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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The big update is live!


A new build is live, and a beta patch is up with even more changes on the way! Check the patch notes here and here. As you can see, we’ve made plenty of improvements, and we’re really happy with the direction things are going. New maps, exploding crystals, propane tanks… the list goes on. Interested yet? Want to give it all a whirl? We’re looking for playtesters willing to give us all their opinions and help us keep improving! Message us here, or on twitter, facebook – wherever you like.


One of the biggest changes we’ve made is scrapping Quarry in favor of a new level, Creeponium Mine. Into the Pit has also had a few new additions. The red creeponium (yes, the very same you first meet in Sierras) will explode with a well-placed sniper shot. The small explosions are very helpful for taking down runners, or a pesky creep that made it past your defenses. But if things get hairy and not one creep, but an entire troupe is about to escape into the city…? Then just shoot one of those handy propane tanks and nuke the whole thing.

Creeponium Mine

Into the Pit

The green creeponium has been disabled for now – previously, the runners and other creeps could pick up the crystals, which would grant a periodic health buff. This will be introduced back in at some point, and various types of creeponium will still be encountered in later levels; but we want to revisit its current implementation for now.

FPS view

Another big update – level modifiers. In addition to the normal level difficulty, you also can now unlock the ability to increase the speed and health of creeps, or the speed of the whole darn game if you so choose. The store, shown off in a previous devlog, is now live. The currency is streamlined into tokens and credits, and now you can buy all of those shiny new guns and weapon modifiers. Upgrading is now much simpler as well. Instead of a bunch of steps to socket any particular property, you can automatically add any available mod you have, provided you have an available socket. Your inventory can be seen on the bottom at any time. The power boosts are separated now – if you want to give your gun a good old-fashioned power buff, if you’ve got enough cash just click on the bouncing + icon and boost it right up.

Menu screen

We’ve made a ton of balancing changes since our last update – one of the biggest changes you will see is the addition of themed missions, as well as a scouting report. The individual encounters now have clear rewards, things to achieve, and each mission has more specific spawns now, instead of the fairly random waves we had originally. We’re continuing to work on this, and want each commander to have their own themed set of creeps eventually. We've also made a lot of graphic improvements, including the UI! It's still a work in progress, but the icons and map view have far more personality now.

Tactical view

Another level is currently implemented, though the path is still first pass and going to be improved upon. We plan on having multiple maps take place in the Factory as well. It's an ecosystem we've wanted to add for a long while - it fits the feel of the game and is just more interesting and fun. Jump pads for runners have also been reintroduced - it's just a beginning implementation for now, but we're planning on letting air turrets target runners while flying through the air, among other things. We'll end on a little tour -

Thank you again for reading, and if you're interested in playtesting, be sure to message us - we want to know what you think!

Beta build is live!

Beta build is live!

News 1 comment

New beta build, keys available for dedicated playtesters, and an absolutely enormous changelist.

Devlog #4 - Progress update

Devlog #4 - Progress update


New level mods, a spruced-up menu screen, and plenty of chatter about what we're working on.

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!

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Developer & Publisher
MindWalker Games
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Game watch
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Latest tweets from @mindwalkergames

Lighting improvements to Into the Pit! #screenshotsaturday #indiedev #gamedev #madewithunity

Oct 22 2017

ICYMI, new devlog post is up about our big update! #indiedev #gamedev

Oct 20 2017

New devlog is up for your reading delight! #indiedev #gamedev #gamedesign #indiegame

Oct 20 2017

While waiting for Indiedb approval on the latest devlog, please enjoy this creep ascending to the heavens.…

Oct 19 2017

Doubleback with updated GUI! #madewithunity #gamedev #indiegame #indiedev

Oct 19 2017

New loadout screen! #indiedev #gamedesign #gamedev #madewithunity

Oct 18 2017

New beta patch is live! #indiedev #madewithunity #gamedev #indiegame

Oct 16 2017

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