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SCP: Secret Laboratory News

14.2.1 has been released.

Hello everyone. We hope you are enjoying the update.

We have just released a patch that will make some changes and fix a few issues that community members have reported in recent days.

[h3]SCP-3114 Changes[/h3]
  • Maximum HP increased to 2300 (from 2000).
  • Maximum stamina increased to 11s (from 8s).
  • Killing a player now grants 175 Hume Shield (from 125).
  • SCP-3114 can no longer grab SCP items, experimental weaponry, or O5 and facility manager keycards.
  • Fixed keycards held by SCP-3114 not being recognized by keycard readers.
  • Fixed various possible non-vanilla exploits that could be used maliciously.


[h3]SCP-330 Candy Changes[/h3]
  • Re-added view model visuals to orange and gray candy effects.
  • Extended the reach of the Marshmallow Man attack by 30%.
  • Updated orange candy visuals; the area around a glowing player is now darker.
  • Orange candy now blinds players approximately 10% farther.
  • Orange candy’s duration has been reduced to 20s (from 30s).
  • Gray candy now deals a minimum of 80 damage on every stomp, increased by how much fall damage the user would have taken.
  • Gray candy chance slightly decreased.
  • Red candy now deals 60 damage per second (from 30).
  • Flamethrower effect range increased to 5 meters (from 3.5m).
  • Red candy duration increased to 10 seconds (from 7s).
  • Evil candy is now 5x more common (from 0.1%).
  • Evil candy grants 100 AHP per kill.


[h3]Fixes and Technical Changes[/h3]
  • e̷̳̔͜r̵̬̩̒̀r̵̛̻͊ȯ̸̢r̷͚̎:̸̼̀ ̴̲̺̏t̵̟̖̓̅ẖ̵̻̈́e̷̳̋m̶̧̛̳o̷̦͔̓͠o̷̠͍͒͘ñ̴̟̿
  • Emergency Door release buttons will now emit a subtle green light when able to be activated.
  • Updated SCP-1509 sound effects.
  • SCP-1509’s Hume Shield generation now interacts with AHP in the same manner as SCP-127.
  • Fixed SCP-1509 being able to hit players through specific colliders.
  • Fixed elevators rarely glitching players or items outside of them.
  • Fixed “NightVision” status effect not working.
  • Fixed “SoundtrackMute” status effect not working. Note: Though re-added to the Remote Admin, we still do not guarantee correct functionality with all roles.
  • Fixed `WaveSpawner.GetAvailablePlayers` failing in rare scenarios due to a sorting-related exception. This solves a potential disconnect caused by wave spawning.
  • Fixed zone ambience still playing after warhead detonation.
  • Fixed Micro-HID pickup not unlocking under certain circumstances.
  • Fixed SCP-096 and SCP-079 item spawn points lacking certain item exploit preventions.
  • Fixed throwable items rarely duplicating upon escape.
  • Fixed `WaveManager` referencing the wrong wave instance inside the trigger logic.
  • Fixed ragdolls having a default serial value of 0 instead of null.


Thank you all. See you in the dark.

- Northwood Studios

SCP: Secret Laboratory Art Contest 2025


[h2]Attention Site-02, [/h2][p]The Foundation’s walls are shifting once again – not from containment failure, but creativity. We’re officially opening submissions for this year’s SCP: Secret Laboratory Art Contest, and this time, the theme is a slippery one:



Illusions, disguises, misdirection, masks behind masks… We invite you to paint lies, sculpt trickery, or draw the moment reality blinks first.

To participate in the contest, we kindly ask that you first complete the following Google Form to be registered for the Art Contest: https://forms.gle/txfx3i3SSWRaq93x8

This form will ask for some general information to help us better streamline the submission process. Participants will have one week to register themselves as a contestant.

Each participant must only submit artwork that they have created by themselves.

The winning piece will be embedded directly into SCP: Secret Laboratory, displayed in-game for thousands. Your creation will become part of the facility itself, forever lurking in the corners players don’t quite trust. Furthermore, you will be recognized globally thanks to a shiny global badge that will linger next to your nickname.
[p] [/p]



To maintain order (or the illusion thereof), the contest will follow three key phases:

Registration Phase
October 30th to November 6th.
Artists will officially enlist. Declare your intent, because illusions begin here.

Submission Phase
November 7th to November 21st.
The art breaches containment. Your single piece, your ultimate gambit. No revisions.

Public Voting Phase November 22nd to November 29th.
The community decides what truth to believe. Which art deceives the best? Which image lingers in the mind like something seen or imagined?



Whether you twist perception, hide meaning behind static smiles, or create something that stares back, we want to see how you interpret Deception. Paint us a lie we want to believe.

More details will be provided soon. Until then, keep an eye out on our Discord server and prepare your craft. In a world of deception, only one truth will remain, and it might just be yours.

See you in the dark.

- Northwood Studios

14.2 is here!

Hello everyone. Happy Halloween! As you may have noticed, we’ve combined this year’s seasonal event with update 14.2, introducing map and lighting updates, chase themes and horror stingers, balance changes, and more.

[h2]Map Changes[/h2]
[h3]General Changes[/h3]
  • Warhead detonation fog now appears more saturated and with an orange hue.
  • PT-00 control room keycard spawn is now always a Zone Manager and is guaranteed to spawn.
  • Adjusted lighting in Intercom and Checkpoints to be more reminiscent of the original visuals.


[h3]Entrance Zone[/h3]
  • Some room variants in the Entrance Zone (EZ) are now guaranteed to spawn.
  • Various ambient sound effects can now be heard in some Entrance Zone rooms.
  • Greatly reduced the frequency of light flickering in the collapsed hallway in the Entrance Zone.
  • Re-added various computer setups across the Entrance Zone.
  • SCP-173 should now be able to teleport over barriers in the EZ downstairs office room (EZ_smallPC).


[h3]Heavy Containment Zone[/h3]
  • Added a new room — Wayside Incinerator.
  • Added new ambient sound effects to various rooms in the Heavy Containment Zone (HCZ).
  • Overhauled lighting across most rooms in the Heavy Containment Zone.
  • Adjusted certain map features across rooms in HCZ:
    • Added an additional shelf spawn in Junk Room and Micro-HID.
    • Added a locker spawn in Junk Room. This is not a Scientist keycard.
    • Added a generator spawn to Acroamatic Abatement.
    • Removed the Experimental Weapon Locker spawn in Deep Corner.
    • Removed one bulkhead spawn in HCZ Toilet Hallway.
  • Implemented new Halloween decorations to the new Heavy Containment Zone.
  • Changed a number of props across HCZ.
  • Added floor textures and rubble props to certain rooms in HCZ.
  • HCZ Elevator A and B can no longer spawn bulkheads in their corridors.
  • Slightly reduced spawn chance for bulkheads to spawn in SCP-079 room corridor.
  • Slightly adjusted HCZ straight hallway connector spawn chances.
  • A reminder: following security concerns, all facility staff must sign off their computers immediately upon conclusion of work.
  • Following public uproar, the SCP-096 containment chair has been returned. We’re keeping the extra three million polygons though.


[h3]Emergency Door Release[/h3]
  • Added emergency door release buttons to the interior of keycard-locked rooms.
  • If a door has remained closed for sixty seconds or more, this button can be pressed to force the door open.
  • These release buttons are located in the following rooms:
    • SCP-914’s chamber.
    • Light Containment Zone armoury.
    • Heavy Containment Zone armoury.
    • Micro-HID chamber.
    • SCP-106’s containment chamber.
    • Intercom.


[h3]Gates[/h3]
  • Reworked the facility sides of Gate-A and Gate-B.
  • These reworks are temporary designs done to combat gate camping. They are not final and will be revisited in a future update.
  • Added a second elevator to Gate-A.
  • Added a protective grate to Gate-B elevator.


[h3]Generator[/h3]
  • Removed a generator spawn from the following rooms, preventing two generators from spawning in the same room:
  • Heavy Containment Zone Armory.
  • Warhead Silo Upper Level.
  • SCP-106’s room (no generators can spawn here now).


[h3]SCP-939’s Containment Chamber[/h3]
  • Players are now able to jump on the lab table via the stool.
  • Reduced the intensity of the red light above the containment door.
  • Increased the size of the canister props so they are no longer comically small.


[h2]Game Changes[/h2]
[h3]Chase Themes[/h3]
  • Added a new system that plays dynamically updated musical elements when being chased by SCPs.
  • These themes mix together when multiple SCPs participate in a chase.
  • The volume of these chase themes can be adjusted in settings.
  • Each SCP has a unique theme, and certain conditions can cause the music to intensify.
  • Some examples of the above:
    • SCP-049 activating Good Sense of the Doctor.
    • SCP-096 enraging.
    • SCP-106 chasing a Traumatized player.
    • Being in range of SCP-173’s Blink.
    • Making noise around SCP-939.


[h3]Horror Stingers[/h3]
  • Added new jumpscare sound effects that play upon seeing an SCP.
  • Most stingers play only at the beginning of a chase, but some can play during an active chase.


[h3]SCP-1509[/h3]
  • Added a new SCP item: SCP-1509.
  • This is a melee weapon that █████ ███ ███ ██ █████ ███ ██████ ███ ██ slain players.
  • █████████ ants ████ ███ ██ █████ █████, ███ █ ██████████ ████ ████ ██████████ ███ ████████ ██████████.
  • ███ parang ██ ███████████ █████████.
  • ████ █ ███████ number ██ civilians ███ █████.███ remaining ████ ██ militants
  • █████ ██ ███████ ████.
  • ██████ █████ █████ reduced maximum HP.
  • ███ ████ ████ ████.
  • ███ ████ ██████ █████ ███ ███ ████, ████ ██ ████ ███ ████ ██, terminated ███████.
  • This item has a cooldown of 30 seconds.
Developer Commentary

We threw this item together for the spooky season, adding a highly requested mechanic only seen with the Jailbird. We understand that players are starting to get a bit exhausted with new SCP items. Considering what we have planned for 15.0, we feel confident in tossing in one more to give everyone some extra permanent content to have fun with during the wait.

Additionally, this item is much more community-focused, which will certainly lead to its own unique and interesting moments. If you’re still unaware of how it works, you should experience it first-hand before learning what it does!



[h3]Respawn Changes[/h3]
  • Mobile Task Force units are now distributed based upon percentages instead of fixed maximums, similarly to the Chaos Insurgency roles.
  • Approximately ≤12.5% of a wave will spawn as a Captain, ≤30% as Sergeant, and the remaining as Privates. Note: This means additional Captains begin appearing after the 16 player mark.
  • Default spawn count percentages reduced to 65% instead of 75%. This is equivalent to spawning a maximum of 17 players instead of 19 on a 25 player server.
  • Default militant primary wave respawn times increased to 330 seconds (from 300 seconds). Mini-waves are unaffected.
  • Mini-waves can now be earned for 150 seconds after a respawn instead of 120 seconds.


Developer Commentary:

Following feedback from the community regarding the new respawn overhaul, we are increasing the time between respawn waves and reducing the number of spawns to make them less overwhelming for the SCP team. Combined with the playable SCP changes, this should help make for a more enjoyable SCP experience without sacrificing the purpose of the respawn rework.


[h3]Firearm Changes[/h3]
[h4]Accuracy[/h4]
  • Walking accuracy for all guns is now much closer to hip-firing inaccuracy than running inaccuracy.
  • As a result, there is now a more dramatic shift in accuracy when going from walking to sprinting (visible via crosshair).
  • Subsequent shot inaccuracy is less intense on all guns (except LMGs).


[h4]Shotgun[/h4]
  • Base pump speed is now 20% faster.
  • Double-Shot attachment fire rate penalty reduced to 25% (from 40%).
  • Base pellet spread reduced by 40%.
  • Reload and unload speeds are now 20% faster.


Developer Commentary:

The 14.1.3 update put the Shotgun where we wanted it to be damage-wise, but it was still underperforming due to its slow firing nature. We have increased the pump speed and made the pellet spread tighter to make the Shotgun more viable and consistent.


[h4]Revolver[/h4]
  • Increased base damage to 66 (from 64.6). Note: This allows a default Revolver to kill players wearing Combat Armor with a single headshot.
  • Base double-action firing speed is now faster, alongside a reduction to the base delay after firing a shot.
  • Reduced hip-firing inaccuracy to 1.1° (from 1.8°).
  • Reduced ADS inaccuracy to 0.11° (from 0.21°).


[h4]AK[/h4]
  • Increased base fire rate to 510 (from 498).
  • Reduced muzzle booster fire rate bonus to 12% (from 15%). Note: Done to compensate for the baseline fire rate increase.
  • Decreased base weight to 3.2kg (from 3.9kg).
  • Decreased default running inaccuracy to 3.2° (from 3.6°).
  • Reduced base recoil rate to 5%.


[h4]SCP-127[/h4]
  • Increased Tier 1 penetration to 40% (from 25%).
  • Decreased Tier 3 penetration to 60% (from 75%).


[h4]Jailbird[/h4]
  • Charge wind-up sound can now be heard by other players.


[h4]3-X Particle Disruptor[/h4]
  • Increased disintegration mode laser thickness to 0.3 meters (from 0.05).
  • Increased overall accuracy.
  • Fixed an issue where disintegration mode dealt significantly less damage to the first initial target hit.


[h3]SCP-914 Changes[/h3]
  • FR-MG-0 ‘Very Fine’ now has a 10% chance to become the Micro-HID, destroyed otherwise.
  • Logicer ‘Very Fine’ now has a 10% chance to become the Micro-HID, destroyed otherwise.
  • E11-SR ‘Very Fine’ changed to the following: AK (30%), Crossvec (30%), FR-MG-0 (25%), Shotgun (15%).
  • Shotgun ‘Very Fine’ changed to the following: AK (40%), Crossvec (40%), Logicer (20%).
  • Revolver ‘Very Fine’ changed to the following: CI Access Device (50%), High-Explosive Grenade (50%).
  • COM-15 ‘Very Fine’ changed to the following: Revolver (40%), FSP-9 (35%), COM-45 (25%).
Developer Commentary:

These recipe changes are primarily targeted around the creation of additional Micro-HIDs (and subsequently, experimental weapons). Following the 14.0 update in which the Micro-HID received significant improvements, obtaining multiple of them ended up being far more oppressive than we had hoped for. Now, instead of having a cycling pattern encouraging players to sit inside of 914 for extended periods of time, there is now a single opportunity to successfully craft one from an LMG — either you get it, or the firearm is destroyed. To compensate for the added risk of item destruction, the odds of a successful recipe have also been increased. We have also raised the odds of getting the COM-45 for fun.


[h3]Miscellaneous Changes[/h3]
  • Improved the brightness setting, now affecting darkness instead of boosting contrast.
  • Adjusted ammo spawns for various military roles:
    • Riflemen — Now spawns with 7 buckshot shells.
    • Conscripts — Now spawns with 14 buckshot shells.
    • Marauders — Now spawns with an additional 7 buckshot shells.
    • Captains — Now spawns with 30 fewer 5.56 rounds.
  • Short Barrels on the Logicer and FR-MG-0 now properly provide a consistent +25% hip accuracy bonus.
  • Grenades can now apply Deafened for a maximum of one second (from eight).
  • Made “Auto Spectator Switch” work upon dying from anything non-player attributed.
  • Anti-Cola now has a 15% chance to spawn per round (from 10%).
  • Updated loading screens with unique image renders. Note: At the moment, there are only a limited number of new loading screens, with more planned to be added in future updates.
  • Added new C.A.S.S.I.E. voice lines for the following:
    • Warhead and Dead Man’s Switch announcements.
    • Chaos Insurgency spawn announcements, for both standard and mini-waves.
    • Updated MTF announcements to flow better.
  • Made various improvements to the intercom voice filter.


[h2]Playable SCP Changes[/h2]
  • SCPs (and spectators) will now see the last human alive within 100 meters via a visual ping. This ping is active for five seconds, then goes on a four-second cooldown.
  • The last human alive now hears the previously unused Forget About Your Fears track.
  • SCPs (except for SCP-049-2s) now regenerate up to 30% of their maximum HP, plus an extra 250 HP, upon activation of the Deadman’s Switch. This health regeneration cannot exceed maximum health.
  • Adjusted the intensity of SCP-049 and SCP-173’s post processing effects.
  • Added cooldown indicators and sound effects to most SCP abilities.


[h3]Hume Shield Changes[/h3]
  • Regeneration of Hume Shield is now percentage based, making it scale with added HS.
  • SCP-049 regenerates HS at a rate of 5%/s.
  • SCP-096 regenerates HS at a rate of 2.5%/s, which doubles when utilizing Try Not to Cry.
  • SCP-939 regenerates HS at a rate of 5%/s.
  • SCP-3114 regenerates HS at a rate of 5%/s.


[h3]SCP-049[/h3]
  • Increased maximum HS to 700 (from 600).
  • Increased base movement speed to 4.6 m/s (from 4.4).


[h3]SCP-096[/h3]
  • Now has a UI counter tracking the number of active targets.
  • Recolored SCP-096’s Rage Duration element to red.
  • Docile sobbing now decreases in volume non-linearly. This means it’s consistently loud for longer when 096 is near.
  • Melee Attack now applies Concussed for 2.5s on player hit.
  • Reduced the delay on gaining new targets after de-raging to one second (from five).
  • Docile movement speed increased to 4.2m/s (from 3.9).
  • Distressed/Calming movement speeds increased to 3.9m/s (from 3.3).
  • Jump power while Raging increased to 7.7 (from 6.5).
  • Updated Face Detection.
    • Raised detection hitbox, meaning you need to look higher to trigger it.
    • The face can now only be observed if the observer is within 25 meters.
    • Made other observation mechanic changes with the goal of preventing unexpected SCP-096 triggers.
    • SCP-096 can no longer be observed while charging.
  • Adjusted the trigger visual effect, making it more obvious when the player observes 096.


Developer Commentary:

These changes seek to address some of the more frustrating aspects of both playing as and against SCP-096. Face detection has been adjusted to avoid moments where players were considered as looking at SCP-096’s face, yet never doing so from their perspective due to latency and client-server interactions. Additionally, cries are more consistently audible to nearby players, giving them fair warning to look down.

There are some minor quality of life changes for the 096 player as well, such as an increase to docile walking speed and enraged jump power.


[h3]SCP-106[/h3]
  • SCP-106 now immediately kills the final target instead of sending them to the pocket dimension and delaying the round.
  • Increased maximum HS to 800 (from 700).
  • Increased base movement speed to 4.6 m/s (from 4.5).
  • Reduced Hunter’s Atlas travel vigor cost to 1.5% per meter (previously 1.9%).
  • Stalk emerge time reduced to one second, identical to Hunter’s Atlas emerge time.
  • Increased volume of the jumpscare audio.
  • Stalk jumpscare audio radius increased to 4m (previously 1m).
  • Pocket Dimension damage scaling increased by 50%.


Developer Commentary:

SCP-106 has received some adjustments to help stop players stalling within its dimension and to make its teleporting abilities flow better. As a side effect of the decreased Vigor cost on Hunter’s Atlas, SCP-106 can also now see more of the surrounding area on its mini-map.


[h3]SCP-079[/h3]
  • Default ping range is now 60 meters (from 55), equivalent to four hallways.
  • Generator ping range is now 90 meters (from 65), equivalent to six hallways.
  • Pings no longer induce an AP cost.
  • Updated the Micro-HID ping icon.
  • Updated room map icon for SCP-127 lab.


[h3]SCP-173[/h3]
  • Reduced vision tint.


[h3]SCP-939[/h3]
  • Maximum HP reduced to 2500.
  • Increased maximum HS to 800 (from 700).
  • Attack cooldown reduced to 0.72s (from 0.8s).
  • Stamina regen delay reduced to 5s (from 7s).
  • Mimic Point’s maximum distance increased to 30 meters (from 20).
  • Updated Environmental Mimicry
    • Reduced cooldown to 1.5s (from 3s).
    • Added missing firearm and SCP item mimicries.
    • All SCP mimicries can now be played regardless of whether an SCP spawned in a round or not.
    • Human and SCP-939 footstep mimicries now sound more natural and similar to sprinting humans.
    • Firearm mimicries can no longer play their suppressed variants.
    • Shotgun mimicry now sounds more natural.
  • Improved Vision
    • Default vision cones increased to 2.3 meters (from 1.75).
    • Increased the range that running players get revealed to eight meters (from four).
    • Improved vision clarity.
    • Audio blips now last longer and appear on revealed players.


Developer Commentary:

SCP-939 was the last SCP to receive a major rework back in the 12.0 update, and there are still a few issues that we are seeking to iron out. Vision has been made much clearer and audio blips can now be seen on revealed players, which should help SCP-939 track targets easier. Environmental Mimicry has also received some important changes to make some of its audio mimics more useful, such as human and gunfire mimicry, and some missing sounds have been implemented.


[h3]SCP-3114[/h3]
  • Increased maximum HP to 2000 (from 1250).
  • Increased maximum HS to 700 (from 600).
  • Stamina duration increased to 8s (from 5s).
  • Explosion resistance reduced to 20% (from 35%).
  • Updated Catch These Hands.
    • Increased damage to 20 per hit (from 15).
    • Removed HS regain on hit.
    • Added HS regain on kill, granting 125 HS for killing a target.
  • Skeletons In Your Closet now removes HS damage resistance and HP firearm resistance when disguised.
  • Updated Strangulation
    • Strangulation is now only available for 12 seconds after undisguising, visible via cooldown timer.
    • Reduced Strangulation distance cutoff.
    • Strangulation range reduced to 1.8m (from 2.1m).


Developer Commentary:

For this year’s Halloween Event, we’ve given SCP-3114 some important ability and stat passes to fix some gameplay concerns players have reported. Namely, Strangulation has been adjusted to have a reduced range and is now only available to use for a short time after SCP-3114 removes its disguise.


[h2]Fixes[/h2]
  • Fixed ‘We of Delta Command…’ and ‘Lights Out’ achievements not being granted upon respawn.
  • Fixed door animations glitching when another animation is active.
  • Fixed night vision scopes sometimes not working properly.
  • Fixed armor removal sometimes resulting in dropping items with no inventory limit.
  • Fixed a misaligned heavy armor kneepad LOD.
  • Fixed A7 magazine not being visible when dropped.
  • Fixed SCP-330’s candy bag counting as an SCP item when armor is dropped.
  • Fixed SCP-1344 orbs lingering when a detected player leaves the game.
  • Fixed `InvalidOperationException` sometimes spamming in the player logs.
  • Fixed Anti-SCP-207 not correctly taking Hume Shield into account for its death saving effect.
  • Fixed Anti-SCP-207 death save sometimes not working with very high AHP and low HP.
  • Fixed SCP-173 teleporting into the closed-off toilet stall in WC00. All it wanted was some privacy…
  • Fixed SCP-106 being able to use Hunter’s Atlas in the Warhead sublevel.
  • Fixed an issue with SCP-079 and SCP-106’s map having incorrect room rotations.
  • Fixed SCP-079 seeing certain particle effects through walls.
  • Fixed SCP-3114 strangling a player underneath the effects of Slowness either placing them outside the map or crashing them.
  • Fixed a stretched texture on blast doors.
  • Fixed missing stars in the Surface Zone skybox.
  • Fixed Tesla gates sometimes not emitting light when activated.
  • Fixed misaligned Tesla gate idle particles.
  • Fixed SCP-106’s chamber room collision sometimes leaking into nearby rooms.
  • Fixed a bug with SCP-939’s cryogenic door button visuals.
  • Fixed a pixel walk on the Acroamatic Abatement room pipe.
  • Fixed a pixel walk on a fence in the Server Room.
  • Fixed a pixel walk when Large Office and Two Story Office spawn in certain configurations in the Entrance Zone.
  • Fixed floating boxes on the shelves inside HCZ.
  • Fixed a sewer texture being applied to the workstation in SCP-096’s containment chamber.
  • Fixed errored keycard readers not having collisions in Class-D cells.
  • Fixed out-of-range exceptions whilst spectating.
  • Fixed immediately entering the spectator role without a death animation.
  • Fixed an issue where being killed by a player who is hidden to spectating forces you to spectate them.
  • Fixed other various pixel walks throughout HCZ.
  • Fixed respawn wave role assignments not properly being randomised. This has no effect on spawn chance, which is determined by how long a player has been spectating for.
  • Fixed volumetric fog layering incorrectly behind world fog.
  • Fixed various visual issues and exceptions with SCP-3114 models.


[h2]Technical Changes[/h2]
  • Added two new aliases to `sethiddenspectatable`: `hidespectator` and `hidespec`.
  • Added `NightVision` effect to status effects, allowing human players to see in the dark like SCPs. This prevents SCP-173 from attacking in the dark and allows the user to see SCP-096 in the dark.
  • Added icons to the Remote Admin for players who are hidden from being spectated.
  • SCP role spawn points are now defined by a separate `ISpawnpointHandler` component. This component may be empty/null, which will cause the SCP to lack a spawn point, currently used for zombies.
  • Added new `StatBase.AddAmount`, which can be used to safely add values to a stat while staying within its limits.
  • Removed `StaminaStat.ModifyAmount` in favour of this new method.
  • `IJumpModifierEffect.Multiplier` has been renamed to `IJumpModifierEffect.JumpStrengthMultplier`.

[h3] Revamped the client console.[/h3]
  • Added new visuals to the console.
  • Now uses TMPro instead of legacy Unity text components.
  • Added support for dragging the window around.
  • Added support for scaling the console window and saving it as a player preference.
  • Added support for PageUp and PageDown to scroll through the console.
  • Added `permlist` client command, which prints all available permissions in a coloured scheme.
  • Added `console` parent command with the following sub commands:
  • `clear` - Clears the current console window.
  • `pause` - Toggles the console, temporarily stopping any further messages from being logged.
  • Adjusted the .groups command; output now matches the new permissions colour scheme.


Thank you all for your continued support. We’ve got a lot in store for the game with version 15.0. Keep an eye out for more to come.

Have fun, and see you in the dark.

- Northwood Studios



Lights and Frights - Halloween Event Now Live

Attention Site-02,

Happy Halloween!

We’ve released an update containing a few features to get us into the seasonal spirit. We’ve built this update on top of version 14.2, so you can expect some large game changes as a whole.

We’ll be releasing the 14.2 changelog in the coming days, so you get a chance to experience the update blind.

Here’s what you can expect within the Halloween update:
- Special candies from SCP-330, imbued with the spirit of Halloween.
- Seasonal skin changes for roles across all teams.
- The temporary return of SCP-3114.
- Some items have special skins — such as the Demon Core Jailbird or Jackie for SCP-018.
- Decorations all across the zones, including the new HCZ, and a special skybox.
- Lighting changes, chase themes, and other changes from 14.2.
- A new permanent SCP item.
- And more!

Thank you for your continued support, and here’s to another Halloween.

See you in the dark.

- Northwood Studios

Site-02 Transmission #11 | SCP audio stingers and chase themes

[h2]Attention Site-02.[/h2][p]Welcome to Site-02 Transmission #11! In this post, we will be discussing and showcasing the new SCP audio stingers and chase themes that we have been working on for our upcoming 14.2 update, which will aim to vastly improve the lighting, music, and atmosphere of our game.[/p][p] [/p][h2]Foreword [/h2][p][/p][h3]Reasoning[/h3][p]Before we start, let's provide context. Prior to the 12.0 update, we utilised the horror stingers and chase track from SCP: Containment Breach, “Bump in the Night,” by Kevin MacLeod. This was kept in the game for a long time and was never considered for replacement. However, during the refactoring of the Character Class Manager (CCM), which took place during 12.0’s development cycle, the code was disabled and was not reintroduced in that update outside of 173’s stare ambiance.

However, after the update, there was little time for our limited audio team to focus on the audio stingers. There were always more important audio effects that took priority, such as SCP-049’s ability sounds, SCP-106’s breathing and jumpscare sounds, the Experimental Weapons and their unique locker, and various Heavy Containment Zone sounds, including the Bulkhead and Waterfall.

This was a feature we always wanted to bring back and had written plans for. The original idea was to include it as part of a larger audio update, but we weren't able to dedicate enough time to fully commit to that project. It eventually became clear that the opportunity might not come soon enough, so we decided to make it a separate focus. Circumstances aligned favorably after 14.1; the audio department had no major tasks to complete, a substantial portion of the community was lobbying for the return of this feature, Halloween was approaching, and our audio engineer, Sixxy, was available to work. As a result, we decided we could make the reimplementation of stingers a priority for 14.2!

[/p][h3]Jumpscares and Chase Themes[/h3][p]There are two types of audio that will play when a human encounters an SCP: horror stingers (this includes jumpscares) and chase themes. Stingers will play upon first seeing a SCP and have a few variants depending on how immediate the danger is (mainly evaluated from proximity to the SCP).

Chase themes play after a stinger and are a looping soundtrack that will continue for as long as the relevant SCP is still in line of sight. The soundtracks contain different layers which will be added and removed dynamically depending on SCP-specific conditions (such as being targeted by Good Sense of the Doctor from SCP-049, or being traumatised by SCP-106), but generally, all SCPs get their own set of chase themes.

Now, without further delay, let's dive into each of the individual tracks.

[/p][h2]Showcase[/h2][p]
[/p][h3]SCP-049[/h3][p]SCP-049’s themes were our first testing grounds. Due to Sixxy (the audio engineer behind all the stingers for 14.2) having past experience working with SCP-049 after creating all of their new sound effects during the 13.0 update cycle, we had a good base to model the theme around. As a result of that process, we also had some extra audio materials that could be integrated into the theme. Some examples include the ‘sirens’ for Good Sense of the Doctor or the sounds of crows for the jumpscare. SCP-049’s chase theme has two variants. The main theme consists of the baseline and drums, while the second layer plays only when the player is a target of Good Sense of the Doctor.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]SCP-939[/h3][p]SCP-939’s track is designed to reflect the animalistic nature of a hunter. It uses drums and a guitar to create a tense track, giving the impression that 939 is always searching for the player, even when it can’t see them. It too contains elements of SCP-939’s gameplay sounds, with the whispers of Amnestic Cloud being layered into the chase theme alongside 939’s screaming for the jumpscare.

The chase theme for SCP-939 is one of the more complex chase themes, featuring three different variants. There’s the quiet variant, which plays when a human has seen SCP-939, but it is not aware of the human. Next, there is the more intense variant, which is used when the human has created a sound blip that 939 can see, such as if the human was running in 939’s view, firing a gun, or using proximity chat. Finally, the most intense chase theme plays when the human is within SCP-939’s close vision distance, which means that 939 can likely visually perceive the player, putting them in immediate danger. It will also continue playing for a short time after the player has left 939’s close vision.

It's important to note that these chase themes are based entirely on estimations using information available to the player. They primarily exist to provide tension, rather than definitively confirm whether SCP-939 has detected the player.
[/p][previewyoutube][/previewyoutube][p][/p][h3]SCP-173[/h3][p]SCP-173’s audio is unique, as it was originally the only SCP to be given its own chase theme. The SCP-173 rework in update 11.0 included new ambiance sounds for when it is encountered and when it disappears/reappears. This was used as a base for the new audio sounds layered onto these effects, such as the jumpscare sound including elements of the original 11.0 sound effects with a more musical composition to them, and the chase theme having some of the ambiance effect subtly included in the base of the theme.

SCP-173 has only two types of chase themes that are both dependent on proximity to the player. The main chase theme will play when the player spots 173, and the drums are layered on top of the chase theme when the player enters the lethal range of 173. This layer of the soundtrack will stop playing if the player gets far enough away from SCP-173 (approximately double the lethal range away from 173.
[/p][previewyoutube][/previewyoutube][p][/p][h3]SCP-106[/h3][p]Due to SCP-106’s nature and tone, his theme was heavily inspired by the original chase theme "Bump in the Night” by Kevin MacLeod, an influence that can be heard in the drums used in the chase theme. Within the SCP-106 theme, Sixxy was also able to include a faint layer of his pocket dimension theme, which will replace the rest of the theme if you are captured by 106.

The old man’s chase themes are simple to understand. There are only 2 layers: the regular chase, which plays all the time after encountering SCP-106, and the traumatized chase, which plays when the player encounters SCP-106 while Traumatized.
[/p][previewyoutube][/previewyoutube][p][/p][h3]SCP-096[/h3][p]SCP-096’s audio stingers were the last to be made and the most unique out of the SCP soundtracks. As the enraged Shy Guy has a reputation for being an unstoppable force that is nigh impossible to escape from, the soundtrack was made to enhance the feeling of helplessness. The chase theme takes some inspiration from heavy metal, with layers of electronic screaming, fast drums, and the use of an air raid siren all helping create a feeling of impending doom.

Because of SCP-096's alternating nature, there are only two stingers that can play upon seeing him. One to replace the current audio drop when a player directly looks at SCP-096’s face (the old clip is still used as a notification for SCP-096), and another which acts as the first encounter and plays whenever 096 is seen but his face isn’t.

Regarding chase themes, there are two versions of each track, depending on whether the player is an active target of SCP-096 or not. Each version also includes two sub-variants: one that plays when SCP-096 is docile, and another when he is enraged, on top of a special drum-only clip used to transition between the two states. This means that SCP-096's chase themes utilise six different layers that are mixed depending on his current status and whether the player has seen his face.
[/p][previewyoutube][/previewyoutube][p][/p][h3]A Cacophony of Violence[/h3][p]As you may have noticed, all the soundtracks have a very similar tempo and beat. This is because each soundtrack can layer and mix with each other — the more SCPs in chase, the more elements added to the chase theme. This ends up creating a horrific orchestra of chaos the more SCPs join the chase! This system also takes into account which SCP is the greatest threat and makes that soundtrack loudest, while the other SCPs get the basic layer of their track inserted into the chase theme. [/p][p] [/p][h2]Conclusion[/h2][p]We are extremely pleased with update 14.2. Jumpscares and chase themes were something that we always wanted to add back into the game, and we hope that you enjoy listening to them as much as possible while running away from an SCP (or four).

One final note: we are integrating a chase theme volume slider, which ranges from disabling the themes entirely to turning them all the way up to 200%, allowing you to adjust your volume however you wish.

With all that being said, we would like to thank you for your continued support.

But until next time, see you in the dark.

- Northwood Studios
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