Current situation on the project
Dear community members
・We sincerely apologize for the prolonged lack of activity. Recently, circumstances have arisen that prevented us from posting as frequently as before.
・We would like to begin by addressing what happened after the release and why things unfolded the way they did.
・Initially, we estimated that the next stages of the project’s development would take significantly less time. Unfortunately, following our first financial report, the majority of the developers decided to leave the team. It seems that expectations did not align with reality: the low volume of sales provided minimal financial return, and for most of the team, continuing to work on a released project either unpaid or for symbolic compensation was simply not feasible.
・While resolving technical issues, we encountered a number of fundamental problems in the project’s code architecture. This led us to the conclusion that a near-complete overhaul of the codebase was necessary to ensure the project’s stability and scalability. By that time, most of the original team was no longer involved. Nevertheless, the remaining developers chose to continue the work and took on the majority of the workload. What was initially expected to take a few weeks gradually extended into nearly a year of development.
・Throughout this period, we faced both constructive criticism and, regrettably, significant amounts of negativity and toxicity. This had a detrimental impact on our motivation, mental well-being, and overall productivity. As a result, we made the decision to temporarily reduce our interaction with the community in order to focus on development and avoid additional emotional strain.
Thank you for your patience and continued support. We want to assure you that the development of the project has not been abandoned — it is ongoing, albeit at a slower pace for the reasons outlined above.
・Now, we'd like to share some updates on the project.
Despite the fact that the team has been reduced to about a quarter of its original size, we remain firmly committed to bringing our game to a fully playable state. A tremendous amount of work has been done, and we are pleased to report that the game's codebase has undergone substantial revision.
・key improvements include: The game now features multiple types of damage! Fire! Radiation! Explosions! And about five more unique damage types. What's more — not only do different weapons deal different kinds of damage, but now there are environmental zones (like electrified puddles and similar hazards) that apply various types of damage to the player.
・All creatures now have multiple body parts, and each part takes damage differently. For example, a human arm will receive less damage compared to the torso or the head.
・The inventory system has been reworked, optimized, and many underlying code issues have been fixed.
・The console has been expanded — it now includes more useful (and some not-so-useful) commands for deeper interaction.
・The map is now generated using a seed, yes the familiar concept of map seeds is now part of the game!
・Player movement has been overhauled — in fact, nearly all movement processing now happens
server-side, providing a more secure and synchronized multiplayer experience.
We would also like to share an important announcement: in the future, the project will transition to a new monetization model. We are approaching this matter with great care and assure you that any changes will be thoughtful and balanced. While we are not ready to share all the details just yet, we are confident that the changes to come will be well received. More information will be shared at a later date. :)
In more detail:
And about 122 additional minor and medium technical changes, too complex to describe due to their highly technical nature.
An update on the client side will be released at a later date
・We sincerely apologize for the prolonged lack of activity. Recently, circumstances have arisen that prevented us from posting as frequently as before.
・We would like to begin by addressing what happened after the release and why things unfolded the way they did.
・Initially, we estimated that the next stages of the project’s development would take significantly less time. Unfortunately, following our first financial report, the majority of the developers decided to leave the team. It seems that expectations did not align with reality: the low volume of sales provided minimal financial return, and for most of the team, continuing to work on a released project either unpaid or for symbolic compensation was simply not feasible.
・While resolving technical issues, we encountered a number of fundamental problems in the project’s code architecture. This led us to the conclusion that a near-complete overhaul of the codebase was necessary to ensure the project’s stability and scalability. By that time, most of the original team was no longer involved. Nevertheless, the remaining developers chose to continue the work and took on the majority of the workload. What was initially expected to take a few weeks gradually extended into nearly a year of development.
・Throughout this period, we faced both constructive criticism and, regrettably, significant amounts of negativity and toxicity. This had a detrimental impact on our motivation, mental well-being, and overall productivity. As a result, we made the decision to temporarily reduce our interaction with the community in order to focus on development and avoid additional emotional strain.
Thank you for your patience and continued support. We want to assure you that the development of the project has not been abandoned — it is ongoing, albeit at a slower pace for the reasons outlined above.
・Now, we'd like to share some updates on the project.
Despite the fact that the team has been reduced to about a quarter of its original size, we remain firmly committed to bringing our game to a fully playable state. A tremendous amount of work has been done, and we are pleased to report that the game's codebase has undergone substantial revision.
・key improvements include: The game now features multiple types of damage! Fire! Radiation! Explosions! And about five more unique damage types. What's more — not only do different weapons deal different kinds of damage, but now there are environmental zones (like electrified puddles and similar hazards) that apply various types of damage to the player.
・All creatures now have multiple body parts, and each part takes damage differently. For example, a human arm will receive less damage compared to the torso or the head.
・The inventory system has been reworked, optimized, and many underlying code issues have been fixed.
・The console has been expanded — it now includes more useful (and some not-so-useful) commands for deeper interaction.
・The map is now generated using a seed, yes the familiar concept of map seeds is now part of the game!
・Player movement has been overhauled — in fact, nearly all movement processing now happens
server-side, providing a more secure and synchronized multiplayer experience.
We would also like to share an important announcement: in the future, the project will transition to a new monetization model. We are approaching this matter with great care and assure you that any changes will be thoughtful and balanced. While we are not ready to share all the details just yet, we are confident that the changes to come will be well received. More information will be shared at a later date. :)
In more detail:
- Player sounds reworked. Adjusted playback mechanics.
- Glasses added. Lots of glasses. Tactical, aviators... Welding...
- Fire extinguishers added. Gas welders added.
- Spawn system reworked; introduced spawn priorities. For example, SCP-players now spawn in their containment chambers if the chambers are spawned.
- Fixed player despawning on disconnect (now you simply die).
- Fixed an issue where player nicknames displayed as "1111111111" above heads (number of ones is approximate).
- Fixed incorrect attack key binding.
- Fixed incorrect key bindings in controls settings (thanks to the Discord chat player who noticed this).
- Fixed missing sound for doors breaking from SCP 173 attacks or explosions.
- Glowsticks now inflict light damage.
- Fixed incorrect gaze handling on SCP 173.
- Reduced delay before chain explosions of explosives.
- Fixed a situation where items initially stored in inventory and items picked up from the ground behaved differently, causing breakage.
- Added emergency round start command during preparation: 'round force'.
- Fixed minor floating of players above the surface upon spawning.
- Added SCP 173 containment chamber.
- Added SCP 035 containment chamber.
- Added SCP 363 containment chamber.
- Fixed slightly buggy damage application.
- Fixed item grabbing on Q.
- Added compressed concrete cylinder (can be used to create a foam concrete cube).
- Fixed direct gaze mechanics.
- Fixed SCP 173's immortal ambient sound persisting even after SCP's death.
- Network scripts revised and reworked. Much of the previous client-side logic has been moved to the server side.
- DIFFERENT DAMAGE TYPES LOGIC INTRODUCED.
- Ceiling turret occasionally exhibited pacifism and ignored players. Now it doesn't.
- Spray cans fixed.
- Network player manager reworked.
- Fixed duplication of placed items using "G".
- Phantom objects will no longer appear in your hands.
- Added random gas flames emitting from pipes throughout the cargo zone (low spawn chance).
- SCP 689 wasn't spawning. Now it spawns.
- Elevator continued moving players who had already exited. Now fixed (don't worry, elevators still exist, just the bug is gone).
- Player inventory fully reworked from the code side.
- Fixed door melting.
- Fixed doors disappearing at certain viewing angles.
- Healing effects fixed.
- The first connected player no longer has an increased chance of spawning as SCP.
- Placeable items were slightly fixed. There were multiple issues, which required several fixing cycles.
- Player death controller changed. Well... you know. Actually, you don't know, but player deaths previously caused some issues.
- Duplication of placeable items fixed.
- Destruction manager synchronization fixed.
- Flashbang now inflicts light damage. Hooray!
- Fixed crates (yes, those random loot crates that open on interaction).
- Fixed a small issue where the elevator didn’t detect your quick exit.
- Fixed invisibility caused by incorrect parenting of placed items.
- SCP 173 can no longer attack itself (yes, there were cases where you could hit yourself, causing limbs to detach).
- Implemented Server Config Structure Validation (I don't know how to translate this, but I doubt anyone will notice).
- Fixed SCP 173 attacks ignoring some objects (yes, remember, SCP 173 deals around a thousand damage per hit and can instantly destroy anything).
- We have a small add-on over the game that occasionally sends automatic bug reports; this point is dedicated to quickly resolved issues reported that way.
- Added a slight delay for explosions. Applies to all explosions.
- Changed rendering layers positioning. What are rendering layers? Well, they're layers rendered by the player's camera. Each object is placed on its own layer, allowing SCP 280 to see edges of light zones, while ordinary people can't.
- Fixed permissions handling in the developer console (yes, that console opened with F1).
- Door controller changed slightly; there were some minor bugs.
- Anti-aliasing finally added to game settings, hooray! (yes, that thing which removes pixelated edges).
- Fixed elevator behavior in network mode.
- Added the ability to change the location of wall mines.
- Added interaction via dragging.
- Added role-switching functionality through the admin console.
- Fixed incorrect round ending.
- Fixed incorrect spectator camera behavior.
- Fixed incorrect picking up of SCP 009 and Five-Seven pistol from biological item cases.
- Fixed wall mines getting stuck inside walls.
- Fixed incorrect initialization (spawn) of items at round start.
- Fixed server kicks upon connection.
- Added missing room parts.
- Fixed incorrect transition to spectator mode.
- Fixed incorrect outline of SCP 457.
- Fixed incorrect positioning of bare hands.
- Fixed incorrect unloading behavior.
- The map generator now automatically checks if the map is passable.
- Fixed SCP 009 spawn.
- Added optimization for items. Pickable items now don't impact performance if they're far away.
- Fixed server-side playback of explosion sounds.
- Fixed error at game end.
- Fixed missing throw animation when pressing G.
- Fixed connection drops.
- FIXED FLYING USING ITEMS!
- Added pre-round waiting (for loading all players into session).
- Items can no longer be picked up through walls.
- Administration button added to Esc menu.
- Players no longer cast shadows (done for optimization purposes).
- Fixed flashlight. It is now a proper handheld item. Oh, by the way, the flashlight now deals light damage to SCP 280.
- All rooms are no longer networked. Yes, maps now independently generate on both client and server.
- Slightly reworked SCP 457 effects.
- Slightly changed behavior of TPS (third-person view) character model.
- Minor rework of grab controller (yes, that's the Q-item grab function).
- Objects falling off the map now teleport to the nearest spawn point.
- Client-side server list filtering implemented.
- Flashbang grenade reworked.
- Elevators now operate through spawners. Also, rooms are now grouped into special bundles for faster game loading.
- Console functionality greatly expanded with new convenient commands.
- Respawn system modified. Oh, and the spawn system too.
- Interest Manager enabled. It's responsible for loading/unloading various things. Why unload stuff? To improve user performance; we unload locations behind you and reload them as you turn around. Technology.
- The map now checks itself for integrity. If broken (i.e., split), regeneration occurs until a full, proper map is created. No more dead-end maps.
- Hooray, all content migrated to Addressables. Game loading is structured and faster, though server connections take longer.
- Map now loads asynchronously.
- Health controller slightly changed; now damage is smoothed! (Numbers slide gently).
- Added "Help" command to console.
- Player ragdoll fixed.
- Config now includes setting "Display Steam nicknames/Display random names".
- Friendly fire added as a config option (enabled by default).
- Complex items now break into simpler ones upon destruction.
- SCP 457 now deals aura damage to nearby objects.
- Storage crates with items added. Can be destroyed; contents drop out.
- Poisonous puddles added. Inflict poison damage.
- Electric puddles added. Inflict electric damage.
- Glass shards scattered on the floor in some locations added (deal damage when moving).
And about 122 additional minor and medium technical changes, too complex to describe due to their highly technical nature.
An update on the client side will be released at a later date