Fight upward
Hits on a grounded enemy build toward a launch. Once it is airborne you have a short window to do something with it, and the game is built so that window is always the same length. Learning what fits inside it is most of the skill.
Cat Splat Studios · Toronto
A 2D action game, built for a gamepad, where dying sends you back to the start with a new layout and a little more to spend. Knock an enemy into the air, keep it there, and finish it with a move you only get once. Every level branches into as many as four routes, and one of them ends at the boss.
In development Unity 6 · Windows via Steam · Store page not open yet
The game
Sentinels of Gleamwood is a 2D action roguelite for a controller. It is about getting enemies off the ground and finishing them before they land, and about deciding for yourself how a run goes.
Hits on a grounded enemy build toward a launch. Once it is airborne you have a short window to do something with it, and the game is built so that window is always the same length. Learning what fits inside it is most of the skill.
Executions are not a button you press when a bar is full. Each one needs a particular kind of hit landed on an enemy in a particular condition, stunned or airborne for instance, so the two weapons you are carrying decide which finishers you can reach at all.
Levels branch, and every exit is a door you walk up to and read before you take it. One of them leads to the boss. Another skips the fight, the reward and the rest that follows, and you carry on with the health you have.
The dash and the wall jump are bought, not given. The game knows what you own and only builds levels you can actually clear, so buying one visibly opens the game up.
Work with us
Everything above is one codebase. It has 657 automated tests, all of them passing, and two checks that read the game's content and refuse to build if a designer has authored something broken. It has been through 21 numbered builds on the Steam pipeline. We take that way of working into other people's projects.
Character controllers, combat with real hit windows and hitstop, enemy AI authored as data, and procedural generation that proves its own output is walkable.
Runtime debug panels, content workbenches, and scene-view tuners that share their maths with the gameplay code, so the preview cannot drift from the game.
We wrote our own C++17 and OpenGL engine. It has an eleven-pass renderer, cascaded shadow maps, an ECS and a dockable editor. No game has shipped on it, and it is evidence that we are comfortable this far down the stack.
The Steam page is not open yet. When it is, wishlisting will be the single most useful thing you can do for the game, because it costs nothing and it decides how many people ever see it.