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Sentinels News

New beta

Happy holidays everyone! Here's a beta before the big Christmas update.

(For instructions on how to join the beta, click here.)

Fix for creeponium being too dark in mission 2
Major improvements to missiles
Added red beam to enemy attacks
Reduced sniper recoil
Lots of tuning changes
Reduced enemy power on last wave of Iron Sky
Repair pack now only recovers half of hit wound points
Added animation for frenzy being active
Fix for doors opening on spawners
Fix for names of mods

And tons of little tweaks and adjustments per usual. If you do jump in to test the beta, thanks! Be sure to let us know what you think - your feedback is invaluable. :)

Happy Halloween

Happy Halloween everyone!

Fixed a few bugs this patch, (also an embarrassing bug that we should have caught previously) and pushing it straight to live because BATS. And bugs.

Patch notes:

Bat explosions
Pumpkin heads (I know they were in the last patch shhhhhh)
Did I mention there were bats?
Added turret animations so they actually look alive
Updated lighting
Added muzzle flashes and improvements for artillery launcher
Recoil! FPS weapons finally have it
Improved Justice attack
Disabled energy bar if no energy abilities are available
Locked skies to spooky moons only

And plenty of little fixes/tuning changes per usual.

We wanted to get in candy explosions as well, but couldn't quite make the deadline. Ah well, plans for next year :) Anyone want exploding turkeys for Thanksgiving?

New build, so much stuff!

There's a lot here. We fell into a development pit and emerged with pumpkin heads, among other things. A lot of other things.

To avoid being the next Crime and Punishment, I'll just put the juiciest updates here. When it goes live I'll be more specific, but you're just gonna have to jump in and play yourself to see all the fun stuff. We've gone ape on updating help things and even added new videos (!! click on the little red icons on the main menu) to help you find your way.

After surfacing from the mountain of changelists...


  • Added pumpkin heads to runners (activated under 'founders only' in options)
  • Added help videos to main menu screen
  • Added new achievements to first 4 levels
  • Updated runner model and animations
  • New cinematics in Pit and Creeponium mine (please watch with the pumpkins enabled)
  • Changed end of level stars to rank badges, so you can master each difficulty level
  • Multiple Frenzy mode improvements
  • Gun no longer available in frenzy mode - added invulnerability during duration
  • Killstreaks added to frenzy bar
  • Activating Frenzy repairs gun
  • Moved ammo display to numeric counter at bottom right of reticle
  • Difficulty level adjustments!
    1. Player attacks start at difficulty 2
    2. Enemy commander innate abilities at difficulty 3
    3. Elite abilities at difficulty 4
    4. Creep player detection at difficulty 5
  • Range is now shorter when enemies detect you, but they fire faster
  • Mobile gun platform is rechristened to Goliath Armor
  • Disabled micro and elite slots until later player levels, to simplify early game choices
  • Added Mastered tag to levels indicating that you've gotten maximum medals and achievements
  • Updated the loot box graphics, and added unique designs for each crate. (Protip: turn up loot box chances in development mode for some fun nonsense. You can drag them around with your railgun!)
  • Loot boxes contents will now display on top of screen once collected, instead of at end of assaults.



There's more, but I think that's the most important stuff. Play, have fun, enjoy the latest build!

Flash sale! Last chance for 50% off!

We’ve got a new feature in the works, called Frenzy mode, and it really feels like the missing piece in our tower defense/fps chimera. For 10 glorious seconds, you get to be a true commander, floating above your faithful turrets as you tell them what to shoot and when. Those little robo towers have so much faith in you they'll just go nuts. They'll rapid fire at your chosen target with reckless abandon, and you’ll have a grand old time just blowing everything up.



You won’t be able to shoot while in this mode, but nothing can shoot at you either. So besides to just feeling cool as hell, it can also double as an ‘oh #&*@!!’ button when you’ve got too many fighters on your butt.
[previewyoutube][/previewyoutube]
In addition to that, we’ve added some new cinematics featuring some earnest bad guys with questionable intelligence. Enjoy a preview here.-->

It’s been a long journey (boy have I said that before) but I mean it when I say I don’t regret it for a second. With this new frenzy ability, as well as a lot of tweaks and QoL changes we’ve added, we’re finally feeling like Sentinels is nearly feature complete. We’ve come a LONG way from when we first released in 2017… I went back to check how the game looked when we first released, and it was a bit of an eye opener to say the absolute least.

As a fledgling indie dev, it’s impossible not to look at the mistakes we’ve made along the way. But we didn’t let it stop us, and I can finally say with certainty that we have a game to be proud of. I hope you’ll see that as well :)

We went from... this...


To this...


To this!


And it plays even better than it looks ;)

And if you wanted to see what happened when I revisited the 2017 version, well, here you go.

https://www.youtube.com/watch?v=V-krdxLH4r8

We’ve decided to raise the price to fit the expanded roster and mountains of new content – but not before giving you one last chance to pick it up for the price of a cup of coffee. The sale ends on the 26th, after which the price will go up to what we expect to be at for full release.

Seriously, I will buy you a coffee if you decide to give Sentinels a chance. You can find me on twitter at Owlgreytea - message me! You buy an awesome game, I'll give your favorite coffee shop a call and hook you up with that sweet sweet caffeine (or herbal tea if that's more your... cup of tea. :))

The upcoming build will have Frenzy available immediately, just to see what you guys think about it, but it’ll eventually be a level unlock so it’s not too overwhelming at the start.Our focus from here on out will be less about new features and more about tuning the ones currently in game. Our vision changed a lot over the course of development, and some features still feel a little haphazard at the moment. We want to make the weapon mod system far more intuitive, and add more customization options. We want to add more loadouts and give you more options for what you want to do with your turrets and specials. And we want to work closely with you guys and make sure that we don’t get lost in the final stretch. Now, more than anything, we want to deliver a game that you’ll enjoy and have fun with. :)

tl;dr: we have a bunch of new features coming out, and price is going up in a few days. Get our badass TD/FPS hybrid for just $5 while you still can!

New beta - cinematics

We’re testing out a new beta! There’s not a big long list here, as we want to test out one thing mainly – a new cinematic structure! This one is just a start. If you’re so inclined, go ahead and jump into Into the Pit and see if anything looks different. We’re still working on the voicework, but we’re going to try to use a more cinematic approach to introduce game mechanics. We’re also pulling back on the mechanics introduced in the first four levels.

We want to try a new structure with our betas, too. Instead of laboring for several weeks and then unleashing a boatload of new features on you, we’re going to try smaller, more frequent betas, where we can hopefully get feedback from you guys and make iterations before we push things live.

As always, we’d love to get your feedback. What would you like to see explained better in game? Any suggestions or changes that you’d like to see? Let us know. :)

For instructions on how to join the beta, click here.