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New build is live!

At long last, the new build is up!

The Strike Forces have been tuned and improved, and the marauders have been made much easier to take out while they're hovering before they shoot you. The Strike Forces, Marauders, and Medics are FPS only, so be sure to be on your guard!

There’s plenty of new stuff in here as well! Other additions include an overhaul to the killstreak meter. Previously, it didn’t impart any benefit besides giving a bit of score boost – the graphics have now been updated, and the streak has been tuned to make it easier to purposefully extend the killstreak yourself. In addition, it grants orbital laser charge with each successful killstreak! The better the streak, the more orbital laser you gain. We’ll be tweaking this as we continue, and will update the voice callouts, but are happy with the direction.

A tips and tricks section has also been added! Pretty self-explanatory, you can now browse various help sections and go over controls and mechanics. There will also be help tabs for mechanics not explained properly ingame yet. Expect many more to come in the next few days as well!

Energy build has also been improved – along with a sparkly animation, your energy will rebuild much faster if you stop shooting for a few seconds. You can still do everything else – mobile gun platform, build towers, use energy specials. But when things are getting a little crazy, this will give incentive to sit back and strategize a little bit, letting you watch the board and plan ahead while your energy quickly tops up.

Lots, and I mean LOTS, of tuning adjustments. Several abilities were moved to event-based triggers, instead of cooldown-based. This removes a lot of the randomness brought on by enemy specials happening in the middle of waves. They now will start at the beginning of waves, with a clear callout to let you prepare.

Other updates:
Fixed splash screen and updated MindWalker logo
Energy bar now turns purple when adrenaline mode is active
Adjusted marauder hang time
Updated icons
Added small enemy medic
Lowered the energy generation rate of adrenaline mode. Made adrenaline mode drop explosion start killstreak, as well as other explosives
Halved creep escape damage, and capped at different levels based on size.
Changed gun tower to target furthest enemy on path.
Made in game hud draw over sniper reticle, so you can see minimap while sniping.


And tons of little fixes and optimizations per the norm.

New beta - Strike Force!

The FPS-only enemies have been implemented! Strike Forces, Enemy Medics, and Mauraders will now be encountered in all regular maps, not including tutorial. This is our first pass at these, so expect things to be a little rough, but please jump in and let us know what you think!

Strike Forces are flying enemies, and stun your turrets
Enemy Medics are also high flying, and heal enemies
Mauraders are ground based and will stun your turrets for 4 seconds with each shot.

Currently there are voice callouts for when they spawn, and their path will glow red. We're planning on making the path more obvious. Strike forces and medics will fire their missiles and then leave - Mauraders will continually stun your turrets until defeated.

We're really excited with these guys - it feels like there's a better balance of the highs and lows now that you don't have to compete with your turrets to take down enemies. Like we said earlier, this is still very first pass - much tweaking still needs to be done to get this really running smoothly. (Your feedback would *really* help us :)) Thanks for reading, see you soon for the next patch!

Other changes:

Increased Automated and activatable damage
Updated killstreak text
Fixes and improvements for autofire mod
Updates to paths in Speed Trap
Improvements to Doubleback
Modified killstreak to allow for better ability to exend killstreaks intentionally

Note: There is currently a bug in Sierras that does not let you continue the level. If this is your first time playing the game, please do not join the beta or play Sierras until fixed. Thank you!


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

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.

New beta - more adjustments and new effects



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.


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.

And plenty of little optimizations and fixes per usual. Let us know what you think! :)


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

New beta build - Adrenaline waves added!

Added Adrenaline mode, which is a scripted event that boosts passive energy regeneration significantly, and accompanies a boost in enemy power. This hopefully will create some nice highs and lows in the gameplay.

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.


And as per usual… so many other minor adjustments. We had our perforce server die on us, so lost many changelist notes that we usually rely on for building these patch notes… Oh well, that’s life sometimes.

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