This website is for the work-in-progress alpha version of Fortress Forever. For the stable version, go to the main site.

Developer Journal: squeek.

Team Lead / Project Manager Posted 3 months, 3 weeks ago
I wrote a blog post about the technical details of rampsliding:

Rampsliding Is a Quake Engine Quirk in the Same Way That Bunnyhopping Is

Here’s a snippet:
The obvious assumption would be that [rampsliding] is an intentional feature that uses things like the slope of the surface and the player’s velocity to determine when a player is rampsliding, but that is not the case. In fact, in the same way that bunnyhopping was likely an unintentional quirk of the ‘air acceleration’ code, rampsliding was likely an unintentional quirk of the ‘categorize position’ code.

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10 Years of Fortress Forever

by Fortress Forever Team Posted 2 years, 1 week ago
Development of Fortress Forever started in 2004, and version 1.0 was released on September 13, 2007. Today marks ten years since that initial release.

In those ten years, Fortress Forever has seen:

  • 18 patches
  • 88 volunteer developers
  • Hundreds of community maps
  • 3,948 code commits by 24 different programmers
  • 7,860 asset commits by 59 different developers
  • 8,477 page edits on the FF wiki
  • 17,801 pickup games in #ff.pickup
  • 23,374 threads on the FF forums
  • 146,341 downloads since the Steam release (March 2015), and an unknowable number of downloads before then (download numbers weren't tracked)
  • Millions of collective hours played

To celebrate, let's take a look back through the years via various videos made by the community in that time:



Thank you to everyone that has played and supported this game--you are what has allowed FF to reach this milestone.
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What is Fortress Forever Alpha?

Fortress Forever, having been Greenlit by the Steam community, is currently being upgraded to the latest Source engine version. In the process, we will also be upgrading the core of the game with the following goals in mind:

  • Brand new player models and animations
  • Improved customizability across the board, with extra focus put on the HUD and client-side effects
  • More robust Lua scripting support, allowing for many more possibilities when creating gametypes
  • Support for creating basic maps entirely from within Hammer (without the need to know Lua)
  • Matchmaking
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