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SENTRY News

SENTRY is out now!



Hi everyone,

SENTRY is now available!

[previewyoutube][/previewyoutube]
Thank-you for all your support, we look forward to reading your feedback and diving straight into the first Major Update!

If you're interested in what's coming as part of our Early Access Roadmap, you can find details on that here.

Thanks again for joining the SENTRY Defense Program!

Useful Release Info!



Hi everyone,

With the Early Access release of SENTRY only a couple of days away, I thought it'd be helpful to post some useful information and answers to commonly asked questions.


SENTRY will be priced at 19.99 USD with a 10% launch discount. No special editions, no microtransactions or any of that stuff. One edition, one price.

We're planning to release at 16:00 UK time (09:00 Pacific) - maybe a bit earlier or later depending on how long our celebratory team call lasts to share the moment I press the button.

Our Early Access Roadmap can be found here. It contains details on how long we plan to be in it, roughly how long it'll be between each Major Update and some of the contents of those Major Updates.

Just like from our Next Fest demo, your feedback is incredibly important in shaping our priorities - the link to the forums are here and we have separate sub-forums for general chat and feedback. We also have links to the Roadmap and Forums on our in-game main menu.

We're launching with partial gamepad support. You can play combat with gamepad and there are extensive customisation options in the Settings menu. The upgrade menus, Navigator and Overview gamepad support will be added as part of Early Access.

The game is what we would define as playable on Steam Deck (it hasn't been given an official review by Valve yet) but thanks to Deck users we've got a list of improvements we're planning to make during Early Access. We've uploaded an official configuration which we feel provides the best experience.

I think that covers the most common questions we get, but if you have any others please let us know!

Thank-you for your continued support, and we can't wait for you to play - it's not long now... :)

Early Access Roadmap



As a studio we’re familiar with Early Access. We did it on our last game, creating several Major Updates between the initial launch and the v1.0 release and we'll utilise a similar format for SENTRY. Feedback from the community is a crucial part of that process.

Essentially, our goal is for you to be able to play SENTRY and think “Wow, this is great” and as more gets added over the course of Early Access for you to think “Wow, now it’s even better!” :)



[h2]The Plan[/h2]
Our initial plan is to be in Early Access between 9 and 12 months. That could change depending on feedback of course, and we expect to ship a Major Update roughly every 2-3 months.

For us, a Major Update comprises both new systems and content. We package these up into a release that feels like a big event and is the perfect excuse for you to return to the game. This worked really well on our last game so we’d look to replicate the format.

On the run-up to a Major Update, we’ll make these available in pre-release form on an opt-in beta branch. This will give the community a chance to get a sneak preview of the upcoming additions.

[h2]Roadmap[/h2]
The initial period after release will have a heavy focus on hot-fixes and patches. We’ll make these live individually or in small groups with a prompt turnaround time.

While we always read every single post on our various channels, this will be a particularly intense period of noting your feedback and planning what to prioritise.

[h3]Major Update 1[/h3]
Our first Major Update will be a combination of new content (i.e. weapons, deployables, gear, enemies, levels) and systems. The new features would focus on areas that would help provide the biggest and most meaningful improvements to the game.

[h3]The Co-op Update[/h3]
Our most popular request! Co-op has been functional for a long time, but the effort required to get it ready for EA release would have severely compromised the singleplayer experience. This is the issue with a tiny team with a single programmer, we have to be very careful what we choose to tackle and when. At least doing it this way makes for one hell of a great Major Update :)


This Major Update will be focused on Co-op and any supporting systems such as customisation. It’s likely an update that will have a long period of beta-branch testing available to help iron out any bugs before we officially launch it.

[h3]Additional Major Updates[/h3]
These will likely take a format very similar to Major Update 1, in that there’ll be additional content combined with new systems that holistically improve SENTRY.

[h2]Planned Tasks[/h2]
Aside from loads of new weapons, deployables, gear, enemies and levels, here are some other tasks that are on our radar – this isn’t an exhaustive list, but enough to whet your appetite…
  • Additional Campaign gameplay – more sectors and more campaign features, including some difficulty mechanisms so you can tailor the experience somewhat
  • Crew Menu – gives you the ability to see your crew and supplemental information (like their name). This is where the Newsletter Subscriber names will be added and you can rename them too
  • Customisation – The original plan was to focus on different SENTRY skins, but we’ve had a lot of requests for customising the weapons too, which we’ll certainly consider
  • Emotes – Another feature that’ll go well with co-op, you may have seen an early implementation of this in some trailers where you see a SENTRY giving a thumbs up gesture
  • Additional modes – other ways to play the game, such as an Endless mode, Challenge modes etc.
  • Full controller support. You can play combat with a gamepad, but not the strategy layers.
  • Full Steam Deck support. It’s playable but we want to lavish attention on this


There will of course be swathes of smaller features and improvements in our plan that are too numerous to list, but we’ll tell you about them as they get added :)

[h2]A note on Major Updates and Saves/Profiles[/h2]
SENTRY has two levels of saved information. At the top level is your profile, which stores your existing playthrough and any equipment you’ve banked. We then have a save, which records where you are on your run.

While your profile should always be safe, there is a chance that a Major Update may impact your save. You won’t lose meta-progression (i.e. your profile and its equipment) and because of the structure of the game it means you shouldn’t ever lose much. We’ll also leave each version of the game up on Steam as a branch. This means you can play to a point where you can bank your equipment to your profile and won’t lose anything – and then upgrade to enjoy all the new content.

We’ll clearly communicate in advance anything that’ll impact the escape-run you’re in the middle of.



While we have our own plans for Early Access, the community feedback is an absolutely essential part of this process – so please tell us what you think in the Steam forums, our Discord or any of the other channels we’re on!

Thanks for all of the support, we can't wait for you to get your hands on the game!

Heads up! The demo is going offline soon...



Hi everyone,

With release rapidly approaching and the demo being very out of date now, I wanted to give you a heads up that I'll be taking it down on the 14th March.

What this means is you'll be unable to download or play the demo once I pull that trigger, so you have just over one week to get a taster of what the combat experience is like in SENTRY - although bear in mind it's only got better since we released it in October, and doesn't have any of the campaign/upgrade layers.

We released the demo for the October 2023 Next Fest and were humbled by how successful it was, ultimately reaching 24th in Valve's list of most played demos for that event (out of over 2000). Not bad for such a tiny team! You can read a more detailed breakdown here.

I originally wasn't planning on leaving the demo up for as long as this, but every week hundreds - sometimes thousands - more people would download it, and while people were enjoying it I didn't want to get in the way of that :D

Right now, it's had over 60,000 downloads and to each and every one of you...



While I don't have official stats, it's safe to assume that a bazillion aliens were vented into space - and for that the SENTRY Defense Program thanks you for your service. The fight resumes on the 25th March when the game releases into Early Access.

Dev Transmission (February 2024)



Hi everyone, have you seen the news? SENTRY is releasing into Early Access on Monday 25th March!

As mentioned in the previous Dev Transmission, our proximity to this important milestone means we’re spending most of our time polishing, bug-fixing and responding to Playtest feedback. We have done a few things worth specifically mentioning though:

[h3]Opening Sector![/h3]
We have created a more structured opening part of the game to help ease first-time players in. This is a sector you play through once per profile, so once you’ve completed this you enter the normal gameplay flow which is balanced for experienced players.

[h3]New Enemy![/h3]
When it comes to adding enemies, we look at gaps in the roster that make the player act in a certain way. One area we felt was missing was a slow moving, high health enemy that would force players to either prioritise whittling it down early (during which time other enemies are progressing) or leave it till late and risk it escaping. So we created the Giant Slug to fulfil this role:


If the player gets too close it’ll emit a high damaging psychic shockwave, so keep your distance!

[h3]Polish![/h3]
While we’re beavering away on bug-fixes and polish, there’s a few that have stood out as particularly enjoyable additions to the game:
  • HUD changes that communicate which breach points enemies are spawning from, so you have some visibility about how many enemies remain
  • Additional loudspeaker lines to help communicate level states. These range from blast doors being breached, to warnings about enemies being close to escape or which breach point enemies are attacking from
  • A breach bar that replaces the numerical countdown. This helps communicate any scrap bonuses you receive per wave, including an additional bonus for breaching early (which was a frequent Next Fest demo request)
  • Tooltips on the map nodes within the Navigator, and clearer messaging around when hunter ships or homing missiles will spawn and chase you down
  • A polish pass over the environment art, helping to differentiate between levels

We’ll continue cramming in as much as we can before release, so there’s plenty more improvements to come!

[h3]Playtesting![/h3]
ICYMI: we’re always on the lookout for more playtesters, details here if you’re interested…


Keep the feedback and comments coming! You can reach us on these platforms:


The March update is likely to be different from usual as it’s our release month so will be all about bugs and polish, but normal service should resume from April onwards.

Before we launch we’ll give you a heads up about taking the demo down, plus our Early Access Roadmap too.

Not long now... thanks for all the support!