2026-09-03 18:00 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, With Major Update 5 approaching we’ve released what should be the final beta branch preview of it. To access version 0.91.29585, you’ll need to switch to a beta branch: Find SENTRY in your Steam library and right-click on it, selecting “Properties” In the menu that pops up, choose “Betas” Select “Beta Branch” in the “Beta Participation” drop-down list In your Library you should see “” appended to the game name The usual logistical information when playing betas: please remember that while your profile saves w
2026-08-03 15:27 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, We’ve got a beta branch available that is focused around our new Prologue, which is a narrative sequence showing the opening Collective attack, how the SENTRY Defense Program is initiated and how the jump gates that allow future escapes become activated. So that people can test this without losing any progress on their existing saves, we’ve made a new test branch that you’d need to sync to. This is called “Prologue Playtest”. You can access this by following these steps: Find SENTRY in your Steam library and
2026-07-01 16:30 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, Major Update 5 is approaching! There have been loads of changes and your thoughts will be vital in helping us make adjustments, so we’d love to get your feedback on it. To access version 0.91.29073, you’ll need to switch to a beta branch: Find SENTRY in your Steam library and right-click on it, selecting “Properties” In the menu that pops up, choose “Betas” Select “Beta Branch” in the “Beta Participation” drop-down list In your Library you should see “” appended to the game name When you play the new version,
2026-06-01 16:16 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, While the Prologue is being tested we’ve been circling back to the main game this month and making some big changes. Before that though, just a quick update on our upcoming plans: originally we scheduled our next update to be the full release one, but some of the things we wanted to improve/revisit/add would ideally get community feedback first - which could then be incorporated into the v1.0 update. So we’re going to squeeze in MU5 next, before moving onto the full release update. The headline for MU5 is sol
2026-05-01 15:09 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, We’ve added a new enemy this month; the Bile Pod. {STEAM_CLAN_IMAGE}/38973288/9a51579b948fb0563f09b6d535d4e57b7d9df949.jpg These aren’t traditional enemies that enter via breach points. Instead, these are spawned into levels as a hazard. They are positioned on the floor and ceilings and are fixed in place. If you get too close to them they enter an alert state – get even closer and they’ll detonate, causing damage within a radius. You can attack them, but they’ll only enter a dormant state for a period of tim
2026-04-01 16:27 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, The main focus for March has been our new opening sequence. Our goals for this are creating something that is a fun/cool introduction, making people eager to dive into the rest of the game all whilst having learnt the core mechanics along the way. This prologue campaign is set during the initial moments of the Collective’s attack on Earth. You play a civilian engineer on an orbiting Listening Post (concept art of this is in last month’s Dev Transmission) who has to navigate the critically damaged station whil
2026-03-02 16:50 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, There have been three main areas we’ve been progressing this month. The first is continued gamepad support and we now have full coverage across all of our menus. We’ve also implemented vibration, so along with our planned improvement of combat controls we’re on track to tick the “full controller support” option when we launch the next Major Update. The second area has been expanding the tiered Scrapper, Raider and Warden work we outlined last month – if you’d like to read up on those check out the post here.
2026-01-30 16:48 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, There have been two main focal points this month. The first is continuing the gamepad work we started in December, so nearly all menus now have controller support. Once we’ve finished the last couple we’ll revisit the combat controls so they feel a lot better than they currently do and once this has been validated by the community we’ll mark the store page as having full gamepad support. The second area we’ve been working on is a multi-discipline effort to expand the core enemy behaviour, so that as you progr
2025-12-24 10:36 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, the main priority this month was the release of MU4, which you can read about here: https://store.steampowered.com/news/app/1252680/view/514102575975368846 Thanks to everyone who has been playing the game and providing their feedback! {STEAM_CLAN_IMAGE}/38973288/66563484a7dd8bd1dbd878c9b30ec92c2470c5ef.jpg As is usual after releasing a Major Update, we spent some time planning what our next areas of focus will be. We’ve got some cool things in the pipeline that we’re excited to move onto – and we’ll show more
2025-12-09 17:50 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, our next Major Update has been released! This post will go through the latest additions and changes – but before that, I wanted to say a big thank-you to all our community members that helped playtest the beta branch. Once again the feedback has been invaluable in reproducing bugs and providing information that helps our balancing and polish passes. {STEAM_CLAN_IMAGE}/38973288/cc4d2f68f8ff295ed55ee14581e4af3353675adb.png As with any Major Update, it’s worth covering some logistical information regarding the u
2025-11-26 14:47 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, Major Update 4 is on the way and there is a beta branch version of it available to play! As ever your feedback is crucial in helping us refine the latest set of additions, so please have a go and tell us your thoughts. To access version 0.9.27593, you’ll need to switch to a beta branch: Find SENTRY in your Steam library and right-click on it, selecting “Properties” In the menu that pops up, choose “Betas” Select “Beta Branch” in the “Beta Participation” drop-down list In your Library you should see “” appende
2025-11-03 14:40 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, This month we’ve been primarily focusing on all of the associated tasks surrounding our Tech system, which is replacing Passive Gear. If you missed the post that describes what Tech is, you can catch up here: https://store.steampowered.com/news/app/1252680/view/544495527868237649 We’ve been working on a collection of Unique Tech – this is the purple ones that have a standalone and more powerful impact (previously we’d been working on the Stackable – i.e. blue ones). You gain new Tech every battle and make you
2025-10-01 14:38 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, here’s what the team have been up to in September. Passives becomes “Tech”! Since the first Early Access version of SENTRY, we’ve been wrapping the original Passive Gear into other systems. The Jump Jets became a default ability, while armour became something you could spend resources on in the Crew Menu, leaving just the Bandolier behind. This is because we’re changing Passive Gear into “Tech”, which are small memory card-like objects a SENTRY chooses at Loadout to lean into certain playstyles and do a bit o
2025-09-02 14:36 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, In case you missed it, we planned out the remaining work for Early Access and posted up our new roadmap here: https://store.steampowered.com/news/app/1252680/view/534359257319997678 After the release of Major Update 3 in July, August was about diving into some of the work that is outlined in the new roadmap. New Enemy! We wanted our next new enemy to be one that had a big gameplay difference to any of the existing roster. The primary function for this enemy (codenamed ‘Ghost’) is that it can disable deployabl
2025-08-21 11:46 UTC · Community Announcements · Gary
{STEAM_CLAN_IMAGE}/38973288/a29bf005f5db9e0d5de1f9416f2ebda20508886f.png Hi everyone, We’ve built out a plan for our remaining work on SENTRY, so we thought we’d create a new Roadmap post. First, if you haven’t been keeping updated on the changes thus far then you can read up on the Major Updates in these posts: https://store.steampowered.com/news/app/1252680/view/4235154200342543684 https://store.steampowered.com/news/app/1252680/view/526460937466544207 https://store.steampowered.com/news/app/1252680/view/534357354429284567 The High Level Plan After deriving a list of new features, content an
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