SENTRY
Steam News 21 August 20259mo ago

Roadmap Update!

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 Up…

Update log

Full SENTRY update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes4 additions5 changes0 removals
  • Gameplay
  • Store
  • Balance
  • Events
addedWe’ve built out a plan for our remaining work on SENTRY, so we thought we’d create a new Roadmap post.
changedFirst, if you haven’t been keeping updated on the changes thus far then you can read up on the Major Updates in these posts:
changedhttps://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
addedThe High Level PlanAfter deriving a list of new features, content and adjustments we’ve been splitting these into our planned remaining updates.
addedGeneral AdditionsEvery update we aim to include some new levels, equipment and enemies. The remaining enemies we’re planning on prioritising utilise a gameplay mechanic that hasn’t been used in-game yet. We like to keep some surprises but I’ll talk about the first one of these in the August Dev Transmission – we showed concept art for this particular enemy before, and you can now see the associated in-game model that’s incoming:
addedGeneral AdditionsReworking turrets. There are a few issues with them currently, but the biggest problems are the combination of new players finding turrets hard to learn, but experienced players placing them effectively where they become too powerful, with no valid counter. We’ll be looking to make adjustments to solve this while making them more fun to use in general.

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.

General Additions

Every update we aim to include some new levels, equipment and enemies. The remaining enemies we’re planning on prioritising utilise a gameplay mechanic that hasn’t been used in-game yet. We like to keep some surprises but I’ll talk about the first one of these in the August Dev Transmission – we showed concept art for this particular enemy before, and you can now see the associated in-game model that’s incoming:

We usually have a few headline features in mind when thinking about Major Updates. But there’s a bunch of other important work we’re planning on spreading across forthcoming updates, such as:

  • Reworking turrets. There are a few issues with them currently, but the biggest problems are the combination of new players finding turrets hard to learn, but experienced players placing them effectively where they become too powerful, with no valid counter. We’ll be looking to make adjustments to solve this while making them more fun to use in general.

  • Improving hazards and rewards. Making some of the less effective rewards more meaningful, introducing hazards that provide greater variety (rather than just a player debuff) and general balancing

  • Adding some form of “hard mode” toggle in the campaigns, where there’ll be optional challenges for players to select (including hazard stacking).

  • Creating a menu that can be viewed during loadout where you can view useful things like active hazards and enemies

  • Merged Boarding Parties – this will reduce the instances of re-playing the same level multiple times in a row

  • Extra ships, and making the existing ones better

  • More ways to increase your slots during a run

  • Additional tiers of Supply Beacon

  • Revisiting Mastered Upgrades

  • Reducing the number of upgrades that Gear has, so we can make them more effective sooner

  • A mechanic where you retain something of your choice between runs

  • Making status effects have greater differences to one another

  • Introducing some gameplay to the Guardian Camera (we’ll potentially make this something the player can choose to re-spawn into for Singleplayer, too)

  • We’re conscious that in co-op, we inject increased challenge by escalating the breach points that get used – but this often means players are fighting separately. We can do something better here

  • Additional variety to the navigator

  • There’s issues with different enemy speeds meaning that sometimes waves can end in a very anti-climactic manner, we need to tighten this up

  • Full gamepad support

  • Extra game modes

  • Implementing the Vendor

This isn’t the full list of course; if I listed every single thing we’re planning on addressing this post would be the length of a novel :)

Needless to say, every Major Update comes with a bunch of polish, bug-fixing, optimisations and balancing too.

Major Update 4

The main focus for MU4 is the replacement system for passive

Source

Steam News / 21 August 2025

Open original