Sentry
About game
By day you raid the dungeons. By night they raid your town.
A peaceful farming village. An ancient seal, shattered by earthquakes. Something deep beneath the mountain is waking up — and the only thing standing between it and your town is you, a farmer with a shovel and maybe a little courage.
Sentry is a hybrid action RPG and tower defense set in a hand-crafted pixel-art world. Loot ruined dungeons by day. Forge gear, plant traps, and brace the gates by night. Every dungeon you clear weakens the horde that comes for your town.... but every day you waste, the monsters get closer.
Two games. One loop. No safe nights.
Crawl deep, loot fast. Six themed dungeons — the Mines, the Goblin Cave, the Crypt, the Forest Den, the Frozen Depths, and the Shadow Realm — each with five floors of procedurally generated rooms, secret areas, traps, puzzles, and elite-modified monsters guarding chests, crystals, and dark essence.
Die in the dungeon, lose the run. No entry fee, no safety net. Push deeper for legendary loot, or recall before the night catches you with nothing.
Hold the line at home. Build a kill-box out of 20+ traps and turrets — spike plates, fire ballistas, tesla coils, void rifts — and fight alongside them as monsters pour out of every dungeon path you've opened.
Six bosses, three phases each. Corrupted seal guardians with telegraphed mechanics, destructible armor, weak-spot windows, and ultimates that reshape the arena. Beat one and that dungeon is silenced forever.
Three classes. Ten specializations. 77 skills.
Pick your weapon when the mayor hands you one — and then earn the right to specialize.
Knight — Berserker rage, Warden shields, or Vanguard charges. Hold the choke.
Ranger — Sharpshooter crits, Trapper area denial, or Wind Runner hit-and-run. Own the perimeter.
Mage — Archmage meteors, Chronomancer time-warps, Ward Mage barriers, Summoner followers. Erase whole waves.
At level 7, your class branches. Each branch ends in a unique capstone ability you build your whole run around.

The clock is the real boss.
Earthquakes happen on a schedule. You can't stop them. Every five days another dungeon cracks open, another wave of monsters joins the nightly assault, and the town's integrity ticks down whether you were ready or not. Turtle and you'll be buried. Rush and you'll die broke in a dungeon two floors too deep.
Features
6 hand-themed dungeons, 30 floors, 6 unique 3-phase boss fights
42 distinct enemy types across 7 tactical roles, plus an elite modifier system (Molten, Vortex, Reflective, Avenger, Teleporter)
Hundreds of variants of armor and weapons
Multiple narrative based side quests and dozens of procedural quests
20+ placeable traps and turrets with synergies, blueprints, and targeting modes
3 playable classes, 10 specialization branches, 77 skills
A full town economy: blacksmith forging, guild quests, daily bounties, potion upgrades, shop progression
Procedurally generated dungeons built on hand-authored room templates — every run is new, but every room is intentional
Pixel art, screen shake, damage numbers, and the satisfying chunk of a sword hitting something that shouldn't be there
Full controller support (PS / Xbox), keyboard + mouse

The farmer didn't ask to be a legend.
But the seal is broken. The town is counting on you. And something down there knows your name.
Will Millbrook still be standing when the last earthquake hits?
Player Activity
Monthly stats
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About Sentry stats
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