
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.
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About

As a member of the SENTRY Defense Program, you have been thawed from stasis to protect your vessel as it flees across space.

As you choose your escape route in the Navigator, encounters with alien vessels are unavoidable. They will board your ship and attempt to fight their way through different subsystems to destroy the Core.
Your SENTRY must thwart the enemy by bringing to bear an arsenal of potent ranged weaponry. Even with the best shooting abilities, holding back the hordes is only possible by deploying traps and turrets - and if all else fails, utilizing environmental destruction to stem their advance; a well-timed shot could vent aliens into space, a closed blast door could buy you time to set up new defenses.

SENTRY features a singleplayer campaign with the option to have an online friend fighting alongside you in co-op.

Should your SENTRY fall in battle, death is not the end. Another member of the crew will be thawed from stasis by the SENTRY Defense Program, ready to continue the fight.
Even if you fail to defend a level, defeat only changes the strategic landscape in the Ship Overview, forcing you to make new decisions on where to make your next defiant stand.
As long as there is a surviving SENTRY and the Core remains operational, your skills in combat mean victory can always be grasped from the jaws of defeat.

SENTRY aims to carve out its own path in the Action-Defense genre by featuring a campaign where your choices and performance matter. Battles are not one-off events, defeat doesn’t mean replaying a checkpoint. Everything feeds into the ongoing battle for your ship’s survival.
A SENTRY is fast, responsive - and therefore powerful. Deployable traps, turrets and environmental destruction opportunities are needed to supplement this power when facing near-overwhelming forces of reactive and aggressive enemies. Successful escapes will need to utilize a mixture of skill and planning, with discovery and upgrading of new equipment providing an edge in combat.
Combining all these elements evokes the feeling of being a beleaguered and outnumbered SENTRY. On the journey you may lose battles, but you can win the war.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish +2 more
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Lets talk about what it offers not its potential. Its got potential. The game as is, is not close to finished. Its missing a reason to play. The rougelikeness of the game is not complete. You dont really feel the need for more defenses unless we are talking turrets which are hands down worth 3-4 of the other defenses on their own. Once you complete a run with them you get the feeling that you should just sit at base and defend from there, That is correct. Over power the waves with all of your traps in a single killing field, and GG. The Enemy variation is bad right now. The game feels clunky, the maps are basic. Thats my take away having played 3 of the current 4 ships and roughly 20ish maps. The character is basic, it needs entire systems intoduced to effect them. Levels to my understanding are just more Hp for your character. You know the entire game the second you get your first turret. Thats all of the complexity. Ive never once maxed a tower. Or a gun. I havent needed too. You dont carry anything between runs but unlocks, so its not like you really save enough to get op. Everything is just there and you play the same way you have since you started. I would like to see more enemies per map, more scrap, and less reliance on your own guns. Kinda like dungeon defenders. You can defend but its not gonna be the best bet 90% of the time. There is no real endless mode, no really limit testing that ive found. The hard mode is better but still bland. I would wait to but it. Until its out and you have more to do. I think the alpha is frankly a bad look. Its missing too much to feel like I can trust the devs to complete it. Dont get burned. Hold out.
this should be a demo also it doesn't deserve this price tag for a game like this
A fun enough game...for about eight hours. It's not a BAD game, but for a price of $16, it just lacks content that matches the pricetag.
Me and my wife picked this game up because we both love tower defense and roguelite games, and honestly, it looked really promising. Unfortunately, only about 3 hours in, I’m already considering uninstalling it. The difficulty feels absolutely insane. We’re experienced gamers — gaming is one of our main hobbies. We’re not pros, but we’re definitely not beginners either. Despite that, this game feels brutally punishing in ways that just aren’t fun. Enemy flow feels strange because enemies either swarm you or trickle in oddly. The biggest issue, though, is the damage EVERY enemy does. Whether playing solo or co-op (not sure if enemy HP/damage scales with player count), we constantly get destroyed no matter what stage we are in the game. The entry barrier is rough when nearly every enemy hits like a truck. I’ve seen other reviews mentioning that they took breaks from the game, came back later after some time/updates and started getting completely annihilated. Even the tutorial was beating us down. Enemies are both extremely tanky and deal absurd amounts of damage, which makes armor feel almost useless — especially since you have to spend resources to buy it. Reviving dead sentries is also expensive and requires resources that don’t drop often enough. I found a legendary knife and thought, “Finally, maybe this will help.” Nope. The damage was terrible, even after getting items that boosted melee damage. Melee feels heavily punished in this game because enemies can instantly kill you the second you get into range. There’s basically no reward for taking that risk. Traps also feel underwhelming. They only seem effective against smaller enemies, while larger enemies just walk straight through them — especially shielded enemies. I was especially excited to unlock sentry guns because I love using them in just about any game we play, but they feel incredibly weak. They fire one volley in the direction of the first enemy they see, then immediately go on cooldown. Very disappointing. Overall, I’d recommend waiting for a big sale or holding off entirely until the balancing issues are addressed. The core concept is genuinely cool, but right now the combination of enemies being overly tanky while also dealing massive damage makes the experience more frustrating than fun. If you want a more balanced version of this style of game, you’re probably better off playing Orcs Must Die! instead.
game is solid but it has a lot of problems maps are too open traps dont do enough damage run based nature makes encounters and maps hard to design because you have 0 idea what the player will have enemies will just run past you through the exit enemies are extremely spongey there are numerous tiny flying and crawling enemies you have to micro manage while fighting other enemies because they will run right past you through the exit door not enough ammo like 8 types of super crazy spongy enemies that exist just to totally bypass all defenses which would be fine if the defenses actually worked on the other enemies its seemingly balanced around the quite optimistic idea that you will have 4 people willing to pay for and then play this super niche indie fps tower defense game with you basically the way the game is designed with its open maps low damage traps spongey enemies tiny bugs that bypass everything crappy guns and ai that will completely ignore you unless you body block them leads to the situation of cramming the doorway exit with as much ♥♥♥♥ as you can and tanking damage hoping you kill the wave before they kill you because if you die once all the enemies for that entire wave will have run through the door by the time you respawn. and then as for the map section there is just a ton of unavoidable ♥♥♥♥♥♥♥♥ like youll be forced into an encounter where all possible routes lead to a 2 ship encounter which basically forces you to lose a defense because if two ships dock you automatically lose the sector you dont defend ive also had times where enemies were already in the ♥♥♥♥♥♥♥ map running through the door before I even got out of the damn cryo pod. mission objectives half of the mission objectives are just like "hey ♥♥♥♥♥♥♥ throw this defense" like start the round in 15 seconds on every round thats insane complete a defense without using a resupply what do you want me to stare them to death? tldr: its no wonder earth fell this equipment is ♥♥♥♥♥♥♥ ass and your defenses blow harder than a hooker
Has much potential and CAN be very fun - especially when you have someone to play in coop mode. The newer updates and changes they made for the game gave me mixed feelings though. But i wouldnt say its not worth my money. i definetely recommend only buying it when its on sale (its even on sale right now as im writing this!). I just have one very big problem with the game. The Soundtrack. ITS TOO GOOD! It was good when i played the demo, and it still is good when i play the early access. And its ♥♥♥♥♥♥♥ torture that you cant download the Soundtrack or even just find it on YouTube! Fireblade! If you see this, im willing to pay a small fee if the Soundtrack gets published as a paid dlc on steam! Game is in general a ~6.5-7/10 but with the music definetely 8/10
My honest opinion of SENTRY is that it's not a Tower Defense game with FPS elements It's a FPS with Tower Defense elements While it might be too early to say, I feel like I focus more on headshotting enemies Counterstrike style to wittle them down enough so that my traps feel useful. So in a way, it feels like your FPS skills matter more than Tower Defense strategy. What that means is that you can't expect for your traps to do the most damage, and then finish them off with guns. You actually have to go in guns blazing, do as much damage as humanly possible with guns, then let traps finish them, otherwise you're gonna die. But I'm too early in to know. will update more. The enemies with differently placed weakspots is actually REALLY cool and one of the first times I've seen that in an FPS. So, in a way, it's way more important to use guns to whittle down enemies, before letting your traps finish them off. Edit: Guns have extremely powerful submodes that make the game a lot easier, but still expect firearms to do the heavy lifting. That being said, yes, it's fun, but if it wants to go down that route, maybe implement an ADS since getting headshots is literally WAY more important than putting traps. Also, a map would be nice. As an Indie dev myself I don't want to insist on things that the devs don't want to do, so I'll just say my thoughts. Since roguelike TDs are so rare on Steam, it's hard to fine good ones, and this one is pretty fun.
Dont add a Gamepad option to your game unless it works pls.
Strafe 2
very short as of early access but what is there is phenomenal and extraordinarily fun.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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