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The Hazards and Crew Update



Hi everyone, our next Major Update has been released and there’s a bunch of new systems which improve the variety and replayability of the campaigns, along with some changes to existing systems which lift the entire experience.

I’ll cover everything in detail below, but first I wanted to extend a huge thank-you to all our community members that helped playtest the beta branch updates we’ve been releasing. The feedback has once again proven invaluable in tracking down bugs and providing data to help shape our balancing and polish passes.


As always it’s worth covering some important logistical information regarding the update:

Steam should auto-update to the latest version, which is 0.8.26678 or later (this is visible in the bottom-right of the main menu). If the version number is lower, verify your install from the Steam Library and Steam should update.

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 "0.7.25599 - Major Update 2"). Some of the changes we’ve made could mean moving back and forth between previous versions and this could introduce bugs though, so only go back if you really have/want to.

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]

Now that’s covered, onto the exciting bit – the new stuff:

[h3]Crew Menu![/h3]
Crew were previously just a numbered resource, whereas they are now characters. Characters whom you can rename, equip with armour, revive deceased ones and swap to new uniforms (aka skins).



Armour can be purchased with the materials resource and replenished as it gets depleted through combat. Or you can forgo it if you’d prefer to spend materials on something else – or are hardcore enough not to need it :)

This means armour is no longer a piece of Passive Gear, and as we’ve also given the Jump Jets as a default player ability means only the Bandolier remains. Passive Gear is being phased out for a replacement system with much greater depth and gameplay possibilities that’ll come in a future update.

You can also now spend research to revive a deceased SENTRY, which is a benefit to those who have been losing campaigns due to running out of crew. It’s also helpful to those in co-op who have one crew member and don’t want their friend to be in spectator mode until they find a crew pod on the map.


There are now a variety of uniforms you can switch each SENTRY to. You can get additional uniforms in two ways: unlocking a new vessel (each one comes with its own uniform) or by collecting the rescue pods. In future we’ll add more ways to get uniforms.

Uniforms are banked in the same way as equipment, and in co-op all players get access to the uniforms from both players while they're in a session together.

The crew names are generated from both a default database and one with names provided by newsletter subscribers. There’s the option to rename them if you want to name the crew after your friends. If you don’t want newsletter names in your game you can toggle them off in the Settings menu.

We also include an occupation for the crew. This is partly for fun, but also we wanted to help establish that the crew are civilians, something we’ve seen the occasional person mistake – someone even referred to them as robots, so hopefully this’ll make things clearer.

Each crew member has a rank which is increased by completing a battle. In future we plan to tie a gameplay modifier into this, but we’ll discuss that at a later date.

When you enter combat, you’re now taken to a screen where you choose which SENTRY to deploy. A simplified version of this is presented when you die and are waiting to respawn. In co-op, if there is only one crew-member available then you can choose which player occupies the Guardian Camera (previously it was always the client). We plan on expanding Guardian Camera functionality in a future update.


If you’re interested to learn more, we talk about the crew menu and how you can get your name in the game in greater detail here:

https://store.steampowered.com/news/app/1252680/view/534354183830111022
[h3]Hazards and Rewards![/h3]
Hazards and Rewards are a new system that provides random modifiers that get applied throughout a campaign. The idea is to provide greater variety and spikes to the difficulty during your escape runs. The rules for this new system are essentially:
  • Each boarding party has a hazard and a reward
  • These re-roll when the enemy takes over a sub system and moves onto the next – so help influence which dual-ship boarding party you'll decide to take on first
  • When you fight a boarding party, the hazard gets applied to you
  • When you beat a boarding party you gain a reward (these last either a number of uses or are one-shots)
  • If you lose a battle, the boarding party doesn't generate a new hazard (but the reward will be re-rolled)
  • The boss encounters before a gate have a harder “boss” hazard
  • When you go through a gate, your hazards are wiped
  • Some hazards and rewards stack, so for example if you are infected with the ‘Tight Budget’ hazard (where 25% of enemies will no longer drop scrap), this would increase to 50% if you were infected with another ‘Tight Budget’ hazard

One of my personal favourite rewards is “Barricades”, which places defensive positions throughout levels for a set number of battles:


We’ve tried to make the hazards not just provide difficulty spikes but also make you play in slightly different ways. For example the ‘Fabricator Glitch’ hazard will remove one random deployable each wave from your loadout, or the ‘Set in Stone’ hazard that disables the recycle function, which really forces you to think about your placement.

We’ve got plenty of ideas for future hazards and rewards that push the concept further, but we’re always keen to hear your own ideas.

[h3]Major UI Rework![/h3]
One thing you’ll notice as soon as you play a campaign is the major rework we’ve done to the Navigator menus.

There was a long list of issues we wanted to solve with the old version, and combined with the new menus for crew, showing the hazards and rewards and to be suitable for our future plans we tackled it all in one go.


The biggest change is to the box that appears when you select a level. It of course shows new information, like the type of hazard and reward you’ll get in that battle, but also surfaces useful information that has been requested by the community. For example you’ll now see which enemies are in the boarding party before you go into combat, so you can adjust your loadout accordingly.

[h3]New Equipment![/h3]
Two new weapons and a deployable join the roster!



The HF Blade stores a number of charges that can be expended on ranged attacks, which are useful for hitting enemies fleeing to the exit point, or throwing an opening salvo before charging in. The Mastered version of that ranged attack is particularly fun to use on groups of enemies.

The Stun Stick becomes more powerful when it’s fully charged – you can also choose to unleash this charge in an explosive secondary attack.

The Stun Stick is powered by smashing props, enemies or corpses. That last one was a very macabre but fun request from a Beta tester :)


The Flechette is our first non-square traditional deployable. It can be placed on walls and rotated 90 degrees so has a greater degree of control than other deployables. Clever placement combined with some of the piercing upgrades can tear through groups in long corridors!

We greatly enjoy seeing the discussions around weapons and deployables (not least because they shape future balancing), so we’re looking forward to you getting your hands on these new toys!

[h3]New Levels![/h3]
There are two new levels to defend:


Thermal Vats has several large pits filled with molten lava that are ideal for throwing enemies into and taking daring shortcuts via the double-jump.


Junction has a tricky split corridor leading from three breach points in close proximity to the exit, however utilising the doors is a good way to re-route enemies the long way.

[h3]Popular Requests![/h3]
We’ve implemented a collection of changes based on the most popular community requests. Starting with some of the smaller ones:
  • Closed blast doors now reliably re-route enemies (unless there is no other route, in which case they’ll destroy the door)
  • Ensured that new runs always start with at least one main damaging deployable (no more rolling dispenser + traction pad or explosive barrel)
  • Equipment banking now occurs automatically at gates but slots are no longer persistent across runs. We’ve increased starting deployable slots to 4 and in future we’ll add extra ways to increase slots through ship selection and the new passive system we have planned.

Now, some of the bigger changes:

[h3]Breach Point Selection[/h3]
We’ve changed the rules around Breach Point Selection.

This is probably something you’ll be familiar with in combat where you’ve just defended an attack from the A and B breaches, but the next wave is at C and D breach points. Oh, and the wave after that? Back to A and B…

This created a bit of fatigue and frustration by having to fully sell all your deployables and reposition them multiple times through a single battle, every battle.

The changes we’ve made mean that now there should be a general sense of escalation across fewer breach points in a battle. Full rotations will still occasionally happen, but they’ll be rarer and a hell of a lot less when measured across entire campaigns.

In our testing thus far this has felt much better, but as ever we’re keen to hear what you think.

[h3]Supply Beacon Changes[/h3]
Supply Beacon types are no longer separated by campaign, so any equipment could be found in any beacon type. On top of that, we’ve made the following adjustments:
  • Common Beacons have three options, while Uncommon Beacons provide four options
  • There are an increased amount of equipment-related choices to make – previously this was just weapon, deployable or gear – but now includes turrets too
  • You can also choose specific upgrades for types of equipment
  • When you receive a piece of equipment you’ve previously banked but not built in that run, it’ll be at a fixed Mk2 rather than a random level. People would get frustrated if it was anything other than high level, and randomly receiving a high powered piece of equipment could throw off a run’s balance too much
  • There’s an increased amount of Supply Beacons across each sector

Overall, this increases the rate of getting equipment and provides greater control over what you want to try and get – whether that be aiming for a turret above all else, or focusing on getting an upgrade for an equipment type.


[h3]Pursuer Cameras[/h3]
As part of the Major UI Rework, we also changed the camera that shows pursuing vessels and missiles.

There’s been a popular request to provide an option to disable this camera, but we felt this had a couple of problems. First, not all players dive into the settings menu and so this could be missed by some people (particularly as our settings menus are populated with a lot of granular options). Secondly, there was a danger that not showing this information could result in negative outcomes – i.e. being surprised by a hunting ship suddenly boarding you, or not realising that a pursuing missile was getting close.

Ideally, we’d make this something that is acceptable to everyone – and so we’ve made the pursuing missiles and vessels now always appear in a picture-in-picture (PiP) format. This allowed us to make the following changes:

  • Make the entire sequence much faster. We no longer have to scroll the camera across to focus on the chaser, it cuts straight to and from what it needs to show – this alone at least halves the previous timings whilst retaining the information that needs to be shown
  • The player retains full camera control in the Navigator, so you’re not just sat watching it, you can scroll around and plan your next move while you wait
  • You can perform actions in other menus while the PiP is happening, so you can upgrade, look at crew etc.

All told, this makes the entire sequence less annoying. We know that there’s still more we can do here, and we’ll be looking at this – plus pursuers in general – in future updates.


[h3]Tutorial Updates[/h3]
When we originally released the game, we wanted to keep a sense of discovery for players. We certainly wanted to avoid tutorialising mechanics which most players should know – i.e. the whole “Press Ctrl to Crouch into the vent” type of tutorial.

However after watching some players struggle with understanding the game we realised we’d gone too far in this direction and needed to do a better job of teaching mechanics that are unique to SENTRY. So we’ve done a pass on the tutorial messaging that should improve this.

What that means is there are now additional messaging in the following areas:
  • On a new profile on the Ship Launch menu explain that you’re about to play a tutorial sector
  • Explain how to trigger secondary fire and melee
  • Added some signposting on the breach and exit icons on the first combat
  • A reminder about dispensers for when you’re first low on health or ammo
  • A prompt for when the first enemy escapes
  • A message when the breach points swap for the first time, explaining the concept of recycling deployables to relocate them for more efficiency

Hopefully this helps people that were struggling without being too hand-holdy for players that weren’t finding this a problem. We’ll watch streams to see if we need to provide more assistance and react accordingly.

Some of these tutorial messages are global, which helps those who skip the tutorial (we really don’t recommend this, but we know some new players just want to jump into playing with their friends in co-op). This means existing players may see some new messages appear outside of the tutorial sector - but they're one-offs so won't appear again on that profile.


[h3]Other Stuff![/h3]
Those were the headline changes in MU3, but there are a whole lot of other improvements and additions, which I’ll collate here:

Balancing Changes:
  • Revised the research and materials values in upgrades so it’s more of an upward curve over a campaign. This stops the weirdness around rushing to a mastered piece of equipment as soon as a run starts, and matches the more gradual difficulty curve the campaigns have been balanced toward
  • Increased starting scrap and per wave scrap so more deployables can be placed
  • Increased ammo drop chance
  • Buffed the P9
  • Minor buff to the SMG
  • Reduced solider health by a small amount
  • Lowered the amount of pistol carrying soldiers in the tutorial
  • Made some adjustments to reduce the instances when waves end with a bunch of Grub enemies. It doesn’t solve the issue entirely, it’s something we’ll continue to work on but it does at least make it occur less frequently for the time being.
  • Major balance pass across Initiate and Starfarer campaigns

Enemies and Weapons:
  • Matriarch spawns Grubs upon death. These are the red ones similar to the Worm Food hazard, so have a time-limited lifespan.
  • Adjusted the hold position of the shotgun soldier so that it’s more easily readable versus other weapons
  • P9 and Bolt Rifle Bolts no longer detonate automatically once their lifetime expires, but fizzle out instead. This gives full control to the player, reduces inadvertent friendly fire instances and stops new players being confused by what is happening with sudden explosions everywhere
  • Equipment with secondary fire modes that you can switch to (like the P9R, SMG, Build Tool) can now be toggled while sprinting
  • Introduced other tier versions of the Storm Warden

Levels:
  • Fixed holes in various levels
  • Adjusted breach point decals in various levels so their visuals don’t overlap with deployables
  • Added an extra place to put a wall deployable by C breach in Mainframe
  • Adjusted the window shutters so it’s easier to build on them

Audio:
  • Fixed an issue where the combat tracks weren’t commencing at the right points depending on whether it’s the first combat wave or not
  • New Navigator music for the final sector
  • Each combat music piece now has a new track that plays in the preparation phase before the final wave
  • New convoy combat music
  • New combat music track that only plays on core defense missions
  • The alien grenade now has a separate warning sound versus the player ones
  • Sounds now reverb in large areas
  • New UI open sound for when the run starts, or you arrive at a new sector
  • Mastered version of the Railgun now has its own firing audio for the plasma shot

Co-op:
  • Removed the “+” buttons on friends on the host co-op menu when they’re in combat (you can’t join mid-combat but the icons being there when they shouldn’t was making people think you could join in the middle of combat)
  • For players that skip the tutorial to play co-op immediately, they’ll now bank the SMG and Grenade blueprints as if they had played through the tutorial
  • Fixed the "Return to Pods" tutorial message not being marked as complete for the client
  • Players can now choose who occupies the Guardian Camera slot (previously it was always the client)
  • Crew acquired UI now shows for the client

Miscellaneous:
  • Updated the After Action UI to show all the latest changes to crew and rewards
  • Adjusted sector maps and added some new ones
  • Updated newsletter crew names
  • Boss ships now have their own model in the Navigator. In the Overview, both Boss and Hunter vessels have their own visuals
  • Added a new upgrade icon for the Rivet Grid
  • Improved certain UI support for non 16:9 aspect ratios
  • Moved the "Back" button on the upgrade menu to the bottom left so that it isn't covered by the tutorial pop-ups
  • Jump Jets now perform double-jumps more reliably
  • Show a variant line of text if the player finishes a campaign with no new banked items
  • Fixed issues with input changes breaking alignment on certain UI
  • Hovering over enemy vessels in the Navigator now shows their threat level
  • Escaping enemy icons are now shown by the level health bar


Bug-fixes:
  • Fixed broken lighting on the frag grenade loadout previewer
  • Various text refinements/polish
  • Added missing mastered weapon sprites
  • The save system is now able to delete save game files that it cannot load (because their JSON is corrupted)
  • Fixed an edge case where you won a battle but then died on your final crew member on the way back to the pod (previously it wouldn’t count as a campaign defeat)
  • Fixed projectile trails sometimes appearing to shoot off to the side


There ended up being a lot of new things to cover, so if you’ve read this far, well done!

We’ve got a strong idea of the remaining features we’d like to add in future, so we’ll turn our immediate attention to creating a roadmap for the remainder of Early Access, which we’ll share soon.

We’ll be keeping a diligent eye on our various channels for your feedback. We’ll be doing the usual follow-up patch to include the translations for the new text, but if any bad bugs crop up we’ll do hot-fixes as needed. As ever, we read and document all feedback even if we don’t manage to personally respond to each post so please keep it coming.

We hope you like the latest additions to SENTRY. We’re not done yet, so there’s a lot more to come – and if you like what we’re doing please leave a Steam review :)

Thanks for the support!

The Fireblade Crew



Big changes in the new MU3 Beta!



Hi everyone,

Major Update 3 is close now, so we’ve uploaded the final beta for testing – and there’s a lot of big and positive changes!

The latest version is 0.8.26631 and to gain access you’ll need to switch to a beta branch. The instructions to do so are as follows:

  • 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 your profile saves will carry over (i.e. all your equipment you’ve unlocked thus far), but 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 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]\AppData\LocalLow\Fireblade Software\SENTRY\Saves\Steam\[SteamID]

[h3]Previous Betas[/h3]
There have already been a couple of betas, so if you’d like to know what else has been added you should read the posts here:

https://store.steampowered.com/news/app/1252680/view/534352273139040758
And here:

https://store.steampowered.com/news/app/1252680/view/534354183830113715
The general top-level info is:

  • Hazards and rewards system to improve variety and replay value
  • A major reworking of the UI (allowing things like the level information boxes to display what enemies will be in the levels etc.)
  • Doors now reroute enemies
  • Jump Jets are now a default player ability rather than a gear item
  • Two new melee weapons
  • Two new levels
  • Equipment banking is now automatic at Gates, but slots are no longer persistent across runs
  • A crew menu where you can rename crew, revive them and equip them with armour. More details on that (as well as how you can get your name in the game) can be found here:

https://store.steampowered.com/news/app/1252680/view/534354183830111022
Since then we’ve used July to make a lot more changes which I’ll detail below…

[h3]New Deployable[/h3]
We developed the internal version a while ago, but the Flechette is now ready for action! This is our first non-square traditional deployable and so gives greater flexibility on where it’s placed. I personally have very much enjoyed the piercing upgrades when placing it looking down the length of a corridor – but let us know your thoughts too:


[h3]Reworked Crew Menu[/h3]
Once we had a bit of perspective on the latest Crew additions, we wanted to do another pass on the Crew and Crew Select menus and we’re much happier with them now.

You can see the original one here:


And the revised one – which has much less information repetition – here:


Part of this rework includes the addition of SENTRY Uniforms (aka skins). You can obtain skins through unlocking vessels in the campaign, or random uniforms through rescuing crew pods in the Navigator. Uniforms are banked automatically at gates, the same as equipment. We’ll be adding more uniforms and more ways to unlock them in future.

If you’re wondering how this works in co-op, all players get access to the uniforms from both players while they're playing together.

[h3]Supply Beacon Changes[/h3]
We’ve made changes to three existing systems which have a big enough effect to warrant being called out specifically :)

The first of these is to Supply Beacons.

In a previous beta we changed Supply Beacons so that any equipment could be found in any beacon type. Building on top of that, we’ve made the following changes:

  • Common Beacons have three options, while Uncommon Beacons provide four options
  • There are an increased amount of equipment-related choices to make – previously this was just weapon, deployable or gear – but now includes turrets too
  • You can also choose specific upgrades for types of equipment
  • When you receive a piece of equipment you’ve previously banked but not built in that run, it’ll be at a fixed Mk2 rather than a random level. People would get frustrated if it was anything other than high level, and randomly receiving a high powered piece of equipment could throw off a run’s balance too much
  • There’s an increased amount of Supply Beacons across each sector

Overall, this increases the rate of getting equipment and provides greater control over what you want to try and get – whether that be aiming for a turret above all else, or focusing on getting an upgrade for an equipment type.


We hope this improves Supply Beacons for everyone. We’ve got plans for future higher tiers of Supply Beacons which will build on these new foundations, but we want to hear what you think of these latest changes too!

[h3]Breach Point Selection[/h3]
The second of the changes to existing systems which has had a big impact on general gameplay is the tweaks we’ve made to the Breach Point Selection Rules.

This is probably something you’ll be familiar with in combat where you’ve just defended an attack from the A and B breaches, but the next wave is at C and D breach points. Oh, and the wave after that? Back to A and B…

This created a bit of fatigue and frustration by having to fully sell all your deployables and reposition them multiple times through a single battle, every battle.

The changes we’ve made mean that now there should be a general sense of escalation across fewer breach points in a battle. Full rotations will still occasionally happen, but they’ll be rarer and a hell of a lot less when measured across entire campaigns.

In our testing thus far this has felt much better, but as ever we’re keen to hear what you think.

[h3]Pursuer Cameras[/h3]
The third of these changes is to the camera that shows pursuing vessels and missiles.

There’s been a popular request to provide an option to disable this camera, but we felt this had a couple of problems. First, not all players dive into the settings menu and so this could be missed by some people (particularly as our settings menus are populated with a lot of granular options). Secondly, there was a danger that not showing this information could result in negative results – i.e. being surprised by a hunting ship suddenly boarding you, or not realising that a pursuing missile was getting that close.

Ideally, we’d make this something that is acceptable to everyone – and so we’ve made the pursuing missiles and vessels now always appear in a picture-in-picture format. This allowed us to make the following changes:

  • Make the entire sequence much faster. We no longer have to scroll the camera across to focus on the chaser, it cuts straight to and from what it needs to show – this alone at least halves the previous timings whilst retaining the information that needs to be shown
  • The player retains full camera control in the Navigator, so you’re not just sat watching it, you can scroll around and plan your next move while you wait
  • You can perform actions in other menus while the PiP is happening, so you can upgrade, look at crew etc.

All told, this makes the entire sequence less annoying. We know that there’s still more we can do here, and we’ll be looking at this – plus pursuers in general – in future updates.


[h3]Hazards and Rewards Feedback[/h3]
We’ve done a pass on messaging the hazards so their effect on gameplay is clearer. There’s also been a bunch of changes based on your feedback and bug reports, so thanks for sending those through. Here are the changes:

  • Added a glitch effect to denote the Loadout Glitch hazard
  • Pod Shortage is now messaged in the spawn messaging and the crew lives icon
  • Enemy health bars now have dividers. These stack up for the Battle Hardened hazard
  • Loadout UI now messages the Disrepair hazard
  • Fabricator Glitch hazard is now easier to tell which deployable is temporarily disabled
  • Stopped the Disrepair hazard always being applied
  • Fixed the Set in Stone hazard also making deployables more expensive
  • Scientific Discovery and Military Decoration rewards now work for the client
  • Pod Shortage and Instant Action hazards would only appear on Boss encounters, but they were displaying the non-boss icons
  • Stopped the client disconnecting when they receive the Hostage Rescue reward
  • Convoy escape bar now gives an indicator of which enemy just escaped. We’ll add something to this for messaging the Strong Influence hazard


Every subsequent Major Update should include a collection of new hazards and rewards that build on the foundations of what is established here. We’ve got some cool ideas but love hearing those from the community too, so keep them coming.

[h3]Miscellaneous[/h3]
There’s a bunch of other changes which I’ve noted below:

  • P9 and Bolt Rifle Bolts no longer detonate automatically once their lifetime expires, but fizzle out instead. This gives full control to the player, reduces inadvertent friendly fire instances and stops new players being confused by what is happening with sudden explosions everywhere
  • Fixed the Equipment shortcut button when receiving equipment from supply beacons. Also added a shortcut button to the Crew menu on the UI where you pick up a pod in the navigator view
  • Crew pickup UI now shows for client
  • Revised the crew pickup UI to factor in the latest changes to crew (names, uniforms)
  • Revised the Supply Beacon UI that shows what you picked to accommodate the changes to Supply Beacons described in the section above
  • A whole bunch of tutorial changes to improve the messaging for new players – basically stuff we’ve seen people struggle with, so hopefully these changes (with more on the way) will help those people. Some of these tutorial messages are global, meaning existing players may see them appear - but they're one-offs so won't appear again on that profile.
  • Plugged some level holes
  • Added breach letter decals to Thermal Vats and Junction
  • Added an extra wall near the C breach point in Mainframe
  • Fixed the Crossing D breach decal overlapping with floor-based deployables
  • Removed the “+” buttons on friends on the host co-op menu when they’re in combat (you can’t join mid-combat but the icons being there when they shouldn’t was making people think you could join in the middle of combat)
  • Updated the After Action UI to show all the latest changes to crew and rewards
  • Adjusted sector maps and added some new ones
  • Major balance pass across Initiate and Starfarer campaigns
  • Updated newsletter crew names


As ever your feedback is important in helping shape the areas we focus on, so please let us know what you think!

You’re welcome to post your thoughts in this thread, our Discord or our dedicated beta branch feedback Steam forum, which is located here: https://steamcommunity.com/app/1252680/discussions/0/

Assuming there’s nothing major that crops up, we should then release Major Update 3 soon.

Once MU3 is out I’ll also create an updated roadmap, as we have an increasingly clear idea of the remaining work for Early Access.

Thanks for your continued support :)

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:

  • 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.

[/p][h3]
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!

Crew Menu and Getting Your Name in the Game!



Hi everyone,

I thought I’d write a post that covers the new Crew Menu as it’s an addition that doesn’t deserve to be buried in a monthly Dev Transmission. It also relates to how you can get your own name in the game, something which we’ll detail below.



First, a bit of context: We had a rough plan for what Major Updates 3 and 4 would entail, fleshing out the core loop of the game and providing greater depth and variety. The first part of this was the Hazards and Rewards system, which we made available to test on a beta branch at the start of the month. Hazards essentially made combat spikier, with Rewards predominantly providing bonuses in the areas outside of combat.

For MU4 we’d planned a Crew Menu and a new player perks system that would replace Passive Gear, providing an additional layer to combat. Combined, all these systems should lift the core loop to a much better place whether it’s your first campaign or you’re a veteran.

While we were working through the much-appreciated feedback you’ve provided for the Hazards and Rewards system, we felt that the general impact of this new feature on the campaign meant the Crew Menu was needed sooner rather than later, so we’ve brought it forward into MU3. Our Discord Playtesters have this new system to test now – and the public Beta Branch should be updated once it's had some testing.

[h3]The Crew Menu[/h3]
Crew were previously just a numbered resource, whereas they are now characters. Characters whom you can rename, equip with armour, revive deceased ones – and once we’ve implemented it, equip with new uniforms/skins. Here’s a glimpse of the latest WIP version of the Crew Menu:


Previously, armour was a piece of Passive Gear equipment that – once discovered – started at level 1 and you could upgrade to much greater effectiveness. Now, for a small materials cost that SENTRY gets the top level version and you can choose to replenish it in the crew menu as the armour gets destroyed over the course of your escape run.

This means armour is no longer a piece of Passive Gear, and as we’ve also given the Jump Jets as a default player ability means only the Bandolier remains. As I mentioned earlier, Passive Gear is being phased out for a replacement system with much greater depth and gameplay possibilities.

We had fun making a more beefy armoured SENTRY, while ensuring that the base version still looked cool. We did see what a SENTRY looks like with zero armour plating and just wearing the red jumpsuit, however this basically looked like they were wearing pajamas. Not cool, but it was amusing and I’ll share an image of that someday…

You can also now spend research to revive a deceased SENTRY, which is a benefit to those who have been losing campaigns due to running out of crew. It’s also helpful to those in co-op who have one crew member and don’t want their friend to be in spectator mode until they find a crew pod on the map.

These changes to armour and revivals provides much greater control over how you want to play your campaigns.

[h3]Getting Your Name in the Game[/h3]
Which brings me to the crew names. On our previous game, we allowed crew names to be taken from a special database derived from our newsletter subscribers:

https://store.steampowered.com/news/app/551860/view/3580850447657046527
This proved very popular, so we’re doing it again!

(Please note as Abandon Ship released several years ago and is updated infrequently, we closed new newsletter signups for that game. Just mentioning that in case you go to sign up on the link in the post above, as it’ll lead nowhere)

If you sign up to our SENTRY newsletter then the name you submit will be added to a database that crew names are drawn from. We’re running this in a similar way to our first game:
  • Newsletter names are added to a special database, and crew are assigned names split between this and the “default” database
  • Names are randomly picked from each database
  • If you don’t want Newsletter names in your game, then there is an option in the “Interface” part of the Settings menu where you can stop them from being generated
  • All names can be manually edited in the Crew Menu
  • Our Newsletters are occasional (a handful a year) and not spammy in nature
  • Any bounces or unsubscribes get their names removed from the database
  • Every time we update the game we’ll update the Newsletter Names database so that it is current
  • Any rude names won’t be added to the database. This relies on me picking up on them though, so if you spot any please let me know – on Abandon Ship someone snuck past “Dickson Balzac” and it was several months before I twigged…

We’ve been running the newsletter for a while now, but haven’t really pushed the whole “getting your name in the game” aspect until the Crew Menu was ready.


When you see the Crew Menu, you may note that we include a randomly generated occupation for each crew member – this is a bit of fun, but also helps to reinforce a narrative purpose; that a SENTRY is an escaping civilian drafted into service – not a soldier, and certainly not a robot/android that we’ve heard the occasional person mention! We’re happy to receive suggestions of occupations from the community too :)

As I mentioned earlier, once we’ve got our Discord Playtester feedback and had the chance to do any fixes we’ll get this rolled out onto the Beta Branch for some broader community testing – and as usual there’ll be a monthly Dev Transmission soon that rounds up all the other latest SENTRY news.

Thanks for your support!


Major Update 3 Beta Test (and May Dev Transmission)



Hi everyone,

A beta version of Major Update 3 is now available!

The new hazards and rewards feature has exponentially increased the various gameplay systems so we’d massively appreciate you letting us know your thoughts, along with any bugs you may find.

To gain access to version 0.8.26211, 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 “[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]\AppData\LocalLow\Fireblade Software\SENTRY\Saves\Steam\[SteamID]

[h3]Hazards and Rewards[/h3]
The headline feature in this update is the Hazards and Rewards system.

The idea is to provide greater variety and spikes to the difficulty throughout your escape runs. A personal favourite is the “Barricades” reward, which places defensive positions throughout levels for a set number of battles.


The rules for this new system are essentially:
  • Each boarding party has a hazard and a reward
  • These re-roll when the enemy takes over a sub system and moves onto the next
  • When you fight a boarding party, the hazard gets applied to you
  • When you beat a boarding party you gain a reward (these last either a number of uses or are one-shots)
  • If you lose a battle, the boarding party doesn't generate a new hazard (but the reward will be re-rolled)
  • The boss encounters before a gate have a harder “boss” hazard
  • When you go through a gate, your hazards are wiped
  • Some will stack, so for example if you are infected with the ‘Tight Budget’ hazard (where 25% of enemies will no longer drop scrap), this would increase to 50% if you were infected with another ‘Tight Budget’ hazard

We’d love to know your thoughts on the meta, individual hazards and rewards and any combinations that stand out – our Discord Playtesters already highlighted a bunch of particularly brutal combos which we’ve re-balanced for this version but you may find others.

There's some clearer messaging of these that we have planned, plus we have a long list of other hazards and rewards we’d like to implement. We can’t wait to hear your own suggestions!

[h3]Other Big Additions[/h3]
A few other things that may interest you…

There are two new levels: Junction and Thermal Vats – the latter has a lot of lava pits waiting to consume enemies you throw into them…


We’ve implemented melee weapons: The HF Blade and Stun Stick:



The Navigator and Overview UI have been reworked. This was largely to allow the new Deploy box to contain useful information about what you’ll face in combat.


There’s a bunch of smaller changes worth calling out because previous behaviour has now changed, just in case you were wondering if that was intentional or not:
  • When blast doors are closed the enemy will choose an alternate route. If no alternative is available they’ll attack the door. This means you can still close them to buy you some time, but in certain areas you can now re-route them.
  • We’re trialing having any piece of equipment appearing in any Supply Beacon
  • The Giant Slug now spawns Grubs upon death
  • Jump Jets are no longer a Gear item and are something you have all the time. They now double-jump more predictably too.

There are loads of other smaller changes and additions, but I’ll collate the changelist when we officially release MU3.

In order to not mix up beta branch feedback with the main game, there’s a dedicated area on the Steam forums to post your beta branch comments: https://steamcommunity.com/app/1252680/discussions/0/


We endeavour to respond to comments and feedback as much as we can, but rest assured that even if we don’t personally reply we do read and note everything. Here’s a bunch of useful links to where you can reach us:


As always your feedback is essential and helps determine our focus. We’re very interested in reading your thoughts; so please drop them in the comments below, in a separate post on the Beta Branch forum or on our Discord.

There are some additional systems we originally had planned for MU4 that we’re thinking of bringing forward. They are not only a net positive for the game but also compliment the new hazards and reward systems, so we’re going to investigate those next (along with working through your feedback).

Overall though, once we feel MU3 has had sufficient testing and we’ve accommodated your feedback we’ll officially release it. As always we’ll keep you updated :)

Thanks for your continued support!