SENTRY

SENTRY is an action-defense first person shooter where you defend your spaceship against invading aliens. Plot an escape route through hostile space and battle the enemy across your vessel with the support of traps, turrets and environmental destruction.

SENTRY is a strategy, tower defense and fps game developed and published by Fireblade Software.
Released on March 25th 2024 is available only on Windows in 14 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Ukrainian and Traditional Chinese.

It has received 564 reviews of which 478 were positive and 86 were negative resulting in a rating of 8.0 out of 10. 😊

The game is currently priced at 17.99€ on Steam and has a 10% discount.


The Steam community has classified SENTRY into these genres:

Media & Screenshots

Get an in-depth look at SENTRY through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-Bit
  • Processor: 2.4GHz, 4 Cores
  • Memory: 8 GB RAM
  • Graphics: Intel HD Graphics 630
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Sound Card:

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Sept. 2024
Game's neat, feels like it's out of the golden era of the Xbox 360 arcade in the best way. Co-op will improve on it a lot I think since there's often the need to cede a lot of defensible ground when you've got two lanes with little intersect open- and games are always just more fun with a buddy.
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June 2024
Guys would rather buy an early access game made by a tiny studio and complain about "game dead" on the steam forums than just wait for it to release :skull: Anyway, with my obvious snark aside, I think SENTRY is good. It's got promise, yes, it's a bit 'shallow' at the moment, but it is, again, made by a tiny team. Yes, to my knowledge, they are working on it. It just, you know, turns out that it's kinda difficult to make games. Despite the current length, I think it's fun, for what it's worth, and it seems to have a good future ahead of it. The combat is fast, responsive, and deadly. You die quickly if you aren't careful, but your SENTRY is quite capable of putting out the hurt if you have a steady aim. Guns all feel quite good to use, only one of them are questionable designed (the rifle has its magazine on the front!!! D:) but other than that, all the guns I've gotten feel capable of getting you to the end. I've beaten multiple runs with just the SMG and (name of explosive pistol) as my only two guns. This was, of course, backed up by the traps, but that goes without saying. Speaking of traps! Weirdly, this is one of the few games of its kind, a sanctum like orcs must die, Orcs must Sanctum like? Where I've looked at all the CC traps and thought "Man, I wish I could have them all." Slow plates are just, you know. Good. They slow things down. Shockwave plates have a short cooldown and briefly stun nearby enemies (it's capable of killing bugs instantly!), the Vertical Suspension plate just grabs the first poor bastard who walks over it and suspends them in a bubble. Good for evening out fire fights and buying you time! The traps are orcs-must-die-ish, if that wasn't obvious. Trap plates that go on the floor, wall mounted traps that trigger as enemies move past, that kind of thing. The slicer traps are REALLY fucking strong and I wouldn't be surprised if they got tweaked in the future. Music is good, too! I wish I had a soundtrack. But it feels sorta, sanctum-y in it's on way. It's good, it's funky, fits the flow of combat. Art style is good, too. i don't have much to say on this front, but it's nice. The main gameplay loop is: You have a ship on a starchart. You need to get to the end, where a jump gate is. Enemies are placed along routes, and in these routes are resources you can collect. You go from dot to dot, each move is a turn. Enough turns pass, an enemy Stalker shows up and starts chasing you down. These aren't lethal, but have pretty nasty enemies in them. Take too long, a missile shows up - if it hits you, game over. ANyway, once you bump into an enemy patrol (they dont' move, they're placed as blocks on routes.), your shpi is boarded in a random location and you have to defend the ship - clear all intruders and you may move on. Catch is you can only defend one place at a time. If there's 2 boarders, or more, you have to decide what area you want to lose, and what area you want to defend. In a Sub-System (area,level,whathaveyou.), this is the actual meat of the gameplay, the tower defence-shooting stuff. You start off with ab it of scrap, use it to set defences, get more from beating waves and scrap enemies drop. Most enemies are, seemingly, smart enough to either ignore you unless you're directly in their way, or you shoot them and they are capable of retaliating. You should generally assume they will beeline the exit. More often than not, your body is the last wall that stops them from getting through - careful though, there's only so many SENTRIES on a ship, lose them all and you game over. Sometimes it's better to let enemies get past, since it only damages the health of that area. If an area DOES get destroyed, it can be repaired later. This is expensive, though. If the intruders manage to get past enough sub-systems, they get to the ships core. The defence changes up a little. THe map is hard to defend with just the normal traps, too, so you'll be in for a rough time. Instead of getting to an exit, they get to the centre of the map and shoot the core. I think it's neat, could use some tweaks though. Runs are currently pretty short, likely to the 'lack of content' in the game. I suspect runs will get longer, and harder, but for now you've got a pretty good framework for what seems to be a really fun TD/FPS hybrid.
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April 2024
Really fun Tower defense game, reminds me of Sanctum 2 and a little of Orcs Must Die, but more like Sanctum 2. You play in 1st person view and you can shoot enemies, along with setting up traps. It is also set up with a little rogue like/lite elements in the mix to. The art design and graphics look good enough to me, the audio sounds good and most important it is very fun to play! If they keep adding more and more content to this game, i will be playing it for many a hours! The base is here for a wonderful game, devs just keep adding a ton more content here and you have a winner :)
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April 2024
Played the demo, liked the game feel and visuals, so I bought this as soon as I could. First off, I'm really fond of rogues, from Swords Of The Stars to Dead Cells, so I have so built-in tolerance to jank. You might not. After 7+ hours of playtime since the review, here's some more insight: The environments are actually pretty fantastic, I just wish there were more places to mantle instead of going up stairs/ladders. But honestly, for a 3D game, it nails the tower defense labyrinths. Prop destruction and gibbing really adds to the game feel. The sound design is actually quite rich. Sometimes you get invaded from the same side multiple times, which can lead to unnecessary repetition. One time, I had to defend the same area 3 times in a row, and it got boring. Melee is actually quite strong for an FPS, allows you to save ammo and it's quite powerful/reaching. ------------------------END OF REVISIONISM------------------------------ Gameplay loop is simple: [*]Move through the map by using interconnected nodes. Different from most rogues with this type of navigation, you can go back and forth, using a turn for each move. There are only a few nodes so far, and the game is pretty repetitive for it. [*]Once you get into a combat/invasion node (the game doesn't give names for them), you engage in first-person tower defense combat - each map is defined by how many areas you still have standing. [*]You may also find resource/cache nodes, so you can expand your arsenal of weapons, passives, actives and traps, and upgrade them through a fairly simple tech tree. The gunplay is good, reminds me of Halo 3 actually. Guns are mostly really fun to use, but their reload times imo are pretty slow. Overall, the feeling of a headshot or gibbing is pretty good, since there's a good amount of audio, HUD and graphical feedback and most enemies die relatively fast. You can build traps and scrap them for free during preparation phases. You'll often have to defend 2 different entrances per round, so ask the rngesus for them to be the 2 nearest ones to each other. I found the building to be really janky, since you can sometimes block adjacent structures just for a matter of a couple spaces, and since the game doesn't show the grid, you often find it difficult to read what types of surface accept buildings. The enemies have one major flaw, and I think it's due to my pc honestly - the cpu was working at a rate of 60% to 80% at times, so the AI got really dumb sometimes, and even stuck inside their spawns (which thankfully kills them after a while). This created a lot of inconsistency between rounds. It gets especially bad if a hallway gets crowded, and the grounded enemies can't figure out who should go first. However, when they work, they are great - staggering in realistic ways and having access to different attacks and being quite threatening on their own. The only enemy I kinda loath is the flying mosquito that shots hitscan rounds and avoids most traps, they **suck**. The map navigation is pretty solid, though, I find unnecessary to pan the camera to a nearing enemy ship or missile strike every turn - just show me the bottom panel with that info like you already do when I'm choosing the ship area to defend. Progression - idk yet, feels slow. At the end of an area, you can choose a permanent upgrade/unlock, but it takes a while to get there. I've spent 20-30 minutes per area and getting defeated after or during this time commitment is pretty terrible honestly. My belief is that areas should have less nodes overall. The difficulty is cruel at times, but not always - I'll attribute some of the AI jank to my pc, but when it comes to enemy spawns, it's the flip of a coin whether or not you're screwed. Defending points that are too far always from each other feels like an unnecessarily punishing task. The visuals are good, most textures as far as I can tell are really polished pixel art, and the mixture of quite bold colors with simple shapes makes the visibility good and areas appealing. Soundtrack is fine, too little tracks. I like the way the guns look, nothing too ridiculous or fancy, just some solid designs. Same for the traps, you can immediately understand what they are and how they behave. Enemies have a very distinct look from each other as well, but I found some environmental built-in traps, especially the barrels, to blend in too easily. The keyboard and mouse support is great, and you can rebind everything you need to (I didn't test the controller). Performance was all over the place, and unfortunately, the graphical options are really poor, only allowing you to disable vsync and real-time reflections. Reducing some particle effects and allowing me to mess with the draw distance would've prolly been extremely helpful with the fps dips I was going through. On rare occasions, the game would stutter for 2-4 seconds during the first visit of a new ship area. Yes, I recommend it, I think it's gonna be really good, but the difficulty is really high and progression is slow, even for my taste.
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March 2024
SENTRY is like if FTL threw you into a game of Sanctum to resolve combat encounters. The main gameplay consists of defending sectors of your ship from waves of aliens who are violently boarding your ship, using guns, traps, and the environment to take them out. Then, on the meta-scale, you have a web-like map of the area, complete with fog-of-war, that you are on a timeline to loot and advance through before backup (and missiles) catch up from behind and destroy you. Different nodes can have various things on them - more lives to throw at the aliens, new traps or weapons, resources to upgrade your gear (or repair your ship), battles with one (or more) alien boarding vessels. This 'meta-phase' isn't time consuming, but still very impactful on the core gameplay, giving you both your main source of progression and primary goal. I found the gameplay to be quite tense, and the idea of 'unlocking' gear you find on runs to be crafted whenever on future ones (or assigned randomly as 'starter gear') is quite interesting. The random starting equipment from your pool makes for some forced run diversity, where you can just let the game give you random combos and try stuff out, but you're also able to spend some resources getting synergistic stuff that works well with what you've been given. Coop appears to be well within the roadmap, which seems like a lot of fun. I found the game to be incredibly tense and stressful, so having a friend to joke around and plan with would have eased the strain on my heart a bit. Plus, most any game is better with friends. My biggest complaint is the in-mission timer you're on. Most games in the tower defense genre give you as much time as you want before the first wave, so that you can examine the map and plan some sort of defense. While there aren't a massive number of maps available here (just one for each 'sector' of the ship), they're actually quite complex. There are a number of environmental things to take note of (explosive barrels, doors that can be closed, windows to shoot out), at least 4 different entryways per map (which may or may not condense down into a single pathway before the exit), health and ammo stations in a number of different places, little hidden side passages and vents you can sneak through, balconies and side rooms to shoot from, the list goes on. And the only time you have to look for this stuff, and think about how it impacts your defense, is *after* you've defeated the final wave. There's no 'safe mode' to explore a map ahead of time. There is only the brief panic loading into a map for the first or second time and trying to remember where everything is, or confusing one entry point for another. Overall, the information on incoming enemies is incredibly scant. You're told what door(s) enemies will enter through. You're given a marker that can be seen through walls for the exit and the 'active' doors. And that's it. How do you get to the doors? What path goes between the door and the exit? Other first-person tower defense games that I have played have shown enemy pathing on the floor, to help the player visualize and plan, I would not mind a similar feature here. It can also be frustrating not knowing even a vague idea of what kinds of enemies will be spawning - traps and weapons are all better against some and worse against others, so even a vague reading could be really helpful. Additionally, the rewards for fighting off the aliens are tied to how well you did defending, which leads to a bit of a counter-intuitive loop - the better you do, the more resources to repair your ship you have, and the less you need them. With the opposite also being true - if you barely scrape by on a defense, you're given less materials to try and patch up afterwards. Maybe the addition of a further meta step of progression between runs, using an additional resource, could be a fix? Better defending means more permanent upgrade points or something? That way the player isn't punished for surviving by the skin of their teeth, but IS still rewarded for doing well. All that being said, I completed my first run with a win, in a little over an hour and a half. The game does support saving and resuming runs fully, so the length of a run is perfectly fine. I greatly enjoyed it, and will definitely be playing more in the future, and will absolutely be trying the coop out when it eventually drops. I look forward to seeing this game grow and evolve. One thing I would love to see would be alternate ships with different maps/layouts. Could lead to some cool theming, new environmental hazards, etc. But I digress. Game is tense, fun, and challenging, and has a promising future ahead of it (I hope).
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Last Updates

Steam data 22 December 2024 00:39
SteamSpy data 21 December 2024 21:35
Steam price 23 December 2024 12:51
Steam reviews 23 December 2024 18:05
SENTRY
8.0
478
86
Online players
7
Developer
Fireblade Software
Publisher
Fireblade Software
Release 25 Mar 2024
Platforms