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Dev Transmission (March 2025)



Hi everyone,

Our main priority in March has been working on what we’re considering to be the headline feature of Major Update 3. While we won’t spoil the details now, the idea of this addition would be to provide much greater variety when playing campaigns.

How we present this new feature ended up combining with some other areas we’ve been working on, such as showing more information in the Deploy box (like threat levels, enemies in that boarding party etc.) as well as our plans for later in Early Access (adding a Crew Menu and Codex) so we took the opportunity to rework the menus so that it accommodates all these changes and future ideas. That has been quite time consuming, however it means that they should all be more intuitive. The danger with Early Access is that sometimes you can keep bolting on features to the user interface and it becomes a poor experience to use, so we wanted to avoid falling into that trap. It's shaping up quite nicely!

Here’s what else we’ve been up to this month:

[h3]New Weapons/Gear![/h3]
Major Update 2 was very code heavy, so while Adam was focusing on that Sean and Alex were laying the groundwork for future content creation. Now various dependencies have been freed up we’re going through and implementing some of these queued up assets – those who have followed previous Dev Transmissions may remember seeing concept art for some of these:



Melee weapons are 1-slot, so while they have limitations they still conform to the general rule in SENTRY; that any weapon should feel good to use and be perfectly viable for certain situations.

The HF Blade stores a number of charges that can be expended on ranged attacks, while the Stun Stick becomes more powerful when it’s fully charged – which can only be accomplished by smashing props or enemies. You can also choose to unleash this charge in an explosive secondary attack.

We’ve also introduced the Shuriken as a new Gear item. When thrown, this bounces to nearby enemies – something that can be increased as you upgrade it.

On the subject of gear, we’ve moved the Jump Jets to be a permanent player ability so you can now double-jump all the time (we’ve also made the double-jump more reliable, so it feels like you’d expect it to). This leaves the number of passive gear items quite low, but is in advance of a change we’ll likely make after MU3 to how passive items are assigned to crew.



[h3]New Levels![/h3]
We’ve got two new levels that should imminently be going out to our Discord Playtesters: Junction and Thermal Vats.

The former has echoes of Hallway, in that it is compact with some short distances between the breach points and exit, so can be quite intense when facing larger forces. The main corridor is wide and a natural defense point for 3 out of the 5 breaches, but it’s split in the middle so can present a challenge!


Junction is partially built on a layout we created very early on in development, so it’s been great to revisit it. This area appeared in some of our earliest (and now nuked) screenshots on the store page.

Thermal Vats has several areas of molten metals scattered around the level, ideal for using Conveyors or the Vortex Glove to push enemies into :)


[h3]From the Community![/h3]
This month Discord member TheCartoon1st has created an image of them and their friend playing co-op together:


We absolutely love seeing this stuff, so keep sending anything cool to us!


Keep giving feedback via our channels below – we try to respond as much as we can, but even if we don’t personally reply we read and note everything. Here’s a bunch of links to where we can be reached:


Thanks for your continued support!

Updated Translations for 0.7.25599



We've updated the translations for build version 0.7.25599

Because the text files are outside of the packaged game this means the build version number hasn't been updated from the last patch.

Steam should auto-update, but if you're running the game in any language other than English and you're still seeing non-translated text, try validating your files to nudge Steam into downloading them.


Dev Transmission (February 2025)



Hi everyone,

Here's a recap of February - obviously dominated by the release of our latest Major Update earlier this month!

[h3]The Co-op Update[/h3]
The first half of February was spent fixing bugs from the latest build on the Beta Branch Update. Once we’d ironed out a few issues we released Major Update 2. The main feature was co-op, but it included a bunch of new levels, revisions based on popular requests and more.

If you’d like to read all of the latest additions in Major Update 2, check out this post:

https://store.steampowered.com/news/app/1252680/view/526460937466544207

[h3]MU2 Patch[/h3]
With translations of the new text in progress, we set about working on a patch that fixed a few bugs that cropped up, along with refining some of the balancing based on your comments. You can read about those changes here:

https://store.steampowered.com/news/app/1252680/view/534343407476146376

[h3]Major Update 3 Planning[/h3]
Whilst we were working on the patch, we were also able to set up plans for what we’ll be doing next (i.e. Major Update 3). We’ve got a huge backlog of work based on our own ideas plus feedback from the community, and while we have a rough structure of when we’ll tackle certain items, it’s always good at times like this to revisit the plan, make necessary adjustments and put everything in place to commence the next phase.

I’ll avoid going into too much detail right now, but the headline feature will be improving the replayability of the core game loop, combined with a bunch of new content (some of which we’ve previewed before), tackling some of the feedback you’ve provided, a bunch of polish/bug-fixes/balancing and more!

[h3]Guildford Games Festival[/h3]
One other thing that happened this month was a personal side-project that SENTRY participated in.

If you keep a close eye on the Steam front page you may have spotted this appearing from the 13th to 17th February:


In 2020 I thought it’d be cool to have a Steam event page that ran alongside a local convention called the Guildford Games Festival, and I’ve been doing it every year since. Why? Because Fireblade HQ is located in that small town in the south of the UK and the local area has an unusually high amount of game studios. Physical events are great, but I felt that having a Steam page would help put a global spotlight on the area and also provide some bonus visibility to games both big and small.

It shows every game on Steam developed (or co-developed) in the GU postcode area – and while the discounts have ended, check out the event here:

https://store.steampowered.com/sale/guildfordgamesfestival2025


It’s funny to think how all of these games are within 25 miles of Fireblade HQ, many within walking distance and tracing their heritage back to Bullfrog.

Keep an eye out for future iterations!

[h3]From the Community![/h3]
With Valentine’s Day falling this month it felt appropriate to post this unexpected image from Discord user CN_Blackraven, who was back creating female-themed versions of weapons:


Keep sending your fan art, funny/impressive clips and screenshots to us!


Please continue providing feedback via our channels below – we try to respond as much as we can, but even if we don’t personally reply we do read and note everything. Here’s a bunch of links to where we can be reached:


Major Update 3 should be back to the cadence we set for MU1, and we can’t wait to show you what’s in the pipeline.

Don’t forget if you like what we’re doing please leave a Steam review – I know developers bang on about them a lot, but they do help :)

Thanks for your continued support!



Update notes for Build Version Number 0.7.25599

Generally speaking, this patch makes the balancing feel more refined and we've fixed some issues that people had reported. Specifically:

  • Fixed a seam in the door collision that meant there was a (very small) chance that Grub enemies would get stuck just below the ground if the door was destroyed. If this happened it would seem like the level couldn't complete because of this rogue enemy that was trapped in a hard to spot location.
  • Client can now see the picture-in-picture when enemy vessels/missiles are moving
  • Fixed the "Waiting for other player" text that would flash on for 1 frame on the After Action report in singleplayer
  • Guardian Camera UI now correctly shows the Steam username of the player operating it
  • Fixed an issue where the Steam username would occasionally appear blank
  • After seeing the campaign victory/defeat screen and both players click continue, the client would be told they were disconnected if they clicked continue first. We've fixed it so in that situation they now go to the main menu without the error message.
  • Disabled a rogue piece of collision on the Guardian cameras that was making building on them slightly finicky
  • Fixed an issue on the friends UI that meant if you had enough friends for the menu to have the scroll bar appear, the "add" buttons would get misaligned
  • Tweaked some escape values on enemies
  • Increased the health of the Core
  • Adjustments to the final battle in Sector 3 so it should feel more suitable to end the run
  • Refined Research values, so there should be less spare by the end of a campaign
  • Fixed a bug where boarding parties with Rambulls would only have them appear in the breaching waves, not subsequent ones.
  • Made some adjustments to the frequency of the Needlejack and Grubs appearing throughout the campaign. Needlejacks weren't populating enough early boarding parties, while Grubs were populating too many.

The Co-op Update



Hi everyone, our second Major Update is out now! The headline feature is co-op, but there are plenty of additions and improvements on top of that – something this post will cover.

Before we dive in, we’d like to say a huge thank-you to all our community members that helped playtest the game. The extra feedback has been invaluable helping us track down bugs and shaping our polish and balancing passes.


First up, some important logistical information:

Steam should auto-update to the latest version, which is 0.7.25563 (this is visible in the bottom-right of the main menu). If it’s a lower number, you can verify your install from the Steam Library and it should nudge Steam into updating.

Your profile saves will carry over (i.e. all your equipment you’ve unlocked thus far), but any in-progress escape run will not – so if you’re in the middle of a campaign 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. If the game detects you’re trying to load an older save, it’ll give a reminder message in case you want to finish the run and bank any equipment on that old version, which is available as a beta branch (called "0.6.24541 - Major Update 1").

If you want to back up your profile saves for whatever reason, you can find them here:

C:\Users[Username]\AppData\LocalLow\Fireblade Software\SENTRY\Saves\Steam\[SteamID]

Onto the update itself!

[h3]Co-op![/h3]
Our guiding principle with co-op is that you should be able to play the game normally and choose to have friends dip in and out of your campaigns as much as you want – and crucially, your co-op partner should take any new equipment they bank into their own campaigns (or other co-op games). We certainly could have chosen a much easier and quicker path, but any other way felt too restrictive and a less fun experience.



Outside of the tutorial, any game – whether a new or existing one – can be opened or closed to co-op. If you’re starting a new profile and want to dive straight into co-op, you can skip the tutorial, although if this is your first time playing SENTRY we would recommend playing through the tutorial first :)

You can set a game to co-op via the Co-op Settings menu, which is accessible in the Ship Launch and Pause menus. If you have the game set to co-op, you’ll also see this menu in the Navigator and Ship Overview screens. You can invite friends in the Co-op Settings menu and via the Steam overlay, or set the game to be ‘Open’ so anyone can join.

You can have a co-op partner join at any point outside of combat. Similarly, your campaign isn’t tied to co-op once you start, they can leave any time (or be kicked!) and you’ll continue in Singleplayer (or can have someone else jump in if you choose).

When you press “Launch” on the main menu you’ll be taken to a sub-menu where you can start a new game, continue an existing one or join someone else’s. In the Join menu you can matchmake co-op games marked as ‘Open’ and see the status of any Steam friends.

The equipment handling works like this:
  • A co-op partner brings their own Equipment into your campaign. When you gain Equipment from a Supply Beacon, you’ll gain your own items. If your co-op partner banks this new equipment, then they’ll be able to use it in their own Singleplayer or other co-op games.
  • This works with the campaign and vessel unlocks too – basically if you would have unlocked it if you were playing in singleplayer, it should unlock through co-op.
  • New equipment that is found is only kept by the profile that found it. If a different co-op profile joins, they’ll be given enough resources to spend on equipment unlocks and upgrades so they’re not left behind.

If you don’t have any crew to respawn, then a player will take over the Guardian Cameras that are now dotted around levels. In the future we’d like to add more functionality to these so the spectating player can contribute in some way. Below is concept art of the Guardian Cameras when deactivated, activated and in-use:


In terms of difficulty, you’ll generally find co-op easier than singleplayer – if that’s the case, play Starfarer campaigns over Initiate.

That said, combat will be dynamically harder in co-op through the breach points during a wave. Roughly speaking if a wave would have come from two breach points in singleplayer, it’d come from three breach points in co-op.

Oh – and there’s additional co-op appropriate options to adjust in the Audio Settings menu, like Steam chat, audio device selection etc.

[h3]New Levels![/h3]
Plus a lot of work on the existing levels too.

First though, let’s cover the three new levels:

Logistics has crane arms moving overhead along the final stretch to the exit. If you shoot these, they’ll drop their contents. The red crates are explosive, while the grey ones will stagger enemies they fall on. The grey ones will also kill any Grubs they hit.


Chasm is dominated by a large walkway over a pit, so get ready to bust out the Vortex Glove and Conveyors!


Storage is split into two levels, with two spawns on the bottom and three up top. They all converge in a large and open central area right before the exit:


Every existing level has had work done on it too. Some may be small revisions, such as providing more places to put Deployables or fixing areas where you could see out of the level.

Others (Mess Hall, The Pit) have also had some routes made only accessible by the player to stop the enemies taking unexpected paths.

Fuel Exchange and Central Processing have received an extensive rework so definitely familiarise yourself with the changes before commencing the first wave.

Fuel Exchange has two routes on one side of the level, with two of the original spawns kept. We’ve made the spawn door ordering in this level more intuitive as well, but it may initially throw veterans!

Central Processing now has five spawns all on one side of the level, so it makes defences easier to manage. We also took the opportunity to optimise the level, so it should suffer less framerate drops than before.

[h3]Popular Requests[/h3]
There have been several popular community requests that we’ve actioned:
  • You now receive the scrap bonus at the start of the Prep Phase and not when the wave is triggered. This should mean no more crazy few seconds placing down deployables when a wave commences
  • Rewards during Prep Phases are now a flat rate, so you don’t receive a bonus from triggering a wave early – we like the idea of a special ship that has this modifier, so it may make a return in future if you picked that vessel
  • We’ve increased the time between waves spawning, particularly before the first wave
  • You now get a flat rate Materials reward for completing a level, so there is no resource penalty for leaking enemies. This was resulting in players who were struggling entering a death spiral – you’re already getting punished by losing system health, so you don’t need the double punishment of losing Materials too

We know there are other areas of friction people are experiencing, and future updates will look to improve/resolve those as we work our way toward full release.



[h3]Massive Rebalancing[/h3]
We’ve extensively rebalanced several areas of the game, all moving away from our previous releases and more toward our ultimate goal.

This affects the upgrade system, economy and combat although they’re all tied in to one another.

First, the Upgrade system: It was weird that you could start a campaign and immediately upgrade something to be Mastered (or close enough), then only upgrade occasionally as you progressed. Now you work towards the higher tiers, unlocking them in the latter stages of a campaign. This also means that getting equipment you already have from a Supply Beacon but at a higher level provides a better bonus. We’ve also changed it so that you only spend Research on upgrading items, not unlocking them from your Equipment list.

For the economy, you now receive a much greater amount of Materials from combat – and as mentioned above, regardless of performance too. This means that upgrading tends to happen after you’ve finished a battle, which is a more natural point in the flow. Repairing a level is now more expensive, but this is due to the large increase in Materials you receive.

In combat, we’ve tried to increase the intensity and variety across each Sector to feel both more exciting and that there’s a natural step up of difficulty as you progress – matching the player power curve.

Enemies also now have different individual escape costs, which improves two areas: the first was the disconnect between small enemies and large enemies having the same escape impact, now you’ll have to prioritise your targets accordingly. The second was that it’d be rare to lose Convoy levels through escaping enemies, the lack of threat not evoking a sense of attrition across an individual battle or entire campaign.

Combined, all these changes should put you in a position where you have to increasingly weigh up tough decisions over the course of a run.

We’re naturally keen to get your thoughts on these changes! When providing feedback, it’d be handy not just to focus on specifics, but the overall effect too. Holistically, we feel this is a better experience and the right direction to be heading in, we hope you feel the same.



[h3]Other Stuff![/h3]
Those were the headline changes in MU2, but there are a whole lot of other improvements and additions, some of which I’ll collate here:

Audio:
  • New combat music
  • All combat tracks now have unique final wave music
  • Flame Shot now has unique secondary fire audio and reload
  • New sound effect when recycling deployables
  • New sound effect for P9M firing and toggling scoped mode
  • Added a setting that allows you to choose whether the game mutes itself or not when the game is not in focus
  • New sound effect for enemy grenade explosions
  • The Storm Warden’s heavy pistol now has its own sound effect
  • Suit warning plays when impacted by poison or fire-based attacks
  • Bile Hound now has its own pain and death audio

Other Balancing Changes:
  • Lowered enemy grenade frequency
  • Scrap cost reductions for many deployables
  • Gave Thermal Dischargers a buff so they more reliably hit enemies
  • Campaign starts now also provide a gear item if you’ve previously unlocked one
  • Changed how the level health bar functions, so it’s easier to learn how much a certain enemy will deplete the bar when they escape
  • The first sector now includes an extra Supply Beacon

Bug-fixes:
  • Enemies will now only get up if they are on the floor (no more getting up in mid-air)
  • Options text in the settings menu is now translated
  • Fixed it so the pulse pads automatically kill the Giant Slugs
  • Fixed the ship launch sequence not appearing correctly on ultra-wide resolutions
  • Fixed an issue where the resolution setting would be broken if the value stored in that person’s settings.ini file was not a supported resolution
  • If you disabled the crosshair in the user settings, it would break using weapons in scoped mode

Miscellaneous:
  • Text files are now shipped as assets outside the build, which allows easier text updating without having to also update a build
  • Provided additional max framerate options
  • Scrap colour has changed from grey to yellow to match the UI icon
  • Upgrade nodes now have custom icons
  • Removed the After Action Report letter grades. This was making people feel like they failed and should replay the level, when really the campaign is about battling through the Sector, not perfecting everything. End of level grades will likely make a return in future arcade modes.
  • Increased camera speed on chasing ship/missiles. We know this is an area we’ve received lots of comments on and are planning on looking into other improvements for this, we just need to work out a way to convey the information without it being frustrating.
  • Miscellaneous optimisations
  • Mastered weapons now have different skins




We hope you like the latest additions for Major Update 2! Once you’ve checked it out, don’t forget to leave a Steam review :)

We’ll be keeping an eye on our various channels to pick up any feedback or thoughts you may have. While we may not respond to every post, be assured that we read them all and document them for future reference.

While the build has received extensive playtesting by our community, with each influx of additional players there’s the potential for more bugs to be uncovered, so we’ll most likely be doing a follow-up patch to pick up on anything that crops up, plus a few other bits we’d like to squeeze in. The latest translations will also be added as part of this.

Once the patch is done, we’ll switch focus to Major Update 3. This should return to the cadence that occurred with Major Update 1 and we’re very much looking forward to implementing new features that should greatly improve the game.

Thanks for the support!

The Fireblade Crew