This update fixes an issue where using the Random button when setting up a multiplayer game could cause problems with the game setup.
This update also adds preliminary support for mod creators to load and test various artwork elements. Full documentation for the artwork naming conventions and formats is in progress and will be released when ready. The game will now attempt to load:
Small size card artwork
Full size card artwork
Character backgrounds
Environment backgrounds
Other artwork, music, and other resources are not yet supported. Multiplayer is not yet supported. Mod support is still under development but if you're raring to go, we won't stop you! Check out the Trello board and dev streams for more information. As a reminder, since mod support is currently in development, we cannot provide ordinary customer support for it yet.
The Adamant Sentinels can now be selected properly in the New Game screen.
Losing to Wager Master's card "Who Are You Fighting?" no longer incorrectly counts as a victory for achievements.
Fixed an issue where repeating a decision to skip selecting a deck could cause problems later in the game.
This update also adds preliminary support for mod creators to load and test variant cards for existing decks. Artwork, music, and other resources are not yet supported. Multiplayer is not yet supported. Mod support is still under development but if you're raring to go, we won't stop you! Check out the Trello board and dev streams for more information. As a reminder, since mod support is currently in development, we cannot provide ordinary customer support for it yet.
Cards that prevent damage now work correctly when an ambiguous decision is involved.
Fixed a problem where card keywords changed by other cards would be shown incorrectly if you switch battle zones.
Heroes can no longer trade objectives with heroes in the other battle zone.
Progeny (Scion) no longer prompts to play the top card of incapacitated hero decks.
If your hero is incapacitated after Voss becomes OblivAeon, you can choose the incapacitated ability of any face down hero in your play area.
Rites of Revival now works correctly in OblivAeon mode.
Fixed a problem where destroyed Mission cards could not be returned properly to the bottom of the Mission deck.
The cards discarded by Great Fortune now count for other things checking for discards.
The Nation in Ruins no longer flips if fewer than two environment cards are actually played.
Savage Mana requires Haka to be the source of destruction, either via damage dealt by Haka himself, or a "destroy" card played by Haka's player.
Fixed an interaction between Omni-Unity and Caspit's Playground that could leave ongoing cards as permanent targets.
More cards such as Super Ultra Kawaii trigger at end of turns even if they occur in the other battle zone.
Fixed various issues with Guise copying Reward cards.
This update includes preliminary support for mod creators to load and test their new decks in the game itself. Artwork, music, and other resources are not yet supported. Multiplayer is not yet supported. Mod support is still under development but if you're raring to go, we won't stop you! Check out the Trello board and dev streams for more information. As a reminder, since mod support is currently in development, we cannot provide ordinary customer support for it yet.
Achievement tracking is now working correctly for the achievements based on defeating OblivAeon and for defeating all of OblivAeon's shields.
Individual Scions no longer show Challenge or Ultimate on the new game or end game screens.
The text of No Time to Bleed is changed so that the reaction damage is optional, due to a rare infinite loop problem with A Good Time Span and Fixed Point.
Divine Focus now triggers at the start of turns where the associated hero/deck is in the other battle zone.
Fixed an issue with Dark Mind's destroyed effect playing cards in the wrong battle zone.
Voidsoul (Advanced) now properly adds devastation tokens when flipping to its front side.
This update also includes very preliminary low level support for mod creators to start working on programming new decks. Mod support is still in development but if you're raring to go, we won't stop you! Check out the Trello board and dev streams for more information.
This past Friday, October 16th, marked the 6 year anniversary of Sentinels of the Multiverse making its debut on the digital tabletop. In honor of the occasion, we held a live stream looking back on where we’ve been, but also looking forward at where we may take the multiverse in the future!
If you missed the live stream, or just don’t have the time to watch, read on for a breakdown of what we covered.
Season 2 Finale
Sentinels of the Multiverse version 3.1 (released on October 14th) brings Challenge Modes to all the remaining team villains, Trickster Kismet, and OblivAeon, completing the penultimate stretch goal unlocked during the Kickstarter. The final stretch goal was the “Sounds of Victory” goal which brought an album of hero theme music (also released on October 14th). With the release of these 2 items, Season 2 has officially wrapped.
You can currently get the new soundtrack from our store, Bandcamp, or Steam with other digital stores and streaming services coming soon. We also hosted a listening party where Jean-Marc walked us through all the new music, and Guise even stopped by to debut his new music video!
Season 2 is complete, so now it’s time to focus on what comes next.
Steam Workshop
Now that all official content has been shipped, where will new content come from? From you of course! We announced on Friday that we have started development on Steam Workshop support for Sentinels of the Multiverse. In brief, this means that we have begun to build support for players modifying the game - new heroes, variants, villains, environments and more could all be possible. Since this feature is all about the community, we’re also taking a different approach to the development and bringing the community right into the process.
You can catch up on the first dev stream here. It starts with the team introducing themselves and talking about the project at a high level. We go into some of the details of what will be involved for us to support mods and what it will take for you to make one. Then John gets right into some prototyping work.
We'll be live streaming development every Friday afternoon at 1 PM Eastern. Tune in to see how it's going and get involved!
The Future
Beyond Workshop support, what else could we see in the future?
Sentinels of Earth-Prime
Currently expected to go to print by the end of the year, Sentinels of Earth-Prime is a Sentinels Engine game but based in the Mutants and Masterminds universe. Once this is shipping, it could very well make its way to digital.
Console Release
Would you like to play Sentinels on your Playstation, Xbox, or even on the go on Switch? We'd like you to, so this is something we continue to look into for the future.
Campaign/Story Mode
Another unreached stretch goal from Season 2 was a campaign or story mode for the game. Could this still be in the future, maybe as part of a console release plan?
Localization
We know there are heroes all across the world, and they don’t all speak English. We’ve looked into bringing additional languages to the game, but for the moment, this remains a bit outside our budget. But if you know of any publishers that would like to help out, have them get in touch!
As Sentinels Digital celebrates its 6th anniversary, this update adds Challenge Modes for Trickster Kismet, the Villains of the Multiverse, and OblivAeon. Plus, 16 new achievements are now available to unlock! Visit https://sentinelsdigital.com/season-finale to learn more about the anniversary event, including an achievement contest.
Also available today will be the Heroes of the Multiverse: Season 1 soundtrack album! This soundtrack features original theme songs for all of the heroes in the core game and Season 1 expansions.
There are a lot of bug fixes in this update! Here are the highlights:
Online multiplayer has been optimized and improved so it's easier to rejoin games.
The "Mobbed by Paparazzi" and "Extreme Hostage Situation" achievements now require a minimum of 1 hero turn to be played.
The Hunted Naturalist's power will work properly after Spite: Agent of Gloom changes into Skinwalker GloomWeaver.
Fixed an issue with Dr. Medico Malpractice's power causing damage multiple times incorrectly.
Lifeline - Blood Mage's third incapacitated ability now correctly damages only heroes, not all hero targets.
Construct Cataclysm allows you to damage fewer than X targets if you choose the second option.
Fixed a problem where temporary effects could incorrectly expire if La Capitan took an extra turn during a hero turn.
Shock Rounds will no longer be destroyed if damage is not actually dealt by the gun it is next to.
Termi-Nation Bunker's incapacitated ability now interacts correctly with Spite's drugs.
Fixed an issue where Heroes Unallied would not be destroyed if the damage was redirected and then prevented.
Backlash Field Generator now reacts correctly even if the damaged device is destroyed and put under La Capitan.
Drum of Despair now properly recognizes when hero cards are indestructible.
Improved drag and drop to play a card when the play area is scrolled up.
Unlocking a variant on the New Game screen while the hero/villain is selected now works correctly.
Number-based keyboard shortcuts now work on the numpad keys as well as the top row number keys.
Show All Targets no longer changes the keyboard shortcut for the Stop/Skip option.
Plus, many bugs in OblivAeon mode have been fixed:
Sky Deck will no longer put Aeon Men on top of the OblivAeon deck.
When OblivAeon destroys an environment due to changing pages, the players can choose which environment is destroyed.
Cards next to OblivAeon no longer are moved to Rainek Kel'Voss.
OblivAeon's second page end of turn effect now checks to see if hero character cards were dealt damage, not hero targets.
Fixed a problem interaction between Dark Mind and In Medias Res where a destroyed card could remain in play.
Playing Devastating Aurora (reward card) now properly counts as playing a hero card, so you don't draw an extra card in your draw phase.
Fixed issues with a target changing battle zones while dealing damage to multiple targets.
Take Down now stops Rainek Kel'Voss from playing OblivAeon cards.
Maintenance Level only shuffles hero trashes into their decks in its own battle zone.
Fixed an issue with Great Fortune where it could get stuck on limited cards already in play.
Reward cards in hero decks will now display in the proper order.
Cortex Hyperstimulator now works correctly when placed next to Scion panels.
Fixed various problems relating to Voss taking over OblivAeon.
Adamant Writhe's power can no longer cause Aeon Men to go to the bottom of OblivAeon's deck.
Grasping Shadow Cloth can no longer choose the Mission Deck.
If an objective card is indestructible due to Fixed Point, it can no longer be swapped out.
Fixed a problem where Wrest the Mind and similar cards could stay next to a mission card when it flips.
Hostage Situation (and other cards that require everyone to discard a card) now works properly when a hero in the other battle zone has no cards.
When no players are in a battle zone with River of Lava or Maintenance Level, they no longer ask about performing actions.
HEY! It's me, Guise. They also fixed all kinds of bugs that supposedly were related to me. I'm a bit skeptical though, as I'm pretty sure I was perfect already. Anyways, here's the list they sent me:
Added new voice lines for Completionist Guise and a few other things. If you already unlocked Completionist Guise, click here to hear what you should have heard! If you haven't, no cheating!
Uh Yeah, I'm That Guy! no longer counts for too many copies of certain cards. Aw, shucks!
Training Facility now allows Santa Guise to optionally use both his powers if he discarded a card. You better believe it!
Completionist Guise no longer incapacitates a hero when they swap in an incapacitated variant. Oops!
Putting an incapacitated Sentinel in your collection no longer interferes with Second Chance. It wasn't my fault!
When switching The Harpy's character cards with Completionist Guise, her tokens are now preserved. It was an accident I swear!
Fixed a layout issue when flipping over Guise's foil character card. Finally!
Whew! That's it! Have fun!
Version 3.1.1 Hotfix Update
This update has more bug fixes:
Fixed a problem where Any Time, Any Place may not unlock. If you defeated all the environments in the previous version, defeat one of them again to unlock the achievement.
Fixed a problem where Destroy the Destroyer or Ultimate Victory would not unlock.
Fixed issues with revealed cards in certain situations in OblivAeon mode.
Fixed a problem where Wrong Time and Place could react incorrectly.
The Ultimate Target now works correctly in all cases with True Purpose.
Meager Winnings no longer allows you to choose a target with full HP so that it doesn't gain HP.
This update has several bug fixes to keep the Multiverse running smoothly!
• Fixed a problem where the tutorial would get stuck on Legacy skipping his turn for Volcanic Eruption. • Advanced difficulty for Scions is now preserved when restarting the game or trying again. • Fixed an issue where Advanced Aeon Master could play too many Aeon Men at the start of the game. • Fixed a freeze that could occur in certain situations with Challenge Spite: Agent of Gloom. • Fixed a freeze with Representative of Earth when it is destroyed before choosing a hero. • Fixed a problem where the game could get stuck at the end of Sanction's turn. • Various other small bug fixes and improvements have been made.
As you know, we launched Aeon's End back in September (mostly). What you may not know is that for almost the entire last month of development, the team spent a huge chunk of their time tuning the engine and UI of the game to be easily our slickest, fastest, most streamlined experience to date. If you played the Early Access builds, you likely noticed the speed increases over time. These enhancements started in the engine, but really apply to every aspect of the game.
So why does this matter to Sentinels players? Because after Aeon's End launched, David informed us that it wouldn't be too difficult to bring some of those optimizations to some of our previous games! The first fruits of this endeavor have arrived in version 3.0.8 of Sentinels of the Multiverse which is available now. In addition to the usual bug fixes, this update also brings speed increases of up to 30% in some areas of the game! What else is updated in this version?
• Fixed a problem where the game could hang if a hero was incapacitated on their own turn in OblivAeon mode. • The game no longer gets stuck if two limited cards already in play are revealed by Great Fortune. • Fixed an issue where Brain Burn would not work properly in some cases in OblivAeon mode. • Fixed a problem where Moving Target would not react if damage was both redirected and prevented. • Fixed an interaction between Stripped Resources and Crystalloid Behemoth so that it is player choice where the Behemoth goes when destroyed. • Fixed a timing issue between In Medias Res and distortion cards in the Realm of Discord. • Various other small bug fixes and improvements have been made.
Spirit Island Campaign Nearly Complete
The campaign for our next game is almost over the line! As of this writing, we're less than 5% away from our funding goal. If you like cooperative strategy (and let's be honest, what Sentinels fan doesn't?), check out the campaign and kick in a few dollars if you're able. Thanks!
Sentinels of the Multiverse first launched for tablets on October 16th, 2014. It came to Steam two months later. In the five years since, more than 250,000 copies have been sold, and there’s still more to come. Thank you for your support over the years - and thanks for saving the Multiverse!
Sentinels of the Multiverse is free-to-try all weekend on Steam. The game, ALL expansions, and ALL soundtracks are also discounted through Monday, but that’s not all!
We’re also raising money for I Need Diverse Games. Handelabra Games will donate $1 for every Season Pass or Completion Bundle sold during the event, but you can also head to our Tiltify page to donate as well! Learn more at http://SentinelsDigital.com.
Spirit Island
Don't forget - our next game is up on Indiegogo right now! Join us during the anniversary week this Wednesday at 1 PM Eastern for the first development stream of Spirit Island. The campaign is over 50% funded in less than a week, but we still have a ways to go to our goal!