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FORTWARS

CONQUER · EXPAND · DOMINATE

A whole war in two minutes.

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.

  • One-thumb controls
  • 2-minute matches
  • Plays offline
  • No ads or purchases
The Fort Wars title screen: the blue-and-red FORT WARS logo above the tagline Conquer. Expand. Dominate., over a sunlit valley, with PLAY, LEVELS and SETTINGS buttons and a Level 300 · The Last Stand continue line.

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.

How it plays

Tap a fort. Send an army. Take the map.

Three beats. There is no fourth one to learn.

  1. A blue Fort Wars tower holding 19 units, selected with a gold ring, at the bottom of the Windy Ridge map.

    Tap a fort.

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

  2. A line of tiny blue soldiers marching along a road between two blue Fort Wars towers, one holding 3 units and one holding 9.

    Send an army.

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

  3. A captured blue fort holding 18 units, its battlements flying the player's colour, beside a blue camp on the same map.

    Take the map.

    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.

The strategy underneath

None of this is required to win. It is what you notice on your fifth level, and again on your fiftieth.

Buildings train on their own
Up to a capacity, so more buildings means more troops per second. Early expansion snowballs.
Convoys cross your territory
They carry troops to distant targets. Cut a stepping-stone building and the convoy stops in its tracks.
The overflow buffer
Stage a big army at a forward building beyond its normal cap, then strike. Massing before an attack is a real, rewarding tactic.
Combat is honest math
Equal armies annihilate. The bigger force wins and marches on, minus the smaller's count. Ties go to the defender.
See it move

This is the whole game.

No cuts, no speed-up, no editing. One tap picks a fort, one tap sends the squad, and the roads do the rest.

  • Ten seconds, unedited, at normal speed
  • Squads march the roads; you never steer them
  • Blue closes out level 62, Badger Vale II

1–3 minutes a match. 300 of them.

What you get

Real-time strategy for one thumb.

Everything below is in the shipped build. Nothing is a roadmap promise.

  • One-thumb strategy

    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.

  • A whole war in two minutes

    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.

  • You always understand what happened

    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.

  • Roads are the whole map

    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.

  • A campaign that grows with you

    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.

  • Three buildings, endless plans

    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.

  • Rivals that feel human

    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.

  • Every game ends

    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.

No ads. No in-app purchases. No energy timers. Plays offline.

Play as much as you want, online or off. The only currency is stars; the only pressure is beating par.

  • Free forever
  • No account needed
  • No tracking
  • No internet required

No ads. No in-app purchases. No energy timers. Plays offline.

Three buildings

You don’t build units. You build positions.

Units never get stronger. Every advantage lives in buildings, roads and timing, which is exactly what keeps the math readable.

A blue Fort Wars tower, a smooth drum with a pennant on top, holding 28 units.

Tower

The all-rounder
Trains
Steady
Holds
Medium
Special
The only building you can upgrade
How you get it
Start with it, or capture it
A blue Fort Wars camp, a low tent pitched where two roads meet, holding 22 units.

Camp

The engine
Trains
Twice as fast
Holds
Low
Special
None
How you get it
Upgrade a Tower
A blue Fort Wars fort, a drum crowned with four battlements, holding 18 units.

Fort

The wall
Trains
Slowest
Holds
High
Special
Enemy attacks land at just 60%
How you get it
Upgrade a Tower

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.

Difficulty & depth

Three difficulties. Three promises.

Pick the fight you actually want today. Nothing is locked behind the others.

  • Relaxed

    Loses to steady play, always.

    For winding down. The map is a puzzle, not a fight.

  • Standard

    A satisfying march of wins.

    The real challenge migrates to stars and par times.

  • Ruthless

    Punishes greed and over-extension.

    Wins about half its matches against good play. For players who want teeth.

Chasing three stars is where mastery lives.

  1. 1Win the level.
  2. 2Beat the level's par time.
  3. 3Win under par without losing a single building.
Built for everyone

Legible first, pretty second.

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.

  • A colorblind-safe palette

    Five teams, five colors chosen to stay apart for every common type of color vision, and blue is always you, on every level.

  • Reduced-motion mode

    Turn off the drifting clouds, confetti and camera sway without losing a single piece of information.

  • Independent audio toggles

    Music and sound effects switch separately, so you can keep the thunk of a capture without the soundtrack.

  • Generous tap targets

    Every building, chip and button is sized for a thumb in motion, plus optional haptics on every capture.

The whole map is five colours.

That is the entire legend. Blue is you, every time, on every level.

  • YouBlue, always
  • RedRival
  • PurpleRival
  • BlackRival
  • UnclaimedFree to take
Questions

The short answers.

How much does Fort Wars cost?

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.

Can I play Fort Wars offline?

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.

How long does a match take?

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.

How many levels are there?

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.

Is Fort Wars multiplayer?

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.

What devices does Fort Wars run on?

Fort Wars is built for ios (iphone), portrait and is designed to be played one-handed. An Android version is planned.

How do the three buildings differ?

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.

Can a match end in a stalemate?

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.

Free. Offline. Yours.

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.