$15.99 (−20%)SENTRY Shoot, Trap, Survive the Boarding
Defend your spaceship from alien boarders with guns, traps and blast doors while plotting your escape through hostile space.
Is SENTRY worth it?
SENTRY is worth it if…
- you want a shooter where the level itself is part of your arsenal
- you like planning defenses between frantic firefights
- you want a co-op game with a clear shared goal: keep the Core alive
- you enjoy runs where defeat reshapes the campaign instead of ending it
- you don't mind repeating some of the same maps across a long campaign
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A Two-Player Last Stand
The campaign is built for one, but an online friend can fight alongside you, and a second pair of hands changes everything. One of you holds the corridor while the other sets traps behind the line; when two boarding parties hit different subsystems at once, someone has to be there. Coordination is the whole game: who shoots, who builds, when to seal a door and fall back. If things go wrong, death is not the end. The SENTRY Defense Program thaws another crew member, and the fight continues.
Shooting That Rewards a Steady Hand
Your SENTRY is fast and responsive, and that speed is your weapon. Enemies are aggressive and reactive: small aliens dart sideways, drones swarm through the air, and big ones hit hard enough that standing still is a decision, not a habit. You die quickly if you get careless, but with a steady aim you put out serious hurt. Between waves you choose what to upgrade: guns, gear or defenses. The shooting is only half of it, and knowing when to stop shooting and start building is the other half.
Traps, Turrets and the Art of the Choke Point
Guns alone will not hold back the hordes. Floor plates slow, stun or suspend enemies in place, wall traps trigger as they rush past, and turrets add sustained fire you cannot personally provide. The real skill is placement: funnel the aliens down one corridor, stack a slow plate before a slicer, put the turret where it covers the approach but not so close to another that one explosion takes out both. A closed blast door at the right moment buys you time to set up the next line of defense.
The Ship Is Your Weapon
Your vessel is a set of subsystems wrapped around a Core, and the environment fights on your side. A well-timed shot can vent a room full of aliens into space. Lose a level and the war goes on: defeat changes the strategic picture in the Ship Overview, and you decide where to make the next stand. Every battle feeds into the campaign, so a lost fight is a new problem, not a reload.

















