Infested Fortress cover
Infested Fortress screenshot
PC Mac Steam
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Adventure

Infested Fortress

Update Notes for June 22nd


  • Quality settings will no longer be reverted to High when opening settings.
  • AI does not use skills reserved for special roles for simple attacks.
  • Can no properly cancel ground build/demolish.
  • Ranger elemental shot only shot twice.
  • Allow returning from Dragon's Lair.
  • Indicate whether a character is immune to AoOs.

Update Notes for Jun 16th


  • Fix problems around Hydra.
  • Some skills cannot be levelled as they do not benefit from it.
  • Fixed bug that prevented effects of skills to be applied when there was no damage involved.
  • Dwarf Hunter's Aim! only works on himself, it was too OP otherwise.
  • Minor balance changes and bug fixes.

Update Notes for Jun 13th


  • Before combat, there is a deployment phase that allows the player to deploy their heroes as desired. This allows players to fine tune their setup and not end up with a random one. It is not possible to deploy heroes directly next to enemies.
  • New monsters added: Poison/Fire/Frost Hydra, a three headed monster that can do a lot of damage if you let it build up enough adrenaline.
  • Continue spawning monsters in the endgame.
  • Inform player when a building gets destroyed.
  • Attunement spells don't count as being part of their magical schools, so cooldown reduction spells for a particular school can be used on other spells.
  • Fixed a bug that prevents equipment on raiders to be not shown properly.
  • Poison/frost/fire breathes of dragons/wyverns wrongly applied physical damage ontop of the elemental ones.
  • Tone down Howl! shout and Strength enchantment from +25%+15%/level to +15%+10%/level.
  • Show armor on physical resistance in worker sheets, correctly show bleeding resistance.

New Hero: The Dwarven Hunter

The dwarven hunter is a master of survival. He is a ranged/melee hybrid character with a mix of energy and adrenaline based skills. He can also buff other ranged characters with some of his special shouts like „Quick Hands!“ or „Aim!“. Once he has accumulated enough adrenaline, his powerful single target multi-hit attacks skills can devastate an opponent in both ranged combat and melee.

Update Notes for June 2nd


  • Added new hero: the dwarven hunter. He is a ranged/melee hybrid with a mixture of energy and adrenaline-based skills.
  • Ranger reworked: bear was a bit too powerful early on, it hits hard and is a pretty decent tank. So, bear was moved back as an advanced skill. Wolf and eagle were removed from the ranger and distributed among other ranged characters: the elven hunter can summon the eagle, the new dwarven hunter the wolf.
  • New skill added to ranger: refreshment (self healing and condition removal).
  • Add new "Casual" difficulty (very easy). Renamed existing "Normal" difficulty to "Difficult" so new players are more likely to start their first game on "Easy".
  • Fixed a bug that caused the treant to get stuck when trying to remove conditions.
  • Fixed a bug where learning a new skill could result in being hungry.
  •  Fixed a bug where you were able to shoot through walls that were made transparent so it does not obstruct view.
  • Do not show "show quest" on buildings where the quest is already completed.

Update Notes for May 24th


  • Large obstacles turn transparent during combat if blocking view.
  • Fog is lifted during combat for better view.
  • Fixed a bug where the game was stuck when being knocked down during an attack of opportunity.
  • Fixed some pathfinding issues.
  •  More bug fixes.

Update Notes for Mai 19th

This update contains some major updates to the game.

  • The end boss has been added. For all of you who made it to the end game, please give it a shot and I'd be happy about some feedback.
  • Quests have been added. Sometimes, when you dig, you will find some existing infrastructure with different quests.
  • Cloaks have been added. They can be made from a tailoring shop and provide different boni.
  • The demon has been fixed/improved.
  • A new undead opponent has been added: the skeleton footman has some unique equipment.
  • Better explanation of combat mechanics: the game now does a better job at trying to explain how to disengage a soft character from a melee fight without provoking an AoO.
  • Bug fixes for animations involving beds/chairs.
  • Equipment can now properly provide a bonus to the wearer's morale (mostly equipment made from artefacts).
  • Bug fixes.

Update Notes for Mai 5th


  • Large Monsters lingering in the dungeon sometimes go berzerk and destroy a building. Large monsters eat your food but otherwise, there is no incentive to kill them until the next monster shows up which means that assuming your food production is on par, you are essentially waiting it out till the last second. This gives you a reason to kill a monster earlier to avoid losing crucial infrastructure.
  • Speed up loading of save game list.
  • Eat more than 2 pieces per food type to get full. This will resolve cases where you had excess food of one type only and heroes were still not getting full.
  • Fixed a bug where sleeping in a hospital bed may cause starving.
  • AI: Don't use anti alpha strike spells during regular fight. Anti-alpha spells were only meant for the first turn of a combat to avoid spell casters to be focused down quickly during the player's first turn before they got a chance to react.
  • Neutral buildings don't have an impact on room efficiency. This means that if a neutral building appears in one of your rooms, efficiency won't be impacted.
  • Summoned minions are now lower level than their master, not higher.
  • More bug fixes and balance changes.

Update Notes for Apr 23rd


  • Fixed a bug that made skill effects trigger without their preconditions being met.

Update Notes for Apr 17th


  • Warn if digging would lead to material loss due to storage capacity shortage.
  • Prevent alpha strikes on spellcasters by letting them start out with protection spells for the first turn. We felt like spell casters could be sniped far too easily in the first turn before giving them a chance to react. Thus, some spellcasters get the ability to cast self-protection spells at the start of combat that only last for the first turn.
  • Load correct game when pressing "Continue".