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Sentinel Point Heroes

Sentinel Point Heroes Steam news

Jellybane | Mar 6, 2025 | game

Released

0players observed · 25 September 2026 - 09:42:52 UTC

StrategyEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

Sentinel Point Heroes news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews6
  • Release dateMar 6, 2025
  • DeveloperJellybane
  • PublisherJellybane

Genres: Strategy, Early Access

Company pages: Developer: JellybanePublisher: Jellybane

Top Steam chartsTop 100 gamesGame directorySteam Store page

Sentinel Point Heroes Steam news

Sentinel Point Heroes news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • .41 Newspapers - 26 April 2025

    Hello everyone! The main change in this patch is changing how the lair works and making it have less hazards until the highest difficulty. It also shows a big move towards making the game feel more like a superhero game, by adding some more world building and visual fixes. As always I'm here to listen to what you want to see next, so comment below! Changed the Lair so you face one Hazard to start off, then increases to two and three as difficulty increases. The newspaper has been added on the map screen. This will give you a hint of what the final threat will be for the run (the modifier for the enemies you face) and give you a better idea what is going on. It changes every act and might see more features as we go on. Fixed an issue where the visual for gear would show up outside of scrolling areas. Edited the deck view in combat so gear without images shows up better. New visuals for d…

  • .403 Mod art fix - 29 March 2025

    Hello everyone! This patch fixed some back end so that modded card art, statuses and character visuals would now be visible for everyone. A big shout out to the Gentleman mod, our first mod not by me. Go check it out or join the discord to learn how you can mod yourself.

  • .401 Small patch and new visuals! - 14 March 2025

    Hello everyone! A huge thank you to all the feedback I've had so far, it is really helping to improve the game. This is a small patch to address some of the bugs so far, while I work to implement some of the larger bits of feedback. There is also whole new art for Theurgist, maybe one day we will try out alternate skins for heroes, or different card sets. Let me know what you think! New visuals for Theurgist! Updated animations for Blue Flash Fixed a bug (hopefully) where going to the editor would cancel your current run. Fixed gear on the run history screen looking bad if you had too many. Fixed a bug where things could only be unlocked if you had greater than the xp to unlock them instead of equal Fixed a bug where Shift wasn't showing base values of cards. Fixed a bug where higher difficulties weren't being unlocked - if you are still having trouble with this please let me know on th…

  • Early Access Release! - 6 March 2025

    It is time to save the day! We have come a long way since my first ideas over five years ago, which I still love. But I think the current version of the game has really come together into something I am proud of. but let's get to what you really care about... What's new? Lairs Act three is now available! In it you will have an incredibly difficult act where instead of getting bonuses, you will have to face hazards, then face off against unique bosses. There has been a bit of a delay in their art work, but I hope you like these cute fillers and a bunch of new mechanics. You will finally have the chance to take on swarms of mooks and to battle against special scheme cards. Archetypes I personally think one of the most important things to have in these games is LOTS of content. As of right now you can play.... Martial as you saw it in the demo! Focus up, Rupture them and then Combo off! Ma…

  • .371 Instant Mode - 9 January 2025

    Hello everyone! This is a fairly small patch, mainly fixing some art that didn't make it into the last patch. The largest change are Instant Mode and damage estimates on the timeline. Both of these are experimental and will continue to be worked on. Instant Mode: Added the option for the next turn to come instantly Added the amount of damage cards do to the timeline Colours added to sources Made generation of events on the map look better and be more consistent Improved shadows in the combat scene Added confirmation to entering the tutorial Changed the colour for trigger groups Improved gear rarity border Improved some animations

  • .37 Tutorial Update - 1 January 2025

    Hello everyone! The main focus of this is improving the feel of the game and reworking the tutorial to be more inclusive. A big shout out to ZayelGames for making a video which really helped me improve the tutorial! https://www.youtube.com/watch?v=mnE58OyMfeI&ab_channel=ZayelGames Major changes: Tutorial rework - split it into three combats to make the pacing on information better and redid a lot of the content. New Help manual added. Art updates - many. Changed some text to be more consistent (using "Gain" and "Apply"). Changed "Exiles" to "Tiring" and gave lots of the dodges "Tiring 2". This is to make it more superhero themed and makes upgrading your dodges more valuable. Made it so you can right click on cards displayed above enemies heads and see the full card Sidekick buffs are no longer forced in Act 2. Stacking up too many minor powers on Sidekicks was more confusing than intere…

  • .36 Difficulty Changes - 2 November 2024

    Hello everyone! The main change this patch is an update to difficulty, making the demo easier and preparing for ascension in the full game. Added a back button to the character gen screen/rules screen Fixed Rupture - some back end changes to how cards worked had broken it. Fixed a bug with sidekick powers and end of turn powers overlapping with their popups Reduced the sound of cards "burning" when several vanished at once. Changed all clocks to be one decimal place. Made text on timelines more clear made card icon on timeline more compact made disruption show what changes happen earlier Changes to some gear names Added Rarities and visuals to most gear (these are temporary and will be improved shortly!)

  • .35 Graphics and Visuals - 18 October 2024

    Highlights: Changed Dark Deal to cost life instead of adding a negative card. The ability to remove cards at heals was removed based on this (and since it could cause issues with deck size). This should make it more appealing to take the Dark Deal. Flipped and changed the layout of combat to give more space to resolve powers. Changed the Blood Rite boss - Possession changed - testing out a new type of card - "Schemes" which are cancelled on taking damage. Other Changes Sped up publicity stunts for fame fixed the sizing of people in combat Made only one slot of the Shop be able to roll cards from other sources. Added some padding to the timeline for very long bars Charged changed to lose stacks equal to damage. Fixed a bug where trainings would sometimes not be added to cards Fixed a bug where you could add trainings to cards off the screen Changed name of "Physical" training to "Damage"…

  • .33 Planning mode - 15 September 2024

    The major change for this patch is extending out the timeline so you have access to all available information and adding a Planning Mode, allowing you to add cards and Recovery to the timeline to better know when they would trigger. Other Changes: Fixed a bug where Kinetic Gauntlet wouldn't give block if you had no combo cards in your deck. Removed the barrier visual from the sidebar since it is shown elsewhere Herbert, -2 Block and +2 Stunner for act 2 deck. Meta, +1 Stunner for act 1 deck. -2 Block and +2 Stunner for act 2 deck. Voltz, +1 Stunner for act 1 deck. -2 Block and +2 Stunner for act 2 deck. Removed slow from the first fight and added it the uninjured enemy in the second. Generally the first fight isn't too much of a threat and new players will need the help later on more. Removed barrier from the Blood Rite boss. Increased bonus rupture damage of Skull Crack to four. Remove…

  • .32 Minor fixes - 31 August 2024

    This patch is mainly cleaning up after the recent large changes. Made it more clear when resolve abilities were upgraded Changed My Only Weakness! and Skull Crack, these two rares weren't really filling their role well so these are out to test. Fixed being able to skip draft cards. Reduced the cost and stun of Pocket Sand at base, it now only costs/stuns 2 when upgraded. Added visuals and sound to Plot Armour and Pocket Sand. Minor improvements to the tutorial for the Resolve section. Fixed a bug where an enemy dying to Rupture would cause visual bugs.

  • .3 Major improvements - 17 August 2024

    Major changes Music All new music and sound effects has been added to the game thanks to the wonderful Nicole Lyria! You can expect tracks to automatically adjust themselves as the combat gets more intense and about every action to feel better as you will hear a response. You can listen in the demo to the music or find out more about the artist below: https://www.nicolelyria.com/ Resolve Before you would get abilities at the start of the game and they would all work independently and often be confusing for new players. This has now been changed into the resolve system. You can now use fame to buy Resolve abilities, either ways to get Resolve, abilities that use it or upgrades to those abilities. You can have a maximum of three Resolve at once. Plot Armour: Gives you two block for one resolve. Pocket Sand: Increases the time of an enemy so you can sneak in dodging or blocking before they…

  • Test Branch Update - 18 May 2024

    Hello everyone! The next update has several large changes so I have put it out early on the test branch to have some bug testing and feedback before it goes live. Only play this is you are willing to deal with placeholder art and bugs! There will be full patch notes with the final version, but here are the largest changes: New Character Herbert - This is a new visual choice as well as a new enemy. For them I am testing out something different, while they are an enemy they have a unique card which gives them some benefits as the deck they are using is harder to use for an AI. First Aspect: Shapeshifter - Herbert the villain is using Shapeshifting and you can too. On the character creation screen you can select "Shapeshifter" under aspects to try out the new cards, which can be added to any of the Archetypes - you can be a Magic Shapeshifter or a Martial Shapeshifter. Secret Techniques Ev…

  • .26 - More help text - 6 April 2024

    Hello everyone! The demo has had a small update. The main focus of this was adding a help button for more information on the game. This should be a helpful way for people new to the genre to get more information, and explain some of the game mechanics in a more indepth way for those looking for an edge over the villains! added text to the shop saying it will restock each act. Changed shop costs to look like stars Added a tooltip to explain what skipping cards does. Made combo text clearer. Added a count for your current exceed your limits amount to the place where you can increase charges. Made cards in combat not move while the game is paused Reworded “requires a martial/magic source” as it isn’t helpful for new players Added some text to make it more clear when rupture triggers. Added a popup that shows what cards will be discarded when you Recover. Fixed a bug where Magic Ring could…

  • .25 - Making the game make sense - 25 March 2024

    Hello everyone! After some computer issues I am back online with some updates. First off a big thank you to the Playtest players, I have temporarily disabled it as I'm focusing on the demo build, so try that out if you'd like to see the latest updates. Secondly, Sentinel Point Heroes is participating in the Steam Deckbuilder Fest tomorrow! In preparation for that here are a series of changes aimed to making the game more newcomer friendly with more to come: Added a target to the rupture sidekick choice, so it is more clear who gets ruptured. Added text mentioning you can save trainings for later. Changed the text on Energy training to actually explain what it does. Made the tooltip for the Recovery button explain what it does and removed some less useful information. Simplified version numbers. Add a line break to Twin Palm Strike so that it is clear what the condition is. Made sidekick…

  • Demo is available! - 10 March 2024

    Hello everyone! The Demo for Sentinel Point Heroes is now out. A huge thank you to everyone who helped playtest the game. There is also all new trailers and major game updates, so if you haven't looked in a while, now is a great time to check them out. The two next updates will be: - Complete music overall! - We are participating in the Steam Deckbuilder fest on the 25th. So go give the game a try and remember to Wishlist if you enjoy it!

  • Public Playtest is now live! - 26 January 2024

    Hello everyone! Sentinel Point Heroes is a superhero themed roguelike deck builder where actions take time so you have to choose the right moment to dodge an attack then strike back. A game like this needs a lot of testing, cards need to be balanced and since the time system is new to the genre so want to make sure it is tested as possible. To sign up just go to the steam page and click the "Request Access" button.

  • Adding animations - 17 March 2023

    One of the next big goals of the game is to add some animations to all the characters. Since we are a small team we are keeping them simple. This is the idle animation for Alchemist, a scientist whose creations can be as dangerous to himself as they are to others. Let me know what you think in the comments below!

  • How the map in Sentinel Point Heroes works - 21 January 2023

    Each act you will have to choose between visiting the Port, The Fields and The Town. Each of these locations will have activities you can do to become a better hero, such as adding new cards, getting new gear or using training to improve your cards. Once you have picked a location you get all the rewards there but lose access to the other areas until after nighttime, where you must fight! https://i.imgur.com/tWkxLl6.png Sentinel Point Heroes focuses on less fights but each one being highly important and tactical. You get a choice of crimes to tackle, each one with different modifiers that change the difficulty and the rewards. You also have the option to visit the shop at any time, which will give you the chance to pick up cards from other Sources letting you build a unique deck, or to pick up a heal or vital training to help you tackle a difficult fight.

Patch notes and updates

S.noRelease datePatch nameGID number
126 April 2025.41 Newspapers1797820624539807
229 March 2025.403 Mod art fix1795283637869414
314 March 2025.401 Small patch and new visuals!1794102528121538
415 September 2024.33 Planning mode6250522009523290486
531 August 2024.32 Minor fixes6240387642460318941
618 May 2024Test Branch Update5747233970423920640
76 April 2024.26 - More help text5756237364316711178

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