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Forts - Legacy 1v1 Tournament

[p][/p][hr][/hr]
G'day Forts fans!
[p]Now that the sixth season of the FPL has concluded, we want to have something a little different in between seasons.[/p][p]For this "Legacy" Tournament, as the name suggests, you will be fighting each other while the game returns progressively towards a vanilla state.[/p][p]The first round will include every DLC up to High Seas, quarter-finals will include everything up to Moonshot, semi-finals will only include Tons of Guns, while the finals (and bronze match) will be played in full vanilla. This means no munitions plant, no firebeam, not even the repair station.[/p][p]Since it is a 1v1 tournament, we will allow up to 32 players. There will be an offline qualification round before the main event, to get the player count down to 16, which will be played with Moonshot.[/p][p]The main event itself will take place over two weekends, the 7th and 14th of February at 7PM UTC.[/p][p] [/p][p]Registration will open at 5pm UTC on the 11th of January. In order to register, every participant should ping 42scientist on the Forts Official Discord server with their challengermode profile link, steam profile link, 128x128 logo, 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]January 11th 2026 at [/p][p]9am PST (West Coast USA) [/p][p]12pm EST (East Coast USA) [/p][p]5pm GMT (London) [/p][p]6pm CET (France, Germany) [/p][p]4am August 10th AEDT (Brisbane Australia) [/p][p]Entries submitted before this time will not be accepted. Once registration has opened the first 32 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 or logos will not be accepted [/p][p]Send a message on Discord to 42scientist with your CM profile, Steam profile, and 128x128 logo[/p][p]Registration will not open until January 11th at 7pm UTC [/p][p]Maximum of 32 players[/p][p][/p]
WHEN
[p][/p][p]Legacy Tournament starts February 7th and 14th, 2026 at... [/p][p]11am PST (West Coast USA) [/p][p]2pm EST (East Coast USA) [/p][p]7pm GMT (London) [/p][p]8pm CET (France, Germany) [/p][p]6am on the next day AEDT (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]Tons of Guns, Moonshot, High Seas enabled, then disabled per round[/p][p]Repair station enabled until last round[/p][p]Portals enabled while Moonshot is[/p][p]Commanders enabled (all factions, no matter the DLCs)[/p][p]Draws decided by core damage inflicted (total damage if core health is equal) [/p][p]Maximum of 32 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]

Forts Update 1.35

[p][/p]
G'day Forts fans!
[p][/p][p]The focus of this update has been game balance. Making early game weapons more compelling and buffing some of the weaker commanders. We've also added a slot system for campaign saves, and made a bunch of important fixes.[/p][p][/p][hr][/hr][h2]Weapon Balance[/h2][p]Several weapons have received a boost to make them more viable. The incendiary mortar is more damaging, while costing a little more to fire. Similarly, Swarm Missiles have an additional projectile, each one being more damaging, but it costs more to fire. Miniguns do more damage to bracing and have a more flexible aiming arc. Smoke Bombs are more responsive and are better at blocking Plasma Lasers.[/p][p]Both Swarm Missile and Warhead cause splash damage on destruction now, as does the Plasma Laser. Cannons have their firing cost reduced back to 3000 energy. Firebeam costs more metal to build, and more energy to fire.[/p][p]Machinegun projectiles take a little longer to burn out when passing through a Firebeam.[/p][p][/p][hr][/hr][h2]Commander Balance[/h2][p][/p][p][/p][p]Passive: Remove weapon deviation increase[/p][p]Passive: Flak produces 50% more shrapnel[/p][p]Passive: Shotgun projectile gain increased from 1 to 4[/p][p][/p][p]Active: Fires 3 rockets during active, costs more to fire[/p][p][/p][p][/p][p]Passive: In-ground missile silos are 80% the normal width[/p][p][/p][p][/p][p]Passive: Battery metal cost is 50% less than normal[/p][p]Passive: Smoke Bomb doesn't produce smoke when destroyed[/p][p][/p][p][/p][p]Passive: Increased Buster's shotgun and minigun bonus vs armour and doors to 10%[/p][p][/p][p]Active: Rocket depleted uranium distance reduced by 25%[/p][p][/p][p][/p][p]Passive: Weapons recloak after being idle for 10 seconds[/p][p][/p][p][/p][p]Active: Fixed rockets not gaining 25% damage and splash radius[/p][p]
NOTE: Some of these are missing from the in-game commander descriptions. We'll patch them shortly.
[/p][hr][/hr][h2]Campaign Save Slots[/h2][p]Campaigns now have four save slots, allowing you to run different difficulty levels, play styles, or experiments concurrently. A screenshot of the map or last mission is saved, along with its date and time, to help identify your games.[/p][p]Saves where the final mission has been beated now show 'Complete' instead of 'In Progress', which should clear up their status. They can still be opened to replay missions.[/p][p]The previous save files will be migrated to the new slot system. Let us know if you have any problems.[/p][p][/p][p][/p][p]Run up to four save games for each campaign concurrently[/p][p][/p][hr][/hr][h2]Weapon Clearance[/h2][p]Weapons will now cast rays either side of the central ray to test for obstruction. This is to make it harder for you to accidentally shoot your own fort. This was primarily for the benefit of the Smoke Bomb, but is beneficial for others. You can see the extent of these angles in the aiming arc. Some weapons such as the Shotgun are relaxed to reduce frustration during quick shots.[/p][p][/p][p][/p][p]It's now harder to smoke yourself by clipping the door[/p][p]Minimum clearance has also been doubled for many weapons, to better allow weapons embedded deep inside of forts to open doors near the outside.[/p][p][/p][hr][/hr][h2]Modding Updates[/h2][p]Thanks to Phantom's new weapon recloaking, finer control for cloaking has been added. You can make weapons lose their cloak when damaged, or not lose their cloak when firing, and adjust how long it takes for them to regain cloak.[/p][p]Weapon/ammo configuration values ClearanceAngleBase, ClearanceAngleStdDevFactor and ClearanceAngleSprayFactor have been added for modders to adjust new clearance functionality.[/p][p]Some fixes have been made to configurations of shotgun style weapons. Projectiles will spray consistently, and the weapon can overheat mid-burst.
[/p][hr][/hr][h2]Change List 1.35.0 r20546[/h2][p][/p][p]Add: Campaigns can have up to 4 save games, showing screenshot of last progress[/p][p]Add: CloakLostOnDamage weapon value (defaults to false)[/p][p]Add: CloakLostOnFiring weapon value (defaults to true)[/p][p]Add: CloakRecoveryTime weapon value (defaults to huge)[/p][p]Add: ClearanceAngleBase weapon/ammo value to set or increase clearance angles of weapons[/p][p]Add: ClearanceAngleStdDevFactor weapon/ammo value to control how spread relates to std dev for projectiles with normal distribution[/p][p]Add: ClearanceAngleSprayFactor weapon/ammo value to adjust spray type weapon spread[/p][p]Add: View.AimingGizmo.ClearanceAngleStdDevFactor as default ClearanceAngleStdDevFactor[/p][p]Add: View.AimingGizmo.MaxClearanceAngle constant to limit clearance angles[/p][p]
Balance: (Buster active) Reduce depleted uranium distance from 560 to 420 (-25%)[/p][p]Balance: (Buster) Increase Buster's shotgun and minigun bonus vs armour and doors from 5% to 10%[/p][p]Balance: (Firebeam) Increase construction cost from 400 to 500 metal (+25%)[/p][p]Balance: (Firebeam) Increase fire cost from 2000 to 2500 energy (+25%)[/p][p]Balance: (Incendiary Mortar) Increase EnergyFireCost from 150 to 200 (+25%)[/p][p]Balance: (Incendiary Mortar) Increase ProjectileDamage from 10 to 20 (+100%)[/p][p]Balance: (Incendiary Mortar) Increase ProjectileSplashDamage from 40 to 50 (+25%)[/p][p]Balance: (Firebird Incendiary Mortar) Splash damage kept at 40 to avoid being OP[/p][p]Balance: (Machinegun) Flaming projectile MaxAge increased from 0.2 to 0.3 (+50%)[/p][p]Balance: (Minigun) Decrease MinFireAngle from -15 to -20 degrees[/p][p]Balance: (Minigun) Increase MaxFireAngle from 20 to 25 degrees[/p][p]Balance: (Minigun) Increase damage multiplier vs bracing from 1.5 to 2.1 (+40%)[/p][p]Balance: (Minigun) Increase MaxFireRadius from 600 to 800[/p][p]Balance: (Phantom) Weapons recloak after being idle for 10s[/p][p]Balance: (Plasma laser) BeamOcclusionDistance reduced from 1200 to 600, making smoke better at blocking it[/p][p]Balance: (Plasma Laser) DeviceSplashDamage increased from 100 to 120 (+20%)[/p][p]Balance: (Plasma Laser) IncendiaryRadius increased from 0 to 108[/p][p]Balance: (Plasma Laser) IncendiaryRadiusHeated increased from 0 to 120[/p][p]Balance: (Plasma Laser) StructureSplashDamage increased from 90 to 160 (+77%)[/p][p]Balance: (Repair Station) Increase smoke clear radius from 500 to 650 (+30%)[/p][p]Balance: (Repair Station) Increase smoke clear rate from 26 to 30 (+15%)[/p][p]Balance: (Scattershot active) Fires 3 rockets during active, costs more to fire[/p][p]Balance: (Scattershot passive) Remove weapon deviation increase[/p][p]Balance: (Scattershot passive) Flak produces 50% more shrapnel[/p][p]Balance: (Scattershot passive) Shotgun projectile gain increased from 1 to 4[/p][p]Balance: (Seep) In-ground missile silos are 80% the normal width[/p][p]Balance: (Shockenaugh) Battery metal cost reduced from 105 to 75 (-29%, -50% from base)[/p][p]Balance: (Shockenaugh) Smoke Bomb doesn't produce smoke when destroyed[/p][p]Balance: (Smoke Bomb) FireSpeed increased from 8000 to 10000 (+25%)[/p][p]Balance: (Smoke Bomb) RoundPeriod reduced from 0.7 to 0.35s to improve fire rate[/p][p]Balance: (Smoke Bomb) Smoke projectiles are slightly more spread out to cover more area[/p][p]Balance: (Subswarm missile) Increase rounds per burst from 13 to 14 (+8%)[/p][p]Balance: (Swarm missile) Increase damage from 50 to 62.5 (+25%)[/p][p]Balance: (Swarm missile) Increase rounds per burst from 13 to 14 (+8%)[/p][p]Balance: (Swarm Missiles) Increase fire cost from 1800 to 2100 (+17%)[/p][p]Balance: (Swarm missiles) Reduce time to build swarm from 70 to 60s (-14%)[/p][p]Balance: (Swarm) Gains splash damage and incendiary effect on destruction[/p][p]Balance: (Warhead) Gains splash damage and incendiary effect on destruction[/p][p]Balance: (Warhead) Increase time to upgrade from swarm from 95 to 105s (+11%)[/p][p]Balance: Building space for inverted missiles on Stalactites style forts removed[/p][p]Balance: Decrease fire cost of Cannon from 3500 to 3000 (-14%)[/p][p]Balance: Increase time to upgrade incendiary mortars from 20s to 25s (+25%)[/p][p]Balance: Reduce time to build incendiary mortars from 30s to 25s (-17%)[/p][p]
Improve: Campaigns are marked 'Complete' when final mission is passed[/p][p]Improve: Increase minimum clearance from 500 to 1000 for Howitzer, Magnabeam, Smoke Bomb, Harpoon, Orbital Laser, Deck Guns, 20mm Cannon, Firebeam, Flak, Rocket, EMP, Shotgun, Laser, Cannon, Minigun, AP Sniper, and Sniper[/p][p]Improve: Save and restore timeline position for music[/p][p]Improve: Small weapon clearance angle added to test ray in direction of gravity[/p][p]Improve: Weapons test for clearance at angle of 1 times std dev for normally distributed projectiles, visible on aiming arc[/p][p]Improve: When clearance tests hit the limit of reflections and teleportations it is assumed clear, not blocking[/p][p]
Fix: (Christmas) Cannon has Factory base when Tons of Guns is enabled[/p][p]Fix: (Christmas) Start sound is affected by in-game music volume[/p][p]Fix: (Hurricane) Machine guns rarely overheat as automatic AA[/p][p]Fix: (Spirals) Exposed gunner gives away faction[/p][p]Fix: (Spirals) Reactor is missing starting AP protection[/p][p]Fix: (Warthog active) Rockets don't gain 25% bonus damage and splash radius[/p][p]Fix: Aiming arc preview doesn't reflect recessed material during extrusion[/p][p]Fix: AUDIO event:/ui/hud/start_sim gets triggered when enemy core explodes[/p][p]Fix: Auto-orientation fails when linking to an inactive portal[/p][p]Fix: Background bracing preview in front of weapon turns to foreground when built[/p][p]Fix: Beams don't collide with overlapping smoke fields[/p][p]Fix: Cancelling upgrade will escape the EMP effect[/p][p]Fix: Central clearance ray is not parallel to aiming ray for some weapons[/p][p]Fix: Crash in PhysicsManager::SetDoorState[/p][p]Fix: Crash selecting hardpoint[/p][p]Fix: Desync when upgrading propellers after using drag facing[/p][p]Fix: Eagle Eye and Scattershot sprites show to other side when same faction[/p][p]Fix: Faction mods are applied early, preventing Christmas theme from applying Cannon faction skins correctly[/p][p]Fix: Grey smear at top of map preview in lobby[/p][p]Fix: Halloween commander deactivation sound is heard when special themes are disabled[/p][p]Fix: Hang when shotgun style weapons overheat mid-burst[/p][p]Fix: One way portals can be made by linking at destruction[/p][p]Fix: Players are kicked out of ranked waiting when matching with a player at limit with them[/p][p]Fix: Player's total play time can be incorrect if steam fails to respond[/p][p]Fix: Repair station triggering antiair effects in the wrong place on fields. It will trigger a new "repair" effect type centred on the field instead.[/p][p]Fix: Replays sometimes have the wrong screenshot[/p][p]Fix: Shotgun style projectiles are off centre with some configurations[/p][p]Fix: Side 2 can determine side 1's faction using neutral weapons[/p][p]Fix: Smoke Bombs and Shotguns hit the edges of doors easily[/p][p]Fix: Sparks effect SpeedMean bugged above a value of 2100[/p][p]Fix: UniformSpray is ineffective when RoundsEachBurst is 1[/p][p]Fix: Upgrading then cancelling the upgrade clears overheated status
[/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]

FPL - Season 6 Grand Final - WINNERS!

[p][/p][hr][/hr]
G’day, Forts fans!
[p] [/p][p]Congratulations to Goldgoldgold! Winners of the sixth season of the official Forts Pro League.


[/p][p][/p][p][/p][p]With the addition of the swiss bracket system, every team had to fight against increasingly powerful teams in order to make it to the next round. Even the winners of this season, team Goldgoldgold, Julian, Nils, and sub WoodyS, as well as their final opponents team Ro, Der Benzinpreisvergleicher and klaualles, along with their sub Salzwerk, all had to suffer two losses during the main stage, despite getting to the litteral top of the league in the end. Meanwhile, team Hazeorb, Taichu and Taretar, somehow won every single match, apart from their semifinals match against Goldgoldgold. Taretar of team Hazeorb was named the playoff MVP for their consistent APM, powerful base building, tall cannon stacks, and precise doorsnipes throughout the playoffs.[/p][p][/p][hr][/hr][h3]1st Place - $500 in Steam Gift cards[/h3][p]Divided between teammates [/p][p][/p][p]Goldgoldgold [/p]
  • [p]Julian
    [/p]
  • [p]Nils
    [/p]
  • [p]Sub - WoodyS
    [/p]
[p][/p][p]Goldgoldgold using Ro's Seep missiles against them[/p][p] [/p][hr][/hr][p]
[/p][h3]2nd Place - $250 in Steam Gift cards[/h3][p]Divided between teammates [/p][p][/p][p]Ro [/p]
  • [p]Der Benzinpreisvergleicher
    [/p]
  • [p]Klaualles
    [/p]
  • [p]Sub - Salzwerk
    [/p]
[p][/p][p]Ro bribing Gonna touch you's nuke to turn the 2v2 into a 3v1 [/p][hr][/hr][p]
[/p][h3]3rd Place - $100 in Steam Gift cards[/h3][p]Divided between teammates [/p][p][/p][p][/p][p]Hazeorb [/p]
  • [p]Taichu
    [/p]
  • [p]Taretar
    [/p]
[p][/p][p]Hazeorb sending their regards to Gonna touch you [/p][hr][/hr][p]
[/p][h2]VODs[/h2][p]
[/p][h3]Playoff Quarterfinals[/h3][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]









[/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]









[/p][h3]Playoff Semifinals[/h3][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]










[/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]









[/p][h3]Playoff Finals[/h3][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]










[/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]










Cheers,
EWG
[/p]

Forts Ranked Multiplayer - Season 38 Champions!

[p][/p]
G'day Forts fans!
[p][/p][p]Congratulations to Ryabzyk, winner of Season 38. Taking second is Julian, and in third is klaualles. While the top 3 places receive Gold, Silver, and Bronze, every eligible player finishing within the top 20 will receive a Season 38 Medal. Congratulations to all medalists as well![/p][p] [/p][hr][/hr][h2]1v1 Leaderboard[/h2]
  1. [p]Ryabzyk[/p]
  2. [p]Julian[/p]
  3. [p]klaualles[/p]
  4. [p]Dranistian[/p]
  5. [p]Poolboy[/p]
  6. [p]wIND[/p]
  7. [p]\[HYP] Domy[/p]
  8. [p]I am myself[/p]
  9. [p]hhhhhhhhhhhh[/p]
  10. [p]bilibili_模组小白[/p]
  11. [p]Infinity[/p]
  12. [p]Александр[/p]
  13. [p]The Snake[/p]
  14. [p]Numenoror[/p]
  15. [p]BanaBanMan[/p]
  16. [p]BaumstaenderTTV[/p]
  17. [p]木棉[/p]
  18. [p]kurama[/p]
  19. [p]Nils[/p]
  20. [p]tho15rider[/p]
[p][/p][hr][/hr][p]
[/p][h3]Ranked Statistics[/h3][p]- Firebeams + mortars was increasingly the method of choice to break stalemates at the top ranks.[/p][p]- Spook remains the most popular commander maintaining an identical winrate.[/p][p]- Hurricane, Eagle Eye, and Overdrive's win rates improved the most, by 5%, 4%, and 4% respectively.[/p][p]- Phantom's win rate plummeted by a full 8% this season.[/p][p]- Buzzsaws were responsible for nearly all matches lasting under 3 minutes, and most under 5.[/p][p]Commanders listed in order of popularity. Winrate percentages shown on the Y scale, and below each commander
[/p][hr][/hr][h2]Season 39[/h2][p]Season 39 is already underway and will run through January 31st. This season's map pool consists of the following battlefields: [/p]
  • [p] Balls[/p]
  • [p] Battlegrounds 1v1[/p]
  • [p] Crevice[/p]
  • [p] Stalactites 1v1[/p]
  • [p] Elephants[/p]
  • [p] Split[/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 Pro League - Season 6 - Quarter-Finals

[p][/p][p][/p][hr][/hr]
G’day, Forts fans!
[p][/p][p]The time has come at last, to decide which team wins it all![/p][p][/p][p]FPL Season 6 is coming to an end, but before that, we need to get through the Playoffs! After an extremely intense main stage, 8 teams have emerged, and will have to fight against each other in a single elimination bracket, to determine the ultimate champions.[/p][p][/p][p]As usual, you can watch the playoffs live following your favourite streamer. The quarter finals are happening this Saturday 29th of November, at 7PM UTC![/p][p][/p][hr][/hr][p]
[/p][h2]When is it going to happen?[/h2][p][/p][p]Saturday 29th November 2025 at [/p]
  • [p]11am PST (West Coast USA) [/p]
  • [p]2pm EST (East Coast USA) [/p]
  • [p]7pm GMT (London) [/p]
  • [p]8pm CET (France, Germany) [/p]
  • [p]6am November 25th AEDT (Brisbane Australia) [/p]
[h2]What's the program?[/h2][p][/p][p]The swiss system has decided the 8 teams who will face each other in the last stretch of this season, and this weekend, you will get to see the first four matches of the playoffs:[/p][p][/p]
  • [p]HazeOrb (Taichu & Taretar) vs XueHuaPiaoPiao (zebdww & pur)[/p]
  • [p]ro (Der Benzinpreisvergleicher & Klaualles) vs Heroism (Luis & Amiya)[/p]
  • [p]Hyper Hyper (Marskreatur & Domy) vs Gonna touch you (butterdog & Ryabzyk)[/p]
  • [p]Bombini Gusini (Alexandr & pixsnips) vs GoldGoldGold (Julian, Nils & Woodys)[/p][p][/p]
[p]The full bracket is available on Challengermode.[/p][p][/p][p]During the matches, casters will mention player statistics during the season, as well as highlights from the rest of the season.[/p][p][/p][h2]Where?[/h2][p]
[/p][p]
[/p][h2]Streamers[/h2][p]
Project Incursus

Salzwerk

Baumständer


Korbi

Og[/p][p]Cheers, EWG [/p]