
Tap a fort.
Tap any of your buildings and a gold ring appears. Tap more to build a squad.
FORTWARS
CONQUER · EXPAND · DOMINATE
Buildings train your troops. You just point them at the enemy. Tap a fort, send an army, take the map.
One email at launch, then nothing. No newsletter, no tracking pixels.

A whole war in two minutes.
Levels are a coffee-sip long. The first takes 20 seconds. Every unit counts, every number shows, every game ends.
Three beats. There is no fourth one to learn.

Tap any of your buildings and a gold ring appears. Tap more to build a squad.

Tap an enemy or neutral building and every selected building sends half its garrison marching down the roads. Tap again to send another wave.

Outnumber a building's defenders and you capture it. It hoists your flag and its survivors become your new garrison. Conquer every building to win.
None of this is required to win. It is what you notice on your fifth level, and again on your fiftieth.
No cuts, no speed-up, no editing. One tap picks a fort, one tap sends the squad, and the roads do the rest.
1–3 minutes a match. 300 of them.
Everything below is in the shipped build. Nothing is a roadmap promise.
No menus, no modes, no gestures to memorize. Tap to select, tap to attack, double-tap to gather, drag to aim. That's the whole control scheme.
Levels are a coffee-sip long: the first takes 20 seconds, most run 1–3 minutes. Perfect for a commute, a queue, or a quick break.
Every unit is worth exactly one unit, everywhere, always. Every hit, reinforcement, and cost floats a visible number, so an “impossible” loss is always a legible multi-wave fight.
Troops can only march along roads, so geography is strategy. Ambush an attack mid-road, cut an enemy's supply convoy, or fortify a chokepoint. Position is everything.
300 hand-tuned levels across 8 themed chapters, from the gentle Green Valley to the sprawling fortress islands of the finale, The Last Stand. Difficulty comes from smarter pressure, not just bigger maps.
Towers are your all-rounders. Upgrade one into a Camp to pump out troops twice as fast, or into a Fort whose walls cut incoming attacks to 60%. Every choice is a trade-off.
Enemies probe, reinforce, and coordinate, and sometimes blunder, gifting you the opening. Face several rival armies at once and let them bleed each other while you build.
No stalemates, ever. If a match drags, the world itself escalates: walls crumble, supplies run dry, and a final whistle hands victory to whoever holds the most ground.
Six real captures, from the first twenty seconds through to the last fortress island. Nothing here is a mock-up.
Play as much as you want, online or off. The only currency is stars; the only pressure is beating par.
No ads. No in-app purchases. No energy timers. Plays offline.
Units never get stronger. Every advantage lives in buildings, roads and timing, which is exactly what keeps the math readable.



A Camp is an economy you must keep emptying toward the front. A Fort is a wall you pay for in economy the whole time it stands.
Pick the fight you actually want today. Nothing is locked behind the others.
For winding down. The map is a puzzle, not a fight.
The real challenge migrates to stars and par times.
Wins about half its matches against good play. For players who want teeth.
A game you can read at a glance has to be readable for everybody. These are settings in the shipped build, not a future release.
Five teams, five colors chosen to stay apart for every common type of color vision, and blue is always you, on every level.
Turn off the drifting clouds, confetti and camera sway without losing a single piece of information.
Music and sound effects switch separately, so you can keep the thunk of a capture without the soundtrack.
Every building, chip and button is sized for a thumb in motion, plus optional haptics on every capture.
That is the entire legend. Blue is you, every time, on every level.
Fort Wars is completely free. There are no banner ads, no pop-ups, no in-app purchases, no energy timers and no subscriptions. The only currency in the game is stars, and the only pressure is beating par.
Yes. The whole campaign runs on your device with no internet connection required, so it works on a plane, on the subway, or anywhere with no signal.
Most levels run 1–3 minutes. The very first level takes about 20 seconds, and later fortress-island maps are the longest in the game, but still short enough for one commute.
300 hand-tuned levels across 8 themed chapters, from Green Valley through to the finale, The Last Stand. Each level can be played on three difficulties and is worth up to three stars.
Fort Wars is a single-player campaign. Your opponents are AI armies that probe, reinforce and coordinate, and occasionally blunder, which is where your opening comes from.
Fort Wars is built for ios (iphone), portrait and is designed to be played one-handed. An Android version is planned.
A Tower is the all-rounder and the only building you can upgrade. A Camp trains troops twice as fast but holds fewer. A Fort trains slowest but holds the most and cuts incoming attacks to 60%. Units never get stronger; every advantage lives in buildings, roads and timing.
Never. If a match drags on, the world escalates: walls crumble, supplies run dry, and a final whistle hands victory to whoever holds the most ground.
Fort Wars is finished and in review. Leave an email and we'll tell you the day it lands. Once, and then never again.
One email at launch, then nothing. No newsletter, no tracking pixels.