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Streets of Fortuna

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Streets of Fortuna screenshot 1
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Streets of Fortuna

Kitfox Games · Published by Kitfox Games · Official site ↗

Content notice: Life in Fortuna is not a sandbox simulation for children. Adults can smoke and drink, as well as socialize intimately.

Last updated 28 Sept 2026

Survive in a giant simulated historical city. Grow from a street rat to a tradesman, a priest, a smuggler, an alchemist, a spy, or perhaps someday a leader to rival the Overlord. A free-roaming sandbox megasim RPG set in a fantasy Constantinople.

Free to PlayComing SoonDJCTQ 14

Free

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RPG, Simulation, Strategy · More free games

Embark on an epic journey in Streets of Fortuna, where you can choose to become anything from a smuggler to a rival Overlord. Experience the vast and detailed world of a fantasy Constantinople through Kitfox Games' rich RPG, simulation, and strategy gameplay.

About this game

Fortuna is the city of your dreams! Or it will be, if you can survive. Streets of Fortuna is a free-roaming megasim sandbox RPG with emergent chaos rather than a linear story. Use your wits to live however you can. Someday perhaps you can challenge the Overlord that rules over Fortuna with an iron fist.

You arrive in Fortuna as a hungry, tired nobody, without even a single coin to your name... your first step is going to be finding a meal and shelter, here in the wealthiest city in the world, where the guards don't take kindly to theft or street-sleeping. Befriend a fence to sell your stolen goods or an art collector to improve your resale prices. Observe the behaviours of the wealthy (and their entourage) to pull off the perfect heist. Experiment with forms and materials to create food, gear, or valuable objects to trade, without rigid recipe systems. But beware drawing the intolerant eye of the Overlord and those who benefit from the status quo.

  • Freeform gameplay in a dense, seamless, generated city

  • No job or class system to constrain you, only heaps of skills to grow

  • Made in consultation with the creators of Dwarf Fortress to optimize for emergent player stories

  • Simulated people and communities for infinite hours of megasim gameplay

  • Focus on narrow escapes and heists rather than toe-to-toe combat

  • Original, richly textured world and lore, loosely inspired by Constantinople circa 500 AD

Ultimately, it's your sandbox, with your other life in this bustling city. It's up to you how you survive, and what ambitions you choose to pursue. This is not a game about quests and stories made by the developers. As in other megasims we love, we "just" make the world and its generation possibilities -- but it's a world shaped carefully to help you discover your own stories to tell. Go anywhere. Talk to anyone. Ask them for directions, or follow them home and see how their personalities and preferences affect their lifestyle.

Follow your heart, your whims, or your ambition. Whether you're the kind of player that likes to collect, explore, climb the ranks of power, or just cause chaos, Fortuna might be your new favorite city.

That's right! This game is bigger than anything Kitfox has done before, by far. We've been working on this game for two years already, but we also know we have a lot left to do before it's fully ready. Right now we have the city generating and a thousand NPCs simulating at a basic level, including having solved some thorny problems like seamless loading, modular architecture, character model generation, etc.

From the gameplay side we're focusing on supporting the actions and sandbox simulation necessary for a fun "thief" gameplay first, and everything associated with that, before focusing more in future on artisans, priests, politicians, and so on and so forth.

We've built a framework on which to update regularly, with even more regular communications and feedback cycles, and we intend for each new update to combine with existing game features to provide exponentially more intricate, complex, and fun outcomes. The engine provides a foundation on which we can quickly and frequently add new interesting improvements in both content and systems. We're learning from our collaborations with Dwarf Fortress and Caves of Qud about how to both deepen the gameplay systems with attention to detail, while also being able to update as frequently as humanly possible as we get community feedback and discovery of the unique issues these kinds of games create once they're out in the wild.

In short, we're looking forward to seeing how you play and what you choose to do in this truly open gameworld.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10+
  • Processor: Zen 2 4c/8t, 2.4-3.5GHz or better
  • Memory: 16 GB RAM
  • Graphics: 8 RDNA 2 CUs, 1.6GHz or better

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Fortuna has come a long way: some fresh in-game screenshots

    The team is hard at work as I write this, preparing for an internal playtest, which helps us prepare for bigger external playtests. Optimizations are especially tricky for this game, not just because of the thousands of NPCs but also the way the city is generated and displayed. So this time, instead of distracting someone for the time it takes to make a proper devlog, we thought we’d do a little screenshot roundup.In case you haven’t seen them already, from Monday to Thursday every week, a Fortuna developer on the Kitfox Discord (usually Brent) posts a snippet of progress made on the game, giving a behind-the-scenes glimpse, usually of the art or content, sometimes tools or bugs. I’ve picked my favorites for this post, but if you’re curious, I recommend checking the Discord yourself. Fortuna has come a long way in the past year. It’s hard to believe a year ago, the game didn’t have so many things -- it didn’t have cats, or audio, or real influence, or money, or heck, most shop types. Obviously we’ve been working towards the game’s vision for some years now, but it’s all finally starting to come together, as a world to explore.Part of it is the artists recently working towards “unifying” different building types visually, to let the player intuitively distinguish between residences, shops, government buildings, etc. But part of it is just that simulation games take a LOT of time. Even after you have a working system, AND you’ve made some functional content, often you need another system (and another, and another) to truly feel like there’s any logic or meaning to the consequences, rather than just a bunch of random stuff happening. Speaking of complicated simulations, this week I’m personally also a bit distracted also trying to help organize our annual Kitfox Publisher Sale, and all the surrounding complications, like Ostranauts going 1.0 yesterday, and the Dwarf Fortress 20th Anniversary celebration tomorrow at 2pm Eastern, on Twitch. (If you want to support Fortun...
    Read full article on Community Announcements (kiwihotaru)
  • AnnouncementsOfficial

    Why are my heretics like this? - Streets of Fortuna Devlog #9

    It's Tanya here, Content Designer on Streets of Fortuna! Usually, the locations in Streets of Fortuna are procedurally generated. As you saw with Xin’s last devlog, the environments in Fortuna are usually very dynamic and adapt to the residents. But occasionally, we want a very special place to stand out and have a more intentional vibe. The first special location we made was our little cathedral, an iconic Miteran church, our world’s dominant religion. The Miterans worship a single God and a martyr, unlike the old pagan ways. The way we build a location like this starts like any other. We first make the base out of our usual modular tiles. Then we make the item sets, which will procedurally generate based on the residents and some randomness. Pews weren’t really common in our reference period, and instead worshippers would stand to hear the words of God, unless they were sick or elderly. Then Quinn and Mehrdad, an artist and a programmer, work together to make sure that our special centerpiece looks great and also works with our camera and navigation, which we call a Hero Tile. So now we have a place the player can go and learn more about Miteranism and their Book of Learnings. At the start you might also be tempted to steal their treasures or bribe a priest to help you, but we’re already looking forward to when you can start your own heretical factions or cults someday too. For now though, you can only participate in Miteran masses and rituals, not become a priest. Finally, I set up the data to make sure priests will come work here. We’ve so far defined three ranks of priests -- the basic priests, the elders, and the Holy Mother, also called the Popess. There’s only one Holy Mother, and she’s probably going to be pretty hard to make friends with or even talk to until you have a good reputation. After that, I reused the modular tiles to quickly make a few neighborhood chapels to fill out the city. Now everyone has somewhere to go on worship day, Avyssdie. The exact...
    Read full article on Community Announcements (Not Alex)
  • AnnouncementsOfficial

    Different ways to make an antique city beautiful- Streets of Fortuna Devlog #8

    Hi my name is Xin, I'm the art director on Streets of Fortuna. Today I want to share the development process of our environment art. The look of our game is heavily influenced by the setting, which is inspired by fifth century Constantinople.Last year, the team went to Istanbul in Turkey for an amazing research trip. We learned so much from visiting historical architectural sites and museums, as well as just taking in the vibe. We took so many photos of different buildings, mosaics, and of course cats, and it all got us really inspired. Kitfox travel photos from Istanbul. So here are some of the initial exploration for our art style from a few years ago. At first we tried an unlit look, but we quickly realized that not having shadows made the game difficult to read because shadows help us understand depth and space. So we added lighting and shadows, which will become very important for features like stealth. Early art exploration for Streets of Fortuna.For example, we'll be able to tell more easily whether a character is in the light or in the shadows when you're sneaking around, and for showing the passage of time, which is an important element of simulating our NPC schedules. Time-laspe of the day/night cycle in a garden One of our first successful tests was this brick wall. As a team, we really love that hand-painted look. We want there to be some level of stylization because it gives the game more character. It makes the buildings easier to read at different zoom levels, and also makes the game run better. To make our buildings in the game, we use a modular tileset system. It's a powerful tool that allows us to make a large number of buildings to populate the ever-expanding city of Fortuna. This also makes it easier for our in-game camera system to figure out which walls to hide and to reveal in a logical manner. A small sampling of interior styles. Credits go to Quinn, our main 3D environment artist, and to Mehrdad, the main tile tool programmer. So this modula...
    Read full article on Community Announcements (Not Alex)
  • Patch NotesOfficial

    The Cat Update

    It’s Brent here, and I’m going to be showing off the cats we recently added to the city. Now, technically, there’s no proof there were tons of cats in Justinian-era Constantinople. But we were at least somewhat inspired by the cat-covered streets of modern Istanbul, but as cats have been present since *at least* Ottoman times, and tend to be rather popular among seafaring traders for rat-catching, we figured… why not? Most Kitfox team members have (or love) cats. They’re cute and fun and add a lot of life. {STEAM_CLAN_IMAGE}/45053862/70e7f4f747f470978d01d15470b734c7be01c5ff.png I assume the cat lives here. Each of the hundreds of cats in the city get a unique name and set of traits to govern their behaviour, separate from human traits. Affectionate cats will try to nuzzle you, Cold Paws (seek out warmth), Irritable and Insane cats will both attack passersby (with additional zoomies added to the latter), some are Hoarders, some are Lazy, etc. And just like humans they have an influence value that affects how they react to you. Many of the available name and trait pairs are also taken from dev team cats, or our published games’ team cats (we had to memorialize the Bay 12 Mascot of Scamps, for example, RIP to a legend). Right now the cats are probably a bit too chaotic but we’ll probably always want them to be a factor in your improvisation - an ill-timed encounter could ruin your plans to rob a location OR delay a member of city watch that’s on your tail. Getting scratched can make you drop items, so be careful when an irritable cat is around. If you’re really lucky maybe you’ll run into a hoarder cat that’s nabbed a jewelled necklace. Maybe we’ll add ways for you to befriend and persuade them to help you in the future beyond just petting, with perks or skills or good timing, even if you can never quite herd or order them. What kind of behaviours would you like to see in our cats? {STEAM_CLAN_IMAGE}/45053862/70bc3870e97c905cca3a06eb57cffa49d50ee743.png This one scratc...
    Read full article on Community Announcements (Not Alex)
  • AnnouncementsOfficial

    Behind-the-scenes systems in the trailer!

    Hey Fortunans!At the bottom of this post you can see we've made a slightly longer version of the trailer we released last month, showing more of the systems and how they work.There's a few different nuances we touch on that I thought I'd take a moment to explain in greater detail. Some of it you might already know if you're chatting with us on the Discord, but some of this I think is new:Survival (Hunger): Obviously an urban setting isn't a typical "wilderness survival" scenario, since you should have access to water, and there aren't exactly wolves and bears roaming the streets. But you'll still need to manage your Hunger and Vigor, in addition to your health. Our intent with Hunger is to encourage seeking out (or cooking!) more delicious food, both to assuage Hunger more efficiently but also to improve your Status or Virtue (reputation types, appealing to different types of people). If you have high Status, the current design gives you an option to charm an NPC (a one-off boost to an influence test), with other kinds of benefits to high Virtue or Prowess.Survival (Vigor): You'll also of course gain Vigor more efficiently and effectively (statistically and your reputation) if you sleep on more comfortable or fancy beds.... but step one is finding a place to sleep legally at all! Rough sleeping is a crime in Fortuna, so... it will be some work finding a bed at all, as a recent unsanctioned immigrant, before you manage to get a residency token. Thievery: Different people react differently to witnessing crimes, such as discovering their property being stolen... unlike currently seen, probably the entire market wouldn't chase you for stealing a carrot. On the other hand, communities have to take care of themselves, and Hot-Tempered and Bold people will indeed turn to violence easily. We'd rather err on the side of the city being more reactive, but it'll take many iterations to find the exact type of challenging complexity we want.Fencing: The average merchant won't buy...
    Read full article on Community Announcements (kiwihotaru)

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