Forts v1.38.2 (upd.02.07.2026)

Forts - full game download
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Game updated on Today, 13:11. Current version: v1.38.2 (upd.02.07.2026).
4.2/ 5
Community Rating: 71 votes

About The Game

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

Game Details

Full Description

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
Memory: 4 GB RAM
Graphics: Intel HD Graphics 520
DirectX: Version 9.0c
Storage: 1 GB available space

Screenshots

Forts gameplay screenshot 1
Forts gameplay screenshot 2
Forts gameplay screenshot 3

Video

How to Install

1. The first thing we do is download the game files.
2. Unzip the archive to the hard disk.
3. Wait for the unpacking process to finish.
4. Start the game «...\Forts.exe» from game folder.
5. The language changes in the menu.

Download Forts v1.38.2 (upd.02.07.2026)

File Size: 1.85 GB
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Other Versions & DLCs

Game Update History

  • Forts v1.38.0a → v1.38.2 [ 02.07.2026 ]
  • Forts v1.37 → v1.38.0a [ 17.06.2026 ]
  • Forts v1.34.0 → v1.37 [ 25.05.2026 ]
  • Forts v1.33.1 → v1.34.0 r20032 Build 20395675 [ 15.10.2025 ]
  • Forts v1.32 → v1.33.1 r19616 Build 19531180 [ 09.08.2025 ]
  • Forts Build 15444915 → dlc2 39 r19110 Update 1.32 Build 18710979 [ 03.06.2025 ]
  • Forts v1.27 → Build 15444915 [ 01.09.2024 ]
  • Forts Build 12102438 → v1.27 (Build 15283555) [ 09.08.2024 ]
  • Forts Build 11848303 → Build 12102438 [ 12.09.2023 ]
  • Forts upd.02.05.2023 → Build 11848303 [ 05.08.2023 ]
  • Forts v1.20 → upd.02.05.2023
  • Forts v1.18 → v1.20 [ 21.04.2023 ]
  • Forts Build 10215710 → v1.18 [ 04.04.2023 ]
  • Forts v2022.04.23 → Build 10215710 [ 07.01.2023 ]
  • Forts v2020.10.28a → v2022.04.23 [ 23.04.2022 ]

Daily Updates

Comments 3

  1. 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
    ------
    Guardian of the Online Empire
  2. 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
    requirement
    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
    ------
    Guardian of the Online Empire
  3. Change List 1.33.0 r19606
     
    Add: (GetDeviceListValue) Script function to query item values in device_list.lua, weapon_list.lua and ammo_list.lua
    Add: Commander language mods can appended strings to the Materials table
    Add: Frame limiting system
    Add: GetScriptValue, SetScriptValue and CallScript script functions
    Add: LogValue and ValueToLua to scripts/core_utility.lua to output tables as valid Lua strings
    Add: MoveCostMetal/ToAlly and MoveCostEnergy/ToAlly device config functions to specify move cost, parameters: deviceId, sourcePos, destPos, nodeIdA, nodeIdB, platformT
    Add: Projectiles can set AntiAirClaims to adjust their estimated ability to shoot down enemy targets
    Add: Record screenshots to replay
    Add: Spread indicator to smoke launcher and shotgun aim
    Add: Technology can be required to move devices using PrerequisiteMove and PrerequisiteMoveToAlly in *_list.lua
    Add: 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 4
    Balance: (Flak) Makes 2 claims on incoming projectiles to save allocating gunners
    Balance: (Hurricane active) Incendiary Mortar and Heavy Mortar reload speed boost reduced from 100% to 50%
    Balance: (Hurricane) Machineguns overheat after three bursts
    Balance: (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 passive
    Balance: (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 angles
    Balance: (Warthog active) Rockets gain the 25% damage/splash radius bonus
     
    Fix: (Battlegrounds) Block 39, 11 + Left lower expansion has extra terrain in front of it
    Fix: (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
    ------
    Guardian of the Online Empire
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