Sentinels cover
Sentinels screenshot
Genre: Shooter, Strategy, Indie

Sentinels

New live build

Built 10/22/17

The beta updates are now live, with even more new changes and improvements. Lots of super fun stuff in here - if you haven't played in awhile, come give it another go! We think you'll like what you see.

Significant updates to economy and level balance
Added additional mods
New creeps added to lineup
Adjusted Commander weapon damage/energy consumption
Reduced energy pool growth rate
Updated UI
Added additional tooltips
Revamped weapon modifier and upgrade system
Added fps weapon properties under character pic
Fixes for collision damage
Level and lighting fixes
Improved vehicle driving accuracy

New devlog entry



The latest post is up, filled to the brim with info on the latest update. Be sure to check it out here!

New Beta patch

Built 10/16/17
New patch is up for testing! Upgrade and store fixes, among other improvements. For instructions on how to join the beta, click here.

Added additional mods
Added upgrade button on items that have available upgrades
Added fps weapon properties under character pic
Setup power icons to be smoother meothod of upgrading and don't require sockets
Added support for micro structures reducing cooldown when power is upgraded
Store fixes
Disabled creeponium pulse for now
Added new large hoverer creep
Updated creep icons
Visual effects fixes
Adjustments to Aegis's spawns
Fixes for collision damage
Fixes for dual strike
Fixes for launch pad in the factory
Level and lighting fixes
Fixed volume sliders
Improved vehicle driving accuracy

And plenty of little fixes and optimizations.

Build is live!

Our new build is live! If you've been testing the beta, some of this will be familiar to you, but for those of you playing the live version - prepare for some massive improvements! There have been sweeping changes across the board, and some levels and mechanics have been overhauled entirely. The following is a changelist of the biggest changes we've made since our last live build - check out our previous beta patch notes for the complete list. The majority of our recent updates have been in beta, as we worked on the new direction of the game - now that things are more solidified, expect far more frequent updates to the live version!

Thanks to your feedback, we're much happier with the direction the game is going- the themed assaults make the waves feel a little less random, as well as giving you a clear goal to strive for. The store will allow you to purchase the equipment you want without having to rely on randomized drops, and the level modifiers let you personalize the game even further.

We now feel like we have a good baseline of items and unlocks - our focus is less on entirely new content, and more on improving what is already in game. We're streamlining the store and weapon modifications, and aiming for that smooth core game flow we've been talking so much about :) As it stands, the beginning levels and some initial implementations are still a little rough, as they've endured a lot of big changes during the last couple of months. We'll be polishing those up as we continue to receive feedback from you. A devlog post will be up in the next couple of days going over changes and plans in far more detail. Overall, we really like where things are headed and hope you do too! Enjoy, and as always, please let us know what you think.

Level improvements:
Replaced Quarry with Creeponium Mine.
Implemented store
Implemented level modifiers
Streamlined currency into Tokens and Credits
Added level rewards and rewards systems
Changed stars to Sentinels medals
Improved victory screen and reward system
Added stationary fuel tank and explosive barrels.
Added explosive crystals to Into the Pit
New skyway light posts and changes to Into the Pit
Increased enemy health by 25%
Added more endless assaults
Sped up flask movement speed by 10%
Switched critical hits points to a 3 level system, instead of 6
Added spawn preview dialog that's visible when preparing for assaults
Added several new themed encounters
Disabled path displays when there are no paths active for the assault
Made enemy passive abilities apply to groups, rather than enemies randomly.
Added/adjusted weapon enhancements (Reload, bounty, critical hit, reaper, efficiency, bloodsucker, mercenary, executioner, inspiration, phasing, piercing, blast radius, targeting range)
Added shootable arms for fast mech
Added ability to popup mechs when arms are blown off.

UI/Graphic improvements:
New main menu screen
Major SFX improvements
Added scene transitions
Creeps only become audible once they reach a certain range
Added user option for UI size adjustment (default set to minimal)
New cold snap effect
Upgraded meteor storm effect
Unique sounds for classes of vehicles
Major lighting updates

New beta patch

More changes to the beta - it's very close to being pushed live! Quarry has been completely overhauled into Creeponium mine, a brand new level filled with explosive crystals and volatile fuel tanks. Lots of work has been put into the core game mechanics and improving the themed missions.

Added Creeponium mine map
New tall stationary fuel tank and explosive barrels.
Made medium and large fuel tanks and barrels detonate on right click.
Lots of vehicle control improvements. Power adjustments for levels and all encounters.
Added explosive crystals to Into the Pit
New skyway light posts and changes to into the pit
Increased enemy health by 25%
Added more endless assaults.
Sped up flask movement speed by 10%
Increased force boost for leveled missile tower structures.
Added some new behavior to missile launcher, so it's more fun/useful.
Switch critical hit points to a 3 level system, instead of 6
Modified crit handling so that multipliers are correct, and added crit % info in popup text. Dropped commander weapon bonus for fast enemies to 50%
Lots of fixes related to spawning, paths, and terrain building.
Added improvements for collision damage handling
Added tooltips for explosives.
Some fixes for effects, mostly related to blast effects and explosions
Changed icon for credits crate in player rewards.
Positioned background cam shot and added newer screenshot for encounter select
Added cave to entrance/exits
Metric crapton of lighting improvements
Fix for creep name not being set properly.
Fix for listener not moving with mouse in strategic view.
Removed initial death hit explosion
AOE force and collision damage fixes.
Added support for better upgrade level modifications, and effects.
Added creep shutdown sfx.
Fix for audio listener position in strategic views.
Many, many force and physics fixes
Some fixes to encounter complete dialog. Fixes for encounter mods. Adjusted unlocks a bit.
And plenty of little fixes and optimizations.

(Please refer here for the previous patch notes and instructions on how to enter the beta from your regular game.)

Beta patch notes

New beta build released 9/1/17 - working from your feedback, we've started to make some sweeping changes. Active paths have been heavily decreased to both get away from the chaotic feeling of later levels, and to work well with the new themed encounters. We working on a better rampup of difficulty into the game, as well as a clear goal to strive for. Expect several more patches as we continue making improvements! Changes made so far:

Added spawn preview dialog that’s visible when preparing for assaults
Added visualization of elite spawns on assault preview.
Added several new themed encounters.
Disabled path displays when there are no paths active for the assault.
Made enemy passive abilities apply to groups, rather than to enemies randomly.
Blowing up shield projector does more damage.
Increased time it takes for shield projector to generate pulse.
Added shield generator chargeup audio.
Fixed bug in critical hit multiplier
Changed elites so they’re explicitly created in group.
Refactored elite distribution, to get better distribution of elites.
Reduced cooldown on activatables.
Fixed elite and passive abilities for Aegis.
Removed Stryker from commander lineup.
Fixed elite and passive abilities for Angel and Guise.
Lowered Sam’s primary fire machine gun damage.
Level reward display modifications
Improvements and fixes to Pit
Marked Quarry as under construction.

And a boatload of little fixes per usual.

(Please refer here for the previous patch notes and instructions on how to enter the beta from your regular game.)

Devlog accompaniment for Beta Build

Our beta build went live yesterday, and today you can find our latest devlog post over on IndieDB! It gives far more detail about some of the new features of the build, and plenty of helpful information as we continue work on implementing tutorials.

There's also a new playthrough video of Snow Path included, and other info as well. We'll be posting progress updates every two weeks or so - or more frequently, if we have a lot to share :). Enjoy!

New Beta build

The beta build is live! There are a ton of updates in here, as illustrated by the huge changelist below. There's a new loot and rewards system, in addition to plenty of other changes and improvements. Tutorials and explanations are still on the slim side, so if you have any questions just leave a post or shoot us a message - we're available for any feedback or questions you have! There's also more info here at our IndieDB page.

This is still in beta, so some things will be rough around the edges. The loot/rewards system is very much in the beginning stages, and Quarry has a few issues and is in need of an overhaul. Don't be afraid to activate dev mode if you'd like to take a bit of a shortcut and unlock levels or better gear! (More about dev mode here.)

Let us know what you think! (For instructions on how to join the beta, click here.)

UI/Graphic improvements:
New main menu screen
Updated lighting and shaders for a cleaner look
Added reverb in environmental audio
Updated gun movement sfx
Added scene transitions
Travel noises now respect vehicle size difference
Creeps only become audible once they reach a certain range
Added user option for UI size adjustment (default set to minimal)
Added animation for UI when objective takes damage
New enemy escaping samples
Improved encounter complete screen
Added new font for menu items.
Adjustment to lighting ramp and shadows.
Added auto manage for selection for focus object for cinematic follow camera
Added support for terrain roughness, and slowed runners when on terrain
Altered blast effect for artillery
Fixed crit visualization in commander view.
New cold snap effect
Improved bullet hit effects
Color changes for rocks in doubleback
Upgraded meteor storm effect
Unique sounds for classes of vehicles
Added titlebar to in-game menu

Fixes:
Fix for audio clipping and static radio noise getting stuck
Fix for damage scaling bugs
Fix for tooltip scaling not being correct for activatables
Fix for loot popup
Fix for swarmer missile trailers not being positioned correctly
Fix to creep viewer
Marked sidewinder as under construction

Level improvements:
Implemented store
Implemented level modifiers
Streamlined currency into Tokens and Credits
Added level rewards and rewards system
Changed stars to Sentinels medals
Added rewards for killing recon.
Improved victory screen and rewards system
Plenty of power and health adjustments
Adjusted high flying path in Nucleus
Added death icon when recon is killed
Added/adjusted weapon enhancements (Reload, bounty, critical hit, reaper, efficiency, bloodsucker, mercenary, executioner, inspiration, phasing, piercing, blast radius, targeting range)
Adjusted voice callout frequency
Activated mods in dev mode on select screen
Added scale to activatable structure damage
Added shootable arms for fast mech
Added ability to popup large mechs when arms are blown off
Added medium plane and elite jet to Angel's lineup

And about a million tiny fixes and adjustments.



Progress update

Need some more life in here, we've been working on plenty! Changes you'll see soon - UI makeover, audio and explosion improvements, balancing and tuning updates, new structure effects, a new menu screen and more. We're working on new player experience now, and the tutorials, intros, and explanations will soon be much more descriptive and intuitive (Or that's the hope, anyway. :))

There's just two of us working on the game currently - though we've been working around the clock, sadly can't be everywhere at once. To keep up to date, find us on Twitter, Facebook, and Indiedb - the steam forums are not updated as much. Twitter is updated the most frequently, we're putting out a devlog on indiedb every couple of weeks, and compliation posts/announcements will be on facebook. After this next patch is implemented, we'll be migrating back to the steam forums as well. But of course still post whatever you'd like, we'll be watching the forums as always for all of your feedback and opinions, it's just not the best avenue for news right now.

We'll just keep working towards getting you great new content, as soon as possible. If you'd like to see how much things have improved, we posted a new quickplay video here. No voice overlay or tutorials, just a good look at regular gameplay.

New build is live!

Built 5/29/17

There are a ton of improvements and updates in this build, but we're still working on big things to further improve the new player experience and socket system. We want to push that in the next few weeks, but there’s plenty of fun things in this one. Big list of patch notes -

Revamped how energy is handled, and by default there is now a global energy bar instead of commander specific ones.
Altered supply system so that it’s just a second resource, and item costs go up as you buy them.
Added new energy specials that are AOE based. This includes morale boost for structures, vulnerability for enemies, and artillery strike.
Added socket based system for adding mods, which will ultimately fully replace the current upgrade system which is not intuitive.
Altered upgrade system, it now uses the upgrade button to add upgrades to power as well as sockets.
Sockets can now be dropped as individual items and added onto a favorite weapons.
Advanced sockets have been added.
Improvements to statistics screen, now uses bars instead of numbers, making comparing item performance much easier.
UI improvements.
New enemy additions, with more on the way.
Added new range visualization ring.
First pass redesign of Into the Pit.
Snow Pass is now unlocked as a normal level.
Sidewinder is now under construction, will be getting a revamp.
Added visibility checks for UI elements, so creep health bars don’t show up through buildings (on levels like City, this was pretty ugly).
Improvements to visuals and behavior for Kat’s missile launcher zoom modes.
Upgraded to Unity 5.6, and all the subsystems upgrades/bug fixes that those upgrades usually entail.
The skies are completely revamped, with plenty of new additions and variety.
Environments are far sharper and detailed, aiming for a more stylized look.
Vast improvements to lighting, added an updated mist effect.
Audio and SFX improvements
Added splash screen
Added transitions between menus
Added moving selection indicator

And of course, a heap of small fixes and optimizations.