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Sentinels News

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.

New build - Big bug fix

Hello everyone! We discovered a bug related to enemy scaling, making the higher difficulty levels much harder than intended. This has now been fixed, and we wanted to get this live as soon as possible. There's also a few other updates today:

  • Added ability to speed boost manual structures. Shoot the base of the structure with sniper weapon to activate.
  • Split the main game into Story Mode and Normal Mode. If you want lore and VO, play through Story, else just shoot 'em up in Normal.
  • Updated enemy ability icon displays
  • Improved collision damage sfx
  • Fighter fixes
  • Updated health bars for repair packs, to better illustrate how much health they actually have
  • Removed health boost for Brick's die hard units.
  • Reduced collision damage multiplier
  • Added assault pics to story mode display
  • Made exiting gun more reliable, now it just ejects you as soon as you are in range.

New build! name your turrets, new UI, custom loadouts and more

Beta is now live! LOTS of improvements.

- Complete UI overhaul
- Changed difficulty level names
- Overhaul of modification system
- Added naming support for turrets
- Added custom loadout option (purchasable from store)
- Capped structure stun time to 12 seconds
- Reduced enemy attack player range by 25%
- improved landing pad to make it more visible
- Increased COF when player moves sniper weapon
- Fixed Legendary difficulty
- Improved item upgrade options
- sockets are now drag and drop
- Fix for obsolete properties - money is rewarded for any outdated items no longer in game
- Added scavenger and surgeon stat
- More orbital laser from kill streaks
- Lowered reward from recycler
- Slowed down fast fire player attack weapon
- Enemy attacks happen faster when directly attacked.

And about a zillion tuning changes and improvements.

Dev is taking a mini vacation - new beta coming soon!

Hello all!

San Diego Comic Con is right around the corner, and I was lucky enough to grab tickets! Instead of trying to juggle the game and the con, I'm going to take a bit of a break from game development duties and enjoy the con to the fullest. Don't worry, our other dev will still be here and working, and a new beta should be up in the next couple days. But for any forum posts/questions/bugs, might take me a little longer than usual to respond.

As my birthday's right after the con, I'm going to be on break until August 1st. Then I'll be back and ready as always to answer all questions and keep developing a great game! :)

New build, more QoL and optimizations

Finally completed our upgrade to Unity 2019, and have a new beta to celebrate!


Build is now live! Have fun! Augments/socket and upgrading improvements is up next.


  • Fixed crashing issue in Skyguard
  • Potential fix for assault screen freeze
  • Text and font updates
  • New trees and other graphical improvements
  • Fix for trailer renderer showing up when creep spawns
  • Fixed Strike Force paths
  • Fix for path displays and New Wave popup
  • Added 1000 credit bonus when unlocking shop
  • Tons of little optimizations and improvements