New Major Update 3 Beta Test (and June Dev Transmission)
[p]
Hi everyone,
We’ve made an updated beta build available, which we’d like your feedback on so we can incorporate it into Major Update 3!
I’ll list everything new below, but first some important logistical information about playing beta versions:
When you play the new version, the most important thing to consider is that while your profile saves will carry over (i.e. all your equipment you’ve unlocked thus far), your current escape run will not – so if you’re in the middle of a run and you don’t want to lose any new blueprints you haven’t banked, reach a gate and bank them before switching to the new version.
It’s also generally good practice to back up your profile saves ahead of any Major Update, just in case you’re the one that finds an obscure bug. You can find your profile and save folder here:
C:Users\[Username]AppDataLocalLowFireblade SoftwareSENTRYSavesSteam\[SteamID]
This build has some changes to how equipment slots are handled, so I’d avoid switching between the beta and default versions of the game unless you’ve backed up your saves.
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The Previous Beta[/h3]To read up on the additions to the first MU3 Beta, read this post here:
https://store.steampowered.com/news/app/1252680/view/534352273139040758
In summary, there was a new hazards and rewards system, two new levels, two new weapons, and an extensive rework to how we present information in the Overview menu.
When we were testing the previous beta – and combined with your feedback – we felt that one of the systems we had planned for MU4 was needed sooner rather than later, so we spent a lot of June working on this new crew menu feature...
[h3]The Crew Menu[/h3]
The biggest new system in this Beta update is a new Crew menu. I recently posted an announcement that goes into the details of that here:
https://store.steampowered.com/news/app/1252680/view/534354183830111022
Essentially you can now provide your crew with armour, rename them and revive dead ones. Once we’ve implemented the skins system, this is where you’ll be able to change uniforms too.
[h3]What else is new?[/h3]
The crew menu was a big recent focus, but we’ve been incorporating your feedback on the last beta build too, with a mixture of individual fixes plus broader balancing across the entire campaign, such as:
There’s a bigger change you may notice too: Equipment banking now occurs automatically at gates and slots are no longer persistent across runs.
There'll be ways to increase slots beyond just picking them at gates. Additional ships plus slot-granting rewards are planned, and in the Crew menu post linked above we talked a little about a new player passives system scheduled for MU4 which will replace the old Passive Gear. Some of these will provide extra slots too.
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The last push to Major Update 3 is focused around polish, bug-fixing and balancing so your feedback is crucial in helping guide our efforts. Please post them in the comments below, in a separate post on the Beta Branch forum or on our Discord.
We’ll keep you updated on our progress :)
Thanks for your continued support!
![]()
We’ve made an updated beta build available, which we’d like your feedback on so we can incorporate it into Major Update 3!
I’ll list everything new below, but first some important logistical information about playing beta versions:
- The correct version is 0.8.26435 and to gain access you’ll need to switch to the 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 “\[betabranch]” appended to the game name
When you play the new version, the most important thing to consider is that while your profile saves will carry over (i.e. all your equipment you’ve unlocked thus far), your current escape run will not – so if you’re in the middle of a run and you don’t want to lose any new blueprints you haven’t banked, reach a gate and bank them before switching to the new version.
It’s also generally good practice to back up your profile saves ahead of any Major Update, just in case you’re the one that finds an obscure bug. You can find your profile and save folder here:
C:Users\[Username]AppDataLocalLowFireblade SoftwareSENTRYSavesSteam\[SteamID]
This build has some changes to how equipment slots are handled, so I’d avoid switching between the beta and default versions of the game unless you’ve backed up your saves.
The Previous Beta[/h3]To read up on the additions to the first MU3 Beta, read this post here:
https://store.steampowered.com/news/app/1252680/view/534352273139040758
In summary, there was a new hazards and rewards system, two new levels, two new weapons, and an extensive rework to how we present information in the Overview menu.
When we were testing the previous beta – and combined with your feedback – we felt that one of the systems we had planned for MU4 was needed sooner rather than later, so we spent a lot of June working on this new crew menu feature...
[h3]The Crew Menu[/h3]
The biggest new system in this Beta update is a new Crew menu. I recently posted an announcement that goes into the details of that here:
https://store.steampowered.com/news/app/1252680/view/534354183830111022
Essentially you can now provide your crew with armour, rename them and revive dead ones. Once we’ve implemented the skins system, this is where you’ll be able to change uniforms too.
[h3]What else is new?[/h3]
The crew menu was a big recent focus, but we’ve been incorporating your feedback on the last beta build too, with a mixture of individual fixes plus broader balancing across the entire campaign, such as:
- Revised the research and materials values in upgrades
- Increased starting scrap and per wave scrap so more deployables can be placed
- Increased starting deployable slots to 4
- Increased ammo drop chance
- Buffed the P9
- Minor buff to the SMG
- Did a pass over melee values (normal weapons and melee ones)
- Boss hazards now have special icons to differentiate them from normal hazards
- Instant Action and Pod Shortage no longer appear on normal enemy ships, they are boss hazards
- Halved the Worm Food red Leech lifespan and nudged up their spawn chance from 20% to 25%
- Buffed Military Decoration reward
- Bosses will no longer roll the Long Range Scan reward
- Fixed a sign in Junction blocking the Tank
- Made it easier to place deployables on the closed vent doors
- Added an extra place to put a wall deployable by C breach in Mainframe
- Lowered the amount of pistol carrying soldiers in the tutorial
There’s a bigger change you may notice too: Equipment banking now occurs automatically at gates and slots are no longer persistent across runs.
There'll be ways to increase slots beyond just picking them at gates. Additional ships plus slot-granting rewards are planned, and in the Crew menu post linked above we talked a little about a new player passives system scheduled for MU4 which will replace the old Passive Gear. Some of these will provide extra slots too.
The last push to Major Update 3 is focused around polish, bug-fixing and balancing so your feedback is crucial in helping guide our efforts. Please post them in the comments below, in a separate post on the Beta Branch forum or on our Discord.
We’ll keep you updated on our progress :)
Thanks for your continued support!