17%)Balance: (EMP rocket) Increase AA claims at less than 1.2s from 3 to 4Balance: (Flak) Makes 2 claims on incoming projectiles to save allocating gunnersBalance: (Hurricane active) Incendiary Mortar and Heavy Mortar reload speed boost reduced from 100% to 50%Balance: (Hurricane) Machineguns overheat after three burstsBalance: (Incendiary and Heavy mortar) Increase shootdown radius from 15 to 20 (+33%)Balance: (Machinegun) Decrease heat period from 1.8 to 1.5 (-17%)Balance: (Machinegun) Increase overheat cool period from 7.5 to 11s (+47%)Balance: (Moonshine) Increased GaugeDamageHitpoints from 1500 to 3150 (+110%)Balance: (Overdrive) Reduce active duration from 14s to 10s (-29%)Balance: (Phantom active) Time to move a device is reduced from 2 to 1 seconds (-50%)Balance: (Pinchfist) Reduce metal reclaim during passive from 100% to 75%Balance: (Pinchfist) Reintroduce 5% eco boost to compensate for reduced metal reclaim during passiveBalance: (Plasma Laser) Decrease fire cost from 5000 to 4500 energy (-10%)Balance: (Rocket) Reduce energy fire cost from 1200 to 1000 (-17%)Balance: (Shield) Sniper projectiles reflect off shields perfectly at moderately shallow anglesBalance: (Warthog active) Rockets gain the 25% damage/splash radius bonus Fix: (Battlegrounds) Block 39, 11 + Left lower expansion has extra terrain in front of itFix: (Elephants) Blocks 2, 0 more space for lower AA expansion, left side can swing into cave.Fix: (Forts Falls) Asymmetrical + add no build zones to water

  2. CODEX
    release 2019-12-01a changelistAdd: randomised map selection in ranked, selecting 1v1 or 2v2 maps depending on leaderboard, with button to select capture mapsAdd: Steam Cloud support for campaigns and settingsAdd: transition to steam id user paths to support cloud savesAdd: map list filteringAdd: expanded HUD for Material, Device, Weapon, Terrain and Prop selection--- Hold \"Q\" to display (can be switched to toggle in Options -> Game)Add: fully featured dynamic scripting for mods (script.lua from base folder of mod)Add: support for using source control in mod foldersAdd: support for multiple upgrades with customisable context buttonsAdd: support for multiple prerequisite combos for devices and materials--- e.g. Prerequisite = {{ \"a\", \"b\", \"c\" }, { \"d\", \"e\" }, { \"f\" }},--- Upgrades can have Prerequisite independent of the base device--- An empty upgrade prerequisite means nothing required, even if base weapon has arequirementAdd: support for secondary (barrel) structures allocated to players and AI in TDMAdd: SecondaryForts mission script table to associate primary forts with secondary forts by IdPosAdd: SecondaryForts.AllocateRemaining to decide what to do with unallocated secondary fortsAdd: validate select game files on startup, flag Steam to verify and restartAdd: script checksum systemAdd: support for ground weapons without a forced angleAdd: alternative destroy effect when expiring (defaults to destroy effect)Add: Scale variable to CompositeSprite nodeAdd: open medal links in the Steam overlay if availableAdd: an alias for shortened field identifiers (e.g. FI_D -> FIELD_DISRUPT)Add: RAY_HIT_FIELD enum to CastRayFromDevice resultsAdd: draw anchor positions & directions and outlines of all composite sprite nodes in editor for selected deviceAdd: Additive variable to CompositeSprite nodeAdd: data desync logging for prerequisite and upgrade differencesAdd: show repair area effects during replaysAdd: logging during World construction to narrow down silent crashesAdd: SplashForceIsGravity flag to specify projectile splash force is gravityAdd: \'Log\' function support for building_materials.lua and projectile_list.luaAdd: console error logging to mod.lua and script.lua loadingAdd: customisable material conversion buttons, defaulting to DefaultConversions when Conversions is missing
  3. CODEX
    Build 2019-01-11a ChangelistAdd: WeaponMass variable which defaults to 40 if not set, and writes a warning to the logAdd: don\'t allow access to multiplayer if sound fails to initialise to prevent desyncsAdd: show a message and open known issues guide if the software renderer is detectedAdd: don\'t record desync if any of the clients has a ping greater than a threshold (1 second)Add: enable DebugDataDesync for every progressive checksumAdd: effects checksum to progressive data checksum debuggingAdd: rewrite host log when the full tick check has been receivedAdd: defer sending desync files until full tick check has been received by hostAdd: log data desync detail to separate file on data desyncAdd: separated material, device, projectile and effect data checksum debugging for granular desync diagnosisAdd: Replay.DataDesyncEnabled to allow disabling data desync detection in replaysAdd: if there is no device/material description for a language default to EnglishFix: entire effects cache has its checksum calculated when index wrapsFix: effect scripts and samples are loaded from the drive rootFix: crash in DeviceEditor::DrawLaserPainting when mCurrentDeviceTypeIndex is -1Fix: access to freed memory when upgrading a deviceFix: sandbox replays desync when firing weapons (always allow when player is promiscuous)Fix: DebugDataDesync is incomplete for the first frameFix: crash when logging Msg::set_weapon_target and device not foundFix: replay data desync immediately after recording a sandbox game (ambient effect loading)Fix: crash when client selects a map while the host disconnects while loading game or map select screenFix: Hide enemy fort during truce shows struts and claddingFix: FileSelect button to cycle previews doesn\'t have an effectFix: desync when firing machine gun while AI is shooting it esp. when show cursors is onFix: lagging players don\'t drop out before they desync

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