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.
Arcade strategy · 1–4 players · One screen
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
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.
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.
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.
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
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 00 · once per match
Claim your ground

Phase 01 / 04
Close the ring before the clock runs out

Phase 02 / 04
Arm your fortress

Phase 03 / 04
Every shot is yours

Phase 04 / 04
Count the damage. Do it again.

Arsenal
New tools unlock as the match heats up. Read your rival's fortress, then buy the gun that breaks it.
The wall breaker
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).
The cannon killer
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.
The line breaker
A flat, fast beam that pierces up to 3 enemy wall tiles in a line. Passes your own walls. An enemy cannon stops it.
Brace for impact
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.
Garrison bonus
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
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.

Stakes
Falling behind is never the end. Losing walls charges your Overdrive, breaking a ring pays a bonus, and the leader wears a target.
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.
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.
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.
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
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.
Play your way
Solo campaign
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.
Single player
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.
Local multiplayer
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.
Every match
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.
Field Manual
Everything else is detail. The full Field Manual has every number, every edge case and every control.
Open the Field ManualRoad to launch
All phases, three cannon types, Fortify, Overdrive, AI rivals and local multiplayer.
Wishlist Quadfort and get notified when the demo lands.
The first Gauntlet sector, Skirmish against AI and local multiplayer. Planned.
Planned.
Windows, on Steam.
FAQ
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.
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.
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.
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.
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.
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.
Windows, on Steam.