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Now that the Firebird DLC is properly out, we need some help to get many more maps on the field with the new fancy themes!
For the seventh edition of the map making competitions, we will be looking for 2v2 maps that are using a Firebird exclusive theme. As a disclaimer, we are also looking for maps that may be used for future tournaments, or perhaps even the Forts Pro League! This means that custom map scripts/strange shenanigans will not be the focus, and that you should rather make sure the map design itself makes it worth to play on! The winning creator will receive a $100 Steam gift card, Map Maker Champion in-game medal, and have their map added to the built-in map list along with the maps of the 1st and 2nd runners up.
Format The event will consist of two stages:
Stage 1 - Map makers will be able to submit their maps starting now and ending on August 22nd 7PM 2026 UTC in accordance with the rules below. Maps submitted after August 22nd 7PM 2026 UTC will not be accepted.
Stage 2 - Our judges in combination with a vote from our Official Forts Discord members will select the 3 winning entries to go into the Live Stream August 29th 7PM 2026 UTC, where a group of top players will perform in exhibition matches to showcase each map.
Prizes
$100 Steam gift card
In-game Map Maker Champion medal and accompanying role on Discord.
Have their map added to the built-in map list
$50 Steam gift card
Have their map added to the built-in map list
$20 Steam gift card
Have their map added to the built-in map list
Live Stream Date - August 29th 7PM 2026 UTC Judges and stream hosts: 42 scientist Blammo Salzwerk Project Incursus
In order to participate you will need to:
Have Forts & Forts - Firebird
Familiarise yourself with The Forts Map editor and Style Guide
Create and submit a map that fulfills all requirements before August 22nd 7PM 2026 UTC
Map Requirements
An original 2v2 Firebird environment map created from scratch
Receive the Symmetric tag on the Workshop
Have competitivity taken in consideration, to be used for Tournament/FPL/ranked play
Have suitable performance on most computers
Novelty/scripting elements to be avoided
How to submit your map
Upload your map to the Steam Workshop with the name "FMMC7 - yoursteamname" example, FMMC7 - Romerolagus
Select a separate map name to include with your entry submission.
Set your Workshop visibility to Public
On the Official Forts Discord, direct message @42 scientist with a link to your entry and the desired name for your map before August 22nd 7PM 2026 UTC.
Maps will be graded according to appearance, gameplay potential, and Forts best practices. A more detailed description of the full grading criteria will be made available on Discord. We look forward to seeing your creativity on display.
In order to improve your map's chances of winning, check out these guides on Steam for best practices:
Special thanks to Cronkhinator and 42 scientist for organising the first community led map competitions. Good luck to all the competitors and have fun! Cheers, EWG
If you're out of the loop, we have very recently launched the latest Forts - Firebird DLC!
Now that the Season 7 of the FPL has come to an end, it is time for a flurry of events to take place before Season 8 (and who knows, it might also include Firebird).
In particular, we first want to announce Tournament 33, which will feature the Firebird DLC.
Tournament 33 will be a 2v2 Firebird tournament, and will be held on August 8th at 6PM UTC for the first round, and August 15th 6PM UTC for the other two rounds. Up to 16 teams may register, with quarterfinals, semifinals and bronze match being Best of 3, while the FInals will be best of 5. There will also be offline qualifiers to narrow down the number of teams to 8, before August 8th.
Registration will open at 6pm UTC on the 4th of July. In order to register, every participant should ping 42scientist on the Forts Official Discord server with their challengermode team link, steam profile link, logo, and then be invited on Challengermode. Hosts: Project Incursus
On to the details. When will Registration open?
July 4th 2026 at
11am PT (West Coast USA)
2pm ET (East Coast USA)
7pm GMT (London)
8pm CEST (France, Germany)
4am July 5th AEST (Brisbane Australia)
Entries submitted before this time will not be accepted. Once registration has opened the first 8 teams 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?
The prize pool is as follows:
1st place $100
2nd place $50
3rd place $20
Prizes will only be awarded in the form of Steam digital gift cards, shared equally between the members of the team. 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.
If you have any additional questions please contact us on Discord.
In order to participate, you must do the following...
Join the Official FORTS Discord
Your names on Discord, Steam and Challengermode must match
Inappropriate competitor names, logos or team names will not be accepted
Send a message on Discord to 42scientist with your CM team profile, logo, team name, composition, and Steam profiles of every player.
Registration will not open until July 4th at 6pm UTC
Maximum of 16 teams
Tournament 33 starts August 8th and August 15th, 2026 at...
11pm PT (West Coast USA)
2pm ET (East Coast USA)
7pm GMT (London)
8pm CEST (France, Germany)
4am August 9th/16th AEST (Brisbane Australia)
The FORTS Tournament lobby The Official FORTS Discord Challengermode Bracket
2v2 Team Death Match
Single elimination
Moonshot enabled
Firebird enabled
Tons of Guns enabled
Repair Station enabled
Portals enabled
Commanders enabled (including Fulminator), one ban per team per match
Choose your fort enabled
Co-op on Elimination disabled
Draws decided by core damage inflicted (total damage if core health is equal)
Maximum of 16 teams
Check-in on Discord starts 1 hour before tournament
Late or absent players forfeit their matches
Use of exploits or bugs for self-charging or any other purpose is strictly forbidden.
Earthwork Games reserves the right to make changes to this event as needed
Bombard 2v2
Electric city
Green Breeze
Harbourside 3v3
Smokestack 2v2
Up & Down 2v2
Vanilla 2v2
Wingman 2v2
Cheers, EWG
The FPL has now ended, time to celebrate this season's victors!
With an astonishing set of matches, even when the commander choices were against them, JameTime Zzz managed to full sweep the finals, while also suffering very few losses during both the swiss bracket stage and the playoffs themselves.
Team JameTime Zzz will split the 1st place prize of $500.
Julian and Nils sharing a great connection.
Right behind them stands team Kazakhsthanos, who despite being brutally swept in the finals, performed admirably on the rest of the league.
Team Kazakhsthanos will split the 2nd place prize of $250.
Kazakhsthanos bullying Nutpower to death.
3rd place has been secured by team 67 Aura in a rather intense set of games in the bronze match against Nutpower, having to adapt quickly against surprising tactics devised to confuse even the strongest of anyone's focus.
Team 67 Aura will split the 3rd place prize of $100.
Infinity and nutella spreading the septuple swarms.
We would like to congratulate all the teams who made it to the playoffs, as this season in particular has been extremely intense, with no clear winner in sight until the very end. Some beautiful matches have been played during both the group stage and playoffs themselves, which we can only credit all the competitors for.
On top of the top 3, we also had to choose an MVP for this season, as like every other season.
The choice this season has once again not been easy, with the different admins and casters voting for a rather wide subset of competitors. In the end, we decided to grant Julian the MVP title for this season, for his consistency over the whole playoffs, excellent sniping abilities, and his crazy performance on the finals sweep.
JameTime Zzz
Julian \
Nils
Kazakhsthanos
D1mared
Chief Keef
Megared
67 Aura
Alexandr
Pixsnips
*Winners have been contacted and prizes will be issued as Steam Digital Gift cards via Steam friends upon expiration of Steam's 3-day friend waiting period.
Check it out here!
As always, thanks to our hosts and casters, Salzwerk and Project Incursus.
Tournament replays are now available in the Featured tab of the Replays menu in-game, and tournament videos are available below:
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
We've spent the week attending to several other issues that needed attention. The change list is below as well as in-game: click the version number in the main menu.
This hotfix contains a bonus fix to portals - the orientation will look consistent regardless of which end you inspect them from. IYKYK.
The best place to report further issues is the Discord (see below), but you can also reach us using [email protected] or by commenting here and in the Steam Discussion.
Improve: (Pyramid Scheme): Cutscene added when reactor in smokebomb chamber has been destroyed to highlight chain reaction and door opening
Improve: (Rescue Labs) Add terrain to limit core swings
Improve: Adjust projectile beam intercept position to cover more cases
Improve: Various translations
Fix: (Black Gold) Missing textures in campaign when language is Chinese
Fix: (Burning Boats 2) Broken terrain block in chamber 3
Fix: (Fulminator active) Shield is destroyed when under water
Fix: (Overdrive) Downgrades don't retain reload progress
Fix: (Port Authority) Tabs can disappear after restarting mission
Fix: (Portals) Orientation colours are inconsistent when viewed from opposite ends
Fix: (Pyramid Scheme) Ignited RFG cutscene triggers before it's needed
Fix: (Pyramid Scheme) Player can trigger LB/SB puzzle with incendiary mortars
Fix: (Rescue Labs) Ropes can be used to trigger cutscenes
Fix: (Training Day) AI can't hit fort with RFGs towards end
Fix: (Zapper) Cycle fire key doesn't work to charge weapon
Fix: Beams with a RoundPeriod of 0 will hang the game when fired
Fix: dlc3 lobby mod and environments appear for non-owning players
Fix: Log spam
Fix: Powerup weapons are not refreshed on restart from checkpoint
Fix: Repair shortcut stops working on devices when structure is on fire
Fix: Skipping Firebird intro sets camera to the wrong position
Remove: (Abyss) AI test script
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
With Firebird out the door we've been keeping an eye on things and taking notes. We missed some issues during testing and have picked up on a few needed balance changes. This hotfix addresses the most urgent items, but there will be another one coming in the next few days. These change lists are visible in game by clicking on the version number in Forts' main menu.
Keep posting your feedback, and we'd love to see you at the Official Discord channel - see below.
Balance: (Lightning Beam) Increase beam damage from 50 to 80 when fired using Volatile Canister ammo
Balance: (Magma Cannon) Cannon and 20mm Cannon can shoot down same side fireball projectiles
Balance: (Striker) Decrease hitpoints from 280 to 180 (-36%)
Balance: (Striker) Increase build time from 65 to 80s (+23%)
Balance: (Striker) Increase DeviceSplashDamage from 60 to 120
Balance: (Striker) Increase DeviceSplashDamageMaxRadius from 200 to 300
Balance: (Striker) Increase ReloadTime from 20 to 24 (+20%)
Balance: (Striker) Increase StructureSplashDamage from 80 to 130
Balance: (Striker) Increase StructureSplashDamageMaxRadius from 85 to 190
Balance: (Zapper) Reduce ChainDistance from 500 to 300
Balance: (Zapper) Require 3 charges to disable exposed portals
Fix: (Armordillo) Doors close on Striker before firing has finished
Fix: (Burning Boats) Canister can fall in such a way as to not set off explosive barrel chain reaction when shot from above Chamber 2
Fix: (EMP Beam) Ground impact not consistent
Fix: (Fulminator) Faction skins for Firebird weapons missing
Fix: (Magma Beam Pt 2) Boat doesn't drop when orbital laser passes through support struts
Fix: (Magma Cannon) Trail particles cause considerable frame rate drop
Fix: (Map Editor) Crash after firing lightning beam at smoke
Fix: (Moonshine) Open shield doors suffer physics explosion when hit by a beam
Fix: (Pyramid Scheme) Player build over and across pyramid
Fix: (Rescue Labs) Possible for player to prevent their reactor being destroyed by beam from below
Fix: (Seven Years Bad Luck) Winning with first laser shot can't be achieved
Fix: (Skirmish Maps) Rear foundation snapping issues
Fix: (Skirmish Maps) Terrain seams
Fix: (Volatile Canister) Direct cost is listed wrong
Fix: (Zapper) Can be charged without apm
Fix: (Zapper) Can no longer fire through closed doors
Fix: (Zapper) skips over bracing and devices to always hit active portals
Fix: Add checkpoint after StartRodsFromGodCutscene
Fix: Add dlc3Var_Active and dlc3Var_Value
Fix: Add missing cutscene fire pauses
Fix: Additionally set view extents when connecting to final reactor to ensure enemy base can be seen.
Fix: All non-zapper log warnings for duplicate sprites.
Fix: Default/heavy mortar ammo icon missing in campaign version of harpoon
Fix: Faction sprites missing
Fix: Firebird medals don't show up in lobby
Fix: Firebird owner medal in lobby is missing its description
Fix: Fulminator is available in ranked play
Fix: LogValue scripting utility is missing
Fix: No effect when Zapper disables a portal
Fix: OnWeaponFired is called immediately when FireDelay > 0
Fix: Projectiles can teleport when they are converted by beams
Fix: Remaining sprite log spam
Fix: Smoke Bomb and Smoke Bomb MkII can't be grouped
Fix: Trenched Anti Air fail to shoot at targets
Fix: When sparks effects calculate negative age, the spark never dies, causing poor performance
Improve: (Rescue Labs) Added structure to final cave to prevent player's connection to mad scientist's lab falling away
Improve: (Skirmish Maps) Now more symmetric around forts
Improve: Add game version to replay filenames
Improve: Listener has velocity again, projectiles limit velocity to 10000 in y direction for audio
Improve: Made Firebird UI sounds more subtle
Improve: Made non-attenuated sfx (eg. alarms) sound more positional
Improve: Reduced doppler on rfg projectiles
Improve: Remove doppler from camera
Remove: Shake effect from machine gun destruction, which was equal to that of the Cannon
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
From firefighter to one of the Eagle Empire's most decorated commanders, follow Lisa Del Fuego's journey as she overcomes tragedy, personal demons, and electrifying adversaries to become the legendary Firebird.
In this character-driven campaign, battle blazes, mad scientists, and military threats while wielding experimental incendiary munitions, solving puzzles, and uncovering the shocking truth behind the Fulminator's lightning weapons.
FEATURES INCLUDE:
10 mission character-driven origin story
Interactive graphic novel-style cutscenes
Progressive level design that teaches the player new features and unlocked weapons mission-by-mission.
20 skirmish/multiplayer maps.
Firebird HUD.
New dynamic soundtrack.
EMP BEAM
Structure-penetrating beam weapon.
Deactivates weapons & devices.
Destroying objects starts fires.
Limited direct damage.
Can cause missiles to lose targeting.
Requires: Upgrade Center/Firebeam
FLASHBANG (AMMO)
Disrupts local visibility and audio.
Causes enemy to lose aim arc in affected area.
Projectile vulnerable to beam weapons.
Requires: Armoury
LIGHTNING BEAM
Beam weapon effective vs bracing.
Projectiles intersecting with beam send out lightning bolts.
Produces powerful lightning strike towards enemy reactor from smoke clouds.
Consumes batteries & canisters as ammunition.
Requires: Smelter Hardpoint
MAGMA CANNON
Breaches strong defences with volley of incendiary projectiles.
Projectiles can be shot out of the sky.
Requires: Upgrade Centre/20mm Cannon
RODS FROM GOD (AMMO)
Calls down three orbital projectiles, producing secondary projectiles on detonation.
Firebeam-ignited projectiles exchange secondary projectiles for deep incendiary penetration.
Requires: Smelter/Harpoon
STRIKER
Burst weapon that disperses electric charge out from point of impact.
Effective against bracing, sandbags, small & AA units.
Nullified by armour.
Charges before firing.
Requires: Smelter
ZAPPER
Charge weapon which vaporizes exposed units.
Effective vs small \\ AA units.
Lightning leaps from each kill to extra viable target for each additional level of charge (Max 3)
Requires: Workshop
SMELTER
Produces Striker, Lightning Beam & Rods from God
Requires: Workshop or Armoury
Passive: Near-misses by heavy projectiles produce lightning bolts.
Passive: Maximum Zapper charges increased to 4.
Passive: Batteries can be upgraded to Canisters without Upgrade Center.
Passive: Batteries and Canisters can be moved instantly and at no cost.
Active: Force field is protects reactor for duration of active charge.
Active: Successful Heavy Mortar, Cannon, Warhead, Rocket, 20mm Cannon, Howitzers (Moonshot) hits produce lightning bolts.
Active: Successful Thunderbolts, Nighthawks, and Deck Guns (HighSeas) hits produce lightning bolts.
Active: Grants free battery per active charge.
Active: Lightning Beam + Smokebomb combo produces secondary bolts.
FIREBIRD MUSIC
All-new soundtrack by Jeff van Dyck, also available to purchase separately.
Firebird has been a real labor of love, forged through a great deal of care and persistence. We're incredibly gateful to everyone who has followed its development, wishlisted the DLC, watched the trailer, shared feedback and kept supporting Forts over the years.
Your enthusiasm, patience, and continued support help make content like this possible, and we can't wait for you to finally play it!
Cheers,
EWG
Congratulations to Александр, winner of Season 41, jumping from 3rd last season. Taking second for the second consecutive season is Nils. And in third is The Snake, who previously placed 8th in season 40. While the top 3 places receive Gold, Silver, and Bronze, every eligible player finishing within the top 20 will receive a Season 40 Medal. Congratulations to all medalists as well!
Александр
Nils
The Snake
Julian
InfinityPower
Megared
\#Kriegeule #Salzierteeule
I am myself
D1mared
BiXel
Minired
Hopser
elijah
Gontezne
Cheese cat
Dranistian
Brucepixar
Ryabzyk
Alesio
\BaumstaenderTTV
- Overdrive had worst winrate relative to pickrate, at only 46% and 15% respectively
- Phantom's winrate jumped all the way to 57%, tying with Seep for first
- The interlaced portal and door meta seems to have fizzled out on energy constraints
- Smoke made a strong case as the new support weapon of choice, countering beams and missiles
- Vertical map lovers and buzzsaw enthusiasts rejoice, with Vanilla and Pillars as the only maps in the season 41 pool without a vertical expansion
Commanders listed in order of popularity. Winrate percentages shown on the Y scale, and below each commander
Season 42 is already underway and will run through midnight UTC July 31. This season's map pool consists of the following battlefields:
Abyss
Battlegrounds 1v1
Elephants
Moorings
Pillars
Vanilla
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
Season 7 is coming to an end, and you all know what that means! Quality matches through Playoffs!
The Playoffs will decide the best of the best, through a single elimination tournament-style bracket. The 8 best teams from the swiss bracket will face each other until a single one is left.
As usual, you can watch the playoffs live following your favourite streamer. The quarter finals are happening this Saturday 13th of June, at 7PM UTC!
Live matches will start on Saturday 13th of June at 7PM UTC, or
12pm PT (West Coast USA)
3pm ET (East Coast USA)
9pm CEST (France/Germany)
8pm BST (London)
5am June 14th AET (Brisbane Australia)
Some of the matches are still to be played, but we already know some of the teams who are qualified. The matches list will be updated as matches are finished:
JametimeZzz (Julian & Nils) vs winner of a match
Ruby M9 (zebdww & pur) vs 67 Aura (Ryabzyk & Alexandr)
Nutpower (Nutellafish & Infinitypower) vs 1000er Ping (Der Benzinpreisvergleicher & Alesio)
Silk Road (Luis & 7891) vs Kazakhsthanos (D1mared & Chief Keef)
The full bracket is available on Challengermode.
FPL Season 7 at Challengermode
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
Project Incursus Salzwerk Baumstander La Cantine (PileRouillée & Og) Cheers, EWG
After months of heat, smoke, and lightning, Forts - Firebird is now only one week away from release!
Launching on June 16 at 11 AM UTC, Forts' third DLC, brings Firebird's origin-story to life in a new campaign, and includes experimental incendiary weapons, lightning tech, Fulminator commander, multiplayer maps, a new HUD and a dynamic soundtrack to the battlefield.
The team is now in the final stretch, which means the DLC is almost ready and everyone involved is only mildly overcooked. Every wishlist counts to help pull BeeMan, Blammo and Nozehed through the development inferno:
As well as the new Firebird trailer, your favorite Forts creators will be putting out new content across the next two weeks, so keep an eye out for early campaign impressions, plus new weapon and tech showcases!
To celebrate the launch of Firebird DLC, we will be hosting Showcase matches to exhibit all the new toys coming to the Forts multiplayer game.
The first session is set to be on launch day, Tuesday, 16th at 4PM UTC, where our community testers will show you some of their favourite strategies.
The second session will be on Friday 19th at 4PM UTC, this one is aimed to be a more competitive set of matches - testers will try to implement strong Firebird related strategies on typical FPL maps, to showcase the competitive possibilities that the DLC enables!
Both Showcases will be streamed by our usual streamers, including Project Incursus and Salzwerk.
We hope you're as excited for the Firebird DLC as we are!
Cheers, EWG
Engineering, but make it even more stressful.
The Space Engineers + Forts Bundle is now LIVE on Steam, pairing two physics-driven sandboxes where creativity and problem-solving win the game.
Whether you're designing and constructing fully functional spacecraft and sprawling space stations in Space Engineers or building fortified mountain bases and unleashing explosive, physics-based destruction in Forts, this pairing delivers two distinct but complementary takes on engineering under pressure.
Space Engineers is a sandbox engineering game where you design and build ships, stations, and planetary bases in a fully destructible environment. Explore planets and space, mine resources, survive hazards, and engage in combat alone or with friends in Creative or Survival modes.
A big thank you to the team over at Keen Software House for helping us make this bundle come to life! Enjoy :)
Cheers, EWG
With FPL Season 7 underway, and matches going furiously between teams, it has come to our attention that only a small fraction of matches are actually available to the public.
While every match is available in the form of replays on our Official Forts Discord, this option is unfortunately not always very convenient for the majority of players for a few reasons.
If you are on the discord, you can find all FPL replays in #fpl-match-results, where you can download them, put them in your replays folder and watch them at your own pace.
However, replays are relatively volatile - they are only available for the version they were played with, and therefore stop working after each game update.
This is why we are now giving you a new way to keep track with the FPL.
Starting with Season 7, every single match of the FPL is to be uploaded on our YouTube channel. That way, they will all be readily available and easy to access for everyone, and even when the game is updated!
A few notes, the videos will not include any live commentary or music - so that other content creators may cast the games directly from them. As a reminder, many content creators already cover some FPL matches, including:
Project Incursus (english)
Salzwerk (german)
Baumstander (german)
Og (french)
We want to thank all of them for their continued support towards expanding the Forts community.
You can already find the first few matches in this playlist, with many more to come!
Cheers, EWG
To kick off Season 7 of the Forts Pro League, we are planning to cast a handful of live matches from the first week of the qualifier stage. These matches are among the first of the FPL, and we will be covering them live with some of your favourite streamers.
As a reminder, this season has the possibility to play with High Seas maps if the teams choose to, which should make for very entertaining matches.
Live matches will start on Saturday April 25th at 7PM UTC, or
12pm PT (West Coast USA)
3pm ET (East Coast USA)
9pm CEST (France/Germany)
8pm BST (London)
5am April 26th AET (Brisbane Australia)
We are looking at casting four matches live:
Walter Frosch (Baumstander & Speedfyyre) vs Nutpower (nutellafish & InfinityPower)
Tronjan Horse (toothpaste man & tron0_0) vs Alduin (DovahkiinSegundo & Queijo Brie)
WDKWTNO (Fruit1Juice & Skyar) vs Overdose (Chelsea & ObtuceAngle)
Two Planks One Brain (rexy & squirtle_rules) vs Alexse1 (stein6ock & yergres)
FPL Season 7 at Challengermode
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
Project Incursus Salzwerk Baumstander La Cantine (PileRouillée & Og) Cheers, EWG
This weekend marks 9 years of Forts!
For nearly a decade, players have been building, battling, destroying and occasionally discovering that their perfectly good fort was, in fact, not as perfectly sound as they thought. Through every match, mod, tournament, community event and unhinged discord exchange, you've helped make Forts what it is today.
Thank you to everyone who has played, streamed, competed, created or simply spent time with the game over the years. We're incredibly grateful to still be here, celebrating this milestone with you on the lead up to the Firebird DLC, no less!
Nine years in, and there's still more to come.
As tradition will have it, Forts and the entire catalogue is on Sale for the anniversary weekend!
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.
Thanks for playing Forts, and here's to nine more years!
EWG
Tournament 32 ended with a blast, with team Artist in a 1v3 crushing their opponents in an uncontested 3-0 finals match! Some great shows of skill, and some luck on a couple doorsnipes from accross the map assured their domination for all games of the match.
Team Artist in a 1v3 will split the 1st place prize of $150.
Artist in a 1v3 bringing back the balance in the forts.
Coming second place is Schiff, which despite getting blasted by Artist in a 1v3, still managed to climb up the bracket, while suffering a loss against Ragebait Mode.
Team Schiff will split the 2nd place prize of $75.
Schiff denies the prospect of having four forts.
Third place was secured by Ragebait Mode in a tight bronze match against MotoPinderCircus. Amongst their other achievements, they even managed to steal one game to Schiff, but unfortunately met their demise anyway
Team Ragebait Mode will split the 3rd place prize of $30.
MotoPinderCircus against Ragebait Mode, making Eagle Eye proud.
In addition to our regulars, there were a number of new competitors who acquitted themselves admirably in this tournament. Notably, team Scarlet Kaigun showed everything they had against Schiff, but their best was not enough. We'd also like to recognize the newer players, willing to go up against some of the best players in all of Forts.
Artist in a 1v3
Der Benzinpreisvergleicher
Nils
Marskreatur
Schiff
Taichu
Taretar
Julian
Ragebait Mode
Ryabzyk
Alexandr
Schuka
*Winners have been contacted and prizes will be issued as Steam Digital Gift cards via Steam friends upon expiration of Steam's 3-day friend waiting period.
Check it out here!
As always, thanks to our hosts and casters, Salzwerk and Project Incursus.
Tournament replays are now available in the Featured tab of the Replays menu in-game, and tournament videos are available below:
\
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
Congratulations to Ryabzyk, winner of Season 40. Taking second is Nils, and in third is Александр. While the top 3 places receive Gold, Silver, and Bronze, every eligible player finishing within the top 20 will receive a Season 40 Medal. Congratulations to all medalists as well!
Ryabzyk
Nils
Александр
I am myself
Alesio
Dranistian
InfinityPower
The Snake
klaualles
Brucepixar
Samih al-Qasim
Hype
BaumstaenderTTV
Julian
Dr. Giggletouch
Hopser
D1mared
Dozaa
芝士草莓猫猫糕
Matzi2.0
- Early aggression is still going strong, but all hail the triumphant return of the cannon stack.
- To the surprise of many, Hurricane held the highest winrate of Season 40 at 56%, while Moonshine held the lowest at 40%.
- Also defying expectations, Overdrive barely reached the middle of the pack, tying for 9th place with Shockenaugh as both were only at 47%.
- While alternating portals and doors to create towers of doom seems to be a growing meta, fortune still favored those bold enough to sacrifice a mine for swarms in order to counter as even Moonshine struggled overall.
- OD's modest performance wasn't enough to completely evade the nerf stick as downgrading time and resource recovery were both adjusted as we enter Season 41.
Commanders listed in order of popularity. Winrate percentages shown on the Y scale, and below each commander
Season 41 is already underway and will run through midnight UTC May 31st. This season's map pool consists of the following battlefields:
Crevice
Hang Time
Hillfort
Pillars
Split
Stalactites 1v1
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
We're beavering away on the Firebird DLC, so this update is smaller than usual. It mostly includes important fixes, especially to population cap handling and portals. There's also a couple of new scripting functions for modders and a minor balance change to Overdrive.
Cheers, EWG
Add: Script function to apply damage directly to a strut (dlc2_ApplyDamageToLink) Add: Script function to get selected node (GetLocalSelectedNodeId)
Balance: (Overdrive) Increase downgrade duration from 4 to 6 seconds (+50%) Balance: (Overdrive) Reduce downgrade refund from 100% to 75% (-25%)
Improve: (Sever & Seize) Clarify Buzzsaw reflection objective Improve: Allow \\test_effects to work when there's no Lua file for that path (sound only events)
Fix: Auto conversion to back bracing cancels fast sell off Fix: Beams are not occluded correctly when intersecting overlapping smoke Fix: Converting background bracing to a door prevents firing Fix: Devices with pop cap can be sold repeatedly using move mechanic Fix: Firing into an overlapping neutral device causes the firing weapon to be hit Fix: Floating nodes can appear in some circumstances Fix: Instant point loss is possible when joining a lobby at near match limit, other player soft locked Fix: Linking, deleting, and re-linking 3 portals can send one into an invalid warm up Fix: One-way portals can be created Fix: Population cap can be exceeded on teams without a reactor Fix: Population limited devices on different structures in TDM are deleted at start Fix: Shields can fail to be destroyed when hit by powerful projectiles with splash damage Fix: Trail overlap when converting a projectile Fix: Trail positioning for converted projectiles Fix: Unlinking portals during warm up leaves one still warming up Fix: Weapons that have a spotter don't allow manual ammo selection
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
Are you ready for Season 7 of the Forts Pro League? Everyone can sign up for the FPL qualifier stage and registration opens on March 14th! Register your team on Challengermode and Discord following the instructions below.
Compared to the previous season, we are keeping the Swiss bracket system, as it has been a great success. We are swapping Ecliptic Threat with Green Breeze in the map pool, and trying something new by adding a couple of High Seas maps in the pool (Fort Falls 2v2, Windswept). These maps will be including the High Seas DLC for players to use, but teams will also be able to ban one more map each before the first pick, if they do not wish to play High Seas during the match. Co-op on Elimination will not be featured this season.
As in S6, teams will be seeded in a qualifier round in a 3 round swiss bracket format. 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.
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.
When is it going to happen?
Signups for the FPL begin on March 14th and end on April 11th at 7pm utc. Opening day is April 18th at 7pm utc. The playoffs (tentatively scheduled for June 13th, 20th and 27th 7pm utc) will be held once the main stage has concluded. If you want to participate, make sure you are free on June 13th as well as the two weekends afterwards.
How to participate?
Everyone is eligible to sign up for the qualifier stage of the FPL!
First, see the Forts Pro League Official Rules
Then form your team of two (you are allowed 1 substitute player) and meet the following requirements:
Player names must be clearly readable and match on Discord, Steam and Challengermode.
The maximum length is 16 characters for teams. Players are expected to use this name when playing all of their matches.
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.
Team tags must be 3 characters or less.
Team logos should be 128x128 pixels. Offensive images will result in disqualification.
How to join the Forts Pro League:
Make sure you have created your team on Challengermode;
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.;
You will then receive an invitation for your team to join the League event;
Accept the invitation on Challengermode;
You are now officially registered in the Forts Pro League!
Sample entry with Team and Logo What are the prizes for Pro League?
1st place: $500
2nd place: $250
3rd place: $100
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.
FPL Season 7 at Challengermode
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
Project Incursus Salzwerk Baumstander La Cantine (PileRouillée & Og) Cheers, EWG
Inspired by Airships: Conquer the Skies, this flight-focused mod brings maneuverable aerial warfare into Forts using Suspendium lift, intuitive altitude controls, and a suite of devices built specifically for high-altitude battles. Instead of static defenses, you’re commanding airborne vessels by adjusting height, managing thrust, and engaging with weapons designed to thrive above the battlefield!
With dedicated systems like the Fortship Controller, Altitude Controller, and lateral Jets, alongside aerial-ready tools like Carpet Bombs, Hanging Flak, and the Area Denial System, Fortships transforms the way players think about positioning, pressure, and control.
Hello, my name is AlexD. I (unsurprisingly) like playing games, and I actually started programming to make games.
I started modding after playing a lot of really fun mods, like Tanya’s Mod and Birdies Guns, and wanting to add things with interesting mechanics. I created a variety of mods with plenty of help from the community, such as Weapon Pack 101, and I have the most fun finding crazy workarounds to the limits of Forts modding.
I also started playing Forts competitively and I’ve found a lot of friends in this community. Nowadays, I spend my time developing software for satellites or working on high-performance graphics software. I still often come back to play or mod Forts when I find the opportunity.
Q: What inspired you to start working on Fortships, in the first place?
I wasn’t very good at managing the weight of a Flying Forts, but I really enjoyed maps with prebalanced Forts and I was also inspired by an old zero-gravity “gamemode” called BattleForts.
So, I made a mod called “True Dynamic Barrel”, which was an addon mod to Flying Forts (by Samster Birdies) that auto balanced your weight. And at the time I was watching a lot of Airships: Conquer the Skies videos, and I liked the way you controlled ships. So I took those controls and dynamics and created a mod, and so Fortships was born.
From there the controls and stability of fortships progressively improved, to the point where it is today. I also want to thank all the people who have contributed to the mod, with special thanks to Samster Birdies, Land Planters, and LancenShield.
Q: Were there any Forts mechanics that surprised you in how well (or poorly) they adapted to aerial gameplay?
It is really impressive and quite surprising how most of the core mechanics still work despite the ability to move around. Moreover, the building mechanics of Forts produce really diverse, and I think enjoyable, gameplay with Fortships.
There are also a lot of opportunities for map makers to be creative, and I’ve seen a lot of fun tactics and playstyles. Balance is another topic, but I left the basegame weapons as is and for the most part that has worked pretty well. However, one consistent issue (especially for balance) has been the lack of collisions between bases. It has also proven difficult to make a collision mod that feels good, is balanced, and is performant.
Q: Do you have a favorite weapon/device or system in the mod? (Either because it was fun to design or because it plays especially well)
Definitely the chambers. It is really the epitome of what I love about Forts modding.
There are literally a hundred different versions of the chamber device, each with different negative mass values, and the mod script rapidly upgrades each of them using a control system to keep a fortship stable at a set height.
Another fun trick happens when you place the fortship controller device. The mod instantly destroys the device and creates an identical weapon in its place. This allows you to group Fortships controllers, despite placing them as a device. So, really what I love about modding is finding ways to work around limitations within the modding API to create cool gameplay or quality of life features.
Q: Fortships ended up inspiring a bundle collaboration with Airships: Conquer the Skies. How did it feel seeing your mod resonate to that extent?
I think it’s really cool to see. Modding is really about making new fun experiences based on the already great foundations of existing games. Both Forts and Airships are great games which I’ve both thoroughly enjoyed and taken inspiration from, and I really love that I can give even more fun experiences to those who play my mods.
Q: If you were designing Fortships today from scratch, is there anything you’d approach differently?
Fortships was created over 5 years ago, and my inexperience at the time shows. I would certainly write the entire thing differently now. But honestly, the control system is a miracle born through obsessive tuning and it is shocking that it works so well.
At the time I was throwing everything at the wall then and a few things stuck. At some point I played around with some more standard control system approaches, but I quickly realized a control system that works for most fortships regardless of size, shape, and structural integrity is a difficult problem. Moreover, when I do make a very nice control system it feels too perfect, too ideal. How it feels really matters, and that’s where I think you need to either get lucky or try a lot of different things.
Workshop | Fortships Official Discord
Our modders create and maintain their projects in their spare time, purely out of love for the game. If you enjoy what they've built, consider supporting them directly through a kind comment or commending their mod on the workshop.
Fortships was directly inspired by Airships: Conquer the Skies, and with the Forts x Airships bundle entering its final month, this felt like the perfect time to highlight the mod that helped connect these two communities.
If you’ve enjoyed commanding the skies in Fortships, and would like to find out what's inspired it, this is your last chance to grab both games together at 10% off while the bundle is live!
Our hearfelt thank you to AlexD, for the creativity and effort behind Fortships. Mods like this are a reminder of how one idea can merge two entire communities and find new ways to pay homage to the games we love. Nicely done, commander!
The modding scene is one of the best parts of this community. Every map, every mechanic, every idea adds something new to Forts, and we're beyond grateful for the passion you all bring to the game. For that reason, we urge you all to help us celebrate every small victory so that we can all benefit from our shared passion for Forts for many more years to come!
You can find more community creations, or share your own, on the Official Forts Discord.
Cheers, EWG
After the great success of the latest Legacy tournament, it is time for a more standard event.
Tournament 32 will be a 3v3 High Seas tournament, and will be held on March 28th at 7PM UTC for the first round, and April 4th 7PM UTC for the other two rounds. Up to 8 teams may register, with quarterfinals, semifinals and bronze match being Best of 3, while the FInals will be best of 5.
Registration will open at 7pm UTC on the 1st of March. In order to register, every participant should ping 42scientist on the Forts Official Discord server with their challengermode team link, steam profile link, logo, and then be invited on Challengermode. Hosts: Project Incursus Salzwerk
On to the details. When will Registration open?
March 1st 2026 at
11am PST (West Coast USA)
2pm EST (East Coast USA)
7pm GMT (London)
8pm CET (France, Germany)
6am March 2nd AEDT (Brisbane Australia)
Entries submitted before this time will not be accepted. Once registration has opened the first 8 teams 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?
The prize pool is as follows:
1st place $150
2nd place $75
3rd place $30
Prizes will only be awarded in the form of Steam digital gift cards, shared equally between the members of the team. 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.
If you have any additional questions please contact us on Discord.
In order to participate, you must do the following...
Join the Official FORTS Discord
Your names on Discord, Steam and Challengermode must match
Inappropriate competitor names, logos or team names will not be accepted
Send a message on Discord to 42scientist with your CM team profile, logo, team name, composition, and Steam profiles of every player.
Registration will not open until March 1st at 7pm UTC
Maximum of 8 teams
Tournament 31 starts March 28th, 2026 at...
12pm PDT (West Coast USA)
3pm EDT (East Coast USA)
7pm GMT (London)
8pm CET (France, Germany)
6am March 29th AEDT (Brisbane Australia)
The FORTS Tournament lobby The Official FORTS Discord Challengermode Bracket
3v3 Team Death Match
Single elimination
Moonshot enabled
High Seas enabled
Tons of Guns enabled
Repair Station enabled
Portals enabled
Commanders enabled, one ban per team per match
Choose your fort enabled
Co-op on Elimination enabled
Draws decided by core damage inflicted (total damage if core health is equal)
Maximum of 8 players
Check-in on Discord starts 1 hour before tournament
Late or absent players forfeit their matches
Use of exploits or bugs for self-charging or any other purpose is strictly forbidden.
Earthwork Games reserves the right to make changes to this event as needed
Black Seas
Chasm
Dark Shoals
Fracked
Stormy Waters
The Four Boatmen
The Leviathan
Three Frigates
Cheers, EWG
Last week, emerging from a pool of 16 players fighting for glory, a few fought their way to the top, in the first of its kind Legacy Tournament. Congratulations for Alexandr for winning 1st place in this tournament, where each round removed a DLC, until nothing but the base game was left!
Alexandr will gain the 1st place prize of $50.
Alexandr casts cannon rain from his tower
Fighting with cannon on cannon violence during the finals, Ryabzyk was not one to go down so easily, even snatching a victory against Alexandr himself.
Ryabzyk will get the 2nd place prize of $25.
Ryabzyk revisits wooden doors
Meanwhile, after being defeated by Alexandr during the semifinals, schuka won a clean 2-0 against PixSnips in the bronze match, breaking the cycle by using lasers instead of cannons!
Schuka will obtain the 3rd place prize of $10.
Schuka has a concentratinator at home
This tournament was not only a first in terms of playstyle, but also in terms of player diversity. Indeed, while a lot of regulars were present, most of them were eliminated by players which don't typically reach the final stages in other tournaments, so congratulations to everyone involved!
Alexandr
Ryabzyk
Schuka
*Winners have been contacted and prizes will be issued as Steam Digital Gift cards via Steam friends upon expiration of Steam's 3-day friend waiting period.
Check it out here!
As always, thanks to our hosts and casters, Project Incursus, Baumstander, and Vykro. Tournament replays are now available in the Featured tab of the Replays menu in-game, and tournament videos are available below:
Congratulations to Carrygan (more widely known as Julian), winner of Season 39. Taking second is Александр, and in third is Vykro's Brother (aka Dranistian). While the top 3 places receive Gold, Silver, and Bronze, every eligible player finishing within the top 20 will receive a Season 39 Medal. Congratulations to all medalists as well!
Carrygan
Александр
Vykro's Brother
Ryabzyk
Luis
klaualles
I am myself
The Schnake
Nils
Hopser
BaumstaenderTTV
Alesio
Brucepixar
ニャミ•キメラ
Matzi2.0
90315
Hype
7891
Domy
Infinitypower
- Early aggression is back! Mortar, rocket, and missile aficionados rejoiced at recent balance changes.
- Spook, the most popular commander of Season 38, saw their pickrate plunge by 7.5%.
- Shockenaugh's winrate skyrocketed by an amazing 14% over last season.
- Over 30,000 total matches were played in Season 39
- The latest patch brings with it a number of ranked improvements, including automated rollover, better match resolution handling, and enhanced monitoring for overall match integrity.
Commanders listed in order of popularity. Winrate percentages shown on the Y scale, and below each commander
Season 40 is already underway and will run through midnight UTC March 31st. This season's map pool consists of the following battlefields:
Battlegrounds 1v1
Elephants
Hang Time
Ledge Grab
Spirals
Vanilla
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
After a well earned Christmas break we got back to work. We hope you got to enjoy time with friends and family too.
This update features some much needed bug fixes and improvements. The context menu has received some attention, as well as ranked play and various gameplay bugs and exploits.
To make the season rollover more predictable, fair, and to make an event of it, we've automated the process. The new season starts at midnight UTC on the first of every second month.
Also, when there are technical issues such as disconnection or desyncs, there will be no score change unless a player appears to have manipulated their connection.
There are some bug fixes too, which we hope will improve the ranked experience.
We've added some functionality to allow organisation of ammo and material conversion buttons into rows. Some mods have an ungodly number of items. This is a small effort to help tame them.
They can have optional localised labels and icons to the left of the row.
Just add the AmmoRows table to your weapon or ammo device configuration script, then assign each ammo an appropriate RowName value.
-- Name is used to identify the row, Label and Sprite are optional
AmmoRows =
{
{ Name = "HarpoonRow1" },
{ Name = "HarpoonRow2", Label = "Weapon.ammo_high_explosive", Sprite = "warmup" },
{ Name = "HarpoonRow3", Label = "Weapon.ammo_acid", Sprite = "device-ammo"},
}
Rows to make large item selections more manageable.
For material conversion buttons, create and add to a MaterialRows table:
MaterialRows =
{
{ Name = "Row1", Label = "Weapon.ammo_high_explosive", Sprite = "hud-play" },
{ Name = "Row2", Sprite = "hud-pin" },
{ Name = "Row3", Label = "Weapon.ammo_acid"},
}
Then set the appropriate RowName value in the material.
In addition, we've allowed mod scripts to add to and modify a new layer of the context menu. While the built-in controls are off limits for now, they can be hidden with the call HideContextMenu(HIDECONTEXT_BASE) for complete replacement.
Cheers,
EWG
Add: FRAME_CONTEXTMENU used with SetControlFrame script function to allow custom controls to be added to context menu
Add: HideContextMenu script function taking HIDECONTEXT_BASE or HIDECONTEXT_ALL constants
Balance: (Scattershot) Shotgun maximum projectile density is consistent with the base weapon
Improve: (Machinegun) Reduce ClearanceAngleStdDevFactor from 1 to 0.4
Improve: Ammo can be organised into rows in the context menu using AmmoRows table and ammo table RowName
Improve: Desyncs, timeouts, and hangs cause ranked games to be voided unless network manipulation is detected
Improve: Fort Select no longer locks up the UI for a few seconds on large maps
Improve: Increase memory limit of scripts to 200MB
Improve: Material conversion buttons can be arranged into rows in the context menu using MaterialRows table and material RowName
Improve: Ranked season ends automatically at midnight UTC of the first day of every second month
Improve: Reduced ClearanceAngleStdDevFactor from 1 std dev to 0.8
Improve: Reduced GravityToClearanceAngleFactor by 50%
Improve: Show 'technical issue occurred' message when game ends in a desync, hang or timeout
Improve: Surviving reactors are considered to be at full health for the purpose of breaking ties
Fix: (Beams) Smoked, reflected or teleported Plasma Lasers destroy Warheads in one hit
Fix: (Machinegun) ClearanceAngleStdDevFactor set for campaigns, potentially affecting balance
Fix: (Map Editor) Crash cycling to the next block when there are no blocks
Fix: (Phantom) Moving a weapon causes it to recloak after reloading
Fix: (Phantom) 'Recloaking weapons' is missing from description
Fix: (Seep) 'Narrow silos' is missing from description
Fix: (Seep) Starting neutral silos have sprite of side 1
Fix: Apparent hang while loading during long file validation
Fix: Commander can be self-charged by shooting the platform of a device
Fix: Crash when repainting during long file validation
Fix: db/rules.lua missing from checksum
Fix: Desync at start when a client selects a fort while another client does not have the map
Fix: Desync when building devices on neutral structure
Fix: Desync when using keys to adjust weapon power mid fire
Fix: Devices can be built on recently neutral structure
Fix: Game doesn't update when user moves or resizes the window
Fix: Missing mod script causes crash during join
Fix: Population caps can be exceeded using barrels in team deathmatch
Fix: Population limited device construction can be accelerated using a neutral device of the same type
Fix: Report button is sometimes missing from the 'player disconnected' notification
Fix: Scoring on timeout incorrect when disconnection happens during ranked loading
Fix: ScreenMode in Options > Video is not translated
Fix: Season is not matched during the ranked lobby alert search
Fix: SetControlFrame doesn't validate input
Fix: Terrain rendering
Fix: Unable to connect to ranked lobbies using alert popup
Optimise: Rendering performance
Fix: Crash calculating teleport when a node is missing
Fix: Crash when a fully built weapon is disabled, deleted, and restored
Fix: Crash when queueing for ranked play after casual match
Fix: File validation sometimes fails
Fix: Ranks are missing from the lobby
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
Birdies' GUNS is a massive weapon expansion built for players who like to push Forts a little (or a lot) past the sensible limit. Adding 50+ weapons and variants, it leans fully into experimentation.
From upside-down guns and sky-raining mortars to beam weapons, drones, helicopters and quite frankly irresponsible amounts of explosives, the mod encourages creative builds and unpredictable battles. It also plays nicely with a wide range of popular mods (that you'll hopefully see here soon)!
I like gaming (ofc), ASMR, anime and VN’s. I like creating things, and dabble in a lot of random subjects that I happen to currently be interested in. Whether it be trying to make content for a game, coding something, recording/creating sounds, digital art, music, etc.
Q: What inspired you to start working on Birdies' GUNS, in the first place?
I used to sketch up my own fictional weapons instead of paying attention in class. After playing with weapon mods like “Tanya’s Mod” and “What are Tiers?” I realized that it was possible to bring them to life. When Extra Stuff++ came out, it was the final straw before I decided to try my hand at making a weapons pack. After releasing it, I got some 1v1's with The Mighty Cat (creator of Extra Stuff++) where he used his mod’s weapons, and I used my own.
Q: How long has the project been in development, and what was the biggest technical hurdle?
The initial Jan 20, 2019 release was at most 4-5 days. However, it has taken years to get to its current form. The biggest technical hurdle was that I didn’t yet know how to make mods or really any basics of programming. I had to learn while developing the mod (don’t look at the code guys, it frightens me). The modding channel of the Forts Discord had been invaluable to helping me get the mod working, thanks guys.
Q: If you could go back and give yourself, or a budding modder, one piece of advice at the start of this project, what would it be?
For a pack like this, the most important thing is putting extra time into designing the mechanics for each weapon. What new gameplay does it bring to the table? What makes it fun? What makes it unique? And so on. Some of my weapons were not well thought out, and this makes balancing them or making them fun difficult.
Q: Do you have a favorite weapon or feature in the mod? Why that one?
That’s a tough pick. I may have to go with the drunk laser. All projectiles that pass through it start circling like swarms that were hit by an EMP. They also accelerate, and the impact beam will free them from circling for some cool trickshots. It's pure chaos.
Q: What’s something this project taught you about modding or game design?
It was the start of teaching me everything about it really.
Q: The Forts Community can be pretty passionate, what kind of feedback has meant the most to you personally?
I appreciate the kind feedback. It's very encouraging to continue developing mods for this game. I also appreciate when someone tells me that there is something wrong so that I can get it fixed, though sometimes it's difficult to pinpoint unless more information is given.
Q: Are there any features or experimental ideas you’ve been itching to try?
I really want to make some nice looking environments, as well as a mod to add some visual flair to maps.. I'm also itching to try making a campaign. It’s a part of the Forts workshop that has been barely touched on. No promises with either of these though.
Thank you so much to SamsterBirdies' for not only providing the community with a wide-range of workshop items, but also for being willing to join the showcase and collaborate with EWG in so many different ways!
GitHub | Website | Freesound | Workshop | Support SamsterBirdies
Our modders create and maintain their projects in their spare time, purely out of love for the game. If you enjoy what they've built, consider supporting them directly through a kind comment, commending their mod on the workshop or contributing to their Patreon/Ko-Fi/Support Page above.
You can find more community creations, or share your own, on the Official Forts Discord.
(Check out the new #mod-wall-of-fame channel, under the 'Announcements' category, where we'll archive each feature and prominent Forts Modders.)
To be featured in the Forts Modder Showcase you need to:
Have been awarded the Modder Medal
Answer a Q&A and collaborate in good-faith
Provide gifs/clips or images that best showcase your creations
To start things off, we're featuring a few selected mods that have made a big impact on the community. In the future, we'll open the floor for modders to reach out and put their creations forward!
The modding scene is one of the best parts of this community. Every map, every mechanic, every idea adds something new to Forts, and we're beyond grateful for the passion you all bring to the game. For that reason, we urge you all to help us celebrate every small victory so that we can all benefit from our shared passion for Forts for many more years to come!
Cheers, EWG
Now that the sixth season of the FPL has concluded, we want to have something a little different in between seasons.
For this "Legacy" Tournament, as the name suggests, you will be fighting each other while the game returns progressively towards a vanilla state.
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.
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.
The main event itself will take place over two weekends, the 7th and 14th of February at 7PM UTC.
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
On to the details. When will Registration open?
January 11th 2026 at
9am PST (West Coast USA)
12pm EST (East Coast USA)
5pm GMT (London)
6pm CET (France, Germany)
4am August 10th AEDT (Brisbane Australia)
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?
The prize pool is as follows:
1st place $50
2nd place $25
3rd place $10
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.
If you have any additional questions please contact us on Discord.
In order to participate, you must do the following...
Join the Official FORTS Discord
Your names on Discord, Steam and Challengermode must match
Inappropriate competitor names or logos will not be accepted
Send a message on Discord to 42scientist with your CM profile, Steam profile, and 128x128 logo
Registration will not open until January 11th at 7pm UTC
Maximum of 32 players
Legacy Tournament starts February 7th and 14th, 2026 at...
11am PST (West Coast USA)
2pm EST (East Coast USA)
7pm GMT (London)
8pm CET (France, Germany)
6am on the next day AEDT (Brisbane Australia)
The FORTS Tournament lobby The Official FORTS Discord Challengermode Bracket
1v1 Team Death Match
Single elimination
15 minute time limit
Tons of Guns, Moonshot, High Seas enabled, then disabled per round
Repair station enabled until last round
Portals enabled while Moonshot is
Commanders enabled (all factions, no matter the DLCs)
Draws decided by core damage inflicted (total damage if core health is equal)
Maximum of 32 players
Check-in on Discord starts 1 hour before tournament
Late or absent players forfeit their matches
Use of exploits or bugs for self-charging or any other purpose is strictly forbidden.
Earthwork Games reserves the right to make changes to this event as needed
Project Incursus Salzwerk La cantine
Battlegrounds
Crevice
Desert Ruins
Hang Time
Ledge Grab
Moorings
Stalactites
Vanilla
Cheers, EWG
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.
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.
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.
Machinegun projectiles take a little longer to burn out when passing through a Firebeam.
Passive: Remove weapon deviation increase
Passive: Flak produces 50% more shrapnel
Passive: Shotgun projectile gain increased from 1 to 4
Active: Fires 3 rockets during active, costs more to fire
Passive: In-ground missile silos are 80% the normal width
Passive: Battery metal cost is 50% less than normal
Passive: Smoke Bomb doesn't produce smoke when destroyed
Passive: Increased Buster's shotgun and minigun bonus vs armour and doors to 10%
Active: Rocket depleted uranium distance reduced by 25%
Passive: Weapons recloak after being idle for 10 seconds
Active: Fixed rockets not gaining 25% damage and splash radius
NOTE: Some of these are missing from the in-game commander descriptions. We'll patch them shortly.
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.
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.
The previous save files will be migrated to the new slot system. Let us know if you have any problems.
Run up to four save games for each campaign concurrently
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.
It's now harder to smoke yourself by clipping the door
Minimum clearance has also been doubled for many weapons, to better allow weapons embedded deep inside of forts to open doors near the outside.
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.
Weapon/ammo configuration values ClearanceAngleBase, ClearanceAngleStdDevFactor and ClearanceAngleSprayFactor have been added for modders to adjust new clearance functionality.
Some fixes have been made to configurations of shotgun style weapons. Projectiles will spray consistently, and the weapon can overheat mid-burst.
Add: Campaigns can have up to 4 save games, showing screenshot of last progress
Add: CloakLostOnDamage weapon value (defaults to false)
Add: CloakLostOnFiring weapon value (defaults to true)
Add: CloakRecoveryTime weapon value (defaults to huge)
Add: ClearanceAngleBase weapon/ammo value to set or increase clearance angles of weapons
Add: ClearanceAngleStdDevFactor weapon/ammo value to control how spread relates to std dev for projectiles with normal distribution
Add: ClearanceAngleSprayFactor weapon/ammo value to adjust spray type weapon spread
Add: View.AimingGizmo.ClearanceAngleStdDevFactor as default ClearanceAngleStdDevFactor
Add: View.AimingGizmo.MaxClearanceAngle constant to limit clearance angles
Balance: (Buster active) Reduce depleted uranium distance from 560 to 420 (-25%)
Balance: (Buster) Increase Buster's shotgun and minigun bonus vs armour and doors from 5% to 10%
Balance: (Firebeam) Increase construction cost from 400 to 500 metal (+25%)
Balance: (Firebeam) Increase fire cost from 2000 to 2500 energy (+25%)
Balance: (Incendiary Mortar) Increase EnergyFireCost from 150 to 200 (+25%)
Balance: (Incendiary Mortar) Increase ProjectileDamage from 10 to 20 (+100%)
Balance: (Incendiary Mortar) Increase ProjectileSplashDamage from 40 to 50 (+25%)
Balance: (Firebird Incendiary Mortar) Splash damage kept at 40 to avoid being OP
Balance: (Machinegun) Flaming projectile MaxAge increased from 0.2 to 0.3 (+50%)
Balance: (Minigun) Decrease MinFireAngle from -15 to -20 degrees
Balance: (Minigun) Increase MaxFireAngle from 20 to 25 degrees
Balance: (Minigun) Increase damage multiplier vs bracing from 1.5 to 2.1 (+40%)
Balance: (Minigun) Increase MaxFireRadius from 600 to 800
Balance: (Phantom) Weapons recloak after being idle for 10s
Balance: (Plasma laser) BeamOcclusionDistance reduced from 1200 to 600, making smoke better at blocking it
Balance: (Plasma Laser) DeviceSplashDamage increased from 100 to 120 (+20%)
Balance: (Plasma Laser) IncendiaryRadius increased from 0 to 108
Balance: (Plasma Laser) IncendiaryRadiusHeated increased from 0 to 120
Balance: (Plasma Laser) StructureSplashDamage increased from 90 to 160 (+77%)
Balance: (Repair Station) Increase smoke clear radius from 500 to 650 (+30%)
Balance: (Repair Station) Increase smoke clear rate from 26 to 30 (+15%)
Balance: (Scattershot active) Fires 3 rockets during active, costs more to fire
Balance: (Scattershot passive) Remove weapon deviation increase
Balance: (Scattershot passive) Flak produces 50% more shrapnel
Balance: (Scattershot passive) Shotgun projectile gain increased from 1 to 4
Balance: (Seep) In-ground missile silos are 80% the normal width
Balance: (Shockenaugh) Battery metal cost reduced from 105 to 75 (-29%, -50% from base)
Balance: (Shockenaugh) Smoke Bomb doesn't produce smoke when destroyed
Balance: (Smoke Bomb) FireSpeed increased from 8000 to 10000 (+25%)
Balance: (Smoke Bomb) RoundPeriod reduced from 0.7 to 0.35s to improve fire rate
Balance: (Smoke Bomb) Smoke projectiles are slightly more spread out to cover more area
Balance: (Subswarm missile) Increase rounds per burst from 13 to 14 (+8%)
Balance: (Swarm missile) Increase damage from 50 to 62.5 (+25%)
Balance: (Swarm missile) Increase rounds per burst from 13 to 14 (+8%)
Balance: (Swarm Missiles) Increase fire cost from 1800 to 2100 (+17%)
Balance: (Swarm missiles) Reduce time to build swarm from 70 to 60s (-14%)
Balance: (Swarm) Gains splash damage and incendiary effect on destruction
Balance: (Warhead) Gains splash damage and incendiary effect on destruction
Balance: (Warhead) Increase time to upgrade from swarm from 95 to 105s (+11%)
Balance: Building space for inverted missiles on Stalactites style forts removed
Balance: Decrease fire cost of Cannon from 3500 to 3000 (-14%)
Balance: Increase time to upgrade incendiary mortars from 20s to 25s (+25%)
Balance: Reduce time to build incendiary mortars from 30s to 25s (-17%)
Improve: Campaigns are marked 'Complete' when final mission is passed
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
Improve: Save and restore timeline position for music
Improve: Small weapon clearance angle added to test ray in direction of gravity
Improve: Weapons test for clearance at angle of 1 times std dev for normally distributed projectiles, visible on aiming arc
Improve: When clearance tests hit the limit of reflections and teleportations it is assumed clear, not blocking
Fix: (Christmas) Cannon has Factory base when Tons of Guns is enabled
Fix: (Christmas) Start sound is affected by in-game music volume
Fix: (Hurricane) Machine guns rarely overheat as automatic AA
Fix: (Spirals) Exposed gunner gives away faction
Fix: (Spirals) Reactor is missing starting AP protection
Fix: (Warthog active) Rockets don't gain 25% bonus damage and splash radius
Fix: Aiming arc preview doesn't reflect recessed material during extrusion
Fix: AUDIO event:/ui/hud/start_sim gets triggered when enemy core explodes
Fix: Auto-orientation fails when linking to an inactive portal
Fix: Background bracing preview in front of weapon turns to foreground when built
Fix: Beams don't collide with overlapping smoke fields
Fix: Cancelling upgrade will escape the EMP effect
Fix: Central clearance ray is not parallel to aiming ray for some weapons
Fix: Crash in PhysicsManager::SetDoorState
Fix: Crash selecting hardpoint
Fix: Desync when upgrading propellers after using drag facing
Fix: Eagle Eye and Scattershot sprites show to other side when same faction
Fix: Faction mods are applied early, preventing Christmas theme from applying Cannon faction skins correctly
Fix: Grey smear at top of map preview in lobby
Fix: Halloween commander deactivation sound is heard when special themes are disabled
Fix: Hang when shotgun style weapons overheat mid-burst
Fix: One way portals can be made by linking at destruction
Fix: Players are kicked out of ranked waiting when matching with a player at limit with them
Fix: Player's total play time can be incorrect if steam fails to respond
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.
Fix: Replays sometimes have the wrong screenshot
Fix: Shotgun style projectiles are off centre with some configurations
Fix: Side 2 can determine side 1's faction using neutral weapons
Fix: Smoke Bombs and Shotguns hit the edges of doors easily
Fix: Sparks effect SpeedMean bugged above a value of 2100
Fix: UniformSpray is ineffective when RoundsEachBurst is 1
Fix: Upgrading then cancelling the upgrade clears overheated status
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
Congratulations to Goldgoldgold! Winners of the sixth season of the official Forts Pro League.
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.
Divided between teammates
Goldgoldgold
Julian
Nils
Sub - WoodyS
Goldgoldgold using Ro's Seep missiles against them
Divided between teammates
Ro
Der Benzinpreisvergleicher
Klaualles
Sub - Salzwerk
Ro bribing Gonna touch you's nuke to turn the 2v2 into a 3v1
Divided between teammates
Hazeorb
Taichu
Taretar
Hazeorb sending their regards to Gonna touch you
Cheers, EWG
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!
Ryabzyk
Julian
klaualles
Dranistian
Poolboy
wIND
\ Domy
I am myself
hhhhhhhhhhhh
bilibili_模组小白
Infinity
Александр
The Snake
Numenoror
BanaBanMan
BaumstaenderTTV
木棉
kurama
Nils
tho15rider
- Firebeams + mortars was increasingly the method of choice to break stalemates at the top ranks.
- Spook remains the most popular commander maintaining an identical winrate.
- Hurricane, Eagle Eye, and Overdrive's win rates improved the most, by 5%, 4%, and 4% respectively.
- Phantom's win rate plummeted by a full 8% this season.
- Buzzsaws were responsible for nearly all matches lasting under 3 minutes, and most under 5.
Commanders listed in order of popularity. Winrate percentages shown on the Y scale, and below each commander
Season 39 is already underway and will run through January 31st. This season's map pool consists of the following battlefields:
Balls
Battlegrounds 1v1
Crevice
Stalactites 1v1
Elephants
Split
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
The time has come at last, to decide which team wins it all!
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.
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!
Saturday 29th November 2025 at
11am PST (West Coast USA)
2pm EST (East Coast USA)
7pm GMT (London)
8pm CET (France, Germany)
6am November 25th AEDT (Brisbane Australia)
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:
HazeOrb (Taichu & Taretar) vs XueHuaPiaoPiao (zebdww & pur)
ro (Der Benzinpreisvergleicher & Klaualles) vs Heroism (Luis & Amiya)
Hyper Hyper (Marskreatur & Domy) vs Gonna touch you (butterdog & Ryabzyk)
Bombini Gusini (Alexandr & pixsnips) vs GoldGoldGold (Julian, Nils & Woodys)
The full bracket is available on Challengermode.
During the matches, casters will mention player statistics during the season, as well as highlights from the rest of the season.
FPL Season 6 at Challengermode
Project Incursus Salzwerk Baumständer Korbi Og
Cheers, EWG
The Forts community has always been full of creative minds building everything from crazy new weapons to full blown gameplay overhauls.
These creators shape how we all continue to experience the game, and they often do it out of passion.
As a team, we've come to recognize how that passion can come with its challenges. We've heard the feedback, we understand the frustration, and we want to make sure our modding scene feels supported, appreciated and celebrated for what it brings to Forts.
With that in mind, we are introducing the Forts Modder Showcase:
A Monthly Steam Spotlight that highlights one community mod and its creator, sharing what makes their work special and how it came to be;
A Modder Wall of Fame, on the Official Forts Discord, where we'll archive spotlights and provide all the necessary links to keep supporting your favorite modders.
It's not every day a mod completely changes how you play Forts, but Landcruisers does exactly that.
Instead of your run of the mill base-building, you're now building rolling, roaring machines of war. Using a mix of suspensions, engines, transmissions, and controllers, Landcruisers lets you take your fort on the move and rethink what "base defense" even means.
(I see you out there, jousting your artillery heavy forts | cr: georgiy15r)
Greetings, my name is DeltaWing and I spend a large portion of my free time, in some capacity, writing code and modding. If there isn’t an official API, I’ll make one! My programming journey began back in high school - around 2017, I picked up Scratch and was immediately hooked. I had been playing Minecraft on and off since 2011, and even before that,I was always tinkering with construction toys or taking things apart just to see how they worked. Nowadays, I’m still assembling and disassembling, but in code blocks rather than toy blocks.
Q: What inspired you to start working on Landcruisers, in the first place?
It’s hard to say. At the time, I was very into tanks. I had made a few stationary maps at that point that had resembled tanks, but they lacked a key element; movement! I can’t take credit for the concept, as the idea of Forts moving along the ground had been kicking around the community for a while; although the exact implementation details were up to me to figure out.
(Early Landcruisers prototype)
Q: How long has the project been in development, and what was the biggest technical hurdle?
About two and a half years at this point. I’m still updating it when I feel the need to change or add a new feature. The largest hurdle was and is technical debt. That is to say decisions early on in the project actively make it harder to develop as time goes on. Landcruisers was my first step into collision detection math, and there are definitely things I’d do differently now.
Q: If you could go back and give yourself, or a budding modder, one piece of advice at the start of this project, what would it be?
I’d tell myself or them to look at existing solutions before starting and understanding the problem fully before trying to solve it. When I started, I had no idea what spring dampening was, for instance. In a lot of ways, Landcruisers was reinventing the wheel (pun intended); all of the problems I was attempting to solve at the start had already been solved in many ways prior in many different places.
Q: The Forts Community can be pretty passionate, what kind of feedback has meant the most to you personally?
I love to hear thoughtful and constructive feedback! It also really makes my day when I hear about how people are playing with the mod.
Q: How do you balance listening to community feedback with staying true to your own vision for the mod?
For the most part, I’ve been able to implement things to my vision without trodding on anyone’s toes. For example, the materials, I always envisioned some kind of material that is less cost effective as protection than bracing but offers greater structural strength. When I implemented structural beams, most were pretty happy with it conceptually. There was feedback around things like health, cost etc, but I’m happy enough to balance those values and I’m still able to fulfill my vision.
Q: Are there any features or experimental ideas you’ve been itching to try?
Something I’ve been wanting to do for ages is implementing a proper traction system. Currently the wheels don’t actually spin, it’s just an illusion. Such a change would require rewriting the entire mod from the ground up though.
Q: Landcruisers briefly disappeared from the Workshop last month, and it sparked a lot of conversation. Now that it’s back in all of its glory, how are you feeling about returning to it and the community’s response?
Essentially, I felt like I had lost control of my own project. I was starting to feel frustrated with the community. There was a trend of me only getting feedback when things were broken or people didn’t like changes. I wasn’t hearing about what I had done well. For instance, I had just implemented a brand new HUD. Pretty much spent 8 hours straight editing and tweaking it and creating new systems until it was in a place I liked and I hoped the community liked, but I didn’t hear any feedback on it whatsoever. Additionally, I felt torn between feedback as some peoples’ opinions directly conflicted with each other. And at the end of the day, I’m just doing this for free in my own spare time.
Q: What helped motivate you to bring Landcruisers back?
I definitely wanted to bring it back in some capacity. For the most part, I felt like the time was right to return it to the community. Moreover, I understood that a lot of people had built their fun in their free time exclusively around the mod. There were also many maps and mods that had Landcrusiers as a dependency that failed to function properly once it was gone.
Q: Where can people find you?
I sporadically post videos to my YouTube channel. This is mostly gaming footage, usually of things I’ve made. If you wish to support me, I can be found on Buy Me A Coffee. I haven’t set up any rewards… yet. The source code of most of my projects and mods can be found on Github if you wish to do your own tinkering! If you want to chat with me, the contributors and others that enjoy and play with the mod, you can join the Official Landcruisers DIscord Server here.
Our modders create and maintain their projects in their spare time, purely out of love for the game. If you enjoy what they've built, consider supporting them directly through a kind comment, commending their mod on the workshop or contributing to their Patreon/Ko-Fi/Support Page.
You can find more community creations, or share your own, on the Official Forts Discord.
(Check out the new #mod-wall-of-fame channel, under the 'Announcements' category, where we'll archive each feature and prominent Forts Modders.)
To be featured in the Forts Modder Showcase you need to:
Have been awarded the Modder Medal
Answer a Q&A and collaborate in good-faith
Provide gifs/clips or images that best showcase your creations
To start things off, we're featuring a few selected mods that have made a big impact on the community. In the future, we'll open the floor for modders to reach out and put their creations forward!
(Disclaimer: While the Forts Modder Showcase is a monthly feature, releases may shift depending on game updates, End of Season announcements, or FPL coverage. We’ll always aim to spotlight creators as regularly as possible!)
Earlier last month, Landcruisers was briefly removed from the Workshop before being reinstated. We're grateful to Delta for his willingness to bring it back, and we understand that moments like this are a reminder of how much passion and personal effort go into community projects. Our goal moving forward is to make sure creators like Delta feel supported, heard, and celebrated for the work they do.
The modding scene is one of the best parts of this community. Every map, every mechanic, every idea adds something new to Forts, and we're beyond grateful for the passion you all bring to the game. For that reason, we urge you all to help us celebrate every small victory so that we can all benefit from our shared passion for Forts for many more years to come!
Cheers, EWG
Now that we are almost at the halfway point of FPL Season 6, we would like to show off some matches from the main stage.
Speaking of the main stage, it might also be the moment to remind everyone of the structure of this season, and speak a bit of what has happened so far!
Sunday 9th November 2025 at
11am PST (West Coast USA)
2pm EST (East Coast USA)
7pm GMT (London)
8pm CET (France, Germany)
6am November 10th AEDT (Brisbane Australia)
As a reminder, this season uses the swiss bracket format: teams fight each other and are seeded depending on how many wins/losses they have so far.
For example, on round 1 of the qualifier stage, team Price of Fame and team BadaBing both won their matches, so they were seeded in the same group for round 2. Conversely, team Howitzer mom and team canon express were seeded in the losing group for round 2.
The qualifier stage consisted of 3 rounds and has come to an end, with half the teams qualifying for the current main stage, the other half being eliminated from this season.
We will be casting two live matches and a replay:
Gonna Touch You (butterdog & Ryabzyck) VS Aachen United (Hopser & Alesio)
GoldGoldGold (Julian & Nils) VS ro (Der Benzinpreisvergleicher & Klaualles)
HazeOrb (Taretar & Taichu) VS Heroism (Luvi & Amiya) \
Round 3 is currently ongoing, and is being updated live on Challengermode.
During the matches, casters will explain the ins and outs of the Swiss system, as will discuss significant matches which happened during previous rounds.
FPL Season 6 at Challengermode
Project Incursus Salzwerk Baumständer Korbi Pile Rouillée
Cheers, EWG
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Forts, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Forts statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.