Forts Build 10215710 (upd.07.01.2023)

Forts Game Free Download Torrent
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Forts Game Free Download Torrent

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.

Game Details

About This Game


You can choose from a large number of supplies. Use 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


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


Forts Game Free Download Torrent Forts Game Free Download Torrent Forts Game Free Download Torrent



1. The first thing we do is download the game’s installation files.
2. After downloaded, go to the folder and run the file «setup.exe».
3. During the installation, we specify the location on the disk where we want to install it.
4. At the end of the unpacking process, a shortcut appears on the desktop.
5. Launch the shortcut, and the games!

Download Forts Build 10215710 (upd.07.01.2023) [ 2.5 GB ]

forts_build_10215710.torrent (downloads: )
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Game Update History:
  • Forts v2022.04.23 → Build 10215710 [ 07.01.2023 ]
  • Forts v2020.10.28a → v2022.04.23 [ 23.04.2022 ]
  • Forts v2020.04.19a → v2020.10.28a [ 06.11.2020 ]
  • Forts v1.5 → v2020.04.19a [ 15.05.2020 ]
  • Forts v1.4 → v1.5 [ 28.12.2019 ]
  • Forts v2019.06.20a → v1.4 [ 03.12.2019 ]
  • Forts v2019.01.11a → v2019.06.20a [ 03.07.2019 ]

This game has been updated 7-01-2023, 09:45 to the latest version Build 10215710 (upd.07.01.2023).

Comments 2

Skigameco 22 April 2019 13:50
Build 2019-01-11a Changelist
Add: WeaponMass variable which defaults to 40 if not set, and writes a warning to the log
Add: don't allow access to multiplayer if sound fails to initialise to prevent desyncs
Add: show a message and open known issues guide if the software renderer is detected
Add: don't record desync if any of the clients has a ping greater than a threshold (1 second)
Add: enable DebugDataDesync for every progressive checksum
Add: effects checksum to progressive data checksum debugging
Add: rewrite host log when the full tick check has been received
Add: defer sending desync files until full tick check has been received by host
Add: log data desync detail to separate file on data desync
Add: separated material, device, projectile and effect data checksum debugging for granular desync diagnosis
Add: Replay.DataDesyncEnabled to allow disabling data desync detection in replays
Add: if there is no device/material description for a language default to English
Fix: entire effects cache has its checksum calculated when index wraps
Fix: effect scripts and samples are loaded from the drive root
Fix: crash in DeviceEditor::DrawLaserPainting when mCurrentDeviceTypeIndex is -1
Fix: access to freed memory when upgrading a device
Fix: sandbox replays desync when firing weapons (always allow when player is promiscuous)
Fix: DebugDataDesync is incomplete for the first frame
Fix: crash when logging Msg::set_weapon_target and device not found
Fix: 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 screen
Fix: Hide enemy fort during truce shows struts and cladding
Fix: FileSelect button to cycle previews doesn't have an effect
Fix: desync when firing machine gun while AI is shooting it esp. when show cursors is on
Fix: lagging players don't drop out before they desync
Skigameco 3 December 2019 05:50
release 2019-12-01a changelist
Add: randomised map selection in ranked, selecting 1v1 or 2v2 maps depending on leaderboard, with button to select capture maps
Add: Steam Cloud support for campaigns and settings
Add: transition to steam id user paths to support cloud saves
Add: map list filtering
Add: 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 folders
Add: support for multiple upgrades with customisable context buttons
Add: 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 a
Add: support for secondary (barrel) structures allocated to players and AI in TDM
Add: SecondaryForts mission script table to associate primary forts with secondary forts by IdPos
Add: SecondaryForts.AllocateRemaining to decide what to do with unallocated secondary forts
Add: validate select game files on startup, flag Steam to verify and restart
Add: script checksum system
Add: support for ground weapons without a forced angle
Add: alternative destroy effect when expiring (defaults to destroy effect)
Add: Scale variable to CompositeSprite node
Add: open medal links in the Steam overlay if available
Add: an alias for shortened field identifiers (e.g. FI_D -> FIELD_DISRUPT)
Add: RAY_HIT_FIELD enum to CastRayFromDevice results
Add: draw anchor positions & directions and outlines of all composite sprite nodes in editor for selected device
Add: Additive variable to CompositeSprite node
Add: data desync logging for prerequisite and upgrade differences
Add: show repair area effects during replays
Add: logging during World construction to narrow down silent crashes
Add: SplashForceIsGravity flag to specify projectile splash force is gravity
Add: 'Log' function support for building_materials.lua and projectile_list.lua
Add: console error logging to mod.lua and script.lua loading
Add: customisable material conversion buttons, defaulting to DefaultConversions when Conversions is missing
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