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SENTRY News

Check out our Combat Gameplay Trailer!


Hi everyone,

Take a look at our new trailer showcasing combat gameplay:

[previewyoutube][/previewyoutube]
This debuted at the recent Realms Deep event and we made it to celebrate our upcoming Next Fest demo - we'll have some exciting news on that shortly!

Call for Playtesters!



Hi everyone, if you're interested in helping us playtest SENTRY we've just opened up a call for Next Fest demo testers.

Just head to our Discord and check out the Announcements page for more details.

We'll be running continuous playtests for both the demo and main game from now on, so there'll be lots of testing opportunities going forward. Of course the October Next Fest is just around the corner and with our Early Access release due late this year, one way or another you'll be able to join the SENTRY Defense Progam before you know it :)



Dev Transmission! (August 2023)



Hi everyone, this monthly update is a little late because I was away at the end of August and have been catching up! Anyway, here's what we've worked on during that time:

[h3]New Trailer![/h3]
We created a new trailer that we’ll be debuting during Realms Deep on the 30th September. In case you weren’t aware, this event is hosted by 3D Realms and if you’re partial to a FPS and other cool indie games it’s definitely worth tuning in.

It was fantastic to see all our work pulled together in this fashion and we can’t wait for you to see it!


[h3]New Enemy![/h3]
…Or more like an old enemy polished up. The Heavy (placeholder name) is slightly larger and bulkier than your standard soldier-type and carries a plasma-based minigun that lays down a withering hail of fire. We prototyped this enemy very early on – in fact you can see him in our Announcement Trailer - but switched focus to other enemy types while we worked on the rest of the game, so it’s been good to bring this big guy up to the same standard as his peers.


[h3]Loadout Screen![/h3]
When entering a level to commence your defence a SENTRY is deposited via a pod transport system. During this sequence you are presented with a loadout screen that allows you to choose which weapons, deployables and abilities you want to use in the coming battle.

We created a loadout menu a long time ago, but it wasn’t efficient to use and was visually outdated compared to our more recent Upgrade and Unlock menu system, so we’ve completed a rework to bring it up to scratch.

[h3]New Level![/h3]
Our latest new level is one with lots of high walkways, ideal for throwing enemies into bottomless pits!


[h3]Other stuff![/h3]
Every month we do loads of smaller changes that don’t necessarily warrant a section to themselves. Besides tons of little fixes and polish tasks, we also did:
  • More co-op work, we’re at the stage where we have a long list of individual features that need to be networked. Co-op is in a pretty good place but there’s still a huge amount of work left to make it shippable.
  • Fixing up a bunch of co-op sound effects where you could hear the audio your player made but not the sounds the co-op player was making.
  • The start of a save system

[h3]Just for fun![/h3]
At the start of the month we took part in Tiny Teams, a festival dedicated to games created by small teams. We have just one programmer, artist and designer, with some part time music and sound-design and myself handling non-core-dev work (QA, Community, Production, boring business stuff) and because we’re choosing to self-publish it’s great to have events like this that shine a light on the little guys!





Tell us what you think about the latest additions! If you want to reach out we’re active on all these platforms:


See you next time...

Dev Transmission! (July 2023)



Hi everyone, time marches on and we're back with our monthly update! Here's what we've worked on in July:

[h3]WIP Co-op![/h3]
During the first phase of the project we ensured co-op worked with every feature we created. This was proving very time consuming so we eventually switched to prioritizing singleplayer so we could hit certain project milestones. This month we’ve been going back and patching up any new features that weren’t working properly over the network. In addition to this we’ve added a swathe of player animations to improve how the co-op player looks.

Co-op is a huge task and while the basic gameplay is working well, there’s a lot of mission and campaign specific work to come! With only one programmer we need to switch focus in August onto other areas but it’s been good to play co-op again.

[h3]New Enemy![/h3]
If you keep an eye on all our posts you may have seen a recent video explaining the theory behind why we add certain enemies to the game – it’s well worth a watch if you’re interested in design, so if you haven’t watched it you can do so here.

One area we were lacking was an enemy that took up a large amount of the screen and moved slowly but was heavy hitting. This month we’ve filled that slot with this bad boy:


This enemy stomps toward their target, shooting rockets from either arm at distance, flamethrower jets up close and can also do a ground stomp if you’re trying to run past and take advantage of his slow turning to attack his weak area.

Oh, and if you’re thinking of shooting out a nearby window to quickly take care of this beast you can forget it – he’s immune to venting!

[h3]Completed Level![/h3]
Last month we talked about Air Exchange, a greybox level we’d created with large fans that could suck enemies into them. This month Alex completed the environment art so we have a new finished level to add to the ship:


[h3]Navigator![/h3]
We’re continuously working on the Navigator, one of the layers that drives the game. This month there was a large focus on creating the sectors you escape through on your run, including a special sector that will become an optional tutorial for first time players.

We also spent time on how the research currency is represented and accrued in this part of the game and how it all ties into our upgrade system.

[h3]Other stuff![/h3]
Every month we do loads of smaller changes that don’t necessarily warrant a section to themselves, so ordinarily this is where we mention some other interesting/noteworthy stuff – however there was a lot of focus on the headline items above this month, anything else was SUPER boring stuff like updating the engine, fixing bugs etc. :)

[h3]Just for fun![/h3]
Our composer Barry Topping was back this month, he delivered a new set of tracks for our current ship and is starting to work on music for our away missions. Barry's music is awesome so this is always a treat.



Tell us what you think about the latest additions! If you want to reach out we’re active on all these platforms:


Until next time...

SENTRY Video Devlog: New weapon and enemy breakdown!



Hi, we've made a new Devlog that shows the SMG and Needlejack enemy. This delves into the theory of adding weapons and enemies to the game and how they fit into our roster.

[previewyoutube][/previewyoutube]
These take a while to make so if you like it and want more, please let us know!