Arcade strategy · 1–4 players · One screen

Quadfort

Snap walls into a ring around your bastion, arm it with cannons, and aim every shot yourself. A new island every match. The shape of your fortress is your strategy.

The game

Build a ring.
Break theirs.

Quadfort is a player-versus-player arcade strategy game. Every player holds an island with a citadel, the bastion. You fence it in with falling wall pieces under a hard clock, buy cannons with the energy your ring produces, then turn those cannons on your rivals' walls. No enemy waves, no towers that shoot for you: everyone on the map is a player, and every shot is aimed by hand.

01

Seal

A bastion only counts when a closed ring of your walls surrounds it. A sealed ring pays energy and points every wave. A gap pays nothing and earns you a strike.

02

Arm

Spend energy on Rapids, Mortars and Lances, placed inside your ring. Cannons outside a sealed ring go dark and cannot fire. Fill all eight slots around a bastion for a garrison bonus.

03

Aim

Move your reticle, lock a wall or a cannon, fire. Your cannons fire in turn and every shot heats them, so pick your shots. Open a rival's ring: breaches score the most, and they lose the bastion's income until they rebuild.

The loop

One wave. Four phases.
About a minute.

A match opens with a single Selection phase, then repeats the same loop every wave. The first wave skips Build because your opening ring is raised for you.

Phase 01 / 04

Build

Close the ring before the clock runs out

  • Wall pieces are free. Time is the only limit.
  • Pieces come from a shuffled bag. You see the next two and can hold one.
  • Gaps from the last fight pulse in your colour. A gold preview tells you a piece will seal a ring.
  • When the clock hits zero, every player needs at least one sealed bastion.
16s
Four players rebuilding their rings during the Build phase

Arsenal

Three guns.
One answer to every wall.

New tools unlock as the match heats up. Read your rival's fortress, then buy the gun that breaks it.

Rapid

The wall breaker

40 E

Fast, low lobbed arc that strikes the first wall or enemy cannon in its path. Cheap and great against walls, weak against cannons (30 per hit).

Damage
60
Reload
1.0 s
Unlocks
Wave 1

Mortar

The cannon killer

70 E

A very high, slow arc that flies over everything and lands exactly where you aimed. Splashes 30 damage on the eight tiles around the impact, cannons included. A direct hit deals 100 to a cannon.

Damage
60 + 3×3
Reload
2.5 s
Unlocks
Wave 2

Lance

The line breaker

100 E

A flat, fast beam that pierces up to 3 enemy wall tiles in a line. Passes your own walls. An enemy cannon stops it.

Damage
100 / tile
Reload
3.0 s
Unlocks
Wave 3

Fortify

Brace for impact

40 E

Arm the ring of one of your sealed bastions. In the next Siege, 3 enemy hits on it raise a shield: for 4 s its walls take no damage. Everyone sees an armed ring. Once per wave.

Shield
4 s after 3 hits
Limit
1 / wave
Unlocks
Wave 2

Garrison bonus

Fill all eight. Cool 30% faster.

A bastion core is 2×2 and so is every cannon. Surround a core with all 8 cannon slots and your heat cools 30% faster, so every one of your cannons keeps firing longer. Your emblem lights up on the barrels. Lose one cannon and the bonus is gone.

Overdrive

Five seconds of everything.

From wave 2 your meter fills as you hit enemies and, harder, as you lose your own walls and cannons. When it reads READY, unleash it: ×1.6 fire rate, ×1.7 wall damage, splash on Rapid shots and full-auto fire for 5 s, with no heat. A plain Rapid shot now breaks a wall in one hit.

Overdrive active during Siege

Stakes

Lead and
you're hunted.

Falling behind is never the end. Losing walls charges your Overdrive, breaking a ring pays a bonus, and the leader wears a target.

Three strikes

End a Build without a sealed bastion and you take a strike. 3 in a row and you're out. Seal a ring once and the count resets.

The crown

Lead by more than 10% and the crown sits on your bastion. Every wall and cannon of yours now pays attackers ×2. Everyone knows where to aim.

Breach

Open a rival's ring and it stays open until they rebuild it. At the start of Build every ring broken in the fight pays 250 points, +100 for each extra bastion inside it, split between the attackers who opened it.

Sudden Death

Tied after the last wave? Up to 3 more waves decide it. Still tied: most walls destroyed, then most rounds won, then fewest strikes.

Playable · Build phase

Seal the breach.

The last Siege tore holes in your ring. You have 16 seconds and a bag of wall pieces. Close the ring around your bastion. The real game gives you exactly the same clock.

Build · wave 3

Seal the breach

Place pieces on the pulsing gaps. Pieces must touch your wall. Walls must meet edge to edge: a diagonal touch leaves a gap.

Play your way

Alone against the machine.
Or four friends on one couch.

Solo campaign

Gauntlet

15 stages in 3 sectors, from a duel against one rival to a four-way war. Six named AI rivals, each with its own way of fighting. Every stage has three medals: win, win by a clear margin, and a goal that teaches one trick of the game.

  • 45 medals
  • 1v1 to 4-way
  • Named rivals

Single player

Skirmish

Face one to three AI rivals. Each seat has its own difficulty. The AI draws from the same piece bag, buys the same guns and plays by the same rules as you. No cheats, no free walls.

  • Easy
  • Medium
  • Hard

Local multiplayer

Couch war

Up to four players on one screen, any mix of humans and AI. Mouse and keyboard, a second player on the arrow keys and up to 4 gamepads. Rebind every key, and pick a colorblind-friendly palette.

  • P1
  • P2
  • P3
  • P4

Every match

New ground

Islands are generated fresh each match and fair for every seat. Pick 3 / 5 / 7 / 9 waves and one of three themes: Void Sector, Red Expanse or Toxic Rift.

  • Procedural
  • Fair seats
  • 3 themes

Media

From the front line

Field Manual

The rules in sixty seconds.

Everything else is detail. The full Field Manual has every number, every edge case and every control.

Open the Field Manual
  1. Seal a ring. A bastion counts only inside a closed ring of your walls. Walls must meet edge to edge.
  2. Sealed rings pay. Every sealed bastion pays 40 energy and 100 points each wave, plus 8 points per tile inside.
  3. Cannons need a ring. Place them inside sealed ground. Outside, they can't fire.
  4. Break their rings. A broken ring pays 250 points. A single enemy wall pays 6 points and 3 energy, more against the leader.
  5. Rebuild or strike out. Finish Build with no sealed bastion: one strike. 3 in a row and you're out.
  6. Highest score wins. After the last wave, or when only one player is left standing.

Road to launch

Where we are

  1. 2026

    Full loop playable

    All phases, three cannon types, Fortify, Overdrive, AI rivals and local multiplayer.

  2. Autumn 2026

    Steam page

    Wishlist Quadfort and get notified when the demo lands.

  3. Winter 2026

    Free demo

    The first Gauntlet sector, Skirmish against AI and local multiplayer. Planned.

  4. Feb 2027

    Steam Next Fest

    Planned.

  5. 2027

    Launch

    Windows, on Steam.

FAQ

Questions

Can I play alone?

Yes. The Gauntlet is a solo campaign of 15 stages against named AI rivals, with three medals per stage. Skirmish puts you against one to three AI rivals, each on Easy, Medium or Hard. The AI follows the same rules you do.

Is it a tower defense game?

No. There are no enemy waves and no towers that fire on their own. Every opponent is another player or an AI seat, and every cannon fires where its owner aims.

Is there online multiplayer?

An online lobby is already working in development builds: host a lobby and share its join code, or join a friend by code, with up to four seats and AI filling the empty ones. It is still in development, so we are not announcing a date. Skirmish against AI and local multiplayer on one screen are the core of the game.

Which controllers work?

Mouse and keyboard for the first player, the arrow keys for a second keyboard player, and up to 4 gamepads. Controls can be remapped in Settings; mouse clicks, the wheel, sticks, Start and Esc stay fixed.

Are there accessibility options?

Three colorblind modes (deuteranopia, protanopia, tritanopia) that swap the player colours for a distinct set, a UI scale from 80% to 150%, and a screen shake setting.

How long is a match?

One wave takes about a minute. A default 7-wave match runs roughly 8 to 10 minutes. You can also pick 3, 5 or 9 waves.

Which platforms?

Windows, on Steam.

Hold the line.

Wishlist Quadfort on Steam to hear first about the demo.

Wishlist on Steam