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Sentinels News

Happy new year! New build!

Merry Christmas and Happy new year!! We bring a wonderful gift for you - a new build, one long long overdue! We’re in the middle of revamping the entire tutorial, because unlike all the other little changes we’ve made in the past year, this one is big. Huge. Amazing. You know what it is?

NEW TOWERS

You heard it right. We have FLAMETHROWERS NOW.

Four new towers have been added to the game, along with a plethora of changes to enemy firing, FPS mode in general, commander specials, shielding… just about everything is getting an upgrade, and my god I cannot wait to show you.

We have Pyro, this psycho little tower that will likes to say ‘#**&# this area in particular.’
Fire not your style? That’s cool. We got lasers too. And sniper’s nests.
“We want something new” I hear you say. Well, my dear imagined audience, have I got the tower for you!
Meet the Magno Bombs.

They chuck out magnetized balls of death. Which is fun on its own, but in FPS mode… your gun platform is magetized. You know what that means? Yup. You get to make like Zenyatta and throw your balls in people’s faces. Go forth and make things explodey, my friend!

All of this aside, we’ve made a multidude of changes. Shield got a visual overhaul, and it also has this cool pulsing thing that happens whenever you catch bullets in it, or if you get a powerup. Speaking of powerups… we added lots!!!

The adrenaline bombs are a thing of the past – now, we’ve got reload crates, tower boosting crates (think steroids for your turrets) and this awesome charge crate that turns the next enemy you boop into a bomb.

I do apologize for the lack of updates – we’re only a two person team here at MindWalker games, and I’m the only one on PR. Life was very much on the difficult side lately – unexpected expenses, work stress, and other troubles coalesced into an unholy trifecta of difficulty that knocked me out of the indiedev saddle for awhile. But I am happy to report that we are back and better than ever, and I cannot WAIT to show you all we’ve got in store.

The tutorial has been updated a bit, but we're still iterating on the shield and firing introduction. The beta will be updated in a day or two with added help, but for now here's what you need to know:

Activate shield with right click. Any shots you successfully block can be deflected back against the enemy. Use left click to discharge any built up shots back at the creeps.

WASD can be used to navigate at all times in FPS mode.

Yellow pickups = haste boost for the next tower you land on
Purple pickups = Quantum charge - next time you boop a creep with your shield up, he'll charge up and explode.
Green pickups = Targeting power. Click on an enemy in tactical view and your towers will all target him. Eliminates ground/air restrictions on that enemy.
Loot Crates = Full ammunition recharge

They can all be shot instead of picked up, and they'll just explode like a regular old bomb.

Hope you all had a wonderful holiday, and have fun playing!

New towers are coming!

Exciting news! FOUR new towers are coming in our next update.

Get ready for the flamethrower, laser tower, sniper's nest, and (my personal favorite) the magno bombs! We're hoping to get a beta up for you to test in the next few days. New towers were long overdue, and we think these will not disappoint.

More updates are also coming down the pipe - we've redesigned the FPS exit and entry, added launch pads, as well as vastly improved the enemy firing mechanics.

We're also setting up a discord for Sentinels! If you're interested in joining, leave us a comment! A public join link we'll be available with the upcoming beta.

All this and more coming soon, can't wait to see what you think! And be sure to follow us on twitter - we'll be posting videos of all the new turrets and features leading up to the update.

New beta - confetti and danger!

The creeps have just gotten a lot more dangerous. Watch out for attacks in the latest update of Sentinels!

We've added a lot of new features this time around, and we're eager to see what you think. We wanted FPS mode to feel more exciting and engaging, give you more to do - and a little something to fear.

Some enemies will now attack you under certain conditions. Watch out for detectors - they have cones of light that will target you when in FPS mode, and cause all enemies around you to attack. Stay on your guard!
When you're spotted or detected, you will be unable to leave FPS mode until the timer runs out.
Enemies that can attack will have blue lasers emenating from them. If you boop them or you're spotted, they will turn red and begin to attack you.
Some of the smaller planes will now swarm you and attack you exclusively if you get too close.
We've given you a shield to help you deal with the new threats - hold S to activate your shield using the S key. You can catch the bullets on your shield, then release to unleash the energy back onto your opponents. If you find yourself surrounded, use the mobile gun platform to get to a distant turret before they overwhelm you!

We're still working on tuning passes, and want to get everything ironed out before we update the tutorial levels accordingly.

We also added in the first of hopefully many EA-only perks - under options, you'll see a founders only section. There you can choose between multiple explosions to spice up your gameplay a little :) Enjoy, and we'll be adding in more as time goes on - personally I want to add in pumpkin loot crates... we'll see. Or maybe bat explosions!

There have been a multitude of little changes and improvements this time around, and your feedback will be infinitely helpful as we work on getting this build live. Let us know what you think!

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

Chrono mode is live!

Build is now live, all the new fun stuff is up and ready to play!

This is an exciting marker for us - we've made a lot of progress since entering Early Access! In addition to all the fun new things here, we've added in the mobile gun platform, new enemies, new guns, marauders, strike forces, and enemy support... not to mention new levels, new encounters, and so much more since last February. We've come so far, and we can't wait to see how far we'll go!

As said in the beta, we're working on adding EA-only perks for you guys. Currently working on gun skins, unique voicelines, and confetti explosions, among other things. We'll keep you updated, and let us know what else you want to see!

I know a lot of people are hesitant to buy early access titles, but if lack of development is your concern, let me allay your fears as best I can. Yes, there's just two of us here, but we're dedicated to this game - you can look back over the posts to see evidence of the steady updates. We'll see it through to completion, and we'd love to have you along for the ride. :)


*whew* that was a lot! Spiel is over, patch notes for the latest build is below. And there's also a playthrough here for you, so you can see all this fun stuff in action!

https://www.youtube.com/watch?v=GO7uB2Wwm2o

Patch notes:

--

We've added an awesome new feature called chrono mode - slowmo activated by pressing shift while in the mobile gun platform. This is a limited resource designated by a blue energy bar - it will regenerate whenever not actively being used.

We've also added a perch, which will place you high over the action and allow you to survey the action below in slow motion. You can freely activate commander specials (hotkeys 1, 2, and 3) and activatable structures while perching, but shooting will disengage you from the perch.

Strategic energy usage has always been important, but it felt bad when you ran out of energy after a hard battle and couldn't even shoot. Along with some other energy changes, secondary (sniper) weapons will now fire even if out of energy. Your increased energy regeneration won't kick in until you stop firing, but this way you can shoot those little guys trying to escape instead of just staring helplessly.

Some fun graphics changes are in too! We updated the fog effect and really like how it turned out - we'll be iterating more, but give Sierras and Into the Pit a visit for the best examples. A proper entrance and exit teleporter has been added as well.

Orbital laser now has a much more visible presence - before, things could sneak by you and it wasn't always obvious when or where the creeps were getting bugzapped. Now the laser will start hitting earlier, and it clearly represented in a deluge of lava melting all creeps in its path. This functions as a bit of an alarm system as well - if you see it activating, you can quickly go over and knock out some of the creeps before the orbital laser reaches them, saving you valuable charge power.

Killstreaks have also been vastly improved - a little badge icon will now show up on every creep killed once your killstreak begins, and the bar will reset after every 10 kills, allowing you to extend your streak. The longer your streak, the more points and orbital laser charge you get, so keep an eye out for those groups and keep your killstreaks up!

Other changes:
Updated marauder stun effect
Adjusted orbital laser bar to stack on top of structure bar
Added new runner and mech animation
Smoothed energy gain display
Doubled machine gun firing speed, lowered reload time
Reduced air strike missile health
Boosted enemy health for higher difficulty levels
Adjusted cooldown, sizes and duration of specials
Decreased artillery strike damage, increased cast size so it can hit planes easier
Tuning and balancing changes

And plenty of small fixes per usual. Things are really coming together guys, let us know what you think!

New beta - chrono mode!

Apologies for the lack of updates recently - our GPU decided enough was enough and crashed on us, taking the entire Windows OS down with it. It took us awhile to get everything back up and running again. We're working on a lot of exciting stuff for you guys, including those EA-only perks we've been talking about :) Shoutout anything you'd like to see as a perk!

Now onto the fun stuff - new beta is up for your testing pleasure! We've added an awesome new feature called chrono mode - slowmo activated by pressing shift while in the mobile gun platform. This is a limited resource designated by a blue energy bar - it will regenerate whenever not actively being used.

We've also added a perch, which will place you high over the action and allow you to survey the action below in slow motion. You can freely activate commander specials (hotkeys 1, 2, and 3) and activatable structures while perching, but shooting will disengage you from the perch.

Strategic energy usage has always been important, but it felt bad when you ran out of energy after a hard battle and couldn't even shoot. Along with some other energy changes, secondary (sniper) weapons will now fire even if out of energy. Your increased energy regeneration won't kick in until you stop firing, but this way you can shoot those little guys trying to escape instead of just staring helplessly.

Some fun graphics changes are in too! We updated the fog effect and really like how it turned out - we'll be iterating more, but give Sierras and Into the Pit a visit for the best examples. A proper entrance and exit teleporter has been added as well.

Orbital laser now has a much more visible presence - before, things could sneak by you and it wasn't always obvious when or where the creeps were getting bugzapped. Now the laser will start hitting earlier, and it clearly represented in a deluge of lava melting all creeps in its path. This functions as a bit of an alarm system as well - if you see it activating, you can quickly go over and knock out some of the creeps before the orbital laser reaches them, saving you valuable charge power.

Killstreaks have also been vastly improved - a little badge icon will now show up on every creep killed once your killstreak begins, and the bar will reset after every 10 kills, allowing you to extend your streak. The longer your streak, the more points and orbital laser charge you get, so keep an eye out for those groups and keep your killstreaks up!

Other changes:
Updated marauder stun effect
Adjusted orbital laser bar to stack on top of structure bar
Added new runner and mech animation
Smoothed energy gain display
Doubled machine gun firing speed, lowered reload time
Reduced air strike missile health
Boosted enemy health for higher difficulty levels
Adjusted cooldown, sizes and duration of specials
Decreased artillery strike damage, increased cast size so it can hit planes easier
Tuning and balancing changes

And plenty of small fixes per usual. Things are really coming together guys, let us know what you think!

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