Grand Attrition

Session Studios

Released
Sep 28, 2021
Platforms
Last updated
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Updates & announcements

17 posts
  1. Developer post

    Rework Part 2 - Graphic Rework, Improved Pricing

    It's been an incredible journey over the past few months; in the pursuit of fixing things I've found it a total joy to challenge myself and learn as much as possible about becoming a better developer. To act when you have a fire underneath you, even if self-imposed, is worlds dif

  2. Developer post

    Update 1.21 - Music Changes, What's Next

    Music is no longer random; track have been split up and are played depending on difficulties and certain attrition events Our next sequence of updates is going to involve cleaning up and improving Grand Attrition's visuals, fixing bugs, and refining audio. Stay tuned!

  3. Developer post
  4. Developer post

    Update 1.12 - Mono Terrain Fix, Barbarian & Archer Changes

    Fixed maps infrequently generating only a single terrain type for 95-100% of the map Increased sine tile spawn rates by 300% Replaced the snail graphic with a shield graphic for mountain terrain's sprite effect Priests that spawn by enemy buildings at the start of the game now st

  5. Developer post

    Update 1.11 - Bug Fixes, Enemy Building Slider

    Fixed hold ground “shield” sprite from popping up in the lower left corner of the screen upon unit spawn Fixed issue where barbarians lose their attack hitboxes randomly Fixed Door Terrors giving excessive extra death resource when sacrificed Fixed Unguarded wandering when they b

  6. Developer post

    Update 1.10 - Rework Part 1

    Destroying all enemy buildings will result in the enemy commander unit spawning; this means players no longer have to wait out all nights before initiating an attrition’s climax Destroying enemy buildings now spawns 2-3 Unguarded units nearby Enemy unit squads now exclusively com

  7. Developer post

    Major Gameplay Overhaul Coming Soon!

    We've taken your feedback into consideration, and have something spicy cooking up as a result. Stay tuned!

  8. Developer post

    Update 1.09 - Improved Terrain Generation, Composite Difficulty

    Updated terrain generation to have larger “biome” regions and look more natural Added “composite difficulty” text on the options screen; this is based off of most game options, and will declare how difficult an attrition may be Instructions screen now has a scrollbar (to make all

  9. Developer post

    Update 1.08

    Normal ranged units all move faster, and projectiles move father, at rank 1 Fixed bug where necro’d units threw off unit counters Fixed an audio bug Building buttons now have tooltips Units spawned directly by the player now start at rank 3, up from rank 1

  10. Developer post

    Update 1.07 - Resource HUD, Resource Effects, Bug Fix

    Replaced the oil drum resource sprite with something that actually looks like an oil drum Gathering resources now creates a gathering effect every time a resource shakes Game no longer crashes when starting a very special attrition

  11. Developer post

    Update 1.06

    Added a button that allows the user to select all of their units/buildings/walls by type (just try it out!) Hidden sidegrade visuals have been updated to be more distinct Quit button added in main menu Fixed physics bug which ended in the game crashing

  12. Developer post

    Update 1.05

    Added a bunch of dumb noises triggered on unit death Fixed bug where thieves were graphically brought out of invisibility when sidegraded Tightened Pointer Finger area of attack Fixed bug where Pointer Fingers weren’t dropping their actual projectile on targets Reduced reload tim

  13. Developer post

    Update 1.04

    Some sound effects will now have their volume based on distance from the player’s camera Added sound effects for ranking up and units converting to other teams Fixed bug where priests attempted to heal units they couldn’t normally see Fixed bug where dead buildings were taking po

  14. Developer post

    1.03 Update

    The number of units currently selected by the player is now displayed at the top of the screen Lightning units are now immune to natural lightning strikes Wizards now level twice as slowly as other normal units Entity selection (selecting all entities/only units/only buildings/on

  15. Developer post

    1.02 Update

    Added three additional music tracks Options screen now informs the user of Grand Attrition’s estimated game performance Right clicking a talent with one or more talent points on the talents screen will extract a talent point Simple Walls: Health regen is now 3hp/sec; previously w

  16. Developer post

    1.01 Update

    Difficulty slider now scales with number of difficulties completed Buildings and walls now snap to a grid when placed Options screen now displays game length in hours/minutes/seconds

  17. Developer post

    Game Release!

    Grand Attrition is now available to play! Thank you to all who supported this game's development. Players, your feedback is sought after and highly valued. Aside from our developer's distended and maniacal ideas, Grand Attrition is foreseen to be also largely shaped by player inf