Build large-scale sci-fi siege encounters with mechanical tentacled enemies, defensive mechs, automated turrets, and a destructible underground dock environment. Sentinels share enemy information through a hive-mind system while individually searching, pursuing, and attacking targets. Configure combat encounters featuring airborne swarms, defensive crossfire, and a staged drill breach.
The included demonstration environment brings these systems together in an underground industrial stronghold with elevated platforms, connecting bridges, and a central tower.
Physics tentacle Sentinels
Force-driven flight with obstacle-aware 3D path finding
Procedural tentacles that bend, wrap and react to walls, floors and characters
Grab-and-throw attacks: sentinels seize players and NPCs and hurl them with real physics
Ragdoll deaths and a shutdown sequence when a sentinel is destroyed
Swarm AI that scales
Hive coordination: sentinels share targets, flank and avoid crowding each other
A spatial grid and simulation tiers, so hundreds of sentinels run at playable frame rates
Distant sentinels are drawn as animated instanced meshes, and close sentinels use full physics
A built-in performance benchmark and automated regression tests
Crewed walker mech
A pilotable bipedal walker for the player or AI, with cockpit seating
AI pilots board, patrol, jump only onto solid ground, and fire burst volleys
When the fight is over, the crew climbs out
Reactive NPCs
Civilians with moods: calm, alarmed, fleeing and fighting
Location-based damage: headshots kill instantly; arm hits make them drop out of the fight; leg hits make them limp
Fistfights: NPCs punch back when attacked, and nearby crew join in
Friendly fire during battles is forgiven, but attacking civilians in peacetime makes them hostile
Fall damage and ragdolls
Combat systems
Ballistic projectiles with travel time, mass and surface-aware impacts
Defense turrets and burst volleys
A combat HUD with health, hit feedback, death and respawn
Procedural audio for engines, impacts and footsteps
Everything is exposed to Blueprints and tunable in Details panels. A demo map is included.