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SENTRY News

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



Hi everyone,

With release rapidly approaching and the demo being very out of date now, I wanted to give you a heads up that I'll be taking it down on the 14th March.

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

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

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

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



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

Dev Transmission (February 2024)



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

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

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

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


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

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

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

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


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


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

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

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

SENTRY releases into Early Access on the 25th March!




All civilians are to be enlisted into the SENTRY Defense Program on the 25th March.


Call for Playtesters!



Hi everyone, as we rapidly approach release we're holding weekly playtest sessions with our community.

if you're interested in helping us playtest the campaign for SENTRY then you should head to our Discord and check out the Announcements channel for more details.

The SENTRY Defense Program thanks you for your service.



Dev Transmission (January 2024)



Hi everyone, it’s been a very productive month – no time for suffering the January blues! Here’s what we’ve been up to:

[h3]The Campaign![/h3]
The big focus this month has been continued work on our campaign and how the three layers of the game (Navigator, Overview and the battles) link together. Some highlights include:

  • Level health now persists across a run, so if you let enemies slip through, the next time that level is attacked means fewer enemies need to escape
  • If a level has been lost, enemies get a free move past it in the Overview. This means they can approach your core much quicker and impacts your choices about where to defend.
  • You can repair levels, meaning enemies need to take those levels over again to progress – but this comes at a high resource cost that could be spent on upgrades
  • Further improved messaging, such as a picture-in-picture display of chasing vessels/missiles while you’re in the Overview
  • Derelicts used to give you a random blueprint, you now get to choose from three types including additional resources if you’d prefer to focus on upgrades rather than new weapons/deployables/abilities
  • Victory and Defeat screens that communicate what you’re carrying through to your next run – or in some cases, what you’ve lost
  • When you travel through a sector gate, you can now choose to either increase your weapon/deployable slots, or bank any new blueprints you’ve acquired

[h3]New After Action Report![/h3]
The After Action report is your end of mission debrief screen. We reworked this from the demo to be better suited to the campaign and freeplay modes:


You’re now awarded a S, A, B, C or D grade based on your level performance, as well as displaying information that carries across to the campaign, such as rewards and level health.

[h3]Polish![/h3]
As we get closer to release, we’re spending more time polishing the build. This is where a lot of the feedback from the demo has been incredibly useful to help us prioritise. A handful of tasks we’ve completed recently are:

  • Sprint jumping now has the correct momentum :)
  • More camera settings to help with motion sickness
  • A swathe of additional actions can now have their key bindings changed
  • Doors can now only be opened/closed during the prep phase, but are free to use. Combined with increased health they’re more useful as a delaying tactic
  • Scrap that falls out of level is now auto-collected, so you won’t lose anything if some scrap tumbles into a pit!
  • Enemies can now attack through the breach forcefields, reducing how overpowered it was to camp the breach points

There’s tons more we’ve done, and an even bigger list for us to work through – but the above points came up a fair few times as feedback so it’s good to get those improvements in.

[h3]Playtesting![/h3]
We’re back into a serious playtesting phase, so if you fancy getting a sneak preview of the campaign, sign up to our Discord.

We’ve got this weekend’s playtesters sorted, but the plan is to do more playtests every 1-2 weeks and so we’ll be taking in more valiant volunteers during that time.


We love it when we hear from you! We try and respond to every post – but if we don’t please be assured we always read them and take note of feedback and comments! You can reach us on these platforms:


Our primary focus from here till release is improving what’s already in the game, which means February’s Dev Transmission might not necessarily be full of big new features – but it does make the game a much tighter and fun experience.

That said, we are planning on squeezing in at least one more enemy, but we’ll see…

Oh – and we’ll leave the demo up for a while longer. Even though it’s not been updated since early October we’re still getting hundreds of downloads every week so it makes sense for people just discovering SENTRY to get their taster before we release.

Thanks for the support!