Sentinels is a tower defense game lovingly spliced with a first person shooter. Deploy automated and manually activated defenses, then jump into the fray yourself with first person weaponry to decimate the relentless hordes of baddies!
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Release Date: Feb 17, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Want to help us build a cool action tower defense game by shooting bad guys in the face? Let's do this!
Sentinels has years of development behind it and is nearly feature complete, but there is still much work to be done. Early Access, for a truly indie developer, is simply the best way to get feedback and support while staying focused on building a great game.”

Approximately how long will this game be in Early Access?

“Planning on releasing end of 2017, but best answer is it’ll be released when it’s done, and not a second sooner.”

How is the full version planned to differ from the Early Access version?

“More levels, more structures to build, more loot mods, more enemies and a good single player campaign that introduces the mechanics smoothly. There are also some experimental additional game modes that will likely be added and will make it into final release if they test well.

And, of course, a few metric tons of polish.”

What is the current state of the Early Access version?

“The game has been stable in our tests, and framerate is good on desktop gaming rigs, but there have been reported issues with laptops. There are about half the number of levels intended for release, but there are multiple challenges for each level, so there’s a good amount of variety right now. The difficulty might be a bit high right now... but you like a real challenge, don't ya?

Oh, and there are bugs... that's the exciting metagame we added just for Early Access players!”

Will the game be priced differently during and after Early Access?

“Yes, early access players are receiving a discount (as well as 7 karma points and a virtual hug). It will likely go up about 20% before release.”

How are you planning on involving the Community in your development process?

“While we have a tiny team, we’ll stay tuned to the forums and do our best to respond to and evaluate feedback, and never miss those awesome ideas community members can bring to the table. There are some additional development tools that will be active in the game for early access players, helping them contribute easier, if they wish.”
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Recent updates View all (18)

June 27

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.

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May 30

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.

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About This Game

You like exciting FPS Shooters? You like Tower Defense? Want to customize weapons into your own personal killing machines? Then this game's for you.

Deploy automated and manually activated defenses to crush, pierce, burn, freeze and otherwise thoroughly decimate the relentless hordes of enemies. Jump into the fray yourself with powerful first person weapons like machine guns, shotguns, missile launchers, artillery… almost too many ways to humiliate your foes.

Still not enough ways to misbehave? You can customize loadouts with gear pillaged from your enemies, or rewarded from your heroic performance in the multiple missions offered for each level. Still need MORE? Fine, you can also also get modifications for your gear, increasing range, speed, and even force applied, just in case you wanna ram enemies into buildings - or each other. You can watch our level quickplay here.

  • 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.

Still curious how it all fits together? Check out our post here... or just play and find out for yourself. :)

System Requirements

    • OS: Windows 7 or later
    • Processor: 2GHz dual core
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce GTX 260 or Radeon HD 4850
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
    • OS: Windows 7 or later
    • Processor: 3GHz quad core
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce 560 or AMD HD 6870
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
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