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Grain & Glory: Old-school RTS

nicktoony.grainandglory

Medieval old-school RTS with multiplayer

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About

Grain & Glory is a strategy game inspired by the old-school RTS genre. Build up your economy, advance through the ages and siege your opponents. You'll gain an increasing wide selection of powerful and specialised units to counter the enemy army. Build and protect your economy, raid and disrupt, or boom into a grand decisive battle. 


Features

  • Online multiplayer: 1v1, 2v2, 4v4 or free-for-all with friends, or play against bots. You can mix humans and bots in the same lobby. Spectators supported!
  • A roster of over 20 units: infantry, archers, cavalry, priests, mages and siege, each with upgrade lines and clear counters. Build your army your way.
  • Three ages: Village, Kingdom and Empire. Each advance is a real decision with a real cost.
  • A new map every match: procedurally generated terrain with fog of war and four map styles, including Black Forest and Gold Rush.
  • Classic RTS controls: box-select, right-click, mini-map, rally points and control groups.
  • Replay support: Save your favorite games and rewatch them
  • Editor: Freely place units and watch them battle it out!


If you're new to RTS games, please play through the brief tutorial and try a game against easy bots.

Early development
Grain & Glory is still quite early.
Balance is being tuned all the time, so feedback helps a lot: which units feel too strong or too weak, where matches drag, and how fun the bots are.
Right now I'm focused on the core RTS experience, but soon I'll be expanding into new ideas.
Thanks for playing!

Coming soon! (1-2 month roadmap)
- Walls: stone and wooden walls. Once I finish teaching the bots how to use them properly. DONE!
- Councils: Each age allows you to add a new councilor, who gives bonuses and passives.
- Glory as a mechanic (coming next) 
- Scenarios and Scenario editor: Story-driven missions with goals and events (This will take time to hand-balance)
- Editor with full world building tools (tied with the above)
- Cooperative modes: Defend the village. Survive against waves and waves. Initially single-player.

Multiplayer is not battle-tested, and may not be perfect.
It uses a custom lock-step network solution under the hood to allow full sized battles.

Credits

  • Design and development: Nick
  • Art, sound and music: licensed asset packs, listed in the in-game credits.
  • AI tools were used for some early placeholder art/audio. Most of it has since been replaced with proper assets.

Grain & Glory: Old-school RTS player count history

24h range · hourly averages

Updates

14 updates
Version 0.8.0 v0.8.0: The Glory Update A new mechanic. Earn it while playing the game, then spend it on powerful abilities and units 16 changes

Added

  • A new mechanic. Earn it while playing the game, then spend it on powerful abilities and units
  • Hero units unlocked with the highest tier of glory. Powerful wizards, tough templars and holy paladins. Each will support your army
  • Glory abilities: Spend glory on powerful abilities to turn the tide of battle. From battlefield tactics (Shield walls, war horns) to impactful globals (arrow storm and earthquake)
  • Six glory heroes, unlocked by any tier 3 ability. Pick one a match and train them at the Castle.
  • All Kingdom leader's unique units have been reworked and given a Age 3 option too, with custom unit visuals for all
  • All core unit lines now have a Age 3 version, with unique unit visuals for all
  • Your age 3 unit selection changes based on your final leader choice
  • New techs for town hall and castles: improving unit siege capability and boosting castle defenses
  • Benchmark now has two versions (4 player ffa or 8 player ffa)

Improved

  • Defenses have been buffed. Towers and castles hit harder and take less damage from melee
  • Rams and Catapults train from the kingdom age now, with better AI for the rams (they won't prioritise melee with infantry)
  • Bots have had many buffs/tweaks, so they field bigger armies, more variety, and don't get stuck as often
  • General performance improvements, especially to the map and large battles
  • Lots of balance changes, too many to count. All leaders and unique units had a look over though.

Known issues

  • Your old saves and replays won't work anymore due to so many changes, sorry.
  • We went from 32 to 54units in total now, so expect some balancing challenges!
Version v0.7.3 v0.7.2 and v0.7.3: More UI improvements Whole new look for the end-game results screen. More traditional RTS layout, cleaner and less overloaded. 11 changes

Added

  • Whole new look for the end-game results screen. More traditional RTS layout, cleaner and less overloaded.

Improved

  • Command card and unit portraits had a restyle
  • Armor is now shown as two values, with a tooltip
  • The unit card area is now re-arranged to better use the space
  • The grid of unit portraits (when selecting multiple units) has been cleaned up and styled
  • The building status area is now re-arranged to better use the space, showing the queue/research on the right side instead
  • Shift + right-click a queued unit will remove up to 5 of them
  • More tooltips to explain buttons and hotkeys, etc.

Fixed

  • Firebrand's Uprising ability was removing the villagers in the sim, but not visually in the world.
  • Tooltips would sometimes not show if you moved your mouse quickly over multiple tooltip emitters

Known issues

  • Looks like the build breaks atm, so I rolled it back. It seems like a newer SBox package is being deployed?
Version v0.7.1 v0.7.1: UI improvements Thanks to menschlich for the constructive feedback! 8 changes

Improved

  • Thanks to menschlich for the constructive feedback!
  • Hovering over a resource/building will now show a custom cursor to indicate you can click
  • Icon prices now show the resource icons, not the letter of the resource
  • Same for tooltips - where a cost is shown, it will use the resource icons
  • Worker counts per resource are now correctly a little person thumbnail
  • You can hover over a resource to see what it's called and how many are working it
  • Attack-move can now be done with either left or right click
  • Right clicking a selected unit type now deselects it. E.g. select villagers and swordsman, then right click the villagers to deselect them
Show 11 older updates
Version v0.7.0 v0.7.0: Councilors (i.e. dynamic factions) Each age allows you to add a new councilor, who gives bonuses, unique units and/or passives. 8 changes

Added

  • Each age allows you to add a new councilor, who gives bonuses, unique units and/or passives.
  • Bots have been taught how to use their councilors to decent effect, so they'll pick too
  • This is step 1 towards giving players a dynamic faction they build as they play - more to come in future updates
  • Abilities system - you can trigger special abilities to increase defenses, offenses, or economic bonuses.

Improved

  • Sheep now have sounds
  • Army button (Or G) to select all military units
  • New menu scenes for fun (Larger, more involved ones), and improved older ones

Known issues

  • Working on scenarios: single player story-driven levels.
Version v0.6.0 v0.6.0: Sheep Sheep: find them around the map, capture them, bring them home, and butcher them. You can steal from your opponents, so scouting is rewarded. 5 changes

Added

  • Sheep: find them around the map, capture them, bring them home, and butcher them. You can steal from your opponents, so scouting is rewarded.

Improved

  • Berries and deer reduced slightly to compensate for extra food from sheep
  • Bots try to balance their deer/farm/berries

Fixed

  • Buildings can be part of a control group
  • Hunted animals play their death animation correctly now, rather than skipping it
Version v0.5.0 v0.5.0: Walls, effects, sounds and pathfinding Walls and gates: Palisade walls in early game, stone walls in late game. 30 changes

Added

  • Walls and gates: Palisade walls in early game, stone walls in late game.
  • Can be turned off in a lobby.
  • Bots can plan/build walls if they feel threatened.
  • New effects for all units: mages, missiles, siege, researching, etc. No more placeholder effects.
  • New sounds for all combat, should sound a bit more varied and meaty.
  • Effects can be toggled between high/low in the options.
  • New music tracks
  • Team pings: Highlight areas of interest to your teammates.
  • Bots will also ping when they attack/defend.
  • New pathfinding, that uses Hierarchical Astar.
  • This fixes a lot of problems with huge maps, where travelling from one side of the map to the other was broken/expensive.
  • It's also just generally a lot more performant and reliable.

Improved

  • Every player in a game can save a replay, not just the host.
  • Towers and castles show their damage output on their unit card.
  • Map generator now distributes trees more fairly, and gives more trees to allow for better map control.
  • Pathing between players should be more consistent. You should rarely spawn in your own pocket with no paths to opponents.
  • Imperial age now requires at least one castle to be built
  • Light cavalry now gets a bonus against archers, crossbows and villagers. They also got a bit more health
  • Heavy cavalry line has less armor but more health. Works out about the same.
  • Blacksmith upgrades were flattened to +1 attack per level.
  • Bots will now return attacking armies home if their town is losing a defense.
  • Bots are able to spend/use large stockpiles more effectively.
  • Bots now treat reinforcement armies as separate formations. This stops them trickling them into fights.

Fixed

  • Crossbow bolts weren't visually leaving the crossbow
  • Bots just generally had a lot of tweaks/fixes to stop them getting stuck waiting for scouts or gold.
  • Gates should animate correctly
  • Issue where woods would not spawn against the map edge
  • Issue where the map generator would carve artificial paths through large forests.

Removed

  • Heavy cavalry no longer has a bonus against siege.

Known issues

  • Saves and replays from old versions will break.
Version v0.4.6 v0.4.6: Fixes and Load Multiplayer games Ability to load multiplayer saves. You can either load them as singleplayer or as a new lobby, and your friends can resume with you. 4 changes

Added

  • Ability to load multiplayer saves. You can either load them as singleplayer or as a new lobby, and your friends can resume with you.

Improved

  • Town hall description simplified.

Fixed

  • Crash with host migration. Existing buildings were migrated with no owner, so the game crashed when you attacked them.

Known issues

  • Currently away, so only patching critical issues!
Version v0.4.4 v0.4.4: Achievements Achievements, enjoy! 1 change

Added

  • Achievements, enjoy!
Version v0.4.2 v0.4.2 (and v0.4.1) New logo, new thumbnails, new video 16 changes

Added

  • New logo, new thumbnails, new video
  • Right click to dismiss the Under Attack banner

Improved

  • Bots now layout their town with a weighting system, rathe than somewhat random
  • Bots try to keep one house ahead on population
  • Game speed controls
  • Skirmishers throw actual javelins
  • Arrows, bolts, rocks all real projectiles, rather than placeholder art
  • Ranged units will try to push into range more aggressively, so large armies will fire more
  • Bots don't waste resources on bad storehouses as much

Fixed

  • Dead units scaling incorrectly
  • Destroyed builds scaling incorrectly
  • Crossbows slightly nerfed to help light cav
  • Bots don't spam rebuild town halls in some situations

Known issues

  • Walls are in progress, coming soon.
  • Scenario editor is coming soon (ish)
  • Scenarios and cooperative missions are in progress
Version v0.4.0 v0.4.0: King of the Hill, Speed control, File size King of the Hill gamemode: hold the central hill to win 7 changes

Added

  • King of the Hill gamemode: hold the central hill to win
  • Speed controls (1x, 2x, 3x) in local games

Improved

  • File size reduced from 300mb to 70mb. SBox was recompiling the music in raw form
  • Bots should trickle in their armies less, instead forming up before assaulting
  • Melee units should chase a bit smoother
  • Large games should see less units stalling due to pathfinding queue

Fixed

  • Tutorial didn't give enough gold to flow nicely
Version v0.3.0 v0.3.0: Colour adjustments, light improvements, formations, Formations: Units now arrange into dynamic width formations, melee up front 22 changes

Added

  • Formations: Units now arrange into dynamic width formations, melee up front
  • Right click and hold to choose which way your soldiers face
  • Host migration: if host leaves, the game should try to migrate to a new host
  • New Max Unit count option in lobbies - use at risk of balance/performance issues
  • Map edge graphic - no long just void
  • Smooth gradient for the fog of war
  • New units for the upcoming scenarios: monks, vikings, scots, heroes.

Improved

  • Melee units now have a combined running + attack animation
  • Balance: Farm build time is halved
  • Balance: Wheelbarrows research time reduced
  • Overhauled lighting to give better contrast
  • Overhauled color tone and exposure to further increase contrast
  • New water shaders and graphics
  • New ground textures for buildings
  • Skirmisher unit model has more visible team colours
  • Health bars are simpler now, and you can toggle between how they show. They overall stay out of the way more.

Fixed

  • Villagers never spawn inside unreachable terrain
  • Soldiers no longer try to chase unreachable goals
  • Playing a local game then trying to host a public multiplayer game would tag your lobby as local
  • Shadows sometimes stopped rendering in the far distance
  • Melee units no longer actively try to merge with a slow target (i.e. the ram dance)
  • Placing a unit in the editor doesn't teleport your camera anymore
Version 0.2.0 UI Overhaul, visual improvements, fixes Siege now has an Age 3 variant. Better stats all around, new models. 12 changes

Added

  • Siege now has an Age 3 variant. Better stats all around, new models.
  • Lobby now has ready/unready behaviour. Host can only start when all players ready.
  • Hosts can now kick players.
  • Countdown on lobby start.

Improved

  • Idle scout no longer chases enemy units, so stops wandering off to fight another scout.
  • Villagers now wear their team colours.
  • Villagers now wear the resource they've collected on their backs.
  • Overhauled the whole UI with textured panels, giving it a more polished look.
  • Wild animals remain visible through the revealed fog areas.

Fixed

  • Improved pathfinding on huge maps when pathing across massive distances.
  • Huge maps with high player counts also generate quicker now.
  • Farms shouldn't clip through the floor anymore.
Version 0.1.0 Animals & Visual Overhaul Support for up to 8 players! 14 changes

Added

  • Support for up to 8 players!
  • Deer now spawn around the map, and can be hunted for food
  • Wolves spawn between opponents, attacking those who stray too close.
  • Major terrain visual improvement: various shading, texturing, and height adjustments.
  • New lobby options for visibility: fog, no fog, revealed.
  • Mountains now look like mountains.
  • Version numbers on menu, and replays/saves will track version number.
  • Map is now previewed in the lobby screen.

Improved

  • Map styles have had their water edge removed: Standard, black forest etc now exist as plains rather than islands.
  • Easy bots tuned down a lot for new players. They will try to match your pace and avoid raiding you early. If you want actual normal bots, use normal.
  • When a game starts, your camera jumps to your town hall.
  • Bots now react to outposts being raided by bringing the villagers back home.
  • Performance improvements to allow 8 players.

Fixed

  • Villagers no longer auto-target enemies, keeping them out of trouble.
Version 0.0.2 Post-release update Villagers who finish a building with no further orders now move on to the next unfinished building nearby. 18 changes

Added

  • Villagers who finish a building with no further orders now move on to the next unfinished building nearby.
  • The tutorial now teaches new RTS players the economy loop.
  • Unit upgrade cards have an up-arrow badge.

Improved

  • New lobbies now start with an Easy bot as the opponent.
  • Demolish is now a hold to destroy.
  • The idle-villager button selects every idle villager.
  • Buffed the heavy cavalry line.
  • Nerfed the archer line.
  • Halberdier and Heavy Crossbowman health has been buffed
  • Unit upgrade cards now read "Upgrade to <unit>".
  • Tutorial wording is clearer.
  • Late joiners and wrong passwords are now refused before loading, not after.

Fixed

  • Tooltips now disappear with the card they belong to.
  • Dead units and demolished buildings are removed from your selection straight away.
  • Menu music stops properly when you join a game.
  • Fixed a crash-prone case when a match ends or is destroyed.
  • A local test instance no longer shares the editor's menu session.

Removed

  • Lobbies no longer appear in the platform's server list. Find games through the in-game browser.

Media

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Shooting Rangenicktoony.flickIn Playfund

A weapon playground with a mix of game modes. Practice shooting or challenge yourself in the arena.

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