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Build is live - so much stuff!

So many improvements in this one! If you've been following our betas, then you know the biggest thing here is the introduction of adrenaline waves! They've gone through some changes since their initial implementation. Now, at the end of certain assaults, you'll get a huge boost of energy allowing you to deal with the intense upcoming wave.

We've also made a bunch of tuning changes and improvements. We really wanted to get this build out to you guys, but there's likely still bugs lurking. If you run into anything, post a bug report! More info the better, and we'll get it addressed ASAP.

A note about our upcoming plans - for awhile now, our balancing has been a push-and-pull between FPS and TD. It's a fine line between guns doing decent damage to suddenly feeling like peashooters, and just throwing more health at the creeps isn't the answer. We think we've come up with something that'll fix this though (finally!), and we're excited to get it implemented. We're implementing more FPS-only enemies, that your turrets will ignore and you'll need to shoot down yourself. There's some of that already in game, but this is a bit different... besides being on a much larger scales, they'll be support enemies. ;) They'll pathfind around and just keep healing creeps until you take them out! We're hoping that since they're not on a set path and we don't have to balance them around turret damage, we can focus on having them be fun to shoot, and things'll work out really well. Healing enemies is just the start, we really want to flesh this one out. We'll keep you posted!

And thanks for joining us in this adventure, guys. :) Rest of the patch notes down below.


Energy specials now do not cost any energy to use, and are just cooldown based. However, if you want to use the special while it's on cooldown, you can spend energy and use it a 2nd time.

Added new effect for activatables - now you'll be able to see when things are usable in FPS mode ( use X while in FP mode to activate) and the color and size will scale as overcharge is built up.

Added automatic weapon modifier - removes reload, and firing rate slows the longer you shoot.

Game speed improvements - higher difficulty levels are now significantly faster.

Bombs now drop from loot crates - bombs can also activate 10 seconds of adrenaline mode, which stacks if you shoot additional bombs.

Adjustments to energy pool size and regen rates based on current energy level. This allows you to get low on energy, and energy will regen faster, so you can still use weapons effectively but overuse will limit ability to use specials.

Moved starting match and fast forwarding time from space bar to ‘F’, as it was too easy to press it accidentally at times (since space is used for mobile gun platform).

Some tuning changes for into the pit and mine.
Visual fixes including the addition of occlusion map support and reflection modifications for shaders.
Various rendering optimizations, including single pass stereo rendering for VR.
Upgraded to newer unity version, and a few fixes related to that.
Altered guise’s innate unit ability to grant more health to nearby enemies, and to only be on medium units. Also shows on HUD element.
Fix for wave callout voices not playing through proper channels, and thus not producing ducking on other sounds.
Boosted commander weapon damage and energy usage.
Improved enemy spawn variation and added more robust support to director’s event system.
Added support for leaderboard name in properties.
Added weapon switching, located on character portraits before you begin an assault.
Added new gun models
Adjusted runner path in Factory
Improved minimap - enemies now are green when first entering the map, and fade to red the closer they are to escaping.
Adjustments to Outpost 17
Some visual and graphics changes

And your usual optimizations/fixes.