1. Go Home Annie: An SCP Game
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Go Home Annie: An SCP Game News

Go Home Annie – News on Next Update

[p]We’re excited to share that a major update for Go Home Annie is currently in the works! 
 [/p][p]This update will introduce a whole new section of the game featuring unique gameplay mechanics. A gruesome new threat is now stalking the dark hallways of the Facility, forcing Annie to stay one step ahead at all times. To survive, she’ll need to run, hide, and master the supernatural handheld camera in creative new ways to overcome her biggest and scariest challenge yet. [/p][p] [/p][p]The update's release is planned for early 2026. At the same time, the game will finally be coming to consoles as well!🤩 [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p]

Go Home Annie ArtStation Art Blast

[p]Making a video game non-stop for four years resulted in so much beautiful art being created for the various scenes in the game. We wanted to share some of these art pieces created for Go Home Annie by our various artists. From concept art and characters to props and environments.[/p][p][/p][p]All the images in this post link to the artist's ArtStation pages where you can see more of their work on Go Home Annie and other projects.[/p][p][/p][p]Mladen Bošnjak[/p][p][/p][p]Mladen was in charge of the creative direction, setting up all of the levels from concepts to blockouts and all the way through lighting and environment art.[/p][p][/p][p][/p][p]Mateja Olujić[/p][p][/p][p]When everyone comments on the authentic yugoslavian feel of The House in Go Home Annie, it's Mateja's props that actually sell that atmosphere. She worked on many of objects in the game and did environment art on a few whole scenes, like the Replication Chamber and Forest and Meadow levels.[/p][p]
[/p][p]Josip Balić[/p][p][/p][p]Josip helped define the look of the facility, with its unique blend of steampunk and retro tech. He also sculpted many of the Serpent's Hand props in the final chapter and dozens of other objects throughout Go Home Annie.[/p][p]
[/p][p]Antonia Klarić[/p][p][/p][p]Antonia brought Annie to life through her concept art. We had Annie's personality written down beforehand, but this concept really defined her as a person. This was the basis for Annie's 3D character and pixel art versions you can see in the game.[/p][p] [/p][p][/p][p]Franjo Badurina Rumešić[/p][p][/p][p]Franjo was both a programmer and an artist on the project. He created most of the logic for Go Home Annie's demo and worked on various props and even a few SCPs.[/p][p] [/p][p]Through our gaming incubator PISMO we had the opportunity to host interns for a few weeks at our studio. They created various props and interactable objects you can see in the game.[/p][p][/p][p][/p][p]Tin Tkalac[/p][p][/p][p]Did you know that the Basement Key you see for a few seconds in your inventory is a completely unique model created from scratch? You have Tin to thank for that. [/p][p]
[/p][p]Filip Čakić[/p][p][/p][p]Wait you thought the Attic Key wasn't a completely unique model created just for the few seconds you see it in Go Home Annie? Joke's on you. Filip handcrafted this one.[/p][p][/p][p][/p][p]Tena Košutić[/p][p][/p][p]Tena was given the herculean task of modeling the complex Liquid SCP Replicator in just a few days.[/p][p]
[/p][p]Vanja Jan[/p][p][/p][p]Vanja created the game console in the Attic, giving it a unique personality with custom made stickers.[/p]

Go Home Annie – Update #1.0.36

Surprise everyone! We've just dropped the second update for Go Home Annie. This update is focused on adding new content to better present the game's narrative. We've added a whole new cutscene and new dialogues.

[h3]Major additions:
[/h3]

Dad's Tape cutscene: The Twisted House level has been reworked so that Annie watches a new "confessional" tape seemingly filmed by her dad at the end of the Endless Hallways puzzle. This cutscene connects several story threads and reveals key plot points that were left ambiguous in previous versions of the game.

A snippet from Dad's tape.

Gamebear Advice: Annie now takes SCP-5270 (GameBear Advice Handheld Console) with her after encountering it in the Twisted House level. The console will periodically vibrate, indicating Timmy The Bear wants to talk to Annie. This opens up new dialogue that fleshes out the story and can optionally help Annie with solving puzzles.

Annie sucked into SCP-5270.


[h3]Other improvements:
[/h3]
  • Added gamepad vibration support throughout the game.
  • When an item is deselected in the inventory, the name of the item no longer stays displayed.
  • Endless Hallways puzzle: the current state of the Child's Painting is reflected on the papers scattered on the floor so the player always knows what state the painting is in.
  • Fixed camera movement speed being tied to framerate when using a gamepad.
  • Fixed UV mapping issues and holes next to doors in the basement of The House level.
  • Fixed small holes next to doors in the Twisted House level's girl rooms puzzle.
  • Fixed UV mapping issues in the entry room of the Twisted House level.
  • Added camera sway on top of the radio tower in the Radio Tower level.
  • Fixed black ambient occlusion textures on several characters.
  • Fixed render layers for many objects so they only render on cameras they're supposed to render on.
  • Fixed the "Attic" tape having the words "Girl" written on it's inventory icon.
  • Fixed SCP-914 note stating "SCP-915" in inventory in some languages.
  • Improved underwater visuals in the Nightmare level.
  • The fog thickness in the Expanding Rooms puzzle is now consistent throughout the puzzle.
  • Localized scene names in the save files.
  • Localized the "loading" notification.

Go Home Annie - Update #1.0.26

Hi everyone, we're happy to bring you the first update for Go Home Annie, which addresses players’ feedback. Thanks to your reviews, feedback, videos, and bug reports, we've fixed various bugs and made smaller adjustments in the game to give you an overall better experience while playing Go Home Annie.

[h2]Major bug fix: [/h2]
- Level loading on hard disk drives fixed: Go Home Annie is designed to run without loading screens by loading levels in the background while playing. Unfortunately, on slower storage devices the levels don't always manage to load on time. If a level is not loaded on time, you will not fall through the floor anymore (or see a blue void) but will simply get a loading screen until the next level is loaded.

This fixes the "void after leaving house," "void instead of facility level after decontamination," "blue void at Radio Tower," etc.

[h2]Gameplay:
[/h2]
- Shortened Endless Hallways distance between doors by 50% for players to be able to experiment faster during that puzzle.
- Lowered speed of black goo on Memories just a bit.
- Moving pieces in Memories are now on left stick-on gamepads. So, players can use both hands during the puzzle.

[h2]Visuals:
[/h2]
- Frank's room ceiling collider added.
- Removed MIP maps for objective checkmark so they're not low res on low texture settings.
- Made credits wait 3 more seconds before music and logo start.
- Made Smokey cutscene ending 3 seconds longer for the sound to be able to finish.
- Can't get stuck on the lamp in the hallway anymore.
- Added back Annie's hands in the first few seconds of the intro of the game.
- Fixed various places where you can flip out of the level in Between Worlds.
- Rae's letter stopped floating in the air.
- Meeting Room emergency level raised to the proper level in Facility Aftermath.
- In the Spiral level made player's camera moves down a bit after the intro cinematic so they know they can start playing.
- Floating monitor in replication chamber fixed.
- Ducts "Meeting Room" sign changed to "Offices".
- In Site Coordinator Ocean "I know this place" moved so it happens before + made the player look at the radio tower.
- Can't get stuck under Radio Tower stairs anymore.
- Can't get stuck on bricks when flipping anymore.
- Fixed Frank's floaty tooth.
- Added a collider to the concrete mixer in the Winter scene.
- The MTF Soldier's leg doesn't clip through his shield in Post Credits anymore.
- Fixed Annie's feet position in the Facility cutscene.

[h2]Audio:
[/h2]
- Some sounds leveled out in the mix (some sounds quieter, some sounds louder).
- Teddy bear head drop sound added.
- Red hands death sound added.
- Red hands short death sound added.
- Ham maggots sound added.
- Frank can be heard upon release now.
- 3d printers now have sound.
- Music fades out when a player plays the Site Coordinator tape.
- Crashing into road markers produces sound now.
- Replaced blue and green records music in the attic with "broken record" music.

[h2]Localization:
[/h2]
- Fixed Portuguese localization of decontamination speech.

[h2]Miscellaneous:
[/h2]
- Fixed dialogue and pause menu clashing.
- Dialogue options don't appear in the loading/main menu anymore.
- Mouse cursor is now visible on the death screen.
- Liquid SCP Replicator fix for dripping sound when the wrong number is entered.
- Liquid SCP Replicator fix for wrong message when entering 000.
- Disabled Bucket doors locked message after doors are opened.
- In post-credits characters don't go into weird poses anymore when players need to press a button to walk between worlds.
- Open version of the duffel bag now has a floating icon.
- Made combine harvester honk again.
- Fixed not being able to get "Bonus" achievement on the first run.
- Fixed car disappearing when loading The Road Ahead final save.
- Revealable objects in the house stay revealed after loading a save.
- Fixed three objectives appearing at once at Radio Tower.
- Fixed objective appearing in Nightmare, Further On.
- Inventory actions for coins, emblems, and VHS tapes added.
- Handheld camera can't get stuck on objects anymore.
- Continue button is now defaulted in the main menu.
- Car doesn't disappear after loading Radio Tower save anymore.
- Can't abuse the emblem falling out of the ceiling after Toy Puzzle anymore.
- Memories puzzle pieces don't remain in the air after load anymore.