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Forts - Firebird DLC & Free Multiplayer Weekend

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G'day Forts fans!
[p]We are happy to announce our next DLC, Forts - Firebird. This new content brings an all new origin story, featuring new lightning and building tech, weapons, commander and more. Head over to the store page to see more and hit wishlist to be alerted the moment it drops! [/p][p][/p][p][dynamiclink][/dynamiclink][/p][hr][/hr]
Free Multiplayer Weekend
[p]To celebrate, we are hosting a free multiplayer weekend until Monday September 1st. Non-owners will have access to the following modes: [/p]
  • [p] Multiplayer* - NOTE: Non-DLC owners who join games hosted by DLC owners to have access to the relevant DLC advanced weapons and features.
    [/p]
  • [p] Campaign - Play through the tutorial and part 1 of the Black Gold campaign.
    [/p]
  • [p] Quick Battle - Recently added mode for new players to get straight into the action with a few explosive missions.
    [/p]
  • [p] Skirmish* - One off battles vs AI opponents.
    [/p]
  • [p] Sandbox* - Free-play mode without opponents.
    [/p]
[p]*Includes Workshop content.
[/p][hr][/hr]
Sale
[p]As part of the celebration, Forts and all DLCs and the OST are on sale. Follow the links below:

[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][hr][/hr][p] [/p][p]Cheers, [/p][p]EWG [/p]

Forts Pro League - Season 6

[p][/p][hr][/hr]
G’day, Forts fans!
[p]Are you ready for Season 6 of the Forts Pro League? Now using a Swiss style bracket! Everyone can sign up for the FPL qualifier stage and registration opens on August 26th! Register your team on Challengermode and Discord following the instructions below.[/p][p][/p][p]Teams will be seeded in a qualifier round in a 3 round swiss bracket format. If you have watched tournaments from other games, you might be familiar with the swiss system. If not, it consists of successive rounds separated in groups of teams having the same amount of wins/losses. Whenever a team scores enough wins to be qualified to the next stage, or enough losses to no longer be able to catch up, they stop playing matches for that round. For the qualifier round, the cutoff is at 2 wins/losses, so the 16 teams to score 2 wins will advance to the main stage.[/p][p]One match is to be played every week for teams who have not yet scored 2 wins or 2 losses. Teams may schedule their match at any time during the week, but if they have not played by Sunday at 8pm utc that given week they must contact a league official on Discord and make themselves available to play their match at this time. Any team not present will forfeit that match. At the end of this stage, the teams with 2 wins will qualify for the main stage, consisting of another swiss bracket, this time on 5 rounds (3 wins/losses cutoff), with the 8 top teams qualifying for the playoffs, where the ultimate winners will be decided in a single elimination bracket.[/p][p]In other news, it has been decided that Co-op on Elimination will not be featured this season. There will also be some map pool changes, and the veto process will no longer feature commander picks, only bans. [/p][hr][/hr][p]
When is it going to happen? [/p][p]Signups for the FPL begin on August 26th and end on September 20th at 7pm utc. Opening day is September 27th at 7pm utc. The playoffs (tentatively scheduled for November 29th 8pm utc) will be held once the main stage has concluded. If you want to participate, make sure you are free on November 29th as well as the two weekends afterwards.[/p][p][/p][p]How to participate?[/p][p]Everyone is eligible to sign up for the qualifier stage of the FPL![/p][p]First, see the Forts Pro League Official Rules[/p][p]Then form your team of two (you are allowed 1 substitute player) and meet the following requirements:[/p][p]Player names must be clearly readable and match on Discord, Steam and Challengermode.[/p][p]The maximum length is 16 characters for teams. Players are expected to use this name when playing all of their matches.[/p][p]Offensive player or team names and profile images will result in disqualification from the league. Players currently under ranked or multiplayer bans are also ineligible to compete.[/p][p]Team tags must be 3 characters or less.[/p][p]Team logos should be 128x128 pixels. Offensive images will result in disqualification.[/p][p]How to join the Forts Pro League: [/p]
  • [p]Make sure you have created your team on Challengermode; [/p]
  • [p]Message @42scientist or @taichuz on the Forts Official Discord with your Team name, composition, team tag and logo. Also include the Discord and Steam ID's of you and your teammate.; [/p]
  • [p]You will then receive an invitation for your team to join the League event; [/p]
  • [p]Accept the invitation on Challengermode; [/p]
  • [p]You are now officially registered in the Forts Pro League! [/p]
Team Capacitor
(Link to the challengermode team)

\[CAP] Fred
(Link to Fred's Steam profile)

\[CAP] Max
(Link to Max's Steam profile)
[p]Sample entry with Team and Logo



What are the prizes for Pro League?

[/p]
  • [p]1st place: $500

    [/p]
  • [p]2nd place: $250

    [/p]
  • [p]3rd place: $100
    [/p]
[p]
Prizes will only be awarded in the form of Steam digital gift cards. To be eligible for prizes, participants must be able to receive Steam gift cards from outside regions. Winners may designate another eligible player to receive their prize.

[/p][h2]Where?[/h2][p]
[/p][p]
[/p][h2]Rules[/h2][p][/p][p]For more information on rules and match scheduling please read the Forts Pro League Official Rules

Earthwork Games reserves the right to make changes to this event as needed

[/p][h2]Streamers[/h2][p]
Project Incursus

Salzwerk

La Cantine (PileRouillée & Og)

Cheers,
EWG
[/p]

Forts Ranked Multiplayer - Season 36 Champions!

[p][/p]
G'day Forts fans!
[p][/p][p]Congratulations to Der Benzinpreisvergleicher, winner of Season 36. Taking second for the second consecutive season is Julian. And in third in successive seasons is Kriegeule. While the top 3 places receive Gold, Silver, and Bronze, every eligible player finishing within the top 20 will receive a Season 36 Medal. Congratulations to all medalists as well![/p][p] [/p][hr][/hr][h2]1v1 Leaderboard[/h2]
  1. [p]\[BOG]#Der Benzinpreisvergleicher[/p]
  2. [p]Julian [/p]
  3. [p]\[BOG]#Kriegeule #Salzierteeule[/p]
  4. [p]I am myself[/p]
  5. [p]InfinityPower[/p]
  6. [p]Tyler Durden[/p]
  7. [p]Nils[/p]
  8. [p]klaualles[/p]
  9. [p]Куртизанка[/p]
  10. [p]Ryabzyk[/p]
  11. [p]Александр[/p]
  12. [p]BrucePixar[/p]
  13. [p]Tar[/p]
  14. [p]barabulka[/p]
  15. [p]Tox[/p]
  16. [p]Hopser[/p]
  17. [p]Domy[/p]
  18. [p]ts[/p]
  19. [p]ニャミ•キメラ[/p]
  20. [p]Armordillo[/p]
[p][/p][hr][/hr][p]
[/p][h3]Ranked Statistics[/h3][p]- A dramatic shift in ranked demographics unfolded following Steam's Summer sale, with Russia overtaking Germany with the most active participants.[/p][p]- More balance patches, more commander shakeups![/p][p]- Overdrive, Shockenaugh, and Moonshine had the largest gains, going from 1% to 6.4%, 10.5% to 15.6%, and 2.5% to 5.1% respectively.[/p][p]- Spook, Hurricane, and Firebird dropped the most, 18.3% to 10.5%, 9.7% to 7.7%, and 6.8% to 4.9% respectively.[/p][p]- Shockenaugh's winrate increased over last season, buoyed by the addition of Balls, but weighed down by unsuccessful swings.[/p][p]Commanders listed in order of popularity. Winrate percentages shown on the Y scale, and below each commander
[/p][hr][/hr][h2]Season 37[/h2][p]Season 37 is already underway and will run through September 30th. This season's map pool consists of the following battlefields: [/p]
  • [p] Crevice[/p]
  • [p] Elephants[/p]
  • [p] Hang Time[/p]
  • [p] Hillfort[/p]
  • [p] Pillars[/p]
  • [p] Vanilla[/p]
[hr][/hr][h2]Join Our Discord![/h2][p]
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.

Cheers,
EWG[/p]

Forts Update 1.33

[p][/p]
G'day Forts fans!
[p][/p][p]Here's another big update to brighten your day.[/p][p][/p][h2]Anti-Air and Weapons Balance[/h2][p]Game balance has been tuned in a few areas. We've taken on the mixed feedback from the last update around the balance of anti-air. Machine guns are now more prone to overheating, but mortars are slightly easier to shoot down. The overall effect is that mortars are more viable and anti-air receives a slight nerf in general. Rockets and Plasma Lasers get a firing cost reduction, while Cannons receive an increase.[/p][p][/p][h2]Phantom's Transfer Pad[/h2][p]Phantom has a new material: the Transfer Pad. When you build these, your allies can move devices to them during the active. If they move storage devices you will also receive resources in proportion to their resource balance. Devices are also moved faster during active. This will allow some interesting new strategies for well coordinated teams.[/p][p][/p][p][/p][p]Work together with your allies using Phantom's Transfer Pad.[/p][p][/p][h2]Commander Balance[/h2][p]Other commanders have also been touched. Overdrive's active duration has been reduced by 29%, which should curb his extravagant lifestyle. Pinchfist's metal reclaim when not active has been reduced to 75%, but his 5% better collectors have returned. Warthog's Rockets gain the extra splash damage and radius other projectiles enjoy. Spook is unable to see Phantom's initial charge.[/p][p][/p][h2]Device Movement Modding[/h2][p]Making a material capable of accepting moveable devices from allies is as simple as setting 'TransferPlatform' to true on a material. For Phantom this is only applied when active.[/p][p]To coincide with this new movement tech, modders can expand the use of device movement and balance it per device. Each device can have its own movement cost and technology requirement, including separate values for transfers to allies. These can even be based on distance or any other factor by implementing a function in the device script. Generosity when gifting storage devices can also be adjusted.[/p][p][/p][h2]Powerful Script Functions[/h2][p]This update introduces several eagerly awaited functions for modders. Firstly, GetDeviceListValue can be used to query device configuration from device_list.lua, weapon_list.lua, and ammo_list.lua.[/p][p]Next, SetScriptValue and GetScriptValue are able to send and receive data to and from other scripts easily. These operate much like the recently added GetDeviceValue and similar functions.[/p][p]Finally, CallScript better supports inter-mod separation of functionality. It allows you to execute a function in another script, passing a table of parameters, and have the return value assigned to a variable.[/p][p]A handy function, LogValue, has been added to help you debug the use of these functions. It can write out any Lua values, including tables, formatted as valid Lua script.[/p][p][/p][h2]Replay Screenshots[/h2][p]When you've got a long list of replays, it can be hard to find one in particular. Now the game can take a screenshot every minute and embed it into the replay. If a replay has these they will show instead of the generic map screenshots when previewing the replay.[/p][p]You can enable it in the Options -> Game menu (it's off by default). Keep in mind it will increase replay file sizes and may slow down navigation in the replay selection screen.[/p][p][/p][p][/p][p]Quickly find the replay you're looking for.[/p][p][/p][h2]Spread Indicator[/h2][p]If you're having trouble aiming the Shotgun and Smoke Bomb, this may help. When aiming these there is a new arc shown indicating the extents of the projectiles produced. It also applies to Scattershot's 20mm Cannon during active.[/p][p][/p][p][/p][p]Receive feedback on the projectile spread of some weapons.[/p][p][/p][h2]Map Balance[/h2][p]Fair environments are important in a competitive game, so we've taken a scalpel to a long list of maps. Of particular note is that in Balls it's now impossible to build on the terrain of the opposite side.[/p][p][/p][h2]Other Notes[/h2][p]Work continues in the background on ranked arbitration. We hope to have this rolled out, along with some other exciting improvements, in the next update.[/p][p]We're aware of connectivity issues some players experience since the move to Steam Networking Sockets. It's under investigation.[/p][p][/p][h2]Change List 1.33.0 r19606[/h2][p][/p][p]Add: (GetDeviceListValue) Script function to query item values in device_list.lua, weapon_list.lua and ammo_list.lua[/p][p]Add: Commander language mods can appended strings to the Materials table[/p][p]Add: Frame limiting system[/p][p]Add: GetScriptValue, SetScriptValue and CallScript script functions[/p][p]Add: LogValue and ValueToLua to scripts/core_utility.lua to output tables as valid Lua strings[/p][p]Add: MoveCostMetal/ToAlly and MoveCostEnergy/ToAlly device config functions to specify move cost, parameters: deviceId, sourcePos, destPos, nodeIdA, nodeIdB, platformT[/p][p]Add: Projectiles can set AntiAirClaims to adjust their estimated ability to shoot down enemy targets[/p][p]Add: Record screenshots to replay[/p][p]Add: Spread indicator to smoke launcher and shotgun aim[/p][p]Add: Technology can be required to move devices using PrerequisiteMove and PrerequisiteMoveToAlly in *_list.lua[/p][p]Add: TransferGiftsResourcesFactor rule for Phantom's TransferPad (defaults to 1)[/p][p]Add: TransformPlatform material property for allies to gift devices[/p][p][/p][p]Balance: (Cannon) Increase fire cost from 3000 to 3500 energy (+17%)[/p][p]Balance: (EMP rocket) Increase AA claims at less than 1.2s from 3 to 4[/p][p]Balance: (Flak) Makes 2 claims on incoming projectiles to save allocating gunners[/p][p]Balance: (Hurricane active) Incendiary Mortar and Heavy Mortar reload speed boost reduced from 100% to 50%[/p][p]Balance: (Hurricane) Machineguns overheat after three bursts[/p][p]Balance: (Incendiary and Heavy mortar) Increase shootdown radius from 15 to 20 (+33%)[/p][p]Balance: (Machinegun) Decrease heat period from 1.8 to 1.5 (-17%)[/p][p]Balance: (Machinegun) Increase overheat cool period from 7.5 to 11s (+47%)[/p][p]Balance: (Moonshine) Increased GaugeDamageHitpoints from 1500 to 3150 (+110%)[/p][p]Balance: (Overdrive) Reduce active duration from 14s to 10s (-29%)[/p][p]Balance: (Phantom active) Time to move a device is reduced from 2 to 1 seconds (-50%)[/p][p]Balance: (Pinchfist) Reduce metal reclaim during passive from 100% to 75%[/p][p]Balance: (Pinchfist) Reintroduce 5% eco boost to compensate for reduced metal reclaim during passive[/p][p]Balance: (Plasma Laser) Decrease fire cost from 5000 to 4500 energy (-10%)[/p][p]Balance: (Rocket) Reduce energy fire cost from 1200 to 1000 (-17%)[/p][p]Balance: (Shield) Sniper projectiles reflect off shields perfectly at moderately shallow angles[/p][p]Balance: (Warthog active) Rockets gain the 25% damage/splash radius bonus[/p][p][/p][p]Fix: (Battlegrounds) Block 39, 11 + Left lower expansion has extra terrain in front of it[/p][p]Fix: (Elephants) Blocks 2, 0 more space for lower AA expansion, left side can swing into cave.[/p][p]Fix: (Forts Falls) Asymmetrical + add no build zones to water[/p][p]Fix: (Fracked) Blocks 45, 15 prevents lower turbines, lowers the amount of propellers you can build, couple other blocks slightly block building[/p][p]Fix: (Hangtime) Slightly asymmetrical[/p][p]Fix: (Hellmouth 3v3) Every non team owned block[/p][p]Fix: (Hillboat, Hillfort) Offset on the central block allows for downwards shots to hit more easily on one side vs the other[/p][p]Fix: (Italian) High Seas campaign translation contains slang profanity[/p][p]Fix: (No Obstacle) Player is able to build foundations on inappropriate terrain[/p][p]Fix: (Outstretch) Terrain close to base can block[/p][p]Fix: (Overdrive) Focussed 2-barrel Deck Gun receives upgrade boost[/p][p]Fix: (Penguins) Terrain close to base can block[/p][p]Fix: (Phantom) The effects of the extended Magnabeam are cut short[/p][p]Fix: (Pillars) Blocks 4, 2 blocks lower AA/mortars[/p][p]Fix: (Spook) Enemy charge meter is not restored after joining until it changes[/p][p]Fix: (Stalactites 4v4) Terrain asymmetry behind rear forts[/p][p]Fix: (Vanilla Large) Lower base blocks are slightly different, not too impactful[/p][p]Fix: (Vanilla) Blocks 7, 0 right in front of the base, blocks AA, especially with the meta having structure so close this does matter[/p][p]Fix: (Wingman 4v4) Two blocks in front of the bases are different, slight issue for AA[/p][p]Fix: (Wingman MS) Blocks 12, 10 top right expansion is easier to build forward on[/p][p]Fix: (Wingman) Two blocks in front of the bases are different, slight issue for AA[/p][p]Fix: (Ziggurat) Blocks 11, 6 starting base gets significantly fewer turbines, + all the other blocks are not perfectly symmetrical[/p][p]Fix: Adding 'team' to profanity filter allows you to see enemy team chat[/p][p]Fix: Assistant button tool tips appear when panel is not visible[/p][p]Fix: Changing Vsync in options doesn't always update the actual setting[/p][p]Fix: Crash in AllocateFortsToPlayers[/p][p]Fix: Crash when an invalid teamId is passed to script functions[/p][p]Fix: Device reclaim value and other stats do not respond to commander state[/p][p]Fix: Heating is reset when moving weapons with Phantom[/p][p]Fix: Logging functions incorrectly handle strings with new lines[/p][p]Fix: Parts of the structure are drawn at the previous graphical position, causing a noticeable separation at speed[/p][p]Fix: Players appear connected when they disconnect while downloading Workshop items[/p][p]Fix: Quick Battle win music starts then stops when it should duck[/p][p]Fix: Rich presence keeps attempting sign in if player has no internet connection[/p][p]Fix: Structure claimed by barrels appear over mines.[/p][p]Fix: Unable to convert bracing to back bracing at near zero energy in spite of it being no cost[/p][p]Fix: When an upgraded weapon is moved, its upgrade source is selected to build[/p][p]Fix: Wide strings cause memory leaks in Lua script states[/p][p][/p][p]Improve: (Balls) Prevent occupation of enemy terrain[/p][p]Improve: (Code of Conduct) Include copyright to line about offensive Workshop material, and specify that a ban will be issued[/p][p]Improve: (Spook) Don't see Phantom's true commander charge until first activation[/p][p]Improve: (Vanilla 3v3) Display name is translated[/p][p]Improve: Assistant button needs to be held to show panel[/p][p]Improve: Error reporting for GetProjectileValue, GetAmmoValue, GetDeviceValue, and GetMaterialValue[/p][p]Improve: Game invites from Discord Rich Presence work in submenus and matches[/p][p]Improve: Lobbies are sorted by ping[/p][p]Improve: Projectiles can have their FadeDuration customised (defaults to 0.2)[/p][p]Improve: Rename Vanilla Large MS to Vanilla 2v2 MS[/p][p]Improve: Rename Vanilla Large to Vanilla 2v2[/p][p]Improve: Rich presence pop up only appears if player has discord running[/p][p]Improve: RicochetFade values can be customised per projectile-material collision via Effect.Deflect entries, allowing projectiles to live long after reflections, defaulting to RicochetFade in db/constants.lua[/p][p]Improve: Russian translation (thanks knestor)[/p][p]Improve: Show active duration in commander description[/p][p]Improve: The fort selection button in the lobby has a tooltip[/p][p][/p][h2]Change List 1.33.1 r19616[/h2][p][/p][p]Fix: (Phantom) Transfer Pad can't accept large devices such as the Hardpoint[/p][p]Fix: (Phantom) Transfer Pad takes little damage from Buzzsaw[/p][p]Fix: (Shockenaugh active) Firebeam fire cost is not reduced to match the regular Plasma Laser[/p][p]Fix: Crash when upgrading a device as a client[/p][p]Fix: Vanilla 2v2 MS is missing[/p][p][/p][hr][/hr][h2]Make Sure To Join Our Discord[/h2][p][/p][p]If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.[/p][p][/p][p]Cheers,[/p][p]EWG[/p]

Forts - Moonshot 1v1 Tournament 31

[p][/p][hr][/hr]
G'day Forts fans!
[p]After the great success of the latest meme tournament, it is time for a more competitive event, and no format could be better than a straight 1v1 single elimination tournament![/p][p]Tournament 31 is the first one quitting the roman numerals standard, and will be held on August 30th at 7PM UTC. Up to 16 players may register, with first two rounds being Best of 1, Semifinals, Bronze match and Finals being Best of 3, with a 15 minute time limit for all rounds.[/p][p] [/p][p]Registration will open at 7pm UTC on the 9th of August. In order to register, every participant should ping 42scientist on the Forts Official Discord server with their challengermode profile link, steam profile link, and then be invited on Challengermode.

Hosts:
Project Incursus Salzwerk La cantine [/p][hr][/hr][p]On to the details.


When will Registration open? [/p][p]August 9th 2025 at [/p][p]12pm PDT (West Coast USA) [/p][p]3pm EDT (East Coast USA) [/p][p]8pm GMT (London) [/p][p]9pm CEST (France, Germany) [/p][p]5am August 10th AEST (Brisbane Australia) [/p][p]Entries submitted before this time will not be accepted. Once registration has opened the first 16 players to submit a valid entry will be admitted. Valid entries must fulfill the requirements listed below under How do I join?


How will players be seeded?

Seedings will be based on past results in official events and ranked seasons.


Prizes? [/p][p]The prize pool is as follows: [/p][p]1st place $50 [/p][p]2nd place $25 [/p][p]3rd place $10 [/p][p]Prizes will only be awarded in the form of Steam digital gift cards. To be eligible for prizes, participants must be able to receive Steam gift cards from outside regions. Winners may designate another eligible player to receive their prize.[/p][p]If you have any additional questions please contact us on Discord. [/p][hr][/hr][h2]How do I join?[/h2][p]
In order to participate, you must do the following... [/p][p]Join the Official FORTS Discord [/p][p]Your names on Discord, Steam and Challengermode must match [/p][p]Inappropriate competitor names will not be accepted [/p][p]Send a message on Discord to 42scientist with your CM profile and Steam profile[/p][p]Registration will not open until August 9th at 7pm UTC [/p][p]Maximum of 16 players[/p][p][/p]
WHEN
[p][/p][p]Tournament 31 starts August 30th, 2025 at... [/p][p]12am PDT (West Coast USA) [/p][p]3pm EDT (East Coast USA) [/p][p]8pm GMT (London) [/p][p]9pm CEST (France, Germany) [/p][p]5am 31st of August AEST (Brisbane Australia) [/p][p][/p]
WHERE
[p]
The FORTS Tournament lobby
The Official FORTS Discord
Challengermode Bracket
[/p]
RULES
[p][/p][p]1v1 Team Death Match [/p][p]Single elimination [/p][p]15 minute time limit [/p][p]Moonshot enabled [/p][p]Tons of Guns enabled [/p][p]Repair Station enabled[/p][p]Portals enabled [/p][p]Commanders enabled [/p][p]Draws decided by core damage inflicted (total damage if core health is equal) [/p][p]Maximum of 16 players[/p][p]Check-in on Discord starts 1 hour before tournament [/p][p]Late or absent players forfeit their matches [/p][p]Use of exploits or bugs for self-charging or any other purpose is strictly forbidden. [/p][p]Earthwork Games reserves the right to make changes to this event as needed [/p][p][/p]
STREAMS
[p]Project Incursus Salzwerk La cantine [/p]
THE BATTLEFIELDS
  • [p]Battlegrounds[/p]
  • [p]Crevice[/p]
  • [p]Desert Ruins[/p]
  • [p]Hang Time[/p]
  • [p]Ledge Grab[/p]
  • [p]Moorings[/p]
  • [p]Stalactites[/p]
  • [p]Vanilla
    [/p]
[p]Cheers, EWG[/p]