
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 (i.e. all your equipment you’ve unlocked thus far), 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 "0.7.25599 - Major Update 2"). Some of the changes we’ve made could mean moving back and forth between previous versions and this could introduce bugs though, so only go back if you really have/want to.
If you want to back up your profile saves for whatever reason, you can find them here:
C:\\Users\\AppData\\LocalLow\\Fireblade Software\\SENTRY\\Saves\\Steam\[SteamID]
Now that’s covered, onto the exciting bit – the new stuff:
Crew were previously just a numbered resource, whereas they are now characters. Characters whom you can rename, equip with armour, revive deceased ones and swap to new uniforms (aka skins).

Armour can be purchased with the materials resource and replenished as it gets depleted through combat. Or you can forgo it if you’d prefer to spend materials on something else – or are hardcore enough not to need it :)
This means armour is no longer a piece of Passive Gear, and as we’ve also given the Jump Jets as a default player ability means only the Bandolier remains. Passive Gear is being phased out for a replacement system with much greater depth and gameplay possibilities that’ll come in a future update.
You can also now spend research to revive a deceased SENTRY, which is a benefit to those who have been losing campaigns due to running out of crew. It’s also helpful to those in co-op who have one crew member and don’t want their friend to be in spectator mode until they find a crew pod on the map.

There are now a variety of uniforms you can switch each SENTRY to. You can get additional uniforms in two ways: unlocking a new vessel (each one comes with its own uniform) or by collecting the rescue pods. In future we’ll add more ways to get uniforms.
Uniforms are banked in the same way as equipment, and in co-op all players get access to the uniforms from both players while they're in a session together.
The crew names are generated from both a default database and one with names provided by newsletter subscribers. There’s the option to rename them if you want to name the crew after your friends. If you don’t want newsletter names in your game you can toggle them off in the Settings menu.
We also include an occupation for the crew. This is partly for fun, but also we wanted to help establish that the crew are civilians, something we’ve seen the occasional person mistake – someone even referred to them as robots, so hopefully this’ll make things clearer.
Each crew member has a rank which is increased by completing a battle. In future we plan to tie a gameplay modifier into this, but we’ll discuss that at a later date.
When you enter combat, you’re now taken to a screen where you choose which SENTRY to deploy. A simplified version of this is presented when you die and are waiting to respawn. In co-op, if there is only one crew-member available then you can choose which player occupies the Guardian Camera (previously it was always the client). We plan on expanding Guardian Camera functionality in a future update.

If you’re interested to learn more, we talk about the crew menu and how you can get your name in the game in greater detail here:
https://store.steampowered.com/news/app/1252680/view/534354183830111022
Hazards and Rewards are a new system that provides random modifiers that get applied throughout a campaign. The idea is to provide greater variety and spikes to the difficulty during your escape runs. The rules for this new system are essentially:
One of my personal favourite rewards is “Barricades”, which places defensive positions throughout levels for a set number of battles:

We’ve tried to make the hazards not just provide difficulty spikes but also make you play in slightly different ways. For example the ‘Fabricator Glitch’ hazard will remove one random deployable each wave from your loadout, or the ‘Set in Stone’ hazard that disables the recycle function, which really forces you to think about your placement.
We’ve got plenty of ideas for future hazards and rewards that push the concept further, but we’re always keen to hear your own ideas.
One thing you’ll notice as soon as you play a campaign is the major rework we’ve done to the Navigator menus.
There was a long list of issues we wanted to solve with the old version, and combined with the new menus for crew, showing the hazards and rewards and to be suitable for our future plans we tackled it all in one go.

The biggest change is to the box that appears when you select a level. It of course shows new information, like the type of hazard and reward you’ll get in that battle, but also surfaces useful information that has been requested by the community. For example you’ll now see which enemies are in the boarding party before you go into combat, so you can adjust your loadout accordingly.
Two new weapons and a deployable join the roster!

The HF Blade stores a number of charges that can be expended on ranged attacks, which are useful for hitting enemies fleeing to the exit point, or throwing an opening salvo before charging in. The Mastered version of that ranged attack is particularly fun to use on groups of enemies.
The Stun Stick becomes more powerful when it’s fully charged – you can also choose to unleash this charge in an explosive secondary attack.
The Stun Stick is powered by smashing props, enemies or corpses. That last one was a very macabre but fun request from a Beta tester :)

The Flechette is our first non-square traditional deployable. It can be placed on walls and rotated 90 degrees so has a greater degree of control than other deployables. Clever placement combined with some of the piercing upgrades can tear through groups in long corridors!
We greatly enjoy seeing the discussions around weapons and deployables (not least because they shape future balancing), so we’re looking forward to you getting your hands on these new toys!
There are two new levels to defend:

Thermal Vats has several large pits filled with molten lava that are ideal for throwing enemies into and taking daring shortcuts via the double-jump.

Junction has a tricky split corridor leading from three breach points in close proximity to the exit, however utilising the doors is a good way to re-route enemies the long way.
We’ve implemented a collection of changes based on the most popular community requests. Starting with some of the smaller ones:
Now, some of the bigger changes:
We’ve changed the rules around Breach Point Selection.
This is probably something you’ll be familiar with in combat where you’ve just defended an attack from the A and B breaches, but the next wave is at C and D breach points. Oh, and the wave after that? Back to A and B…
This created a bit of fatigue and frustration by having to fully sell all your deployables and reposition them multiple times through a single battle, every battle.
The changes we’ve made mean that now there should be a general sense of escalation across fewer breach points in a battle. Full rotations will still occasionally happen, but they’ll be rarer and a hell of a lot less when measured across entire campaigns.
In our testing thus far this has felt much better, but as ever we’re keen to hear what you think.
Supply Beacon types are no longer separated by campaign, so any equipment could be found in any beacon type. On top of that, we’ve made the following adjustments:
Overall, this increases the rate of getting equipment and provides greater control over what you want to try and get – whether that be aiming for a turret above all else, or focusing on getting an upgrade for an equipment type.

As part of the Major UI Rework, we also changed the camera that shows pursuing vessels and missiles.
There’s been a popular request to provide an option to disable this camera, but we felt this had a couple of problems. First, not all players dive into the settings menu and so this could be missed by some people (particularly as our settings menus are populated with a lot of granular options). Secondly, there was a danger that not showing this information could result in negative outcomes – i.e. being surprised by a hunting ship suddenly boarding you, or not realising that a pursuing missile was getting close.
Ideally, we’d make this something that is acceptable to everyone – and so we’ve made the pursuing missiles and vessels now always appear in a picture-in-picture (PiP) format. This allowed us to make the following changes:
All told, this makes the entire sequence less annoying. We know that there’s still more we can do here, and we’ll be looking at this – plus pursuers in general – in future updates.

When we originally released the game, we wanted to keep a sense of discovery for players. We certainly wanted to avoid tutorialising mechanics which most players should know – i.e. the whole “Press Ctrl to Crouch into the vent” type of tutorial.
However after watching some players struggle with understanding the game we realised we’d gone too far in this direction and needed to do a better job of teaching mechanics that are unique to SENTRY. So we’ve done a pass on the tutorial messaging that should improve this.
What that means is there are now additional messaging in the following areas:
Hopefully this helps people that were struggling without being too hand-holdy for players that weren’t finding this a problem. We’ll watch streams to see if we need to provide more assistance and react accordingly.
Some of these tutorial messages are global, which helps those who skip the tutorial (we really don’t recommend this, but we know some new players just want to jump into playing with their friends in co-op). This means existing players may see some new messages appear outside of the tutorial sector - but they're one-offs so won't appear again on that profile.

Those were the headline changes in MU3, but there are a whole lot of other improvements and additions, which I’ll collate here:
Balancing Changes:
Enemies and Weapons:

Levels:
Audio:

Co-op:
Miscellaneous:

Bug-fixes:

There ended up being a lot of new things to cover, so if you’ve read this far, well done!
We’ve got a strong idea of the remaining features we’d like to add in future, so we’ll turn our immediate attention to creating a roadmap for the remainder of Early Access, which we’ll share soon.
We’ll be keeping a diligent eye on our various channels for your feedback. We’ll be doing the usual follow-up patch to include the translations for the new text, but if any bad bugs crop up we’ll do hot-fixes as needed. As ever, we read and document all feedback even if we don’t manage to personally respond to each post so please keep it coming.
We hope you like the latest additions to SENTRY. We’re not done yet, so there’s a lot more to come – and if you like what we’re doing please leave a Steam review :)
Thanks for the support!
The Fireblade Crew

