SENTRY
Steam News 9 December 20255mo ago

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 b…

Update log

Full SENTRY update

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

Extracted changes

0 fixes5 additions4 changes0 removals
  • Compatibility
  • Gameplay
  • Store
  • Balance
  • UI and audio
changedHi 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.
addedYour 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").
addedNow the important information is covered, onto the new stuff!
addedTech Modules!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.
changedTech Modules!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.
changedTech Modules!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 :)

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!

Tech Modules!

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:

New After Action Report!

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

Source

Steam News / 9 December 2025

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