- Nutze die Umgebung: Jeder Baum und Felsbrocken kann als Waffe dienen.
- Plane deine Strategie: Vier Fraktionen und vier Klassen. Errichte deine Basis, sammle Ressourcen und bringe deinen Charakteren neue Fertigkeiten bei!
- Entwickle die Helden: Nutze Merkmale und klassenübergreifende Fertigkeiten – deine Helden sind bei jedem Spiel einzigartig!
- Erkunde prozedural generierte Karten: Fort Triumph bietet flexible Weltkarten mit veränderbaren Orten und Ereignissen. Jede Schlacht erfordert einen neuen Plan.
- Alza il volume: le musiche originali del gioco sono composte da Marco Valerio Antonini.
Fort Triumph
Sammlung
Du musst angemeldet sein
Über das Spiel

Systemanforderungen
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Intel I3 4160 processor or equivalent
- GFX: NVIDIA GeForce GT 630 or Equivalent
- RAM: 8 GB RAM
- Software: Windows 7 SP1+ (64bit)
- HD: 3 GB verfügbarer Speicherplatz
- DX: Version 10
- MISC: DX10 with Shader 4.0 support required.
- LANG: Deutsch, Englisch, Polnisch, Russisch, Französisch
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Intel i7 4770 processor or equivalent
- GFX: NVIDIA GeForce GTX 660 / Radeon HD 7850 or better
- RAM: 8 GB RAM
- Software: Windows 10 (64bit)
- HD: 3 GB verfügbarer Speicherplatz
- DX: Version 12
- MISC: DX10 with Shader 4.0 support required.
- LANG: Deutsch, Englisch, Polnisch, Russisch, Französisch
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IN A WORD: MAYBE
IN A NUTSHELL:
Zitat:
WHAT TO EXPECT: Indie made game. Fantasy themed strategy. Multiple act single-player campaign. Narrative-driven quests split between multiple acts. Hit and miss writing. Visually pretty and colourful graphics. Impressive adventure amplifying soundtrack. Rogue-like structure when transitioning between acts. Dynamically generated 2.5D maps. Multiple party management. Only four character classes. Tough turn-based tactical battles. Unorthodox, focused skill-oriented combat system. Over-reliance on physics based environmental and cascading damage. Steep learning curve. Unbalanced enemy groups. Auto-win battle feature. Single-player and multi-player skirmish mode.
ACHIEVEMENTS: PROGRESSION AND; PHYSICS AND COMBAT BASED.
STATUS: COMPLETE. SOME SUPPORT CONTINUES.
WHEN TO BUY: MAY APPEAL TO FANS OF INDIRECT TACTICAL COMBAT. WITH A FOCUSED DESIGN APPROACH.
More info below....
THE LOWDOWN:
Fort Triumph (FT) is a quest-driven strategy game of adventure with a focus on turn-based tactical battles. It bears more than a passing resemblance to Heroes of Might and Magic (HoMM). Where players lead a party of characters instead of armies of creatures, across a dynamically generated fantasy world. One full of hostile creatures guarding lairs, production facilities, scattered rewards and shrines. A light witty, narrative in the form of written dialogue carries a minimal plot forwards, between quests and acts. Graphically the game possesses a similar colourful aesthetic to that of Torchlight. A jovial soundtrack laced with an epic quality reinforces its fantasy ambience. The GUI has a lean design that presents its features in a format that should be familiar to many strategy gamers. Modes include a single-player campaign and skirmish for both single and multi-player. Played across several acts, numerous characters from four basic archetypes are controlled as a party. Armed with just their skills and a small inventory of key items, they must complete a series of quests to progress from one act to the next. Barbarians, Rangers, Mages and Paladins can be recruited to form several parties to fight battles, and to protect or siege enemy fortresses. Each class can gain a range of skills to define their own roles in battle. The proficiency of which can be increased as experience levels are gained. < Redacted by the narrator > https://steamcommunity.com/sharedfiles/filedetails/?id=2607336142THE GOOD:
+ Well designed and balanced strategy layer. Similar to HOMM. + A strong foundation of indirect combat options. Based on interactive and destructible environments to inflict damage on opponents. + Lots of tactical nuances through inventory, character attributes, skills and positioning. + Battles can be auto-resolved when enemies are outmatched. + The auto-assignment of overwatch for all characters through a single button. + Optional perma-death. + Visually pretty and colourful. Similar to Torchlight. With an impressive soundtrack.THE BAD:
- Campaign is limited to the human faction. - Generic battlescapes become familiar all to quickly. Nothing stands out. - Tactical combat missing more satisfying direct offensive options. - Not enough character types. Only four. With only the tiniest number of sub-classes defined through skill selection. - Rogue-like design aspect when progressing to the next act. Only able to take forward limited assets. - Quests on rails. No options to choose different missions. - Unbalanced encounters where the party is outnumbered and outmatched. A lack of healing options does not help. - Cannot save while in battle. These can take quite a while. - No deployment phase. Characters are auto deployed. - AI factions will spawn continuous enemy parties to keep the player busy. - Possible to mis-click GUI when on the combat map.AND THE REST:
* Single-player campaign and skirmish modes. Plus skirmish for multiplayer also. * Small inventory adds additional tactical options. * Four factions to choose in skirmish mode. * Graphically good looking but basic in complexion. * Four difficulties. * Subjective quality writing of short bursts of witty dialogue-driven narrative. * Well programmed AI. Will remain stationary when coded to defend. Will look to attack with superior numbers and fall in traps. * A decent enemy roster. Limited to the same four classes as the player's heroes. https://steamcommunity.com/sharedfiles/filedetails/?id=2607342207ANALYSIS:
FT suggested an experience that combined the strategy layer of HoMM and the tactical combat of X-COM. Taking elements of both games and incorporating them together in a fantasy setting of its own. Giving it an appealing look and feel to fans of those games and the chance to invest their time and energy into its familiar playing-style. (A real enticement for this fan of those previously mentioned titles.) A high level of production and polish provided additional promise, inflating expectations even higher. At least initially. As progress through the game was made and more of the game was played, a clearer picture formed. One that caused those expectations to nose-dive and fester into disappointment and eventually apathy. To be fair FT proved to be a competently made game. Attention-grabbing during the first act. Visually the game looked pretty and colourful. Reminiscent to an extent of the first Torchlight game. Added to by an appropriately impressive sounding track. One that was enjoyable, as well as capturing the game's adventurous nature and amplifying its setting. The writing was found to be as generic as the missions it framed. Not invoking any significant response apart from the desire to skip past and continue playing. An initially impressive design provided a familiar gameplay structure, reinforcing the play-styles of those previously mentioned and cherished games. Something which unfortunately waned as the game's exact nature revealed itself. Piggy-backing on the HoMM playstyle worked a treat to deliver a strategy layer with enticing exploration. One supplemented with decent randomisation and a fair array of interesting places to visit. These formed a solid base with potentially good replay value. However they eventually became all-to-familiar when enough levels had been played and restarts made. Base-building a staple of HoMM appeared to start on a parallel. Clear cut, but becoming shallow. Resulting in formulaic strategy with no alternatives to create fortresses with their own distinct specialisation. Another highlight of HoMM. Given that once the optimum build path was identified it would not need to change for other forts. At least through the first few acts. Which was all that could be managed before apathy took over my willingness to play. Neither aspect would reach the level of involvement that matched my memories of playing HoMM. The biggest issue here was the AI ability to continuously afford the creation of parties to send out every turn after previous ones had been defeated. < Redacted by the narrator > https://steamcommunity.com/sharedfiles/filedetails/?id=2607340005VERDICT:
FT was a game that promised alot but failed to deliver a convincing enough HoMM inspired strategy experience with X-COM style tactical combat. For me at least. It became lacklustre, lacking the depth to develop enough variety of strategies and a constricting design theme that forced the gameplay in first two acts at least, to be essentially the same experience. < Redacted by the narrator >FULL REVIEW:
For the full review in all its glorious detail, go off-Steam to: https://turnbasedlovers.com/review/fort-triumph-tbl/Zitat:
Thank you for reading. | Follow my curator here. | Key provided by Turnbased Lovers
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Follow me - I'm a curator!
PROS: • physics offer new and interesting tactics • random skills and items make every character unique CONS: • might not be what you expect (some rouglike characteristics) • 5-10h campaign • weak story tries to be funny • limits what you can carry to the next act (4 Heroes, 1 Item, 1 Other) • needs more content VERDICT: 7/10
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Name | Score | Thoughts | [/tr]
---|---|---|
Graphics | ☐☐☑️☐☐ | Cartoony visuals that are okay, but really aren't my cup of tea. It is however passable. | [/tr]
Gameplay | ☐☐☐☑️☐ | It plays like a mix of Heroes of might and magic + Xcom. There are two elements to this game, the campaign map and the combat. • The campaign map plays almost exactly like HOMM. You have a castle that you can upgrade and buy heroes from, a map with enemies guarding resources and items etc, and an AI that has it's own castle and heroes that roam the map. • The combat is grid/turn-based, similar to Xcom. However it has a very high focus on it's physics based system. You can and are encouraged to use the environment to deal damage and stun enemies. | [/tr]
Coop | ☐☑️☐☐☐ | The game offers local coop, however it only comes in the form of a skirmish mode (that works like HOMM would), so no coop campaign. | [/tr]
Audio | ☐☐☑️☐☐ | Good audio. | [/tr]
Story | ☐☑️☐☐☐ | The story wasn't for me, I ended skipping most of it after a while. It is trying to be funny but missed the mark imo. | [/tr]
Difficulty | N/A | I played the game on normal difficulty, so I can't really rate this. It was, however, a cake walk on normal. | [/tr]
Game Time | ☐☑️☐☐☐ | Completing the story takes around 6h. You could easily do it in less time though. | [/tr]
Replayability | ☐☑️☐☐☐ | Not something I'm personally going to play again after having completed the story. There is however the means to put in more game time via the skirmish mode. But unless you really loved the gameplay I can't see a lot of people doing that. | [/tr]
Price Point | ☐☑️☐☐☐ | I feel like the price is much too high for the content offered. Pick it up on a sale. | [/tr]
Final Score | 2.5/5 | Fort Triumph is a good turn-based strategy game that offers original physics based combat. | [/tr]
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Release:16.04.2020
Genre:
Strategie
Entwickler:
CookieByte Entertainment
Vertrieb:
All in! Games
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop