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SCP: Nine-Tailed Fox News

Developer Log | April 2024

[h3]Greetings to all Nine-Tailed Fox Members![/h3]

Welcome to our latest Developer Log! This one special, as we celebrate SCP - Containment Breach's 12th Birthday, announce our participation in FPS Fest and.. a new update? Let's dive in!

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[h2]Happy Birthday, SCP - Containment Breach![/h2]
April 15th marks the 12th birthday of SCP - Containment Breach, a game that has thrilled and chilled a legion of fans with its unforgettable, eerie atmosphere. First and foremost, SCP: Nine-Tailed Fox is a survival horror game that carries forward this legacy, built originally as a modification for SCP - Containment Breach. Thanks to the groundbreaking path laid by the original game, SCP: Nine-Tailed Fox continues to immerse players in a world of suspense and supernatural terrors, proving that the spirit of the original game is alive and more haunting than ever.

As we celebrate this milestone, we salute the original creators and the vibrant community of fans and modders who keep the corridors of SCP eternally spine-chilling. Their passion and creativity fuel the evolution and expansion of this dark universe. Here's to many more years of survival horror excellence and innovative community-driven storytelling!

[h2]Participation in Steam’s FPS Fest[/h2]

Second - SCP: Nine-Tailed Fox is a First Person Shooter that stands out for its immersive gameplay and heart-pounding horror elements. We are excited to announce that our game is participating in Steam's FPS Fest, showcasing the intense and unique experiences that our title offers within the shooter genre.

This festival is a fantastic opportunity for both new and veteran players to dive into the chilling world of SCP, bringing together fans from across the globe. As you navigate the treacherous environments and confront the unknown, remember that each moment in SCP: Nine-Tailed Fox is a test of both your survival skills and your nerves.

[h2]Update v0.2.10: Stability, Performance Improvements and More![/h2]

Because of the reasons above, we decided that this is a great time to release an update for SCP: Nine-Tailed Fox. Originally, most of the bug fixes were intended for release in version 0.3.0. However, as development extended beyond our initial timeline, we received numerous bug reports from our dedicated community. These issues ranged from minor glitches to critical, game-breaking problems. Given the impact on gameplay and in our commitment to delivering the best experience possible, we decided it was crucial to address these issues.

As a result, we've decided to backport fixes from version 0.3.0 into this update, aiming to enhance stability, improve performance, and ensure that all players have a smoother and more enjoyable experience as they navigate the eerie and unpredictable halls of SCP: Nine-Tailed Fox. We appreciate the community's patience and invaluable feedback. Thank you for helping us make SCP: Nine-Tailed Fox the best it can be!

The update is available NOW for download and the changelog can be found here: https://store.steampowered.com/news/app/1304510/view/7816635004477772157

Apart from regular bug fixes, this upcoming update brings a variety of notable changes. Here’s what to expect in version 0.2.10:

[h3]Integration of dgVoodoo[/h3]
For the past four months we’ve been testing out the addition of dgVoodoo into the game on a separate Steam branch, aiming on fixing the game’s poor performance on newer GPUs. The tests turned out to be really successful and thus we’ve decided to officially add this library into the game.

[h3]Map Size Reduction[/h3]
We've heard your feedback loud and clear! Many of you mentioned that, while the facility's vast size was impressive, it sometimes felt too cumbersome. In response, we've scaled down the map sizes across all three zones:
  • The Entrance Zone now measures 9x9 units, down from 12x12.
  • Both the Light and Heavy Containment Zones are now 12x12 units, reduced from 18x18.

We hope these changes will enhance your navigation and progression through the facility, making for a smoother and more enjoyable experience.

An example of new map size in the Entrance Zone. Interesting how the map was generated in a shape of jack-o'-lantern!

[h3]Soft Lock Fixes[/h3]
Changes have been made to room layouts involving SCP-513 and SCP-966 containment chambers. Previously, these rooms were shaped in a 3-way configuration with one way locked behind a keycard door, which could lead to a soft lock situation if players lacked the necessary keycard.

New locked entrance in SCP-513's containment chamber

The rooms have now been redesigned into a 2-way corner room to prevent such issues and facilitate smoother gameplay transitions.

[h3]Disclaimer Screens[/h3]
To better inform our players and ensure safety, we've added a new disclaimer about potential seizure risks due to elements like flashing lights or muzzle flashes from weapons. This is particularly important as we welcome many new players to the game.

Disclaimer with the seizure warning

We've also included a reminder that SCP: Nine-Tailed Fox is still in Early Access. This serves to clarify that the game is not yet complete, and continuous updates and new content are still to come, countering any misconceptions about the game’s development status.

[h3]Critical Bug Fixes[/h3]
As a final significant update in this version, we have addressed several critical bugs that were impacting gameplay. Here are some of the key fixes included in update v0.2.10:
  • For Singleplayer, we’ve resolved an issue where starting a new game could freeze due to a map generation bug. This fix ensures a smoother start and consistent gameplay. Also, we’ve fixed performance issues with the S-NAV Navigators, enhancing their reliability and functionality during missions.
  • For Multiplayer, we’ve addressed a persistent issue where, after extended play, clients would not be able to see items scattered around the map.

We are continuously working to identify and resolve issues reported by our community, and we appreciate your continued feedback and support.


"But wait! Where is version 0.3.0?" you might ask. The answer is that it's still in development. Good news is that soon we are going to show more details about it! Stay tuned for that!

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[h2]Community Artwork[/h2]
As a tradition for the Developer Logs, we want to share some artwork that was made for the game!

by Walokin
[h3]Want to submit your artwork?[/h3]
You can submit your SCP: Nine-Tailed Fox community artwork on our Discord server, Subreddit, Twitter / X, or send it via E-Mail at [email protected]!

[h3]Want to report bugs?[/h3]
To report a bug, simply use Steam’s Discussion forum to do so. Also, you can join our Discord server too!

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We want to say THANK YOU for still being with us and supporting us!

[h3]And don’t forget – Wednesday is pizza day![/h3]

-Vane Brain, from Third Subdivision Studios

v0.2.10 | Patch Notes

We've decided to backport fixes from version 0.3.0 into this one, aiming to enhance stability, improve performance, and ensure that all players have a smoother and more enjoyable experience as they navigate the eerie and unpredictable halls of SCP: Nine-Tailed Fox.

We appreciate the community's patience and invaluable feedback. Thank you for helping us make SCP: Nine-Tailed Fox the best it can be!

[h2]GENERAL[/h2]
  • Added dgVoodoo library (by Dege) as an attempt to fix crashes and performance issues that many users with modern AMD and NVIDIA GPUs encountered.
  • Added disclaimers at the beginning of the game, warning about the game being in early access and seizure warnings.
  • Fixed poor performance with text, caused by the localization system.
  • Fixed loading screens image size getting bigger with each loading screen appearance.
  • Improved the performance of some GUI functions.
  • An attempt to smooth out the mouse look.
  • Some memory usage optimizations and fixed memory leaks (many of which are fixed by Jabka).
  • Fixed an issue with USP where the model was incorrectly mirrored.
  • Changes related to launcher:
    • Added the ability to select GPU, replaces the graphics mode dropdown menu;
    • The fullscreen mode now applies only if game resolution matches monitor resolution.

[h2]SINGLEPLAYER[/h2]
  • General map generation improvements:

    • Fixed a bug that caused the game to freeze upon starting a new game, caused by the map generation failure.
    • Fixed softlocks in SCP-513, SCP-914 and SCP-966 containment chambers.
    • Decreased the map size for Entrance Zone from 12 to 9 units;
    • Decreased the map size for Light and Heavy Containment Zones from 18 to 12 units;
    • An attempt to fix the map layout of LCZ and HCZ being identical.
  • Weapon related changes:

    • Fixed a bug with shotgun where it could be turned into a rifle by spamming the reload button;
    • Fixed the guns shooting if player has an item equipped from the inventory;
    • Fixed Radio Transceiver channel switching not working because of weapon selection;
    • Player now holsters the weapon when using S-Nav or Radio items and brings the weapon back when the items are not in use;
    • Fixed the player using iron sight after discarding an item with the right mouse button.
  • Many improvements for S-NAV Navigators:

    • Generally optimized the code for S-NAV Navigators;
    • Fixed performance issues caused by S-Nav Navigators due to duplicate rendering logic;
    • Fixed S-Nav Navigator Ultimate crashing the game if SCP-173 or SCP-106 where contained or do not exist;
    • Moved the SCP circle detection right where the player's triangle position is located.
  • Improvements in Pocket Dimension:

    • Fixed trenches. They now work just like in original SCP - Containment Breach;
    • Fixed fog colors in some cases, as well as fog color change after loading a save file;
    • Fixed decals not appearing after leaving Pocket Dimension;
    • Fixed a game crash when leaving Pocket Dimension caused by failing to find a good room to teleport to.
  • Many fixes for SCP-970 room:

    • Fixed occasional game crash related to items in the inventory;
    • Fixed the updating code for doors when player is going through the doors inside the room;
    • Fixed camera hiccup when going through doors;
    • Other minor fixes.
  • Fixed a game crash when player gets fully infected by SCP-008.
  • Fixed the gamemode reset after loading a save file while having Classic Mode ticked/unticked in the New Game tab.
  • Fixed a bug where SCP-427 was not applying any effects on the player (by HonestResolv3).
  • Fixed player falling down through metal grates in the grated hallway room (room2_pipes_1) after loading a save file.
  • Fixed SCP-1048-A reappearing in some conditions when the ear bear suppose to be hidden.
  • Fixed SCP-096's idle ambient sound playing even if player teleports far away.
  • Added a small delay for D-Class before they start shooting.
  • Fixed a bug that caused the player to load into a new zone if player dies or gets kidnapped by SCP-106 in the checkpoint room.
  • Fixed a bug where the light sprites would be drawn in the room where player died if player respawns far away.
  • Fixed a bug where the announcements would play even if player hasn't open the Gate A blast doors yet.
  • Fixed blood decals from the Entrance Zone lockroom (lockroom_2) appearing in other 2C shaped rooms.
  • Fixed MTF teammates sometimes getting stuck at the Entrance Zone checkpoint.
  • Fixed SCP-049's catwalk event in the four-way room (room4_1).
  • Fixed medibay (room2_medibay) props being untextured.
  • Fixed SCP-012's paper glowing inside its chamber.
  • Fixed the smoke appearing in wrong places in the tunnel room (room2_tunnel_2) depending on room's rotation.
  • Optimized and improved the code for events in following rooms: SCP-173 containment chamber (cont_173), SCP-500 and SCP-1499 chamber (cont_500_1499), Toilets room (room2_toilets).
  • Some code improvements related to doors and buttons.

[h2]MULTIPLAYER[/h2]
  • Added text filtering to the server list (this includes server name, gamemode name, and the map).
  • In Waves, an attempt to fix items breaking and glitching during the Multiplayer playthrough.
  • In Waves, moved the fuse sprite a bit higher to not obstruct the model on the floor.
  • In Waves, fixed a bug where dying by a tentacle would not count up as an actual death.
  • Fixed player tags not appearing for users with AMD GPUs.

...and other small fixes and improvements overall.

[h2]KNOWN ISSUES[/h2]
  • Brightness setting and blur effect currently aren’t working at all.
  • On some computers, the blinking fade-in can be bugged and appear semi-transparent.

Developer Log | December 2023

[h3]Greetings to all Nine-Tailed Fox soldiers![/h3]

We are coming back once again with a holiday special Developer Log! With this post we will be looking back at 2023 on the progress made so far and talk about what’s left for version 0.3.0. But first of all, we’ve prepared something special for our new players that had troubles with the game…

Keep in mind that everything within the post is subject to change!

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[h2]Experimental Steam Branch[/h2]
We’ve noticed an increased amount of people reporting the game crashing, specifically on many computers with AMD GPUs, as well as some high-end NVIDIA GPUs. As a possible way to fix it, we’ve decided to use the dgVoodoo2 wrapper, allowing the game to be run as if it’s a DirectX 11 application.

Steps to access this branch can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=3122326419

This version also fixes lags that many of you encountered in the main menu or game freezing when starting a new game. We HIGHLY recommend players who had issues running the game to switch to this branch. Also feel free to report any other crashes that happen with this version, but specify that you used this branch.

There are currently few known issues in this version:
  • Brightness setting currently isn’t working at all.
  • Blur effect is broken and just darkens the screen.
  • On some computers, the blinking fade-in can be bugged out and appear semi-transparent.

Once we collect all the feedback and make sure that this fix is working for everyone, we will add the dgVoodoo2 wrapper into v0.3.0.

[h2]Multiplayer - SCP-682 progress[/h2]
One of the more important things we’ve been working on is the map layout for SCP-682. The map needs to be big enough to let 682 roam around, but it shouldn’t be too large as to break immersion. A good combination of both is what we are aiming to accomplish.



The screenshots above show an area which has been destroyed by SCP-682. Each piece was modeled completely intact onto the wall itself and then broken up and scattered on the floor, in order to make it as realistic as possible.

We’ve also been working on new mechanics for the Waves gamemode, such as operating the blast doors of SCP-682’s chamber. We’ve taken some time to make sure other mappers can make their map work with 682 by adding new entities (without hardcoding too many features).



And of course, plenty of work was put into SCP-682 as well! His AI is almost complete, but requires some animations to be created. In the images below you can see the hitboxes that we put on 682. And yes, while you CAN shoot him, it doesn’t mean you can easily kill him.

Short explanation: The green hitboxes are used for the lowest amount of damage dealt to an NPC, designed to be used for arms, legs or tails, like in 682’s case. Yellow hitboxes are used for the body in general, they deal medium damage to an NPC. The red ones are critical hitboxes, primarily used for headshots or anything else that would do a lot of damage on an NPC. For 682’s case it’s only the head and his large jaw.


[h2]Bug Fixes[/h2]
Some of the bugs which have been reported a long time ago are now fixed, such as the inability to use the Radio Transceiver, poor performance when using the S-Nav Navigator, or accidentally shooting the gun when using a keycard.

[h2]Summary of 2023[/h2]
Let’s summarize what we’ve made this year for v0.3.0:
  • SCP-682 in Waves mode, as well as the new Multiplayer map.

  • Subtitles and improvements in the localization system.
  • Softlock fixes to prevent players from getting stuck in locked rooms, as well as softlocks caused by saving the game progress at the wrong time.
  • Disclaimers to warn players about seizure hazards, as well as a note that the game is still work in progress.

  • Completion of the save terminal system.
  • AI Improvements for some NPCs.
  • The ability to contain SCP-096, as well as various improvements for 096’s code.

  • Fixes to crashes related to map generation on some seeds.
  • Added some sounds to the NPCs in Waves mode.
  • Optimization and fixes to the multiplayer.
  • Many other improvements, optimizations, and bug fixes.

[h2]What’s left for v0.3.0?[/h2]
To answer this question, there aren’t that many things left before it’s completed. Our current list consists of:
  • Finishing SCP-682 in Waves mode, including finishing the Multiplayer map.
  • Finishing SCP-173 code rewrite.
  • Finalizing SCP-096 containment chamber.
  • Adding new voice lines, for example for SCP-035 in Waves mode.
  • Finishing new localizations.
  • Completing a few things here and there.
  • And of course, a LOT of testing.

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[h2]Community Artwork[/h2]
As a tradition for the Developer Logs, we want to share some artwork that was made for the game!

by Rand Smith
[h3]Want to submit your artwork?[/h3]
You can submit your SCP: Nine-Tailed Fox community artwork on our Discord server, Subreddit, Twitter / X, or send it via E-Mail at [email protected]!

[h3]Want to report bugs?[/h3]
To report a bug, simply use Steam’s Discussion forum to do so. Also, you can join our Discord server too!

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THANK YOU everyone for supporting us this year. It has been quite eventful with SCP NTF development and we hope that next year will bring a lot of progress as well!

[h3]Happy Holidays, everyone! And Happy New Year![/h3]

-Vane Brain, from Third Subdivision Studios

Developer Log | September 2023

[h3]Greetings to all Nine-Tailed Fox soldiers![/h3]

You’ve probably noticed how there is less and less Developer Logs flowing around. The answer to this is simple: we’ve shown you all our main features for version 0.3.0. It’s now time for us to finish them, test them around, and release for you all to see! However, there are still a few things we want to show you in this devlog!

Keep in mind that everything within the post is subject to change!

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[h2]New Multiplayer Map[/h2]
For the past few months we worked hard on version 0.3.0. A lot of work has been put into fixing bugs and programming new features. Recently, progress has been going very well and thus we want to show off a new map for Multiplayer!


And yes! The map boss will be one you all have been waiting for:
[h3]SCP-682[/h3]

We originally planned to make a map based on Gate A for the 0.3.0 version. The boss for that map would have been SCP-106. However, we weren't able to come up with a good layout for this map. This was the same when we originally worked on a map for SCP-682 which is the one you saw on a development stream a while ago.

Recently though, we had a stroke of luck and were able to get a hold of a room that was created by C45 for the Terror Hunt mod. This room wasn't used due to it being too big. When we saw this room, we immediately realized that it would be perfect as a map having SCP-682 as its boss. The corridors are large enough for SCP-682 to pass through without any issues as well as the fact that the layout is almost symmetrical, which makes it great for Team Deathmatch. However, the map requires some editing and improvements before being fully added.


And yes, we are still planning to implement the Gate A map, but we do so sometime in the future.

You might ask yourself: “SCP-682 is in the game now! That means the reptile will also be a boss in Singleplayer, right?” The answer is… While there were a few ideas thrown around regarding SCP-682 and its role in Singleplayer, we decided to only have 682 implemented in Multiplayer for the time being. At a later date we plan to implement 682 in Singleplayer.

[h2]Bug Fixes[/h2]
We’ve seen that many of you experienced an issue where the items start to bug out in Waves mode. Like clients don’t see items that the server has or items can’t be picked up. We were able to find the issue and are now looking at possible ways to fix it.

This issue was introduced in the latest updates of SCP: Nine-Tailed Fox, specifically when items dropped from NPCs don’t disappear during the start of an intermission. This was done to let the players have more items, especially towards the final waves. However, we didn’t pay attention to the packet limit, which we accidentally reached (oops!).

As a workaround - try to keep the amount of items on the ground as low as possible!

[h2]Community Artwork[/h2]
As a tradition for the Developer Logs, we want to share some artwork that was made for the game!

by Max The Seal
by Saraviadb

[h3]Want to submit your artwork?[/h3]
You can submit your SCP: Nine-Tailed Fox community artwork on our Discord server, Subreddit, Twitter / X, or send it via E-Mail at [email protected]!

[h3]Want to report bugs?[/h3]
To report a bug, simply use Steam’s Discussion forum to do so. Also, you can join our Discord server too!

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We want to say THANK YOU for still being with us and supporting us!

-Vane Brain, from Third Subdivision Studios

Developer Log | June 2023

[h3]Greetings to all Nine-Tailed Fox soldiers![/h3]

First month of the summer is about to end, so it’s time for us to show what we’ve been working on this time!
We had to skip the May Developer Log due to many events in our lives. We thank you for understanding and supporting us throughout this time!

Keep in mind that everything within the post is subject to change!

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[h2]SCP-173 Code Rewrite[/h2]
The main villain of both SCP – Containment Breach and SCP: Nine-Tailed Fox finally gets a bit of treatment! To put it simply: SCP-173’s code was really outdated and has barely been changed since the early days of SCP CB. It was a bit confusing, as a result working with this SCP was complicated. Until now! The code was cleared up to be more optimized and allow future modifications to be added easily.

[h2]Major Bug Fixes[/h2]

For the past month we’ve been ironing out many bugs that have been reported by players. Recently we’ve found a solution for a bug that bothered many of you since the release of SCP: Nine-Tailed Fox – the game freezing when starting a new game. This was caused by the map generation algorithm failing to place some rooms in the Entrance Zone (because the map size of the this zone is smaller than the others).

[h2]Previous Changes.. Now in Action![/h2]
Since most of our work this month was about bug fixes, we’ve decided to show a few things that we’ve mentioned in the previous developer logs in motion!

SCP-096 getting electrocuted by Tesla gate.

D-Class backing off and running away when the player is too close.

[h2]Frequently Asked Questions (FAQ)[/h2]
Over the past few months we’ve received many (and we mean it! MANY!) questions about v0.3.0. Here we're going to answer some common questions.

[h3]Q: When is v0.3.0 going to come out?[/h3]
A: In short, we still aim to release v0.3.0 this year.
The long answer is that SCP: Nine-Tailed Fox is a hobby project of ours. We work on this game in our free time because we like to do it! As fans of SCP CB, we like to work on something for other fans! Unfortunately, many people treat us like a huge studio (some even compared us to EA or Ubisoft which is quite questionable but also overwhelming). We aren’t a huge team, and we are not working on this project as a full-time job. We have many events happening currently in our personal lives.

Because of this, it’s hard to determine the release date. We can’t tell which features will take what amount of time. The following plan is this: We finish what we’ve already shown, we make new rooms and a multiplayer map as well as also adding a few extra voice lines. This is definitely possible to do within this year (or even within the next few months if things go well).


And speaking of… We are planning to make more developer livestreams on our YouTube channel! We will be showing our work progress, as well as answering your questions live. Stay tuned if you are interested!

[h3]Q: Will there be an intro/ending in v0.3.0?[/h3]
A: There won’t be an intro or an ending in v0.3.0. This requires more time for us to work on. But what we have as an idea for the intro is to make it an in-game, non-playable cinematic.

[h3]Q: Will there be a cooperative mode in v0.3.0?[/h3]
A: As we mentioned in the previous Developer Log, cooperative mode was delayed for a future version due to some complexity in adding the multiplayer component for the classic or even campaign mode. This is due to the fact that the current multiplayer was specifically designed to work the way it is right now and not taking anything else into account as of now.

[h3]Q: Will the Chaos Insurgency be added into the game?[/h3]
A: Yes, the Chaos Insurgency is planned to be in the game as a stronger enemy for classic and campaign mode. However, it won’t be in v0.3.0.

[h3]Q: Will there be SCP-XXX and SCP-YYYY?[/h3]
A: The current plan for us is to improve what is already in the game. There are many interesting SCPs in the game currently that are not shown well. Our plan is to fix that and make them shine more.

[h2]Community Artwork[/h2]
As a tradition for the Developer Logs, we want to share some artwork that was made for the game!

by Cassketti

[h3]Want to submit your artwork?[/h3]
You can submit your SCP: Nine-Tailed Fox community artwork on our Discord server, Subreddit, Twitter, or send it via E-Mail at [email protected]!

[h3]Want to report bugs?[/h3]
To report a bug, simply use Steam’s Discussion forum to do so. Also, you can join our Discord server too!

[hr][/hr]
We want to say THANK YOU for still being with us and supporting us!

[h3]And don’t forget – Wednesday is pizza day![/h3]

-Vane Brain, from Third Subdivision Studios