SENTRY
Steam News 30 January 20263mo ago

Dev Transmission (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…

Update log

Full SENTRY update

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

Extracted changes

0 fixes4 additions4 changes1 removal
  • Store
  • Events
  • Balance
  • Gameplay
addedThe 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.
changedThe 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.
changedWhile we already have some minor behaviour differences between the tier levels, the most noticeable change is how the health of these enemies increases across the tiers. We felt that wasn’t interesting enough, and wanted to take the opportunity to introduce behaviour so that as you play through a campaign the tiers became more intelligent and dangerous.
addedAdd increasing amounts of behaviour throughout the tier levels (for example an elite Raider may dive out of the way of grenades, but the lower tiers wouldn’t)
changedBecause each Raider/Warden tier can carry any weapon for that archetype, also provide different behaviour per weapon, per tier. An example would be the pistol equipped Raider. The Elite tier is able to use a health stim, but if you kill the enemy before it is used they drop it as a pickup.
addedTo dive into a bit more detail for the Scrapper; this enemy only had their Scythe weapon. So we’ve kept this for the Veteran class and introduced a new melee weapon for the Grunt and Elite tiers that match their new behaviour. Here’s some concept art of these new weapons:

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 of our enemies have different weapons – the Raiders can come with alien versions of a pistol, shotgun, burst rifle and assault rifle, while the Wardens can be equipped with either shield plus frag cannon (Storm Warden) or a plasma minigun (Assault Warden).

While we already have some minor behaviour differences between the tier levels, the most noticeable change is how the health of these enemies increases across the tiers. We felt that wasn’t interesting enough, and wanted to take the opportunity to introduce behaviour so that as you play through a campaign the tiers became more intelligent and dangerous.

At a high level, the goal is to:

  • Make the grunts feel like they occupy more of a cannon-fodder role

  • Add increasing amounts of behaviour throughout the tier levels (for example an elite Raider may dive out of the way of grenades, but the lower tiers wouldn’t)

  • Because each Raider/Warden tier can carry any weapon for that archetype, also provide different behaviour per weapon, per tier. An example would be the pistol equipped Raider. The Elite tier is able to use a health stim, but if you kill the enemy before it is used they drop it as a pickup.

When all of those elements are combined, it provides us with a lot of ways we can escalate combat with just the three main enemy archetypes, providing greater moment-to-moment combat variety over the course of a campaign.

To dive into a bit more detail for the Scrapper; this enemy only had their Scythe weapon. So we’ve kept this for the Veteran class and introduced a new melee weapon for the Grunt and Elite tiers that match their new behaviour. Here’s some concept art of these new weapons:

To suit the Grunt tier occupying the ‘dumb cannon-fodder’ role, they’ve been given a blunt club and will no longer perform ranged attacks or dodges. They’ll simply run toward you and try to whack you!

The Veteran will have similar behaviour to what you see in the game now, so they will dodge to the side, perform ranged attacks and do the charging uppercut

The Elite will have more aggressive attack behaviour, will evade grenades and at low health can become enraged – at which point they’ll forgo some of their more advanced behaviour and become focused on melee-ing you.

Because of the different weapon styles, they’ll have new animation sets to provide some nice distinctions in how each tier moves:

From the Community!

I love the occasional chaos that can occur when playing SENTRY, so this month we have videos showing a couple of examples.

The first is

Source

Steam News / 30 January 2026

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