Sentinels cover
Sentinels screenshot
Genre: Shooter, Strategy, Indie

Sentinels

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- Fix for obsolete properties - money is rewarded for any outdated items no longer in game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




New build is live! This is the one!

Thanks to your feedbacks, we improved the features that we introduced last patch, and added lots of quality of life changes to go with our brand new trailer!

Tutorial improvements
Added more videos to tooltips
Flask and surgical strike no longer bypass armor
Fix for loot crates and credit drops
Added knockback when hit by enemy fire
Adjusted time slow
Medics now have healing beam, rather than bullets that somehow healed things
Normal fire now destroys bullet shells, while critical hits shatter them for knockback damage.
Fixes for reloading
Adjusted fire rates on enemies that can fire
UI and audio improvements

And a bunch of small improvements and optimizations per usual. Have fun!

Build is live! Bubbles are live too!

Thanks to more feedback from you lovely lovely people, we added more stuff! Mostly QoL changes, and there are LOTS. Hope you enjoy, keep that feedback coming and we'll make even more improvements! Have fun!



  • Added first-time events and voice lines to shield activation and rebound fire
  • New levels now immediately begin with 'continue' button, instead of being returned to menu
  • Nerfed boop damage and increased cooldown
  • Entering/exiting gun now has a cooldown switching to the next gun. Once you leave your gun, you're locked out of that commander turret until fully reloaded. (You can still enter other commander guns!)
  • Fixed magnoball text
  • Increased Master Key drop
  • Added bubble explosions (under Founders only in options. You're a founder if you bought us in EA, congratulations!)
  • Improved UI
  • Fixed videos playing in loadout screen (more videos coming soon)
  • Fixed bug where meteor storm would hit player in FPS mode
  • Improved icons
  • Fix for main menu entry sorting
  • Fix for UI visual errors
  • Improved MGP movement
  • Fix for alarm noises playing too much when player is detected
  • Fix for quantum charge
  • Added unlockable for boost and shield unlock
  • Added indicator for when player can't launch from turrets
  • Units in formation will now activate from each other's weapons if any are attacked
  • Autoplay first mission from main menu if first run
  • Lowered level of items gained on loadout first use
  • Added ability to reboop if you have a quantum charge


And tons of little changes and optimizations per the norm.

New beta! More fixes!

Hello all! Got some wonderful feedback over the past week, made a slew of little changes and improvements. Thank you for letting us know your suggestions on twitter and twitch, keep 'em coming!


Also added bubble explosions. Remember when Thanos only turned things into bubbles, instead of little piles of ash? Enjoy the lightheartedness before we all stumble home crying after Endgame.


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


  • Added first-time events and voice lines to shield activation and rebound fire
  • New levels now immediately begin with 'continue' button, instead of being returned to menu
  • Nerfed boop damage and increased cooldown
  • Entering/exiting gun now has a cooldown switching to the next gun. Once you leave your gun, you're locked out of that commander turret until fully reloaded. (You can still enter other commander guns!)
  • Fixed magnoball text
  • Increased Master Key drop
  • Added bubble explosions (under Founders only in options. You're a founder if you bought us in EA, congratulations!)
  • Improved UI
  • Fixed videos playing in loadout screen (more videos coming soon)
  • Fixed bug where meteor storm would hit player in FPS mode.
  • Improved icons


(Build ID: 3770699)

Skyguard is live! And about a million other fixes

Skyguard mode is now live! Jump into a tower defense game all fleshed out with soul-eating demons and flame circles, and a couple gravity bombs thrown in for fun. You’ll unlock Skyguard mode after you reach level 5 in Sentinels (i.e. finished the tutorial) and Onslaught unlocks on level 6.


Sentinels now has three complete game modes – Sentinels, for your tower defense/FPS hybrid fix – Onslaught, for point and shooty, and Skyguard for sitting back and thinking while watching all the pretty lights.


Lots of QoL changes in this one - improved the UI, docking ability on launching station, not to mention all the new commander abilities. Rebalanced the store and added credits back into the field – now your score is more than just bragging rights! The higher the score, the more credits you get at the end of the match.


Honestly, lost track of all the changes in this one. After starting skyguard, we just had a lot of fun fleshing out a true tower defense game. There are countless small tuning and balance changes made across the board; refraining from a proper patch notes in this one, as it would likely span the course of several novels. Instead, a brief breakdown of all the new goodies:


Added Skyguard mode (duh)
Single volley kill groups now add a bonus score
Multikill gives extra bonus
Adjustments to creep health levels
Added audio for Walkers spotting you (not white walkers, sadly)
Added map scroll speed option and reduced speed.
Adjustments to store pricing.
Booping enemies now only happens on charged boop.
Lowered power and attack speed of sniper weapon
Added level and upcoming level/reward on home screen
Shield now decreases in size after each successive hit
Updated graphics and particle indications on shield for when you have a quantum charge ready
Added support for bullet slowdown when they get close to player
And approximately 3 million small changes and optimizations.


We're focusing now on quality of life changes, updating the tutorial and help text, and tuning changes! Also naming those charming creeps and giving them a bit more personality. Onslaught VR is now in steady production again – get ready to jump into the world of Sentinels in VR, it’s gonna be awesome!

(Build ID: 3734758)

New beta - Skyguard

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

A new beta is here, with a brand new mode – Skyguard! Pure tower defense, filled with new abilities and soul-munching wraiths. Allow me to give you a quick tour of all the new stuff (and some bugs, because who doesn’t love bugs)


To start off with, here’s a recap of what we’ve added in the past few months. Want some damage over time? Wanna explode some creeps? Your wish our command! Lasers and flamethrowers will overheat enemies – and if they die from that heat, then they’ll detonate in a big ol’ explosion and take their buddies down with them. Cold snap also does cryoshock damage now – cool down a group of superheated enemies and watch them shatter.


The old plasma beam got a BIG upgrade, and we also added in a fun little sniper’s nest tower that can shoot from any direction.


Skyguard is pure tower defense – no guns! To compensate for the power loss, we boosted the power of all your tactical attacks, as well as the turret power overall. The drops can either be picked up and activated from the gun tower menu, or alternatively you can right click on them to use them as a regular bomb – they don’t despawn, so you might find it helpful to just leave strategically placed bombs towards the end of the path. Be careful though, the creeps can run into them and move them around (or even drop them off cliffs if you’re unlucky) so use them wisely! To make this a little easier on you, we also added a tractor beam (activated with right click) to lift up pickups that might have fallen in an unfortunate place. You can also left click with the grav beam to activate the rail gun - a powerful projectile that can wound enemies and bosses.


Enough with the tower talk. Now for my favorite update of all – meet the Rift-wraith, a lovable soul muncher that you can unleash on any poor unsuspecting creeps. While he can only live in this realm for a few seconds, every kill makes him stronger as he moves along to the next one. Feed him well and he will reward you with a VERY handsome killstreak. As a universal commander special, you can unlock him in the store!


If you wanna get a little sadistic (if you can get more sadistic than a souleating hellbeast) you may find our gravity bomb a fun addition to your arsenal. Perfect on small enemies, simply drop and enjoy the chaos. You can also use this to gather enemies closer together and make a nice snack for the wraith!


As an avid lover of tower defense, I’m thrilled that the game finally came together enough to be both a tower defense and an TD/FPS hybrid in its own right. I can’t wait to see what you think! And if you’re a reviewer or streamer who thinks this looks interesting, please drop us a line! We’d love to work with you and get your opinion of Sentinels and Skyguard.

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!