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SCP: Nine-Tailed Fox News

Developer Log | February 2023

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

Exactly one year ago we released the 0.2.0 version of SCP: Nine-Tailed Fox on Steam. To celebrate this special occasion we want to share some information regarding the development of the upcoming 0.3.0 update and what we achieved so far.

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

[h2]Co-op Mode Progress[/h2]
It's been some time since we've last showed any progress regarding coop. The reason for this is simple: We had to start from scratch. But for the good cause! The previous way that we were doing the multiplayer was not working well. The new way on the other hand allowed us to show you those screenshots!



[h2]Localization[/h2]
Since the December 2022 Developer Log we’ve received a lot of help from volunteers to help with localizing SCP: Nine-Tailed Fox. We’ve added more languages that people are willing to translate the game to.

The Crowdin page is available here: https://crowdin.com/project/scp-nine-tailed-fox. You can always tell us what other languages we should add on the list!



For v0.3.0 we’ve also added the ability to change the separator for text with multiple lines. While commonly, when the game needs to create a new line, it will find the space in the text that it will separate. This was an issue with Chinese localization (and some other ones) that don’t have spaces between words.



[h2]Subtitles[/h2]
Since the original SCP: Containment Breach, many people asked for subtitles in the game, as for foreigners it’s sometimes hard to understand what characters are saying. We’ve been working on a subtitle system for SCP: Nine-Tailed Fox, which is flexible and easy to translate. This improves the game’s localization, as we don’t need to do voice acting for each language.



[h2]Localization performance fix[/h2]
Many of you reported an issue where the game was lagging when text appeared on the screen. This was especially noticeable in the options menu. The good news for you have finally arrived! We were able to fix it!



When we were developing v0.2.0, we’ve added a caching system for localized text. But it turned out that the game was not adding the strings into this cache properly, causing the game to scan the localization file every single frame. Thus, creating lag.

[h2]And as always – bug fixes![/h2]
For the past month we’ve been ironing out many bugs that are possible to encounter in SCP: Nine-Tailed Fox since the v0.2.0 release. Falling through the floor in the pipe room after loading a save? Fixed! Untextured props in the medical bay? Fixed! Loading screen images get bigger with each loading? Fixed too! Game crash after exiting the pocket dimension? Not anymore! And this is only a small portion from the list of fixes!

[h3]Want to report bugs?[/h3]
We’ve noticed that many players want to help us with the game by reporting bugs, yet don’t know where they can do it. To clear this out, we want to tell you that you can 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

[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! We have more things to share with you once the time comes!

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

-Third Subdivision Studios

Developer Log | December 2022

[h3]Greetings to all Nine-Tailed Fox soldiers![/h3]
We are back once again with the new Developer Log! And this time it’s Christmas Edition! We want to wrap this year with some development progress, as well as some statistics and community artwork.

[h2]Rewriting In-Game Events[/h2]
Most in-game events in SCP: Nine-Tailed Fox are exactly the same as in SCP: Containment Breach. So much that their code hasn’t changed for ages! And this leads to an issue where old events start to give issues, bugs and crashes. We’ve been working on rewriting some of the events for SCP: Nine-Tailed Fox. You might’ve seen some examples of that already, like with Tesla gates or the event where SCP-173 appears in a tunnel room in Heavy Containment Zone.



As the most recent example of a rewritten event – here is one of the appearances of SCP-049 in Light Containment Zone. It’s a small event, but this kind of event brings atmosphere to the game. Can you spot him on this screenshot?

[h2]Improving Difficulty System[/h2]
In the original SCP: Containment Breach, Euclid difficulty relies on monitors that are statically positioned in some of the rooms. This however brings an issue where some parts of the generated map lack these monitors, and as a result – players can’t save. To fix this we introduce Save Terminals™.

The model is work in progress and will be improved later on.

With Save Terminals™ we have more control over the saving on Euclid difficulty. The system we’ve made allows almost every room to have the terminal™. Of course, we’ve worked on balancing this as well. Save Terminals™ appear with a check for a specific distance between each other. However, this is ignored with some rooms where the Save Terminal™ should always appear. One example is the Checkpoint rooms for each zone.

[h2]Translating The Game[/h2]
To let the game support multiple languages, we’ve been working on the game’s translation. However, we are not a huge team and can’t translate the game ourselves. For this reason, we’ve created a page on Crowdin, allowing all fans with the language knowledge to help us translate the game!
The page is available here: https://crowdin.com/project/scp-nine-tailed-fox. Tell us what other languages we should add on the list!

[h2]Steam Stats[/h2]
Another thing to mention is the statistics of the game’s activity on Steam. We have around 230 000 total downloads, as well as more than 2100 total reviews!
On top of that – we’re on the list of Top Steam Releases of February 2022!



We are happy to know that our game was one of the successful games on February, on par with games like… “Orc Massage”? Well then…

[h2]Community Artwork[/h2]
As the last thing for this Developer Log, we want to share some artwork that was made for the game!

by Kolya7519

[hr][/hr]
It’s been a great year! We have many things cooking behind the scenes that might see the light of the day within the new year…

[h3]Merry Christmas, everyone! And Happy New Year![/h3]

-Third Subdivision Studios

Developer Log | November 2022

[h3]Greetings to all Nine-Tailed Fox soldiers![/h3]
We are back to talk more about the development of v0.3.0, as well as share some little sneak peeks of new features and share some nice community artwork!

[h2]Co-op Mode Progress[/h2]
The cooperative mode was something we’ve been working hard on. Yet the task itself is really complicated to do: The code itself is based on Singleplayer, which is based on SCP – Containment Breach: It was initially made to be Singleplayer only. Adding Multiplayer components into this is possible, but really complicated. Thus, we don’t have any estimated release date for v0.3.0. However, we plan to post updates on it whenever we have something major to show or talk about.

[h2]Melee Improvements[/h2]
Melee weapons now hit all enemies in front of the player in close range, rather than hitting only one enemy at a time. As a result, escaping hordes of zombies with melee is now much easier (but we don't recommend to get close to zombies in the first place!).



[h2]Developer Tools[/h2]
We’ve been working on new developer tools for room making. Since SCP – Containment Breach, we’ve been using a really old program called “3D World Studio”. The program is old and it doesn’t even work on Windows 10, only up to Windows 7, thus some of the developers have to stay on older operating systems. Not to mention all the bugs this editor has and how it runs poorly with larger maps (like Multiplayer maps).

For those reasons, we’ve been working on a better alternative, called CBRE-EX (Containment Breach Room Editor - Extended). Originally this program was made for the new SCP – Containment Breach v1.4, but it's development was cancelled, yet the program was mostly done. So now we are improving the program even more, extending its functionality to work with SCP: Nine-Tailed Fox.



You can find the program here on GitHub. It's still in development, but basic rooms can be added into SCP: Nine-Tailed Fox already.

[h2]Sneak Peeks[/h2]
Here are a few screenshots of some small, but cool things we’ve been working on!



[h2]Community Artwork[/h2]
As the last thing for this developer log, we want to share some artwork that was made for the game!

by B_Leonardo


We want to thank you for all your support! We’ve been working hard on the new version, yet we understand that overclocking ourselves is not good. We are all humans after all, and we also take breaks to gather strength and come up with new ideas.

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

-Third Subdivision Studios

Steam Release: 6 Months Later

[h2]Greetings to all Nine-Tailed Fox soldiers![/h2]
It’s been 6 months since SCP: Nine-Tailed Fox released on Steam! While the launch was pretty rough at the beginning, it was really successful! And over those 6 months we’ve worked on bug fixes and improvements for the game, bringing 9 updates. However, there are still many things that we have to improve as some mechanics that came from SCP – Containment Breach aren’t compatible with the usage of weapons.

We would like to share some plans for the future of the game. Version 0.3.0 has entered it's full development stage and new features are going to be added and many bugs will be fixed. Here are some things we are working on:

[h2]Co-op Mode[/h2]
The co-op mode is something that we get asked about every day! When we worked on the Steam release, we had no plans for a Co-op mode due to the planned story mode. But after collecting feedback about it, we’ve decided to change our priorities. We’ve started by adding Classic mode into the game, without major story elements, just like how the original modification was (thus the word “classic”). After hearing positive feedback about this mode, we’ve decided to base the Co-op mode on Classic mode, where instead of the AI teammates there will be real players.

[h2]Expanding Singleplayer[/h2]
New tasks, new rooms and new events. We want to fill up all empty zones with more content. We're also planning on expanding the story.

[h2]Weapon Improvements[/h2]
We’ve been collecting some ideas in regards of weapon improvements, like improving gun models and animations, as well as adding a few more guns into the game. One main thing that many complained about is the poor melee implementation. We want to make melee weapons to be more powerful against enemies.

[h2]“Infinite” Waves[/h2]
This is a side mode for the Waves mode, where the wave amount is not set and instead it keeps on going up, while the horde of enemies increases. There is no end to this, even after defeating the boss!



[h2]Zombie Aggressiveness[/h2]
As an addition to improving the Waves mode, we’ve decided to make zombies a bit more dangerous for players. There is now an “aggressive” state for the zombies, which triggers after a while depending on how long you are running around near the zombies. Once it reaches the limit, the zombie start running towards the player. Upon getting really close, they catch the player and start biting him, while the player can’t move away and is only able to shoot.



… and many more things that we would like keep as a secret for now!

Please keep in mind that this is work in progress, and some of the features are the subject of change and also can be moved to future versions.


We would like to say a huge THANK YOU to everyone who was supporting us and is still supporting and following the development of the game.
[h3]And don’t forget – Wednesday is pizza day![/h3]

-Third Subdivision Studios

v0.2.9 | Patch Notes

Save files from version 0.2.8 are compatible with this version.

[h2]SINGLEPLAYER[/h2]
  • The Ear Bears are now actual NPCs. This includes the following improvements:

    • They can be killed with weapons;
    • They can be spawned with the console;
    • Upon shooting them from a far distance they can start running towards the player;
    • Added more rooms where they can spawn. This includes Heavy Containment Zone;
  • Improved the event with SCP-173 spawning in the tunnel room (room2_tunnel_2);
  • Fixed player shooting their weapon after selecting an item in the clipboard;
  • Fixed SCP-1162 requiring to use mouse clicking instead of the "use" button;
  • Removed the ability for SCP-1162 to spawn lost key, disciplinary hearing and old badge for now until better alternatives are added;
  • Disabled medibay event with infected surgeon until it's reworked into a better state;
  • Fixed a bug where after going to the Light Containment Zone or Entrance Zone using the elevator the player would receive items that are given at the beginning of the game;
  • Other minor fixes and improvements;

[h2]MULTIPLAYER[/h2]
  • In Waves, fixed SCP-1048-A getting stuck in the doorway on the Offices map;
  • In Waves, fixed valve handles being hard to use.