- Sentinels: Returning in January - 13 September 2021
This isn't a post I wanted to make, but here we are. Not abandoned, not by a long shot, just accepting the inevitable that we need a longer break after the great lockdown of 2020 broke... literally everything. We'll be back at the end of the year after a proper recharge and upgrade. If you want more details - we kept promising updates, and I know they never came through -put simply, I bit off more than I can chew. If you hadn't seen the general discussion posts, I foolishly thought that I could juggle full time gamedev work along with a new move, new job, and essentially new life, along with a whole host of other issues. I kept optimistically thinking things would get better, sugarcoated the posts here, and then promptly was dragged back under with a million things that demanded my attention. I've had far, far too many sleepless nights trying to put all the pieces together, and all it's…
- New universal slot, more mods, and buffs are on the way - 3 October 2020
Long time no see! Unfortunately our last post (back in APRIL, good god) was a bit premature. California lockdown laughed at my happy cheery post, I think... lockdowns suck, but we're back! And in good news, the forced hiatus gave us new perspective into the game, and how to address some of its problems. Turns out having your nose buried in a project nonstop can cloud your judgement a little :) We're working on a lot of QoL changes, as well as how to make some of the more complicated elements more accessible. First off, there's the addition of a Universal slot. This will allow for Sam, Kat, or Frank to have a slot that holds an ability that all commanders can accces. The effort here is to make the game a little less complicated by default, as the universal slot would be replacing one of the 5 existing slots, and allow you to make some more interesting tradeoffs for what you take into bat…
- We're still alive! - 23 April 2020
Remember that last post? "We'll be right back after things get a little more settled after moving." Ha ha ha. Ha.... ha. Yeah. So moved, tried to get settled, got computer and new office set up. Had 3 (? ish) days of getting things back up and running, then BAM. Lockdown. Unsurprisingly, that darn beer bug threw a wrench into... well, everything. Still can't believe how fast everything happened; we both live in California, and things are more than a little chaotic over here. We're also pretty damn sure we both caught it. (0/10 would not recommend. WORST. COUGH. EVER.) But we didn't die! Yay! And we're really really hoping things are going well for all of you, it's scary times out there. There may be no end in sight to the lockdown, but we still have our computers. Just wanted to post and say yes, we're both alive, we have an adorable new office dog, and we're back to work on Sentinels!…
- Happy belated anniversary! - 3 March 2020
Hello everyone! We just passed our 3 year anniversary releasing into Early Access, and we wanted to take a moment and thank everyone for all the support over the years. (I can't believe it's been 3 years already!!!) We're planning on a big anniversary event, complete with a sale and new content, but as is often the case, real life happenings threw a bit of a wrench into things. Both of us have to move (and I don't quite have a place lined up yet for myself, ha :)) and it is taking quite a bit of time. We've tried to juggle moving and game dev'ing, but it went exactly as you would expect- not so well. So, instead of rushing things, we decided to delay a bit and wait until things are settled to get things going. We'll keep you updated, and I can promise that good things are in the near future! As always, we value your feedback and hope you're enjoying Sentinels! See you all soon :)
- Winter is here! - 17 December 2019
Grab your coats! The creeps are feeling chilly and will explode into snowflakes this holiday season. Some creeps are also feeling a bit bah humbug, and didn't want to leave halloween behind... don't be surprised to see a few bats flying around here and there. (Real talk - a bug in the critical hit points are causing bats instead of snowflakes in some areas. Will patch out in the next couple days, but... honestly I kinda like it. :)) Patch notes: Added christmas hats to runners and lights Snowflake explosions added (accessible through founders only section) Fix for creeponium being too dark in mission 2 Major improvements to missiles Added red beam to enemy attacks Reduced sniper recoil Lots of tuning changes Reduced enemy power on last wave of Iron Sky Repair pack now only recovers half of hit wound points Added animation for frenzy being active Fix for doors opening on spawners Fix for…
- New beta - 9 December 2019
Happy holidays everyone! Here's a beta before the big Christmas update. (For instructions on how to join the beta, click here.) Fix for creeponium being too dark in mission 2 Major improvements to missiles Added red beam to enemy attacks Reduced sniper recoil Lots of tuning changes Reduced enemy power on last wave of Iron Sky Repair pack now only recovers half of hit wound points Added animation for frenzy being active Fix for doors opening on spawners Fix for names of mods And tons of little tweaks and adjustments per usual. If you do jump in to test the beta, thanks! Be sure to let us know what you think - your feedback is invaluable. :)
- Happy Halloween - 30 October 2019
Happy Halloween everyone! Fixed a few bugs this patch, (also an embarrassing bug that we should have caught previously) and pushing it straight to live because BATS. And bugs. Patch notes: Bat explosions Pumpkin heads (I know they were in the last patch shhhhhh) Did I mention there were bats? Added turret animations so they actually look alive Updated lighting Added muzzle flashes and improvements for artillery launcher Recoil! FPS weapons finally have it Improved Justice attack Disabled energy bar if no energy abilities are available Locked skies to spooky moons only And plenty of little fixes/tuning changes per usual. We wanted to get in candy explosions as well, but couldn't quite make the deadline. Ah well, plans for next year :) Anyone want exploding turkeys for Thanksgiving?
- New build, so much stuff! - 15 October 2019
There's a lot here. We fell into a development pit and emerged with pumpkin heads, among other things. A lot of other things. To avoid being the next Crime and Punishment, I'll just put the juiciest updates here. When it goes live I'll be more specific, but you're just gonna have to jump in and play yourself to see all the fun stuff. We've gone ape on updating help things and even added new videos (!! click on the little red icons on the main menu) to help you find your way. After surfacing from the mountain of changelists... Added pumpkin heads to runners (activated under 'founders only' in options) Added help videos to main menu screen Added new achievements to first 4 levels Updated runner model and animations New cinematics in Pit and Creeponium mine (please watch with the pumpkins enabled) Changed end of level stars to rank badges, so you can master each difficulty level Multiple F…
- Flash sale! Last chance for 50% off! - 25 September 2019
We’ve got a new feature in the works, called Frenzy mode, and it really feels like the missing piece in our tower defense/fps chimera. For 10 glorious seconds, you get to be a true commander, floating above your faithful turrets as you tell them what to shoot and when. Those little robo towers have so much faith in you they'll just go nuts. They'll rapid fire at your chosen target with reckless abandon, and you’ll have a grand old time just blowing everything up. You won’t be able to shoot while in this mode, but nothing can shoot at you either. So besides to just feeling cool as hell, it can also double as an ‘oh #&*@!!’ button when you’ve got too many fighters on your butt. In addition to that, we’ve added some new cinematics featuring some earnest bad guys with questionable intelligence. Enjoy a preview here.--> It’s been a long journey (boy have I said that before) but I mean it whe…
- New beta - cinematics - 24 August 2019
We’re testing out a new beta! There’s not a big long list here, as we want to test out one thing mainly – a new cinematic structure! This one is just a start. If you’re so inclined, go ahead and jump into Into the Pit and see if anything looks different. We’re still working on the voicework, but we’re going to try to use a more cinematic approach to introduce game mechanics. We’re also pulling back on the mechanics introduced in the first four levels. We want to try a new structure with our betas, too. Instead of laboring for several weeks and then unleashing a boatload of new features on you, we’re going to try smaller, more frequent betas, where we can hopefully get feedback from you guys and make iterations before we push things live. As always, we’d love to get your feedback. What would you like to see explained better in game? Any suggestions or changes that you’d like to see? Let…
- New build - Big bug fix - 12 August 2019
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 - 24 July 2019
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! - 16 July 2019
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 - 21 June 2019
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! - 5 June 2019
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! - 29 April 2019
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 p…
- New beta! More fixes! - 26 April 2019
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 Add…
- Skyguard is live! And about a million other fixes - 15 April 2019
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,…
- New beta - Skyguard - 19 March 2019
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…
- Happy new year! New build! - 26 December 2018
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 ball…