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SCP: Fragmented Minds News

Devlog #7 IS HERE!


[h2]Check out the full video here: [/h2]

[previewyoutube][/previewyoutube]


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New Models, New VFX, New Concepts, New Animations, and FLESH!

[h3]Hey everyone! [/h3]

It's been a super packed month, with a ton of new environmental stuff getting completed as well as a bunch of new concepts, VFX, and animations -- so let's get into it!


[h3]SCP-3199 Alternative Attack Animations:[/h3]

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As part of our ongoing AI overhaul, we wanted to design more attack animations and create attack patterns for the creatures so that encounters with them feel varied as well as give players an opportunity to learn how this creature will attack -- allowing you to predict and block or dodge accordingly. These new animations will seamlessly integrate with their existing combat animations and will give a larger breadth to the types of attacks they can do while also looking visually interesting since it's no longer going to just be a peck or swipe attack.


We are going to be doing a lot more with their AI this coming month too and we are super excited to show off how that is going!


[h3]WIP Save Station and Syringe Animations: [/h3]

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We've been working on doing the remaining animations for player interactable items and are excited to start on the player save station and medical syringe animations that will be a staple for players going through Site-113.


The syringe animation will play when players decide to heal or decide to inject other boosters/substances that they can concoct from things they find inside the facility, but players need to be careful since this animation opens them up to attack -- so doing it in the heat of battle is probably not a good idea.


The Save Station is a critical piece of equipment that will be used by players to save the game and also heal, with the potential for finding extra goodies if they look inside the bottom compartment. Players will find these scattered around the game and can decide to save at their discretion. However, these points aren't entirely safe, and you can be snuck up on while using them by creatures to get a fantastic scare!


For reference, below is how the Save Station looks in-game -- it's about to get its new UI but for right now we can see the idle animation!

[previewyoutube][/previewyoutube]

[h3]New Environmental Props -- The Roads: [/h3]



A critical piece of the infrastructure that exists within Chapter 1, as well as future chapters, is the wide road system that trucks and other vehicles use to carry creatures, supplies, and other critical things between the Space Hangars and the main Site-113 Dome -- which is where the vast majority of people are stationed and where the creatures and other spooky items are stored.

These roads are actually also part of a piece of massive environment which we haven't shown off yet but are nearly done with and are VERY excited to show off since it's extremely unique and we think will make for an extra special introduction to the game!


[h3]New Environmental Props -- Wheel-Mounted Transformers: [/h3]



We have designed a new variation of the standard transformers that exist on walls and can be damaged to create an electrical hazard. Similar to their wall-mounted counterparts, they can also be damaged or found damaged and will be giving off electrical shocks which can be extremely devastating to both SCPs and ourselves -- so caution is advised whenever you come across these unstable pieces of tech. Players can also use their welders to shock these transformers which will cause them to either short-circuit or stop shocking things for a short period of time, allowing some time to run past them unharmed or lay a trap for an enemy.


For reference, while the wheeled variations will appear in singleplayer, they will be found most often in the multiplayer maps powering certain props and interactable items that players will need to use to begin the process of winning (depending on which side they are on). However, we will get much more in-depth into multiplayer plans as we progress throughout development.


[h3]New Environmental Props -- Cargo Crane: [/h3]



For some of the more open and rugged sections of the game, players will be able to find and use certain cargo crane controllers to control and use the nearby cargo crane. These can be used (if it's powered) to open up new paths through the environment and allow players to find new loot or be extra sneaky when facing things inside Site-113. There is a fun little minigame that players will need to do on these to activate them, but we will show that off later once it's finalized.


[h3]New Environmental Models -- Cryopod, Cargo Lift, Pipes, and Generator Control Panel: [/h3]



Something players will become very familiar with is the Yuki Cryogenics cryopod which will be a staple of the new method used by The Foundation to transport crew, creatures, and items to Site-113 from Earth. These cryopods are also equipped on ships to allow comfortable human transport and, once Chapter 1 launches, will be seen many times throughout the game!



One of the larger models made recently is the Cargo Lift which, one can imagine, is used to transport both cargo and people between levels of the interior of the facility. Like a lot of the things within the game, this model is actually interactable and can be interfaced with using that lift controller seen on the right of the top image!



Pipes and other electronics are pivotal to breaking up the walls of environments in-game, and we have since created a small kit of these items that can be used within the upcoming vent models as well as in many other places where some visual breakup is required.


However, the pipes seen here are not just for show and those seen fitted with the special red valve will, in most cases, be interactable. Pipes can also be an environmental hazard and can be found spraying hot steam, fire, and sometimes even caustic substances -- so keep on your toes around them and look around for the valve to shut them off!



Power in any large facility is essential, and Site-113's generator and power substations are broken up into different grids that expand throughout the entire facility. The generator systems used to power these grids can be interacted with through these stations, where players can find information about the system's power cores (which is another upcoming mechanic), overall status, and other information that can help players fix the problem and get those lights back on!


[h3]
New VFX -- Cryogrenades, Fire Extinguisher, Chromatic Aberration, and Sparks:
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As a big upgrade from the 2D sprite featured in the demo, we are excited to show off the newly created cryogrenade effect which is now 3D and fully in-world! This one looks great and has a ground and air explosion variation so it will look good no matter where your grenade explodes. This is going to be accompanied by a new cryo effect for freezing enemies too -- so look for that when we show it off.

[previewyoutube][/previewyoutube]


Located around the game will be fire extinguishers, which can be destroyed and thrown at unsuspecting enemies to create a sort of makeshift cryogrenade. This can be especially useful in stealth situations where players want to sneak past more difficult enemies -- so grabbing a fire extinguisher to freeze them as you sneak past is a totally valid strategy! We can see the effect in the video above, and just like the cryogrenade this is now an in-world 3D effect that interacts with the environment and looks fantastic!

[previewyoutube][/previewyoutube]

We have been testing a special new Chromatic Aberration effect which, instead of muddying up the first-person view like it's used for a lot of the time, will be used in-world to give a sort of "ethereal" effect to some objects and items that require it. This will be used to denote when things are impacted by mysterious forces too, so items with this effect might be worth checking out.

[previewyoutube][/previewyoutube]

A small thing we have added is a cool spark effect to the melee weapon which will change depending on the material that is being struck, so expect wood to splinter, metal to spark, and rock to shatter as you swing your special melee weapon haphazardly at random walls and objects throughout the facility.


[h3]Welder V2: [/h3]




The welder has gotten a huge upgrade recently and is replacing the older model that was a staple in the demo for interacting with the power boxes in the game. This new version retains it's usage as a core mechanic but has since been expanded upon, and can be used to power special equipment and also shock/disable things depending on the situation.


It's also the way the player will interface with the Fuse Boxes since the front has been modified to fit into them, which allows the player to charge each fuse as they are inserted -- so it's definitely an extremely useful piece of gear that will see usage throughout the entire game.

[h3]
Tram Concept:
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Slated to be featured as a sort of mobile base for players, the Tram will be used to access the inside of Site-113 as well as the means of traversing throughout the entire facility to access areas that have been unlocked (think of this akin to how Dead Space's tram works).


Players will be able to heal here and save their game, as well as create new things on the workbench. The Tram will also be able to visit already discovered areas so that, in most cases, players who want to uncover everything within each zone or revisit specific NPCs/vendors will have the ability to do so.


We are beginning on this model next month, so we are quite excited to showcase how it comes together!


[h3]Storage Room Concepts: [/h3]



One of the newest environments we have had concepted out are the Storage Rooms, which is one of the main areas that give a great choice for players between combat and stealth depending on the playstyle they choose. Something that you'll notice is that there is some fleshy substance on the wall in the last picture, this is due to the proximity of this area to the large SCP-3199 nest -- which we will show off once it's done and we are very excited for new players to come across it!


[h3]Flesh![/h3]



Those who have played our demo know we are no strangers to using flesh in entire environments, and the SCP-3199 nest is something we plan on making quite unique through a wide variety of flesh assets and tillable flesh textures -- we really want this place to be disgusting to reflect the nature of SCP-3199 and to hint at what where the biomass for the flesh came from...


[h3]Communication Beacon and Floodlight:
[/h3]


A unique prop found throughout environments will be the Communication Beacon, which will hold messages from certain individuals that we can listen to when close enough to them. These beacons will also be a guide for players through darker or harder-to-see environments since they have a very bright blue light on top of them that can be easily seen from large distances.



The Floodlight is another unique prop that will be used to subtly guide players through the environment, whether this be by illuminating the vent that leads out or the fuse that needs to be grabbed, these will be extremely bright and help light up certain areas within an environment to keep things visible and hopefully keep players from getting too lost.


[h3]In-Game Posters: [/h3]




Something fun we are doing (besides petting SCPs) is creating a large array of in-game posters which will canonically be used by The Foundation as workplace warnings and propaganda, but of course, as time went on inside the facility and things turned to chaos, it was only natural that these posters would be defaced as people grew weary and started getting less than optimal feelings about The Foundation and the events occurring within Site-113.


You'll see these posters in a variety of places and we may make them collectible to allow players to bring them with them into the Tram or player hub -- depending on how we end up structuring those areas.


[h3]What's Next? [/h3]


October is going to be an interesting month, as we are currently working on the hacking mechanic, new NPC and will be working on bringing the AI up to a really good state to begin testing and polishing them. We are also going to be designing the last pieces of Chapter One which will allow us to start on the sequencing polish and sound design -- which is always a really fun piece that we LOVE to show off!


We are really excited about Chapter One since it features a ton of elements we have been dying to implement into the game like full cutscenes, additional characters, environmental storytelling, atmosphere building, and a ton more that are the core pieces that really turn a game into an experience.


We can't wait to share the progress with all of you and are eager to launch Chapter One into Early Access and then continue to build out the game to its official 1.0 launch!


[h3]THANK YOU SO MUCH FOR THE CONTINUED SUPPORT! [/h3]

August MEGA Update

Hey everyone!


We've posted a massive update on our website, which you can find here:

https://www.hstgamestudios.com/post/player-movement-overhaul-new-environments-scp-animations-and-so-much-more

It goes over new environments, mechanics, SFX/VFX and a TON more!

June Update! Concepts, New Environments and a Mechanical Overhaul!

Hey everyone, and Happy June!


Last month, we focused on creating and refining concept designs for the later areas in Chapter One, as well as getting concepts and models created for some of the important props that will be interacted with many times throughout the game!


We've also been working on creating some more environments for this Chapter, while also getting some really cool VFX in to bring these props and mechanics to life!


Maintenance Hallway Concept:



Above are some concepts for a new maintenance hallway that'll lead into one of the most important sections of Chapter One -- the Transit Center. We are very pleased with this concept design since it accurately reflects the brutalist architectural style we have been creating and is going to be a fantastic point of reference for our 3D artists to begin working off of when they get started here on this zone!


The Transit Center Concept:



The Transit Center is an area of particular importance within the first level of the game -- not only will players visit this place multiple times throughout their experience here, but they will also have some very important encounters in this area too.


You might notice in the first and second concepts that there is an emphasis on the rock walls located in this environment. We wanted to be sure players were reminded that they are indeed not in any normal facility but were literally below the surface of Mars in a deep cave system. This design also allows us to craft several other areas out of rock, which gives a very unique and brutalist look that will bring a special connection to the environments that we are extremely excited to bring to life!


PDA Device/Dock and Currency Card:




As part of our mechanical overhaul, we are planning on introducing the PDA as a new device that will be directly part of how the new Hacking mechanic will work. However, this little device also doubles as a way to transfer any currency you might find on your journey through Site-113 to your own card for use around the world. It also has a special syringe used to take samples from downed enemies and certain objects which can be used to gain valuable information about them and to craft (or trade for) unique materials, given you find enough samples from certain creatures around the facility.


Card Reader Station:



Located around the facility will be different access cards that you will find, however, upon first picking up a card of higher access than your own, you will be required to locate a Card Reader Station in order to transfer the higher clearance level and currency onto your own card. This will effectively upgrade your security clearance and allow you to get into new areas and also (from that point forward) directly transfer currency from similar access level cards and lower level cards onto your own card through the PDA -- no Card Reader Station required.


However, you may also find specific cards that are tied to certain individuals for specific objects (lockers, electronics, personal quarters, etc), and in this case, you can simply carry along that individuals card to unlock that individual's locker or interact with their special object -- you will not need to find and interact with a Card Reader Station in that instance.


Power Boxes:



Located around the world will be these power boxes, which will serve numerous similar purposes whenever you may encounter one. These boxes are tied into the new welder's shock mechanic and can be opened and shocked when one is encountered (either up close or from a distance -- depending on if it's open/shattered or closed).


When zapped, these boxes will short-circuit and will either turn on for a brief period or will disable certain things it's powering (stopping an electrified puddle, for example). This will allow numerous chances for players to interact with the environment and can use it to their advantage during combat situations, with players being able to power on electrical transformers to shock enemies or by zapping a nearby crane to drop its container onto unsuspecting groups of hostiles.


You may find a powerbox is closed from a distance, but most short-range weaponry can shatter the cover and allow it to be shocked -- though the resulting noise from doing so may attract more attention than it was worth!


Fuse Boxes:



One of the new puzzle mechanics coming to the game is these special Fuse Boxes. These will be found in various areas and will supply power to various subsystems around the facility. Fuse Boxes can be found with either all of their fuses intact or with only one or two -- meaning it will be up to you to find the replacement fuses and to balance power across all the fuses to open or power the systems of your choosing.


Your initial interaction with these boxes will prompt a power balancing puzzle which will require you to time your clicks to accurately charge the capacitors in this box before the fuses can be interacted with, adding a second level to the interaction with each box! We will be working on setting these up shortly and are very excited to begin showing off how they will work with power cores and the new fuse mechanic that accompanies them.


"Hume" Tanks - Gravity Beware:



Something we are so excited to show off is the new Hume Tanks! These are based on the concept of "Hume" in the SCP Universe which is a standard in which reality is measured, and the "hume" in a particular location can be raised back to normal levels through the utilization of Reality Anchors. However, with the ability to raise the Hume level, it is also possible to lower it -- and that is exactly what the liquid contained within the "hume" tanks does.


The effect this has on the environment and the puzzles that will be associated with this particular mechanic will be shown off in time, but there is a ton of potential uses that this purple liquid has and we are eager to create a proof-of-concept to demonstrate its usage in-game.


Server Room:



One of the newest environments is the Server Room! This room contains some important medical and technological tools that will be of use to you in your journey through Site-113. This room also does a great job demonstrating the wear and tear the facility has experienced during your long stasis and is a fantastic representation of the grimy brutalist art style that we are creating for the game! Be sure to check rooms like this thoroughly -- you never know what useful things you may find...


Propaganda Posters:



No shady government organization is complete without propaganda posters -- and players will find posters like these scattered around the game to advertise various in-world drinks, foods, restaurants, and associated companies! Be vigilant though, as some posters may offer VERY useful advice!

What's Happening This Month?


This month we have been working on finalizing two core gameplay mechanics -- namely the Fuse Boxes and Power Boxes and you can expect videos of those relatively soon. We are also working on creating more of the environments that make up Chapter 1, as well as creating a large asset library we can use for the next levels too.


We are also in the middle of doing a total animation overhaul for the player and will be showing how that is coming along this month, along with how the gameplay mechanics are shaping up! We will also be showing off some of the WIP VFX for the "Hume" tanks and the acid VFX for SCP-3199, as well as some nice HUD effects. We are also continuing to create the AI controllers for each type and the complex behavior sets that come with them, this system is coming together nicely and we are very excited to begin playtesting it!


THANK YOU ALL SO MUCH FOR YOUR AWESOME SUPPORT!

SCP-3199 Baby Variant and New Environments!

The FINAL variant of SCP-3199 is here!

(If you want to pre-order the game and get extra goodies, you can do so here: https://hst-studios.pledgemanager.com/projects/scp-fragmented-minds/participate/)

This month, we have been working hard to create the last variation for SCP-3199, and are very eager to hear your thoughts on the adorable new creature that you'll be seeing in Site-113! This variant, plus the other two, are going to create a very dangerous trio that can, with the help of the new baby, work together to pinpoint your location and will put up an awesome challenge should you be unfortunate enough to get spotted by them.

Fear not though, as we are currently working on adding the new "shocking" player mechanics that will help you to use the environment to combat these threats in a really fun and dynamic manner while also allowing and encouraging you to remain in the shadows!




Mid-March Progress:

We have started building up our large library of environmental assets and are pleased to say that we are now able to start building out the actual environments that you'll be experiencing as you traverse through the abandoned halls and areas in-game! We are very pleased with the new style and level of quality we have been able to achieve and are excited to start moving on to the further areas of Chapter One to bring them to life! You can see some of the sneak peek images of one of the new WIP zones below:



AC-122 Dropship [Cryopod Variant]:

Site-113 units have to ride in style, so we are pleased to show off two new concepts for the interior of the dropship that will become very familiar to you through your journey in-game, as well as being a starting point for the MTF forces in some of the planned multiplayer maps! We will more than likely begin this prop a bit down the line since we want to make sure it's done absolutely correct but are nonetheless in love with the design!



What's Next?

Currently, we are working on finalizing the prototype AI system that will control all of the enemies in-game, as well as building out more of the player mechanics to work seamlessly with the gameplay. Once these systems are completed, we should have the new player model finished and we will then begin to do an entire overhaul on the animations with the model to be sure everything is smooth and looks great. We will also be continuing to build out the environments and have a fantastic surprise that we don't want to spoil so stay tuned for updates regarding that.

Since we are beginning to have much more polished content, you can also expect us to start up the devlogs again as well as posting more video content in general so if you are not following us on YouTube you can find the link here:

https://www.youtube.com/@SCPFM

If you would like to get some of these goodies then feel free to back the game here on PledgeManager: https://hst-studios.pledgemanager.com/projects/scp-fragmented-minds/participate/