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SCP: Nine-Tailed Fox News

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

Developer Log | April 2023

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

Welcome to our monthly Developer Log! This time we will show what we’ve been working on during April.

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

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[h2]Cooperative Mode delay[/h2]
We have to start with some bad news. As we mentioned in the previous Developer Log, Coop Mode is stressful for us to work on. After a long internal discussion, we’ve decided to delay Coop Mode for a future version. It was a hard decision, as we’ve already made some progress with it. However, it turned out to be harder than we thought. Many things such as NPCs or events have to be rewritten to make them work for it. This decision however allows us to release v0.3.0 sooner.

[h2]New SCPs to contain[/h2]
We don’t want to leave you all with a lack of content for v0.3.0, so there are also some good news! Just like everybody asked, we’ve been working on adding more containment procedures for Classic Mode. Specifically: SCP-096 and SCP-049.

[h3]SCP-096 – The Shy Guy[/h3]
In v0.3.0’s Classic Mode it will now be possible to contain SCP-096! Don’t worry, you and your teammates are equipped with a pair of SCRAMBLE gears to get the procedure done easily and safely.

And yes, that also means the Shy Guy has it's own containment chamber now!


The Shy Guy’s AI code was rewritten almost entirely from scratch. Overall, he shouldn't get stuck as often anymore, especially when active. There is also a new behavior for him that you'll see during Campaign Mode!

[h3]SCP-049 – The Plague Doctor[/h3]
We’ve also began on doing the same thing for SCP-049! However, we can’t show much yet because we only started to work on it very recently. But expect him to get contained within a cage too!

[h2]New Launcher Option[/h2]
We’ve received a lot of reports regarding an issue where the integrated GPU gets selected by the game instead of the dedicated one. While we're unsure on how to efficiently fix it, we’ve decided to bring back the GPU selection from SCP: CB as an alternative. You will be able to find it where the Display Mode once was. We hope this will help our laptop users or anybody else who encountered this issue.



But you might ask yourself: “Oh, but where is the Display Mode option now?” The answer is simple: The game now selects Fullscreen Mode if you select the same resolution as the Desktop resolution. If the resolution is less than that, then the game selects Windowed Mode.

[h2]Third Subdivision Studios Twitter account[/h2]
The last thing we want to mention is that we’ve created an official Twitter account for Third Subdivision Studios! We will be sharing some small development news, as well as retweeting fan artwork from time to time!



Link to our Twitter account: https://twitter.com/TSS_Games

[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

by Wкиха (original artwork by B_Leonardo)

[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]

-Third Subdivision Studios

Developer Log | March 2023

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

March is ending very soon, so it’s time to show what we’ve been working on. This month was a bit stressful due to coop development, as a result we had a little break because of it. Regardless we have been working on other interesting features. So, here's what we’ve done since the last Developer Log.

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

[h2]Disclaimer screens[/h2]
Since many new players are getting introduced to SCP: Nine-Tailed Fox, we’ve added safety disclaimers, warning about seizure and epilepsy that can be triggered in some cases (like flashing lights or the weapon’s muzzle flash).



Now there's also a reminder that the game is in Early Access, as there have been some misunderstandings regarding it and thus some people thought that the game is completely finished and no new content will be added, which is false. We still have a lot of plans for the game!

[h2]More Tasks[/h2]
We’ve noticed that many of you were worried about the state of Singleplayer, especially because of the thought that we're only working on cooperative mode. That’s not true. We’ve been thinking on how to expand Singleplayer more and about different tasks that you can do.

Here are some screenshots of a Task to restart the Heavy Containment Zone generator, the room of which is guarded by armed D-Class.

Tasks received.

D-Class cleanup inside the server room.

Generator is restarted. This task is complete.

[h2]D-Class improvements[/h2]

Few changes were made for the D-Class’s AI to improve their navigation. For example, they are now less likely to get stuck in places. Well... They still can get stuck, but at least they acknowledge that and try to find another way. Now they also can close the doors behind them from time to time, making the zones less door-open.

Oh yeah! You can also headshot the D-Class with the SPAS-12 as well now! This was teased few months ago in one of the Developer Logs (showcased with zombies).



[h2]Soft lock fixes[/h2]
We’ve been hearing reports about how the game can softlock in Heavy Containment Zone because of the player lacking the keycard when facing rooms like SCP-513 or SCP-966 containment chambers. We’ve addressed this issue by changing the layout of those rooms from a 3 way shaped to a 2 way corner room.

Locked entrance in SCP-513's containment chamber

Locked entrance in SCP-966's containment chamber

In the future we are planning to change the room models themselves, but for now this solution can work as well.

[h2]Optimization and other bug fixes[/h2]
As always, we’ve been working on fixing bugs that you all reported to us. Generally, they are small things that improve the game, giving more stability to it.

[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!

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

by B_Leonardo - "Fanart of Regular MTF dying in a glue trap"


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

[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]

-Third Subdivision Studios