
Steam news
Full Steam announcements and update articles for this title.
For your listening pleasure outside of the game, the Shrapnel Sentinel Soundtrack has now been released.
Note that the bandcamp download also contains some bonus items, if you are interested...
https://pritster95.bandcamp.com/album/shrapnel-sentinel-original-soundtrack
We also have released a small patch for the game.
Fixed exclusive fullscreen on multi-monitor setups sometimes showing a frozen image on the primary display while mirroring to other monitors. It now recovers automatically instead of needing a restart.
The main menu now explains why Steam is unavailable when the game can't sign in.
Improved diagnostic logging for Steam sign-in failures.
If you encounter any more technical issues, let us know either in the discord or the bug report thread, thanks.
See you among the shrapnel.
Three years ago, we gathered to form TRITHESIA. Today we launch our debut game Shrapnel Sentinel. Thank you all for your interest and support since we began showing you the game. We are especially grateful to our beta testers.
We look forward to continue as TRITHESIA along with you.
Changed Sequence 2.
Changed Zniper behavior.
Their general accuracy has been reduced.
They now fire three times in a row.
Each shot has slightly increased accuracy.
Improved game over image rendering.
Added lobby dust particles.
Added pillar hit particles.
Added Zniper lasers.
Added textured score rendering.
Added graphs to replay overlay.
Improved UI.
Increased the amount of points given by bosses.
Training progression now waits for the player to pick up weapons or shield.
Conflicting control bindings are now highlighted instead of being cleared automatically.
Changing the UI scale now asks you to keep or revert the change, reverting automatically after a few seconds.
Implemented new run statistics UI.
Improved performance for world collisions.
Improved performance for pillar hitbox rebuilds.
Added "Record performance data" checkbox under Settings → Graphics to help track down performance issues.
Enabling it will record metrics until you disable it or the game exits.
The result is written to a file in the game directory inside the `profiler-output` folder.
Fixed wasting GPU resources when rendering UI.
Improved post-processing render performance.
Improved shadow rendering performance.
Improved startup time.
Fixed borderless fullscreen not covering the entire screen when launching the game.
Fixed HUD flash bugs.
Fixed replays not switching to a newly grabbed weapon.
Fixed excessive RAM usage.
Fixed replay audio bugs.
Fixed player sometimes getting stuck on internal edges of wall geometry.
Render engine performance improvements.
Massive performance improvements when rendering particles.
Significant performance improvements when rendering shadows, gibs, and dynamic meshes.
Improved physics performance for walls breaking.
Changed Sequence 2.
Horks now only damage the pillar when actively charging at it, instead of on every collision.
Added enemy highlight effect when multiplier is about to run out.
Enemies now have a decaying death effect.
Added effects to score and multiplier HUD.
Improved pillar hit effect.
Added unique lobby ambient tracks for each sequence.
Improved Zniper charge sound.
Reduced amount of audio sources for Zipper.
Improved UI.
New settings
Replaced separate Fullscreen / Borderless / Always on top settings with a single Window mode setting (windowed / borderless fullscreen / exclusive fullscreen). Borderless fullscreen is the recommended mode for fast alt-tabbing.
Added secondary input bindings.
Added UI scale setting.
Settings UI
Settings are now separated into tabs.
Added button to reset input bindings.
Improved input binding UI.
Replays
Implemented replay seeking.
Added timeline to replay overlay UI.
Added replay speed slider.
Cloud ring no longer spawns in training mode.
Fixed many replay bugs.
Fixed not saving final stats value to run stats (graphs).
Fixed spam-clicking replay buttons leading to multiple downloads and replay restarts.
Fixed training sequence showing up in sequence browser.
Fixed many other UI bugs.
Changed both sequences.
Shield now depletes much faster when equipped.
Decreased HP for Hork.
Zippers now shoot the pillar when the player is behind the pillar or behind their shields.
Improved Zniper charge and shoot particles.
Zippers are now more visible.
Player death type is now shown during respawn.
Improved cloud visuals.
Improved Zipper aggro textures.
Improved Slicer emission.
Completely changed the audio engine. There is still no proper mixing support, but issues with distortion should be fixed.
Changed many sounds to improve overall audio clarity.
Improved UI (still not finalized).
Improved graph UI.
Training button has been moved to the main menu.
Improved credits screen.
Game over UI now appears faster.
Default main volume is now 40%.
Added new settings:
Crosshair type (default, none, dot).
Borderless window.
Always on top window.
Added player death types to run statistics graphs.
Improved training.
Added shield and Bok enemies.
Added text explaining weapon jumping and shielding.
Fixed Shackled not de-aggroing after player heal.
Fixed ZipperBeam being able to launch the player on game over.
Fixed pillar hitbox not closing soon enough after the player respawning.
Fixed some CPU performance issues.
Fixed rare crash related to rigid-body physics.
Fixed crash when a powerup despawns.
Fixed graph background not resetting after losing multiplier from player death.
Leaderboards have been removed from the demo again. They will be available in the full game.
Fixed NEW HIGH SCORE displaying after having watched a replay.
Fixed Dreaded spawn locations not being randomized.
Fixed Zipper beam damage launching the player too high.
Fixed Exploders sometimes teleporting above the walls.
Increased particle buffer for small fire.
Fixed pillar heal not activating when HP is exactly 35.
Changed both sequences.
Improved Dreaded movement and increased their speed.
Changed Training mode.
Increased amount of shrapnel for Venti and Revo.
Decreased player knockback for various enemies.
Changed Horks.
Increased HP, size, and speed.
They can now be aggro'ed.
They now move further away from the pillar.
The pillar attack timer now gets reset after an attack on the player.
Improved in-game HUD.
Improved Bok texture.
Improved pillar death effect.
Removed replay effects.
Tweaked pillar emission.
Tweaked ambient lighting.
Improved lighting visibility on oil.
Improved shield breaking effect.
Despawned powerups now break into pieces.
Improved powerup despawning effect.
Added pulse rings for when powerups spawn.
Improved Hork death effect.
Added highscore music.
Improved player burn sound.
Added sound for keeping multiplier.
Increased the amount of points given by Shackled and Zipper.
Wall column fire now damages the player.
Improved UI and icons.
Improved pillar hitboxes.
Leaderboards are now temporarily enabled in the demo. Note that they will be removed from the demo again when the full game launches.
Added "switch to last used weapon" control (default key is Q).
Hork sounds are now louder and more apparent.
Horks now have a light source.
Added weapon and pillar codex.
Configured Steam cloud saves for player progression.
Venti and Venti+ rate of fire have been increased.
Venti++ ammo has been increased.
Venti now has a tiny bit of spread.
Revo shot sounds now have a click sound indicating when you can shoot again.
Dreaded scream sound now loops.
Added ring around multiplier indicating how many enemies need to be killed to progress.
New unlocks are now shown in the game over screen.
Added additional walls to Training map.
Fixed performance issues during game over screen.
Other small performance improvements.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Shrapnel Sentinel, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Shrapnel Sentinel statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.