


Guy Wolfus, Game Design & Animation: We have a lot of ideas for the strategic layer which we’ve been toying with, and the main issue is that we can’t know in advance what will compliment the game best. What do you anticipate that looking like? Will it be a living map that you have to actively defend against enemies who will take over your territory or will you be slowly taking over the whole map on your way to victory? TVGBL: You mentioned that there would be a world map and a strategic layer will be added to the game as it progresses in development. No one knows exactly why this is happening, but many heroes and would-be-saviors are flocking to Fort Triumph, an ancient ruined castle sitting right on top of a major magic leak, where they will start finding out what is happening and hopefully do something about it. Now things are falling apart and pure magic leaks from tears in the world to flood the surface – parts of the world change and warp magically, usually becoming very dangerous to ordinary people, and the crust of the world itself is tearing itself apart. Everyone knows the world was different once, safer, stabler, probably happier. Shay Zeldis, PR & Community: I am trying hard not to cross the line into spoiler-land, as discovering the answers to these questions is part of the game, but to give you an idea – the world is not in great shape. TVGBL: What is happening in the Fort Triumph world and what are your heroes trying to accomplish? Since then the concept grew and developed plenty, but we’re still very focused on that aspect and would like to make it a staple of the genre. And we wanted to explore that more in-depth, finding ways to make the levels themselves alive and active in combat in a way that demands tactical planning. The amazing achievement there is the delicate combination of cover, destructible environments, flanking and positioning, which is lacking from static games. And while they’re all fantastic in their own way, whether it’s story, characters or strategic layer I felt they didn’t explore the tactical depth that X:EU did. We weren’t the only ones inspired by it – after X:EU a lot of tactical games inspired by it started showing up – Shadowrun, Massive Chalice, Wasteland 2, Banner Saga, Hard West to name a few. What inspired you guys to want to jump into this arena? Is this the favored genre of the team?Īdam Zaira, Founder/Programmer: I was inspired to start the project after the ‘new’ XCOM: Enemy Unknown came out and reinvented so many things in the genre, a genre which I personally love and was feeling stale for a while. Jonathan Amarelo, Head of The Videogame Backlog: Fort Triumph isn’t exactly the first tactical game on the market. They mention fire and that doesn’t give any justice! If you light a tree on fire in a village, chances are the fire will carry to other things and the village will burn completely, destroying cover and lighting your own heroes on fire. Needless to say, I’m excited and I wanted to know more! Some people just want to watch the world burn, however this was an accident. Here, they say that you’ll be able to freeze rivers that’s awesome! Not only can you then traverse an area where you couldn’t previously go, but if you kick something be they inanimate or an enemy NPC, they would go farther than normal.

There are games that let you interact with your environment before by destruction only.

With that setup, I feel that what Fort Triumph is actually trying to accomplish is rather ambitious. All of these make for fantastic innovative gameplay.” The world of Fort Triumph allows your heroes to take cover, push enemies, knock down pillars, collapse walls, burn trees, sink enemies in lava, freeze rivers and traverse them, leap chasms to flank opponents, and more. “ Fort Triumph is a fantasy turn based strategy/Tactics RPG. Recently Greenlit, Fort Triumph is yet another tactical RPG that wants to put its hat (or boot in this instance)into the ring.
