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

10 Years of Fortress Forever

by Fortress Forever Team Posted 1 year, 8 months 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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Developer Journal: squeek.

Team Lead / Project Manager Posted 4 years, 7 months ago
Uhh... hello?

So, what has happened in the last year? Well, unfortunately, not a whole lot.

When FF was first Greenlit, we thought it would be best (and also thought it was required of us) to upgrade FF to the latest version of the Source engine. We started work on that, but our enthusiasm faded fairly quickly; porting FF requires a lot of work, and our goal was to fix/improve things as we upgraded. You can gain some insight into what we wanted to do by visiting our never-made-public website about the upgrade. Note also that we'll be open sourcing this upgrade attempt, although it is still in the very early stages.

After development stalled on the port, we weren't really sure what to do. There were talks of waiting for the Source 2 engine or potentially moving to a different engine entirely, but that never really ended up going anywhere.

Since then, there's been a whole lot of nothing. I basically became a hermit and hid away from the forums/IRC/Steam/etc. I didn't think it was possible to release on Steam without doing some sort of engine upgrade, and 'ffded' was becoming a legitimate reality. It's very fortunate that Neotokyo has been able to pave the way with regards to releasing a Source SDK 2006 mod on Steam, as this period of inactivity may have just continued indefinitely without that knowledge (big thanks to KubeDawg for pointing out Neotokyo's Steam release).

On another note, I'm not quite certain what my future with Fortress Forever will entail. I've been working on this mod for 6 years now, and my enthusiasm has (clearly) been waning. However, I'm very curious to see what will come of the Steam release, and, who knows, maybe I'll get a second wind. There were a lot of experimental changes that we tried at one point or another in the closed beta that never made it into a release, and with the public beta that Steam distribution will allow us to run, it might be fun to revisit some of those ideas and get some more feedback on them.

That's about it. Just wanted to try to give everyone some info about what went on during this rather strange period of FF's development.
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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