- The Prologue Update - 17 September 2026
Hi everyone, we’ve released Major Update 5! All the additions and changes are listed below but a quick thank-you to everyone that played the betas and provided feedback – the help is invaluable and greatly appreciated! The version number for the update is 0.91.29753 or later – check the bottom-right of the main menu to be sure you’ve got the latest. As usual 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 you want to sync to the previous version to finish a run, we’ve archived MU4 as a beta branch (called "0.9.27757 - Major Update 4"). And now onto the exciting bits… Prologue! We’ve redone the start of the game to include a narrati…
- MU5 Beta Branch build out now! - 3 September 2026
Hi everyone, With Major Update 5 approaching we’ve released what should be the final beta branch preview of it. To access version 0.91.29585, 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 “” appended to the game name The usual logistical information when playing betas: 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. If you’d like to back up your profile saves ahead of any Major Update (just in case you…
- Prologue Playtest (and July Dev Transmission) - 3 August 2026
Hi everyone, We’ve got a beta branch available that is focused around our new Prologue, which is a narrative sequence showing the opening Collective attack, how the SENTRY Defense Program is initiated and how the jump gates that allow future escapes become activated. So that people can test this without losing any progress on their existing saves, we’ve made a new test branch that you’d need to sync to. This is called “Prologue Playtest”. You can access this by following these steps: Find SENTRY in your Steam library and right-click on it, selecting “Properties” In the menu that pops up, choose “Betas” Select the Prologue Playtest option in the “Beta Participation” drop-down list In your Library you should see the name of the special branch appended to the game name Any saves for this special branch go into a separate folder, so won’t interfere with your existing saves from the default…
- New Beta Branch update available! - 1 July 2026
Hi everyone, Major Update 5 is approaching! There have been loads of changes and your thoughts will be vital in helping us make adjustments, so we’d love to get your feedback on it. To access version 0.91.29073, 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 “” 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 ba…
- Dev Transmission (May 2026) - 1 June 2026
Hi everyone, While the Prologue is being tested we’ve been circling back to the main game this month and making some big changes. Before that though, just a quick update on our upcoming plans: originally we scheduled our next update to be the full release one, but some of the things we wanted to improve/revisit/add would ideally get community feedback first - which could then be incorporated into the v1.0 update. So we’re going to squeeze in MU5 next, before moving onto the full release update. The headline for MU5 is solving the onboarding process – which has been our previous focus and you can read about in our recent Dev Transmissions. Before we press ahead with the final art passes and implementing the cinematic sequences that bookend it, we’ve been enlisting people who haven’t played the game to test the prologue and make sure both the flow and messaging is working. Thus far the fe…
- Dev Transmission (April 2026) - 1 May 2026
Hi everyone, We’ve added a new enemy this month; the Bile Pod. These aren’t traditional enemies that enter via breach points. Instead, these are spawned into levels as a hazard. They are positioned on the floor and ceilings and are fixed in place. If you get too close to them they enter an alert state – get even closer and they’ll detonate, causing damage within a radius. You can attack them, but they’ll only enter a dormant state for a period of time before reviving. Here’s some concept art of their initial development showing the inactive, alert and attacking states: They also prevent deployables being placed on them, so when these are active in a level you’ll not only have to be mindful of running around freely, but also where you position your traps. They also make a good first enemy for our new prologue, which has been taking up most of our time this month. As this is a linear sequ…
- Dev Transmission (March 2026) - 1 April 2026
Hi everyone, The main focus for March has been our new opening sequence. Our goals for this are creating something that is a fun/cool introduction, making people eager to dive into the rest of the game all whilst having learnt the core mechanics along the way. This prologue campaign is set during the initial moments of the Collective’s attack on Earth. You play a civilian engineer on an orbiting Listening Post (concept art of this is in last month’s Dev Transmission) who has to navigate the critically damaged station while it’s being invaded. Here’s concept art of this character, along with some dead bodies of fellow engineers (you’ll see a lot of these scattered around): Much like our existing SENTRY characters, the engineer you play isn’t special or ‘The Chosen One’, they’re a body to throw into the grinder that hopes to achieve eventual success, one bloody step at a time :) The stati…
- Dev Transmission (February 2026) - 2 March 2026
Hi everyone, There have been three main areas we’ve been progressing this month. The first is continued gamepad support and we now have full coverage across all of our menus. We’ve also implemented vibration, so along with our planned improvement of combat controls we’re on track to tick the “full controller support” option when we launch the next Major Update. The second area has been expanding the tiered Scrapper, Raider and Warden work we outlined last month – if you’d like to read up on those check out the post here. In that post I mentioned some examples of the general changes along with a breakdown on the new Scrapper behaviour, so this time let’s look at some of the other new actions... The shotgun-toting Elite Raiders now toss EMP grenades instead of the usual explosive ones. These function in a similar way as the Ghost’s aura, so temporarily power-down deployables within its ra…
- Dev Transmission (January 2026) - 30 January 2026
Hi everyone, There have been two main focal points this month. The first is continuing the gamepad work we started in December, so nearly all menus now have controller support. Once we’ve finished the last couple we’ll revisit the combat controls so they feel a lot better than they currently do and once this has been validated by the community we’ll mark the store page as having full gamepad support. The second area we’ve been working on is a multi-discipline effort to expand the core enemy behaviour, so that as you progress through the game you feel like the challenge the main enemies provide escalates. When I say “core” enemies I’m specifically referring to our most common three archetypes, the Scrapper, Raider and Warden. Currently they each have three tiers: Grunt (grey), Veteran (blue) and Elite (red) – for example here are the three tiers of the Assault Warden: Additionally, some…
- Happy Holidays (and December Dev Transmission)! - 24 December 2025
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 me…
- The Tech Module Update - 9 December 2025
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…
- The Beta Branch for Major Update 4 is now available! - 26 November 2025
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 “” 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…
- Dev Transmission (October 2025) - 3 November 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,…
- Dev Transmission (September 2025) - 1 October 2025
Hi everyone, here’s what the team have been up to in September. Passives becomes “Tech”! 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,…
- Dev Transmission (August 2025) - 2 September 2025
Hi everyone, In case you missed it, we planned out the remaining work for Early Access and posted up our new roadmap here: https://store.steampowered.com/news/app/1252680/view/534359257319997678 After the release of Major Update 3 in July, August was about diving into some of the work that is outlined in the new roadmap. New Enemy! We wanted our next new enemy to be one that had a big gameplay difference to any of the existing roster. 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 and turrets unhindered. For its attack, it creates a homing projectile and once it receives damage it can turn incorporeal for a short period of time, blue flames on each hand dissipating to denote how long this Phase Shift lasts. We had plans for this enemy for a while, even creating concept art th…
- Roadmap Update! - 21 August 2025
Hi everyone, We’ve built out a plan for our remaining work on SENTRY, so we thought we’d create a new Roadmap post. First, if you haven’t been keeping updated on the changes thus far then you can read up on the Major Updates in these posts: https://store.steampowered.com/news/app/1252680/view/4235154200342543684 https://store.steampowered.com/news/app/1252680/view/526460937466544207 https://store.steampowered.com/news/app/1252680/view/534357354429284567 The High Level Plan After deriving a list of new features, content and adjustments we’ve been splitting these into our planned remaining updates. The first of these will arrive in Major Update 4, which will be out before the end of the year. We’ll then graduate from Early Access with a full release update in spring 2026. We’re still supporting our previous game even years after its v1.0 release, and you can expect the same on SENTRY too.…
- Updated Translations for 0.8.26715 - 20 August 2025
Hi everyone, we're busy working away on MU4 but the translations for the previous Major Update have arrived, so we've updated the text file for build version 0.8.26715 to include them. Because the text files are outside of the packaged game this means the build version number hasn't been updated from the last patch. Steam should auto-update, but if you're running the game in any language other than English and you're still seeing non-translated text, try validating your files to nudge Steam into downloading them.
- Update notes for Build Version Number 0.8.26715 - 4 August 2025
Hi everyone, Thanks for your feedback and bug reports on the latest Major Update. This patch (version 0.8.26715) has the following changes: Fixed an issue in co-op where if there was extreme lag the host machine would have moved the pursuer to its next node before the client had even started, resulting in it getting stuck in this state. Changed hazards so that they no longer accumulate over the course of a sector. This means they last for one battle only. There have been lots of comments around hazards and from your feedback it seemed like making minor adjustments to individual ones wouldn't solve the core issue, which was how they would stack on top of one another - particularly if you were unlucky enough to roll one you didn't like early in a sector. Based on our testing, changing hazards to now last for one combat makes them more of a per-battle "spike" as opposed to a sector long sl…
- The Hazards and Crew Update - 31 July 2025
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…
- Big changes in the new MU3 Beta! - 25 July 2025
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 “” 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…