You like first person shooters? You like Tower Defense? What about customizing weapons into your own personal killing machines? If you answered yes to any of the above, then this game's for you! Sentinels is a TD/FPS hybrid - deploy automated and manually activated defenses, then jump into the fray yourself with first person weaponry to decimate the relentless hordes of baddies!

Key features

  • Build your defensive web with a variety of automated and manually activatable turrets.
  • Jump into the fray with powerful first person weaponry. Choose from grenade launchers, lockon missiles, machine guns - just to name a few.
  • Customizable mods bring more destructive additions to the table - with options like force, phasing, and armor piercing, the strategic possibilities are endless. Personalize your weapons and towers to the highest standards and take the baddies down with grace.
  • Defend an ever-expanding roster of levels - 10 maps are currently available, 7 which have multiple challenge and endless modes. At least 6 more levels are actively in the works.
  • Level up and increase your rank to unlock more weapons, mods, and other perks.
  • Face off against 5 powerful commanders, each with their own unique powers and buffs. From stealth to speed to heavy armor, you'll find yourself challenged every step of the way.
  • Early Access Special! All EA players can access developer mode. Should you choose to activate it, you'll be given incredible control of the game. Bump up strength, speed, and frequency of enemies if you like a challenge, or increase the commander ammo pool if you want more fps action. You can adjust pacing, as well as toggle various game modes as we move forward in development. You can use these tools to give us personalized feedback and perhaps see your personal changes implemented ingame. All of this and more is available - the power is in your hands.
  • Steam Trading cards are coming soon.

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Devlog #4 - Progress update


Once again, time flies – though this time the gap was increased because of our trip to SDCC. It was amazingly fun, and we’re rejuvenated to jump entirely back into the game!

First up, a quick look at our new menu screen. It’s still a WIP, and we plan to have the menu screen level up as you do. That means more turrets, and more explosions!

New Menu screen

As for our biggest goal, tutorials are still our highest priority - we’re making sure all core mechanics are well explained and outlined before we go farther. Once it's rolled out and the game is updated, believe us, the patch notes are going to be very exciting! (And verrry long. :)) In addition to tutorials, here’s a peek at some of the other improvements up next:

We’re adding in level mods that you can unlock – if you want faster creeps, scarily bulky ones, or an entirely faster game, the power can be yours. And of course, the higher you set the difficulty, the higher the points. As we’ve mentioned before, speed has been one of our big challenges in this game – to find a balance where the creep speed feels good in both tactical view and fps. We think we’ve come to a happy medium, but this will allow for those who want a greater challenge.

Level Mods

As of right now, you unlock the mods as you level up – and on that note, our level system is being polished up too. While our programmer was off making everything actually work, I went searching for some more satisfying sfx, so the levels you gain will have more punch. You earned those levels, darnit! You deserve to feel proud! In that same vein, a lot of the sound effects in game are getting an overhaul. We want the impact sounds to… well, have more of an impact. After burying our noses in far too many audio libraries, think we’re well on our way. And our trailer, really and truly, is nearly here – some of the new explosions and other sound effects will be on display. Had a bit of a hiccup when our recording software decided to stop recording audio… that wasn’t a fun discovery. Scrapped more recordings than we would have liked, but we’re back on track! It all seems to be working again (knock on wood) and now I get to dig through a hefty pile of gameplay recordings and clip out the best shots.

Dual Strike

Another improvement to the loot system is the inclusion of a store. Before, you had to rely on random drops to get the mods you need. Now, you can buy the mod you've had your eye on... provided you have enough credits, of course. The store is *very* WIP (The shopkeep is currently the original incarnation of Sam :)) But it demonstrates the basics. The stock will regularly rotate, and we have a lot of ideas on what could stock there vs. in loot crates... there's a lot of opportunity here.


And as an interesting creep tidbit, the new runners also have some modifications – previously, the armored mechs were just too hard to kill. Now, if you successfully shoot their arms off, you can set them on fire and blast them off the path. It should both make them easier to deal with, and more fun as well. If you follow us on twitter, you’ll find a plethora of gifs with them (I really like turning them into flaming stumps. :))

Armored mech

Runner mech unarmed

That’s a fairly good overview of what we’ve got going on right now – a whole lot of tweaking, polishing, and refinement. Making things more satisfying and rewarding. Explaining new mechanics while keeping everything interesting. Like I mentioned before, there are only two of us working on the game at this time – so expect our updates to be on the slow and steady side. I could make plenty of corny jokes about stopping time here, but you get the idea. We’ll just keep working on making things awesome, hope you enjoy the ride.

And be sure to follow us on twitter! Frequent updates, plus all the fun gifs that are too big to post here. :)

Devlog #3 - Level tools

Devlog #3 - Level tools


A closer look at our level tool and all the cool stuff we can do with it.

Devlog #2 - What's up next

Devlog #2 - What's up next


Keeping you posted on what updates are next in line. Also looking for feedback on our weapon mod system!

Devlog #1 - The beginning

Devlog #1 - The beginning


A bit of an intro and showcase for our hybrid tower defense/first person shooter! A lot of progress has been made since entering Early Access, we'd love...

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Developer & Publisher
MindWalker Games
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Latest tweets from @mindwalkergames

Playtesting mayhem! #gamedev #madewithunity #indiedev #gamedesign

Aug 14 2017

Goodness gracious, great balls of fire! #indiedev #madewithunity #gamedev #gamedesign #indiegame

Aug 13 2017

Choosing a new font! Which do you like best - 1, 2, or 3? #screenshotsaturday #indiedev #gamedev

Aug 12 2017

Apologies for the gap in news - one of our devs had a family emergency. We'll be back to our regular posting shortly!

Aug 12 2017

Runner mechs with oil/blood effect! (Really want to make an arrow to the knee joke...)

Aug 5 2017

A better look at the grenade launcher's new shock wave effect. #madewithunity #indiedev #gamedesign #gamedev

Aug 3 2017

Nucleus from tactical view. #indiedev #towerdefense #madewithunity #gamedesign #gamedev

Aug 2 2017

If you haven't already, be sure to check out our devlog over on Indiedb! #indiedev

Aug 1 2017

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