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Happy Holidays (and December Dev Transmission)!



Hi everyone, the main priority this month was the release of MU4, which you can read about here:

https://store.steampowered.com/news/app/1252680/view/514102575975368846
Thanks to everyone who has been playing the game and providing their feedback!



As is usual after releasing a Major Update, we spent some time planning what our next areas of focus will be. We’ve got some cool things in the pipeline that we’re excited to move onto – and we’ll show more as that all starts to take shape.

We’ve also started to properly tackle gamepad support. Since our early access release it’s been functional in combat, but the majority of the UI didn’t work on controller. The initial phase required design work to specify the controls on each menu, as well as PlayStation and Steam Deck button image artwork (we only had Xbox buttons thus far). Now code are working their way through everything and once the menus are done we’re planning on revisiting the implementation of gamepad controls in combat to further improve them.

The work above isn't the sort that generates lots of exciting images for me to post, but it is important nonetheless!

[h3]From the Community![/h3]
As always, we finish off the Dev Transmission with some cool images from the community. For this month we have Discord-user Busy Bee’s comic, where there were some special guest appearances…


It’s always cool to see stuff like this, so please send anything you have our way and we may feature it in a future Dev Transmission :)


Providing feedback is really important in helping us shape the game. Here’s a bunch of useful links to where you can reach us:


The team will be taking a bit of time off over Christmas, but I’ll continue manning our various community channels in case anyone needs assistance or has questions.

However you spend this time of year, everyone at Fireblade wishes you a great end to 2025!



The Tech Module Update



Hi everyone, our next Major Update has been released! This post will go through the latest additions and changes – but before that, I wanted to say a big thank-you to all our community members that helped playtest the beta branch. Once again the feedback has been invaluable in reproducing bugs and providing information that helps our balancing and polish passes.


As with any Major Update, it’s worth covering some logistical information regarding the update:

Steam should auto-update to the latest version, which is 0.9.27757 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 it should update.

Your profile saves will carry over (i.e. all your equipment, uniform and campaign unlocks), 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 "0.8.26715 - Major Update 3").

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 the important information is covered, onto the new stuff!

[h3]Tech Modules![/h3]
This new system is the replacement for the old passive gear that we’ve gradually been phasing out. We originally had three pieces of passive gear. The Jump Jets became a default player ability, the armour became part of the Crew menu added in Major Update 3, while the Bandolier is now a piece of Tech.

Tech are small memory-card like items that you acquire at the end of each combat. You equip up to 5 of them in your loadout and they come in stackable (blue) or unique (purple) formats.

Their function is to allow you to lean into certain playstyles and provide each run with an additional layer of variety. For example this setup is great with the Auto-Turret and Assault Rifle:



The above tech modules give automatic weapons a chance of inflicting poison damage, along with doing increased damage to enemies suffering from poison. There’s Tech that repairs turrets each Preparation Phase, along with increasing turret health the longer they survive. The unique tech in this instance is the Bandolier, which we know was popular with some players so we didn’t want to lose it :)

The following tech combination would make a Stun Jet plus Traction Pad killbox particularly lethal:



This one deals increased damage to enemies that are slowed, while others increase the recharge speed of ceiling-based deployables, along with two stacked tech that increases the damage ceiling-based deployables inflict. To round things off, there’s one that deals increased damage if you hit enemy weakspots with a pistol (ideal when they’re also getting increased damage while slowed on traction pads).

We’ve also added tags on the equipment and loadout menus for each item so you can better understand what Tech can be used with which piece of equipment:


[h3]New After Action Report![/h3]
Because you choose your Tech at the end of battle, along with the new Optional Objectives system and reworked UI (both explained in the sections below), it was necessary for us to create a new After Action Report.


Once you’ve made your Tech choice you extract as normal.

You’ll also notice that the Materials reward has changed. You now receive a flat amount plus bonuses for each threat level, whether it’s a boss or you’re using the mining vessel. This means the further into the campaign you get the more materials you’ll receive each battle.

[h3]Optional Objectives![/h3]
Optional Objectives is another new system that provides additional variety in combat, and is a way to adjust your Tech choices.

They are randomised with each boarding party as it moves through your ship and can be seen in advance by hovering over the icon in the subsystem information box:


They are also displayed in the HUD.

Upon completion of an Optional Objective, you will be given one of the following rewards on the After Action Report:
  • An expanded choice of Tech
  • An extra action, so you can choose two pieces of Tech rather than the usual one
  • The option to re-roll the Tech selection

You can therefore help get the Tech build you want by completing these Optional Objectives.

We plan on expanding the choice of Tech and Optional Objectives in future updates.

[h3]Major UI Rework![/h3]
We’ve made some changes to the HUD and the font for this update.

The font was suffering from legibility issues particularly at lower resolution. It also had problems with upper case ‘D’ and ‘O’ looking too similar – for example “RETURN TO POD” amusingly looked like it said “RETURN TO POO”, so we’ve replaced it with something that we feel is generally nicer to read. It pretty much touches every area of the game though, so if you see anything janky please let us know.

Regarding the HUD, we’ve added the new Optional Objectives, made the Prep and Action phases clearer and improved the messaging around Secondary Fire. We’ve also simplified the Breach Bars so they don’t say “BREACH BREACH BREACH” one on top of the other.


[h3]Status Effects Rework![/h3]
Because a lot of Tech relates to status effects, we’ve done another pass on Burn, Bleed and Poison to inject more interesting behaviour to them. While they all do differing types of damage over time (some constant, some in stabs) there are additional layers to them such as:
  • Burn has a chance to spread between nearby targets, can be extinguished if affected by venting and additionally if the player rapidly crouches and stands
  • Poison reduces accuracy, eats away at armour at an increased rate and can be immediately stopped by healing
  • You’ll be immune to bleed if you’re wearing armour, but if you sprint around while bleeding it’ll do increased damage. Bleed can also be stopped by healing. We’ll make some of the existing enemies cause bleed damage in a future update, so right now it’ll only affect the player in co-op with friendly fire turned on (although enemies will suffer bleed as normal).

[h3]New Enemy![/h3]
Our latest enemy was designed to perform differently from any of the others in the game. Here’s a screenshot and the original concept art:


The primary function for this enemy (codenamed ‘Ghost’) is that it can disable deployables within a radius, which allows nearby allies to move past those traps unhindered. If there’s a turret within the radius it’ll have its health continuously depleted.

It fires a homing projectile for its attack and when sustaining damage can turn incorporeal for a period of time. This phase shift ends once the blue flames on each hand have dissipated. While in this state it won’t disable deployables, so it's important to consider target priority when you come up against them in Starfarer.

[h3]New Levels![/h3]
There are two new levels you can fight in: Habitation and Conduit.

Habitation is another level where clever use of doors can re-route enemies along your preferred paths, with plenty of opportunities to fling them into bottomless pits.


We know how popular it is to throw aliens to their deaths, so Conduit has a fair few chasms too. The upper routes have some great choke points, while the A and B spawns have a split route that’ll test your defensive abilities.


[h3]Other Stuff![/h3]
There’s a huge amount of other changes that have gone into this Major Update which you can find below.

Levels:
  • Fixed some holes in various levels
  • Fixed a wall you couldn’t build on in Hallway

Equipment:
  • Secondary ammo (like underslung grenades) is no longer replenished from dispensers, but is restored during each Prep phase. This stops the exploit where you could stand by a dispenser and constantly replenish your AR grenades, which was an easy way to dominate the game
  • Tweaked SMG, AR and DMR accuracy
  • P9 renamed to P9X
  • Buffed P9X explosion force
  • Buffs to all pistols
  • Minor buff to AR grenade
  • Fixed reload camera anims on Peacekeeper and Flameshot
  • Improved Peacekeeper weapon swap speed
  • Buffs to Stun Stick, and toned down some of the wacky enemy flinches from hits
  • Buffs to Vortex Glove
  • Fixed the DMR not doing critical damage on weakspots
  • Made the lights on bolts flash at an increased pace as their time runs out
  • Adjusted the upgrade path on all equipment. While most have one less upgrade, some equipment such as Gear, one-shot deployables and dispensers have half the upgrades which allowed us to remove a lot of the underwhelming ones. This allows players to get higher-level upgrades with more equipment rather than going all-in on one or two.

Enemies:
  • Slight buff to Raider health
  • Minor nerf to Fodder health
  • Adjusted Raider behaviour to more closely follow pusher, pinner and breacher archetypes based on their weapons
  • Reduced attack damage on most enemies
  • Increased speed of Grub and Matriarch. While this won’t eliminate issues with them lagging behind other enemies, it will at least reduce the severity of it
  • Reduced Grub health so that a single hit from a Flak Turret will kill one
  • Adjusted the amount of scrap that the Wardens drop
  • The Stalker ship now has some variation in boarding party enemies depending on which sector you fight it

Campaign:
  • Grunt, Veteran and Elite (i.e. grey, blue and red versions of main enemies) are now spread across threat levels rather than being a hard transition
  • Removed starting Materials from campaigns
  • Increased Battle-hardened and Tight Budget hazards so they’re more suitable to single encounters (as opposed to the original stacking system)
  • Removed the ‘Disrepair’ hazard as it wasn’t very fun
  • Added new Merits that grant an additional weapon or deployable slot
  • Removed the bonus to collecting equipment you already have the blueprint for, as this was confusing
  • Adjusted starting scrap values
  • Did a balancing pass on upgrade costs
  • Repairing subsystems now starts at only 400 materials, but increases in cost each time they’re used. Similarly, crew revives increase in cost each use.


Co-op:
  • Fixed an intermittent issue where the co-op player could break dispensers for the host
  • Fixed an issue where the co-op player could sometimes load into a level with the Build Tool showing they had zero scrap
  • Added some suit VO for when a co-op player dies, or the client disconnects
  • Fixed an issue where the co-op player didn’t see the correct uniform in first-person

Audio:
  • The Suit VO provides a warning for low ammo, low health and no ammo
  • Additional suit VO lines for reworked status effects, trying to place deployables with no scrap, or trying to place deployables that have reached a cap (i.e. turrets)
  • Fixed the issue where the Railgun overcharge sound wasn’t resetting when the bar started increasing again

Miscellaneous:
  • Re-worked the Loadout menu to accommodate Tech and latest UI changes
  • Updated the engine to gain latest performance enhancements
  • Renamed “Encounter Rewards” to “Merits”
  • HUD control UI now limited to 5 characters for when keys are rebound to ones with a long name, so they don't overrun/look bad
  • Reworked Hazard and Merit tooltips to new tooltip system
  • After Action Report is no longer shown if a level is lost due to all the crew being dead
  • Lowered armour absorption rate
  • Improved text legibility at lower resolutions
  • Implemented a highlight over the Navigator button when the player can move on the navigator
  • Added latest newsletter names to the potential crew names that can be generated

Bug-fixes:
  • Stopped melee attacks also causing damage behind the player
  • Fixed the projectile spread getting smaller the as you aim down
  • Fixed a hang where the Stalker ship would land on an area where another boarding craft was already located


As ever we’ll be keeping an eye on our various channels for your feedback. We’ll do the usual follow-up patch to include the translations for the new text, but if anything massive comes up we’ll do hot-fixes as needed. We read and document all feedback even if we don’t manage to personally respond to each post – and we really appreciate it, because the game has so many levers to pull and we’re such a tiny team that we literally couldn’t do this without you.

We hope you like the latest additions to SENTRY. There’s a lot more to come and we’re already excited about moving onto what we have planned.

If you like what we’re doing please leave a Steam review, and thanks for the support!

The Fireblade Crew



The Beta Branch for Major Update 4 is now available!



Hi everyone,

Major Update 4 is on the way and there is a beta branch version of it available to play!

As ever your feedback is crucial in helping us refine the latest set of additions, so please have a go and tell us your thoughts. To access version 0.9.27593, 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, please remember that while your profile saves will carry over (i.e. all your equipment and campaigns 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 latest version.

It’s also generally good practice to back up your profile saves ahead of any Major Update, just in case you find an obscure bug. You can find your profile and save folder here:
C:\Users[Username]\AppData\LocalLow\Fireblade Software\SENTRY\Saves\Steam\[SteamID]

[h3]Tech and Optional Objectives[/h3]
These are two new systems that help provide additional combat variety and we’d absolutely love to hear your thoughts on them.

Tech is the replacement for the old “Passive Gear” that we’ve been phasing out. It takes the form of memory cards that you apply in your loadout to help lean into specific playstyles.

You earn a single choice of Tech from a randomised selection in the After Action Report that you get at the end of each battle, whether you won or lost.


You can influence the Tech that appears by completing Optional Objectives. These are randomised tasks that provide different challenges during battle. By successfully completing them you’ll be given one of the following Tech-related abilities:
  • An additional piece of Tech will appear with the other choices
  • Choose to re-roll the Tech choices
  • You can make two choices of Tech instead of one

You can see a preview of the Optional Objective, along with the associated reward as a tooltip when hovering over the icon next to the Mission Type in the top left of the Sub System Status UI when an enemy is occupying that level. These randomise each time the enemy moves through the ship, so provide an additional consideration when choosing which battle to fight next.


Because a lot of Tech relates to status effects, we’ve done another pass on Burn, Bleed and Poison to inject more interesting behaviour to them. While they all do differing types of damage over time (some constant, some in stabs) there are additional layers to them such as:
  • Burn has a chance to spread between nearby targets, can be extinguished if affected by venting and additionally if the player rapidly crouches and stands
  • Poison reduces accuracy, eats away at armour at an increased rate and can be immediately stopped by healing
  • You’ll be immune to bleed if you’re wearing armour, but if you sprint around while bleeding it’ll do increased damage. Bleed can also be stopped by healing. We’ll make some of the existing enemies cause bleed damage in time for the release of MU4, so right now it’ll only affect the player in co-op with friendly fire turned on (although enemies will suffer bleed as normal).

Oh – a few people have asked about what’s happening to the Bandolier – no need to worry, it’s been swapped to a piece of Unique (i.e. purple) Tech.

We have a long list of both extra Tech and Optional Objectives that we’ll continue to work through in later updates, so expect to see more in future.

[h3]New Enemy and Levels[/h3]
You’ll find a new enemy waiting for you in Starfarer Campaigns:


This floating creature flings homing projectiles at you, can phase out when under attack and disables nearby deployables, which is a tricky combination!

There are two new levels you can fight in: Habitation and Conduit.

Habitation is another level where clever use of doors can re-route enemies along your preferred paths, with plenty of opportunities to fling them into bottomless pits.


Because we love throwing aliens to their deaths, Conduit has a fair few chasms too. The upper routes have some great choke points, while the A and B spawns have a split route that’ll test your defensive abilities.


[h3]Important Notes[/h3]
There’s a huge amount of changes and as usual we’ll provide a list for them in the final MU4 release post. The following are worth calling out now though, either because they’re big changes from how they worked previously, or are things we’re especially keen to hear your thoughts on.
  • As you’ll see in the After Action Report, your materials reward is based on the threat level of the enemies you fought. This means the harder the fight, the greater the reward.
  • Upgrades have had an overhaul. Most have had one level removed, while some – such as dispensers, land mines, barrels and Gear have had three levels removed. This means that your path to the final upgrade is swifter, and condensing the upgrades removes filler. It’s also one part of a cool change coming in the next Major Update
  • Repairing levels start off cheaper, but increase with each repair you conduct.
  • Similarly, reviving dead crew in the Crew Menu increases the more you do it. All of the above are quite hefty changes to the campaign economy, so getting your feedback on whether you now have too much or too few of a particular resource would be great.
  • We’ve changed the font, along with the HUD. This was to provide clearer information, do a better job of messaging secondary fire and to look nicer. A change like this pretty much touches everywhere in the game so will feel like a big difference to what you’re used to. If you see anything janky, or text appears too small – let us know!
  • There’s been the usual rebalancing of enemies and equipment that accompanies a Major Update. You’ll also notice the starts of campaigns are a bit faster with Sector 1 predominantly sticking to 3-wave battles. Right now, the Initiate campaign benefits from all of these changes, while you’ll likely find Starfarer far too easy – especially in co-op – so bear that in mind while playing. We’ll have completed work on Starfarer in time for the MU4 release.
  • The tutorial hasn’t been updated to drip-feed in the new systems yet, so Optional Objectives and Tech will be available from the first encounter. Again, that’ll be sorted by the time MU4 is ready. I doubt many Beta Branch players play the tutorial, but am mentioning it just in case :)

Discord or the Steam forums are the best place to provide feedback, but any of the channels listed below are welcome.

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’re still working through a list of tasks, so once we’ve done that and had the chance to action any important community feedback we’ll release Major Update 4. As we’re such a tiny team your comments and feedback are utterly invaluable to the process, so we really appreciate the continued support.

Thanks everyone!


Dev Transmission (October 2025)



Hi everyone,

This month we’ve been primarily focusing on all of the associated tasks surrounding our Tech system, which is replacing Passive Gear. If you missed the post that describes what Tech is, you can catch up here:

https://store.steampowered.com/news/app/1252680/view/544495527868237649
We’ve been working on a collection of Unique Tech – this is the purple ones that have a standalone and more powerful impact (previously we’d been working on the Stackable – i.e. blue ones).

You gain new Tech every battle and make your selection from a random pool on the After Action Report, so we’ve re-done this screen to allow that functionality as well as sprucing it up:


The above is still work-in-progress, but gives you an idea on how you choose your Tech (hovering over an icon will give information on each piece of Tech in a tooltip). You can equip up to five pieces of Tech in the Loadout menu, so can lean into certain play styles accordingly.

The blank “Optional Objective” is part of an accompanying system we’re currently working on. The idea here is twofold:

First, it’ll provide an extra layer of gameplay variety in combat through optional challenges.

Secondly, achieving these objectives provides a bonus you can use in the After Action Report when you choose your Tech. For example re-rolling the current selection or allowing you to make two choices – essentially giving you more control on the sort of build you want to craft in your run.

Because we’ll message Optional Objectives in the HUD – and we had a few feedback points we wanted to address – we’ve done another pass on how this looks:


We’ve got a new wave icon, changed the colours on the health and armour bars, added some improved functionality and messaging on the ammo and secondary fire modes in the bottom-right, and only have one instance of the word “BREACH” in the top-left. It’s not shown here, but we’ve moved the breach timer to be just below the middle centre underneath the phase banners.

One thing you may have noticed in the screenshots above is that our font has changed. There were a few aspects with the previous font that were problematic, whether that be how it was hard to read when smaller through to how the upper case ‘D’ and ‘O’ looked too similar – for example the “RETURN TO POD” message basically looked like it was “RETURN TO POO”. While that may have amused my immature mind, it was a good time to address those problems with a focus on legibility.

A lot of the new Tech utilises status effects, so we’re also working on fleshing them out. Their damage over time is varied and has additional gameplay effects to further differentiate them. For example:
  • Burn deals damage rapidly. It can spread between targets that are close. It can be extinguished if affected by venting and if the player repeatedly crouches and stands in quick succession.
  • Poison (which is being renamed to Toxic) performs low damage over a long period. It increases firearm spread by a % amount (more for enemies than the player). It damages armour at a greater rate than health and can be cured by healing either via dispenser or the Stim.
  • Bleed gives high damage in stabs over a short lifetime and moving above a certain speed increases the frequency of damage. While suffering from Bleed you are also weakened to other damage (the enemies even more so). Bleed can be stopped immediately by healing and if you’re wearing armour it won’t even take effect.
  • Enemies have immunities and weaknesses to certain status effects (for example the drones suffer increased damage from burning, the creatures that spit green projectiles won’t suffer Toxic damage)

Aside from the above, now that we’ve implemented playtest feedback Alex has been arting up the two new levels (Conduit and Hab), here’s a WIP screenshot of the former:


Sean has been doing some early balancing work on the equipment and enemies – with lots more to come as we look to get MU4 on a Beta Branch for testing!

[h3]From the Community[/h3]
Another couple of posts this month from our community. Discord user Furious George posted this for when they roll a Chasm defense:


I’m sure everyone has a level they feel something similar :)

While fellow Discord member Fritz X posted this video regarding the general vibes for listening to the game music:

[previewyoutube][/previewyoutube]
Probably a good time to say that yes, the soundtrack will be released – we’ve still got a few more tracks coming though, so we’ll wait until those are done before putting it out.

As ever, keep the cool submissions coming!



Stay up to date or provide feedback through any of the channels below:



Thanks for your continued support!

Dev Transmission (September 2025)



Hi everyone, here’s what the team have been up to in September.

[h3]Passives becomes “Tech”![/h3]
Since the first Early Access version of SENTRY, we’ve been wrapping the original Passive Gear into other systems. The Jump Jets became a default ability, while armour became something you could spend resources on in the Crew Menu, leaving just the Bandolier behind.

This is because we’re changing Passive Gear into “Tech”, which are small memory card-like objects a SENTRY chooses at Loadout to lean into certain playstyles and do a bit of build crafting. They come in unique (purple) and stackable (blue) formats:


Tech is awarded upon combat completion regardless of whether you won or lost a level. You’ll choose the Tech you want from a selection of three (although depending on other variables, this could go higher). There’ll be additional mechanics (mentioned later) that allow you to pick more than one, or re-roll the existing selection.

We’ve implemented over 20 thus far, with plans for over 40 more that we’ll gradually work our way through. This is another one of those systems that we’re looking forward to hearing ideas from the community on too, and our Discord Playtesters (who have access to this feature) are already suggesting some cool ones.

A couple of current in-game examples we’ve recently employed: This one is great with a P9M along with a backup melee weapon:



This deals bonus weak spot damage while scoped, which also has a chance of causing enemies to become slowed. There’s Tech that grants bonus damaged to slowed enemies too. On the melee side, there’s one that gives a chance of inflicting burn damage, while another increases melee damage with each wave that passes.

Or this one focused more on Deployables:



The first two repair some health to Turrets for each wave they survive, along with granting them extra health in each new Prep Phase. There’s Tech for any automatic equipment (so weapons like the Assault Rifle along with the Auto Turret) that has a chance of causing poison, with another dealing bonus damage to poisoned enemies. Capping it off there’s one ideal for the Tesla that increases the amount of shock damage that chains between enemies.

As with previous systems, there’s been a hefty amount of work integrating these into the existing game as they touch multiple areas – the equipment menu, HUD, Loadout and the After Action report have all needed to be updated. We’re still working through those aspects, but the AA Report in particular is going to look much better as a result.

[h3]New Levels![/h3]
In August we made a new level called “Hab”, and this month we’ve made another called “Conduit”. Both of these levels are currently with our Discord Playtesters, so once we’ve watched their videos we’ll adjust the levels and hand over to Alex so she can replace all of the greybox assets (it’s more efficient to do these early tests and make changes in greybox form).

Here’s a brief glimpse of the new levels; first up is Hab:


The exit point is an open room that is hard to defend, but you can utilise doors to re-route enemies from either level extremity the long way. This means you can funnel enemies into your preferred ambush spot – mine is this area that is great for the Vortex Glove, Conveyors and Vortex Grid – but also affords some nice sniping opportunities for enemies crossing the bridge.

And here is Conduit:


My favourite area to battle in this level is by the C & D breach points, which are by a large pit that they have to cross via a bridge – many aliens have already died on this choke point!

[h3]Other Stuff![/h3]
We’ve started the design and planning work on another mechanic that complements the new “Tech” system: Optional Objectives. The idea behind these is they’ll provide some extra gameplay-related sub-mission to achieve in combat that’ll not only provide additional variety, but also grant rewards that allow you to have more choice in the Tech you’ll attain. Part of this includes the creation of a Stats system, which will also be utilised for an eventual achievements system. While Achievements is planned for the full release update, we’re planning on implementing the Optional Objectives and accompanying Stats system next for MU4.

We also upgraded our engine to take advantage of some performance improvements. This normally breaks some random things we need to patch up and the same was true of this occasion.

[h3]From the Community[/h3]
Our Discord community member Jajomba had a play around with the game files to see what a wave filled with our most deadly enemy would look like:

[previewyoutube][/previewyoutube]
Finally, you have to admire the dedication behind this image from Snake with a tophat (also from our Discord)


Maybe don’t stand so close if you’re employing a similar strategy :)

We love seeing all the cool things you come up with, so please keep sharing them with us!



If you’d like to chat with a fellow SENTRY or provide the team with feedback, you can do so in any of the channels below:



Thanks for your continued support!