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Dev Transmission (August 2024)



Hi everyone, work is progressing nicely on Major Update 2 and all being well we’ll be having a public co-op test in September. As mentioned in the previous Dev Transmission, this first test will be focused on combat only, the campaign co-op test will follow on from that.

Some of the co-op focused tasks we’ve done in August relate around people playing in edge-case but valid circumstances. For example, what happens when people playing together have differing Dispenser upgrade levels? How does the game treat pre-placed dispensers?

We’ve solved this by differentiating player-placed and pre-placed dispensers, and these have differing models to reflect the changes:


As we were making changes in this area, we thought it’d also be nice to have model variants for Mastered versions of the dispensers too.

Another edge-case we’ve tackled is how co-op handles lives – specifically what happens when there are no more crew for a respawn? When this happens the dead player will enter a spectator mode. We’re putting a bunch of security cameras around levels and players that cannot respawn will commandeer them. The image below shows the three states security cameras can be in; inactive, active and controlled by a player. The latter is useful so the person still in combat can see which camera is currently controlled by their ally:


In order for players in this state to still contribute to the fight, we’re looking at giving certain abilities in this mode. Tagging enemies, remotely collecting scrap, some form of enemy stunning and more are all being considered for implementation.

At some point it’ll be good to expand this functionality out to spectators controlling turrets, but that’s a future task as it’s a bit more involved.

We’ve implemented the final set of third party animations so you can now see the other player perform all crouch-related actions and fixed a lot of sound effects that weren’t playing correctly in co-op.

We’ll be putting the combat co-op test through its paces among our Discord community first, but as soon as the public branch is available we’ll create a Steam announcement so you can dive in and let us know your thoughts.

[h3]New Music![/h3]
Barry has been back on the project in August and has made a bunch of new tracks which we’re planning to include as part of Major Update 2. While the majority of these are new music for combat, there’s some new Navigator music too.

As a sneak peek, here’s a snippet of one of the new combat tracks:

[previewyoutube][/previewyoutube]
We get a lot of questions around when we’ll be releasing the soundtrack, this will be closer to full release.

[h3]New Levels![/h3]
Sean has created two new levels: Logistics and Chasm. Our Discord playtesters have provided feedback on the greybox versions which we’ll action before these get handed over to Alex to finish the art.

Chasm has a lot of places where you can throw enemies into the abyss:


Logistics allows you to shoot overhead conveyors to drop explosive crates on enemies as they are on the final stretch to the exit:


We’re also planning on giving Central Processing a pass for Major Update 2, it’s our oldest level and it shows!

[h3]Weapon Skins![/h3]
When you master a weapon, you’ll now get a special weapon skin for it:


Weapon skins have been a popular request, so this is likely an area we’ll expand upon in future.

[h3]Other Stuff![/h3]
With one programmer, one artist and one designer Major Update 2 has thus far proven to be a dependency nightmare – Adam is almost exclusively working on co-op, which is a very technically intensive task – so Alex and Sean have had to work on areas that don’t require a lot of code support (like the levels mentioned above).

It has however given us the opportunity to look further ahead at content that would be added beyond Major Update 2, so we have some early concepts of melee weapons, designs for adding vendors into the campaign, visualizing attacking enemies before entering levels and some other cool things that are part of the longer-term plans.

[h3]From the Community![/h3]
As is usual, we’ll finish off the Dev Transmission with some cool stuff from the community.

This month, Discord user Jajomba has put together a mockup of a new enemy he’d like to see in the game:


He described this as a back-stabbing, vent-crawling, wall-climbing commando type enemy:


We love seeing this sort of thing, whether it be fan art, impressive gameplay clips or whatever – send them our way on any of our socials or direct to me via our Discord and we’ll share with the community (with your permission of course).


Keep giving us your feedback! We track it all in a big list and even if we don’t respond to every single post/review, be assured we read them all. You can reach us on all these places:


Thanks for all the support and I’ll post up on Steam as soon as that public co-op test is live :)


New SENTRY Devlog (and July Dev Transmission)



Hi everyone, check out our latest Devlog diving into Major Update 1: Starfarer:

[previewyoutube][/previewyoutube]
Sean hates it when I ask him to make one of these, so if you enjoyed it do please give it a thumbs up to help him forgive me :)

As we enter a new month I’ll also use this post for our July Dev Transmission!

At the beginning of the month, we followed up the Starfarer Major Update with a patch – you can read about all those changes here:

https://store.steampowered.com/news/app/1252680/view/4383774438051194459

Aside from the Devlog and Patch above, co-op – which is the headline feature of MU2 – has been our priority.

Co-op is split into two areas on SENTRY; Combat and the Campaign. The combat co-op requires a lot of technical support but is reasonably straightforward from a design perspective. The Campaign co-op is the exact opposite; it being turn-based doesn’t require any of the same level of technical investment as fast-paced FPS/TD combat gameplay does, but ensuring it works well with progression sharing etc. involves a lot of design planning.

That means during the development of MU2 we’ll likely run two public beta branch tests. The first would be in a demo format that allows players to really hammer the co-op combat gameplay and flush out any issues there that we can work on, with the latter beta branch test being the fully fledged campaign co-op. We’ll keep you updated with our progress!

With all eyes on co-op this month, this’ll be Adam’s focus for a while. We’re expecting Sean and Alex to increasingly work on other areas while Adam is ploughing through his co-op tasks – but more on that in the next Dev Transmission…

[h3]From the Community![/h3]
I’ll finish off with some cool stuff from the community – I’m often posting impressive gameplay clips to various short form video sites (TikTok, FB/Insta Reels and YT Shorts links below) and it’s always cool to see the amazing skill levels on display.

Here’s some fan art from Twitter user CN_Blackraven, imagining the Soldier enemy and Auto Turret as female variants:


SENTRY dating sim when?

Finally Discord user “The Darter” has made it his personal mission to escape every level and go where no designer ever intended. Here’s a screengrab of one of his escapades, getting into the Server room under the glass floor in Mainframe:


If you can see it, The Darter has probably been there.

If you’ve got any interesting gameplay captures, fan art or anything cool you’d like to show us – share them on any of our socials or send them direct to me via our Discord. We’ll share it (with your permission of course) on our various channels and we love seeing it – I’ve been sent some exceptionally awesome stuff recently I’ll share in a future Dev Transmission.


Keep telling us your thoughts! We keep track of them all in a big list and even if we don’t respond to every single post/review, be assured we read them all. You can reach us on all these places:


Thanks for all the support and if you haven’t done so already, please leave a Steam review!


SENTRY is in the Tower Defense Fest!



SENTRY is in the Steam Tower Defense Fest! Unsurprisingly, we’re big fans of the genre – but SENTRY isn’t your typical Tower Defense/FPS hybrid, so I thought it might be useful for people checking us out for the first time to have a little explainer.


We wanted to do something different with Action Defense games. After all, OMD, Dungeon Defenders and Sanctum already exist and therefore our vision is a twist on the usual format :)

This originally stemmed from thinking about what defending a spaceship from an alien horde would actually be like. For us, we felt that it should be less passive and involve a desperate, attritional defense with opportunities to snatch victory from the jaws of defeat. This feeling has ultimately driven what SENTRY became, and how it differs from other games in the genre.

For example; while you absolutely need deployables (our name for traps and turrets) to help repel the hordes, you are the most powerful weapon and success relies on you constantly fighting. You’re a fast, responsive character and as you can output a lot of damage, should be where the action is heaviest. To match that, enemies are less zombie-like and will put up a fight.

The game takes place in a non-linear campaign. As you pick an escape route from Earth, you’ll be constantly boarded and attacked in random parts of your ship. Often, this will be in multiple places at once, so you’ll have to choose where and when to defend. For each enemy that escapes, that level will be harder to defend if it’s attacked again – so make every bullet count.

This also means that sometimes you’ll lose levels and victorious enemy forces will progress through your vessel – as long as the enemy doesn’t destroy the Ship’s Core or all of the defending crew, the campaign and your escape attempt continues. This is a different approach in the context of a linear TD game, where losing is a blocker to progression. In SENTRY however, occasional loss of levels will happen and is okay! Think of it as losing the battle but not the war :)

Depending on your performance in combat over the course of a campaign, you could succeed in a blaze of glory, limp over the finish line… or die trying. Because the game is run-based, there’s always another escaping ship that needs your help. Each run is varied by choosing different vessels with modifiers, campaigns, randomised enemy forces and the weapons/deployables etc. you’ve unlocked on previous escapes. Each piece of your equipment has an upgrade path too.

Because we’re in Early Access, you can find our Roadmap here:

https://store.steampowered.com/news/app/1252680/view/5921742839579227575

We’re currently working on Major Update 2, which is the co-op update. If you’re interested in what was in Major Update 1, you can read about it here:

https://store.steampowered.com/news/app/1252680/view/4235154200342543684

So that’s SENTRY – if all of the above sounds to your liking, please check us out! To those TD fans finding us for the first time I hope this post has proven helpful. Hit us up on the forums or any of our socials (links are on the side bar of the store page) if you have any questions - and enjoy the TD Fest :)


Update notes for Build Version Number 0.6.24541

While we were waiting for our translations to be supplied, we took the opportunity to fix some bugs and do some balancing based on your feedback:
  • Added the translations for new text that came in Major Update 1: Starfarer (details of that update can be found here)
  • Peacekeeper now shows secondary ammo on Equipment and Loadout Menus
  • Flame Shot primary fire no longer does friendly fire damage to Turrets
  • When performing a melee attack with the Flame Shot, it now plays the correct impact VFX
  • Flame Shot and Peacekeeper bars weren't updating as you upgraded the weapons
  • Fixed a bug where the SMG could disappear when switching to it
  • Adjusted some wall decorations so it's easier to place deployables on them
  • Tagged a small sign as illegal for building purposes, so that you won't have the deployable ghost appear on an area that is far too small to build on
  • Fixed the small hitch that can occur during simultaneous character spawning
  • The Launch menu will now remember the last ship/campaign setup
  • Fixed the broken aiming on the shotgun-toting alien soldier after they flinched
  • Did a balancing pass on all deployables, including their upgrade paths
  • Adjusted the frequency of ammo drops
  • Changed how countdown lengths were displayed so that they're visually more consistent
  • Fixed a bug where enemies could occasionally get stuck if they collided with the bottom of a ladder
  • Fixed an issue where some larger enemies could get stuck in the doorway from the pods into the canteen area in Mess Hall
  • Fixed some grammar and punctuation issues in English. Also improved consistency in some of the gameplay terms we were using
  • Fixed an issue in The Pit where scrap wasn't being auto-collected if it fell into the central hole
  • Landmines and Rivets now do bonus damage to Giant Slugs
  • Reduced the maximum amount of Charger enemies that can spawn at a time
  • Reduced the damage from the Dog lunge attack
  • Improved the Railgun Mastered upgrade
  • Flame Shot and Peacekeeper balancing pass

Now that's done, we'll continue with our Major Update 2 focus. But rest assured if anything critical crops up we'll jump on a hot-fix.

Major Update 1: Starfarer (and June Dev Transmission)



Hi everyone,

Major Update 1: Starfarer is out now! This post collates all the changes we’ve made. Firstly, a massive thank-you to everyone that tested the beta branch and provided feedback across Steam and Discord – we’ve been stomping on the bugs as they’ve been coming in and it was great to have your validation and extra testing muscle, particularly as the game has now significantly expanded.



Steam should auto-update to the new version, which will have 0.6.24473 or later in the bottom-right of the main menu. Your profile saves (i.e. equipment and slots) will carry over. If you’re in the middle of a run though, that won’t carry over. 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 on that old version.

The original version is available as a beta branch called “0.5.23844 - Launch Version”. Please bear in mind that if you unlock new ships and campaigns in the latest version, go back to the original and play that profile, and then come back to the new version again, those ship and campaign unlocks will be lost on that profile. I don’t expect many would choose to do that, but I thought I’d mention it just in case.

If you’d like to back up your profile saves for whatever reason, you can find your save folder here: C:\Users\\AppData\LocalLow\Fireblade Software\SENTRY\Saves\Steam

Housekeeping done, so on with the cool new stuff :)

[h3]New Campaigns and Vessels (aka the Launch Screen)![/h3]
This is most likely the biggest change to the game and as mentioned in previous Dev Transmissions is the foundation of the campaign going forward. Two of the most frequent issues people noted with the first Early Access release was the volume of content and the difficulty; this improves both.

You may remember we posted up some details on this screen before, which can be found here:
https://store.steampowered.com/news/app/1252680/view/6232499459766436169

In short, when you launch a campaign you’ll be taken to this menu where you have a choice of vessels and campaigns:


Vessels are unlocked by satisfying certain requirements and provide modifiers on your run. This provides variety and if you’re struggling with the difficulty allows you to work towards ships that help you in specific ways. Running out of crew? Choose the Medical ship. Suffering from a lack of Materials? Choose the Mining vessel etc. The current four are just the start, in future updates we’ll add more vessels.

Campaigns provide different difficulties. In this update there are two, but more will be added in subsequent Major Updates. Starfarer is approximately the same difficulty as the original campaign, but across three sectors. Initiate is two sectors long, doesn’t have homing missiles and is easier than Starfarer. Note that I said easier, not easy :) SENTRY is meant to be challenging, evoking emotions of snatching victory from the jaws of defeat and limping over the finish line. But it shouldn’t be impossible for people who are struggling and Initiate is a campaign more suited to those people who can spend time learning to play and banking a selection of equipment before stepping up to harder campaigns.

Oh, and on that note – equipment is now split into two tiers: Common and Uncommon. On Initiate you can only acquire Common equipment, so if you want the bigger toys you’ll need to venture into Starfarer.

Difficulty has been an interesting problem on SENTRY. Some people found the game too easy, some too hard while others just right. One issue with a single campaign – and why we didn’t just rush out balancing tweaks – is that we couldn’t balance toward one side without alienating the opposite end of the scale. Having multiple campaigns allows us to tackle this in the right way. The trouble with a dynamic campaign is that we’re not only having to consider players varying skill levels, but what the game throws at you, when and where (both in terms of level location and where you may be on upgrade paths) – all can provide varying results. It’s partially why I described Starfarer as “approximately” the same as the original campaign difficulty – at points it may be easier, at other times harder depending on all those various factors and your personal experience. All these variables mean that’s why your constructive feedback is essential in helping us adjust these difficulties and create new ones along our Roadmap.

[h3]Other Difficulty-Related Changes![/h3]
We’ve made a lot of other changes that would impact difficulty, so I’ve collated them here.

Previously, breach locations would be random and we only had control over the number of breaches. This randomness could provide some very spiky random difficulty, so we’ve created a system that gives our designer Sean greater control. So in Initiate for example, the spawn locations won’t stretch your defense in the same way Starfarer would, and we can provide broader escalation.

The spawning system has also changed to accommodate the new difficulty tiers. Enemies are divided into Boarding Parties (i.e. the force that moves around your ship), which are comprised of waves, with each wave comprised of multiple squads. There’s been a lot of work at the Squads level to ensure that we have greater control over the difficulty but can also ensure enemies are introduced at the right points, because some of those enemy archetypes provide a spike in challenge, especially in combinations. Taking Initiate as an example, there’ll be more “Grunt” level enemies (i.e. the grey ones) and less Veterans/Elites (blue/red variants), along with lesser occurrences of the special enemy archetypes versus Starfarer. There’s lots more variety and granularity we can add in future here too.

The tutorial sector has been shortened and made easier. This is so we can get people into the proper game loop faster and for a tutorial, it was previously too hard and not a welcoming experience. You only play this once on a new profile, so this point is more for new players than existing ones – but an important change nonetheless.

[h3]New Enemies![/h3]

Enemy reinforcements have arrived! The Flamejack and Bilejack inflict burn and poison damage on the player. A charging enemy adds chaos to combat as it bashes into you, enemies and props alike. Our heavier bipedal enemy now has additional tier variants and some come with a shield and flak pistol, requiring a step-change in your approach.

Last but not least, you’ll see our grub enemies now come in a different colour. I’ve no doubt the green ones will make a return in future with some different behaviour.

[h3]New Equipment![/h3]
The SENTRY Defense Program isn’t blind to your plight and has made additional equipment available.

The Peacekeeper and Flame Shot are three-slot weapons, giving some much-needed variety to sit alongside the SMG tier:


Two old friends from the demo have returned; the Exploding Barrel and Landmine:


An Extractor deployable is useful against flying enemies and is joined by the Stun Grenade to complete the new roster:


I won’t go into detail here, half the fun is getting to try them yourself :)

[h3]Supply Beacons and Duplicate Blueprints[/h3]
In the Navigator, derelicts have been replaced with Supply Beacons that denote their level (Common or Uncommon).

Derelicts may make a return in some other form later in Early Access.

Also, when receiving a blueprint that you already have, it’ll be at a random upgrade level.

[h3]New Level and level updates![/h3]
There is a new sub system on the Roughneck, which is called The Crossing. The main area is a large room with plenty of places to throw enemies into the abyss.


You’ll also notice that the levels on the Ship Overview are now randomised (except if you’re playing the Tutorial sector) which provides greater variety on subsequent escapes.

While we’ve done lots of tweaks to existing levels like adding more places for deployables and other fixes, Mess Hall has had an overhaul. It’s a similar layout, but the exit has swapped places with one of the other spawn locations, meaning that the level is no longer all about that single corridor. There are still spawns that utilise that corridor so there’s plentiful venting opportunities.

About half the comments on Mess Hall were negative, the rest positive. But the positive comments frequently alluded to using that level as a crutch to handle difficulty – which is not ideal. This, combined with a more balanced overall game means that Mess Hall is actually fun now.

[h3]And other stuff![/h3]
There’s a whole heap of miscellaneous bug fixes, polish and improvements that we’ve done too. In no particular order:
  • Poison and Burn status effects impact the player
  • Barrels on the back of the Tank enemy now show damage and we've improved the hit impacts on this enemy in general
  • Explosions now don’t destroy barrels, but set them on fire
  • Explosions will tend to throw enemies further than before
  • Rivet Grid now restocks in preparation phases
  • Deployables reload bars are now desaturated until they are fully recharged, at which point the bars colour is shown making it easier to identify between states
  • Increased speed of enemy boarding parties moving in the Overview
  • Optimisations on visual effects, enemies and levels – there’s still lots more work to do on this throughout Early Access, we are by no means done – the guidelines on this performance post are still accurate
  • Forcefields change colour when all enemies have left the forcefield area
  • Sound now plays to denote the final wave banner
  • Player and enemy now play burning audio if affected by the burn status
  • Suit VO for when there is only one SENTRY left and they arrive in a level
  • Removed delays on loudspeaker audio so the warnings are more prompt
  • Enemy grenades now have a different sound effect when exploding
  • After Action Report, Equipment, Navigator and Overview menus are functional with gamepad (note these are functional, they are not polished or anything that we deem to be “full controller support” - that is in the pipeline)
  • Balancing tweaks to most equipment (DMR, Boltgun, Railgun, all pistols, AR44 and its secondary to name but a few)
  • Various balancing tweaks to Deployables and Gear
  • Various enemy balancing tweaks
  • Fixed an issue with soldier enemies getting stuck in Central Processing because they couldn’t find an attacking point on a damaged Core
  • Made some tutorial messaging clearer
  • Enemies no longer get stuck on the lip round the edge of The Pit
  • Fixed pulse pad, conveyor and vortex grid not starting fully charged when placed during a preparation phase
  • Fixed some holes where you could see out of the level in various places
  • Removed HUD opacity setting from the game as it was buggy and there are already options to turn the HUD on or off
  • Fixed shutters in Mainframe and Fuel Exchange so you can now build on them
  • Soldier enemies no longer throw grenades if the player is too far above them
  • Removed floating player health bar that could appear in certain situations
  • And finally, fixed the vending machine stock error so the Strawberry and Mint flavours are no longer mismatched:

Actually, maybe that last one was the most important update of all…


We hope you like the latest updates for Major Update 1. We’re waiting on translations, so will patch those in as soon as we have them all. We’ll also be keeping an eye on our various channels to pick up any feedback or thoughts on the latest additions and will fix anything important that crops up, so please continue telling us your thoughts.

Remember this is just the first Major Update, there’s more to come and we have a huge list of all your feedback that we’re working through alongside the Roadmap.

Once you’ve checked out the latest changes, don’t forget to leave a Steam review!

Aside from any patches that require our attention, work will commence on Major Update 2: which will be focused around co-op.

Thanks for the support!

The Fireblade Crew