Sentinels cover
Sentinels screenshot
Genre: Shooter, Strategy, Indie

Sentinels

New build - more hotkeys!

Build is now live!

Holding X in FPS mode allows you to activate meteor storm and cold snap with left/right click.
Fix for using Z in FPS mode to switch to weapon of current turret
You can now use 1, 2, and 3 to activate Commander AOE specials in FPS mode
Improvements to movement of mobile gun platform
Improved firing effects and fixed launch points for fire effects
Adjusted air/ground priority and upgrade priority for action mode
Increased starting money/power for autobuild mode
Reduced health on larger walker mechs

And more fixes and tuning per usual.

New build is live: More balancing, new boss!

New build is up! As you may have seen on our twitter, this build brings a dangerous new boss to the mix. He’ll periodically shoot out an ice ball that will freeze your nearby turrets - but if you shoot it first, it will freeze *him* and prevent him from firing for a time. He can be very deadly if not dealt with quickly!

We’ve also added in a new wave popup - it will show up before every wave, with a corresponding audio clip to let you know how dangerous the incoming enemies are. For now there is a warning for elite/buffed guys, and an alarm when big bosses are coming in - so you know what needs to be dealt with ASAP! The spawn path will also briefly visualize at the start of each wave, so you know where everything is coming from.

Since you’re now warned before a big baddie comes on the board, we’ve buffed up the bosses and made them into real threats. The Behemoth can now shut down your towers much faster, and his self-healing kicks in quicker as well. The aforementioned ice boss is an absolute beast. Some of the other larger enemies have gotten a health boost as well, so be on your guard!

To finish off, you can now transition between guns without ever leaving the mobile gun platform. If you move to another commander’s turret, simply press ‘z’ or mouse 2 to swap to their gun instead.

And now for your regular patch notes.

Automated turret damage increased
Gun turrets refire more quickly on another target if initial target dies
Game speed reduction when using commander specials, to allow for better aiming/strategizing
Added new wave popup and sfx
Spawn path briefly appears to show incoming wave
Use of Z or mouse 2 to transition commander guns while in mobile gun platform. (Note: Currently takes a second after landing on the turret to ‘clamp’ down and allow for gun switching. SFX for this will be added in the future.)
Fix for socketable items being put onto things they can’t actually be used on
Fixed autobuild setup in several levels
Fix for behemoth sometimes not firing
Reduced energy needed for Kat’s sniper mode
Removed energy cost for mobile gun platform
Fixed Aegis’s commander special
Reduced damage on boop
Added freeze boss to all lineups
Reduced runner speed in Factory
Energy generation rate now increases as waves progress

And tuning. So much tuning.


New build: So much balancing

Build is now live! This one is very pacing oriented – you’ll find a ton of flow adjustments, creep changes… overall just a bunch of improvements! Some of the levels were definitely too spiky in their difficulty, and we worked on smoothing everything out, making the gameplay more consistent and more importantly, more fun :) We’ll continue to work on it, but think this is definitely an improvement over the previous live build.

VR fixes:
Added Nucleus and Doubleback to level lineup.
Added support grip in VR activating secondary abilities.
Added help text in VR for usage of left/right controller.

Note: Currently runs slow after changing graphics quality, but runs normally after a restart.


Main game fixes:
Added Nucleus and Doubleback to action mode
Lowered the number of waves in tier 1 encounters.
Adjustments to Pit and Creeponium Mine.
Adjusted creep health and power add. Increased automated gun damage and firing time.
Added support for large enemies playing audio clip upon entry.
Tuning changes, so many tuning changes
Increased size of gun flares when upgrading guns
Fixed autobuild so it just modifies level of items, rather than adding mods.
Fix for behemoth and projector spawns.
Fix for loot dialog freezing assault complete screen.
Dropped speed of fast runners.

Note: Also added a hotfix with some optimizations and a fix for action mode.

New live build: VR and more!

VR is now in the live build! As stated in beta, it's still an initial, very rough implementation, but the mechanics are already pretty darn fun. More info below, give it a try!

Another new addition - action mode! Accessible from the main menu, this mode takes care of all the turret building and leaves you free to fps to your heart's content. All turrets will be automatically built/upgraded, and your loadout is locked in each level. Commander AOE specials are also available to you in this mode. So just jump in and shoot, and let us know what you think! It is a first pass and may still need some tweaks, so also let us know any bugs that pop up. :)

For ease of use, copying the directions from VR mode beta here. Directions are currently not in VR mode, so refer here for control instructions. Don't worry, they're quite easy to pick up on.

If you have a VR setup, there will be a popup when loading Sentinels, where you can choose to load either VR or the base game.
Basic controls are:
Left controller is used to select menus and activate mobile gun platform. Highlight and pull the trigger to move to another turret – if you hold down the trigger, you can control your movement while travelling. Your right controller is your gun. Pull the trigger to fire the machine gun (you’ll want to lead your shots a little currently, the bullets are a bit slow). Hold down the right thumbpad to activate sniper mode, and pull the trigger to fire.
We’ve changed up the momentum of the mobile gun platform for VR mode – it can be a little disorienting at first, but you should get used to it pretty quickly. It honestly feels a bit like flying, and can be really, really fun. Try booping enemies out of your way!

Like I said above, this is an incredibly rough implementation – core mechanics and not much more yet. But would love to get your feedback, please let us know what you think and how it feels!

There have also been improvements to the main game, changes listed below.

Mobile gun platform can now transition to any gun, instead of being locked to structures of the same type
Added new tips to loading screen
Fix to mods unlocking at level 10
Increased machine gun velocity
Increased starting money in Pit, Creeponium Mine, Factory, and Doubleback
Barrels now do more damage

Note: the tooltips when unlocking items with the master key aren't showing up properly. Mechanic still functions correctly, and will be addressed in the next patch.

New beta build - VR implementation!

A new beta build is up! There have been some game tuning changes, but the biggest update here is the first implementation of VR mode. It’s very rough – it isn’t really a ‘game’ yet in terms of story, but the mechanics are implemented and are pretty damn fun. The mobile gun platform translated very well into VR mode. If you have a VR setup, there will be a popup when loading Sentinels, where you can choose to load either VR or the base game.
Basic controls are:
Left controller is used to select menus and activate mobile gun platform. Highlight and pull the trigger to move to another turret – if you hold down the trigger, you can control your movement while travelling. Your right controller is your gun. Pull the trigger to fire the machine gun (you’ll want to lead your shots a little currently, the bullets are a bit slow). Hold down the right thumbpad to activate sniper mode, and pull the trigger to fire.
We’ve changed up the momentum of the mobile gun platform for VR mode – it can be a little disorienting at first, but you should get used to it pretty quickly. It honestly feels a bit like flying, and can be really, really fun. Try booping enemies out of your way!

Like I said above, this is an incredibly rough implementation – core mechanics and not much more yet. But would love to get your feedback, please let us know what you think and how it feels!

There have also been improvements to the main game, changes listed below.

Mobile gun platform can now transition to any gun, instead of being locked to structures of the same type
Added new tips to loading screen
Fix to mods unlocking at level 10
Increased machine gun velocity
Increased starting money in Pit, Creeponium Mine, Factory, and Doubleback
Barrels now do more damage

For instructions on how to join the beta click here.

New devlog post!



Our latest devlog post is up over at Indiedb. Covers our latest changes in detail, planned upcoming turrets, and a look into a potential VR addon!

http://www.indiedb.com/games/sentinels/news/devlog-6-50-off-and-a-ton-of-updates

New build: Levelling improved!

Lots of updates to the levelling system - now mods etc. more slowly introduced, so you can get used to each new mechanic before encountering another.

Loot crates now only drop credits until level 10, which unlocks 50% chance of item drop
Shop unlocks at level 5
Recon unlocks at level 15, level rewards at level 20
Staggered release of items in store according to player level, so they open up slower
Sentinels Token are now rewarded after level 20, as well as Level Rewards.
Added lower level mods to store
Reordered levels
Reduced reverb and music volume, reduced mech footstep volume
Fixed killstreak display
Setup dual strike primary encounter
Changed Seirra lab to use orbital laser

And some minor fixes and tuning changes.

New build

Build is now live! More tuning changes, and some pretty big audio improvements.

Commander weapons now do significantly more damage.
Lowered commander energy pool
Collision audio now plays properly when creeps hit buildings, terrain, etc. Also now plays when booping enemies.
Reduced Sidewinder cost, increased Blaster cost
More tuning and economy changes - adjusted activatable damage and pricing, reduced enemy health scaling, and reduced supply gains in later assaults.
Lowered orbital laser power in starting missions
Incrased explosive crystal damage
Updates for Creeponium Mine and Into the Pit

Up next is streamlining unlocks and mods, and how you're ramped up into the game's mechanics. We're making good progress on that front, so expect a beta in the next few days. Happy holidays!

New build

Decided to do another rapid fire build. Wanted a bug fix up, but there's some other cool stuff here...

Fix for elite structure not unlocking properly if playing on rookie.
Added support for help videos on unlocks and tooltips.
Added video for elite structure unlock.
Improved/simplified tooltips for structures.
Improved tooltips for structure upgrade, and added comparison.
Adjustments to artillery tower attack rate and damage.
Allowed same item to be placed into primary and elite slot.

New live build

Build is live! Lots of tuning changes in this one, hope you all like it!

Turret damage has been increased
Turret range has been decreased
Reduced cold snap size and effect persistence
Into the Pit and Sierra Lab alterations
Path changes in Creeponium mine
Removed Snow Path temporarily
Updates for Factory

And your usual boatload of fixes/optimizations.

Let us know what you think, happy holidays!