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SCP: Secret Laboratory News

Halloween’s End and 13.3’s Release.

As the spooky season comes to a close, it’s time for the game to revert back to its standard self.

We’ve learned a lot this Halloween season, and we’re excited to see what the future holds for SCP:SL.
Included in the prior Halloween update were a number of changes for version 13.3 — which we’ll be detailing in the following changelog.

[h2]Game Improvements[/h2]
  • Added SCP-3114 to the Remote Admin (RA) panel. SCP-3114 will remain year round within the panel, but will be unobtainable via normal gameplay means, as of now.
  • Adjusted multiple stat values for SCP-3114.
    • SCP-3114 will now receive a passive firearm damage reduction to his Hume Shield and HP while disguised.
    • SCP-3114 now takes reduced damage from explosions.
    • Increased the damage of Catch These Hands from 10 HP to 15 HP.
    • Strangulation now receives cooldowns following a successful kill, attack cancellation, and attack interruption.
    • Players will now unequip all items when being strangled by SCP-3114.
  • Added the Lantern to the RA panel.
  • Added a photosensitivity warning screen.
  • Added multiple settings regarding the visibility of Global and Local badges.
  • Added a 15th PC to the PC-15 room in Light Containment Zone.
  • Added multiple whiteboards displaying information about SCP-939 throughout the Facility.
  • Decreased SCP-049’s resurrection timer from 10s to 8.5s.
  • Reimplemented Graphics API settings.
  • Reimplemented various soundtracks within the game.
    • Massive Labyrinth has returned, and now plays when you’ve been alone for two minutes.
    • Unexplained Behaviours is a returning track from old versions of SCP:SL. This track plays during a zone-wide blackout caused by SCP-079.
    • Chaos Insurgents can now hear The Chaos Insurgency Theme when a new wave spawns in.
    • Changed the art in the Class-D cells to reflect the winners of the 2023 SCP:SL Art Contest.


[h2]Backend Changes[/h2]
This update comes with some very large changes to our authentication systems, utilised libraries, and internal systems.
If you are a developer or user who actively utilises these systems, we’ve made efforts to retain as much functionality as possible — but unfortunately, revisions to your modifications will likely need to be made.


[h3]API and Library Changes[/h3]
  • Updated Mirror to version 82.3.1.
  • Updated LiteNetLib to version 1.0.1.1.
  • Updated the PluginAPI build to use the latest release.
  • SCP-106’s teleporting player event is now fired before the player is teleported.
  • Cleaned up code for player stats and role scripts.
  • Improved how Geoblocking string comparison works.
  • Made some adjustments to CustomNetworkManager.
  • Bumped version number to 13.3.0.



Note: SCP:SL Dedicated Server now uses native sockets (directly calls OS API) instead of using C# sockets implementation. This increases its performance.
In case of issues with connection (players can't connect, network socket is not open, connections are being dropped), set ‘use_native_sockets’ to ‘false’ in ‘gameplay_config.txt’. This will initiate a toggle back to the C# sockets.


[h3]Remote Admin and Config Changes[/h3]
  • Added the Ghostly status effect to the RA panel, which allows players to pass through doors and windows.
  • Renamed ‘Admin Chat’ to ‘Staff Chat’.
  • Massively overhauled Staff Chat.
    • Now located within its own tab in the Administration section of the RA panel.
    • Now shows the history of Staff Chat messages since the user joined the server. Users can now send and review messages within this category.
    • Player reports are now sent to Staff Chat.
    • Staff Chat commands are as follows:
      • ‘@message’ — Displays a broadcast.
      • ‘@@message’ — Displays a monospaced broadcast.
      • ‘@@@message’ — Sends a silent message.
      • ‘@!5 message’ — Displays a message with a duration override of 5 seconds.
  • Setting ‘lock_gates_on_cooldown’ to ‘false’ now allows SCP-079 to interact with gates after the Alpha Warhead detonation process is activated.
  • Elevator Management buttons no longer disappear when selecting Door Management Zones.
  • Fixed the ‘warhead time (seconds)’ command not displaying the new value in server logs.
  • ‘pm reload’ no longer revokes a server’s verified status.
  • Overwatch now draws boxes on players heads, similar to SCP-079.


[h3]Translations Backend[/h3]
  • Changed the default translation folder to ‘en’, instead of ‘English (Default)’.
  • Empty translation directories are now properly ignored.
  • Made large backend improvements to our translation tools and systems.


[h2]Other Fixes[/h2]
  • Rewrote the code which handles SCP-106’s ability to pass through doors and glass.
  • Fixed SCP-106’s attack lag compensation that previously allowed players to hit their targets from farther away.
  • Fixed SCP-096’s inability to destroy a certain door in TC-01.
  • Fixed an issue with AHP amount being limited by the lowest limit, instead of the highest.
  • Representation of maximum AHP is now reset when the amount reaches zero, instead of being around indefinitely.
  • Fixed bullet holes not being visible on glass panes.
  • Fixed whiteboard interactables not being affected by shadows on specific combinations of settings.
  • Fixed the window in SCP-173’s containment chamber losing its collider, again.
  • Fixed a typo in the MTF-E11-SR Operational Guide entry.
  • Fixed the FR-MG-0 display in the Operational Guide.
  • Fixed the ‘double jump’ exploit.
  • Removed the following unused startup arguments: ‘-smartclasspicker’, ‘-noslml’, ‘norslml’.
Note: If you wish to force any specific Graphics API, you can do so with the following startup arguments.
DirectX 11: ‘-force-d3d11’.
DirectX 12: ‘-force-d3d12’.
Vulkan: ‘-force-vulkan’.


[h2]A Note on Versioning[/h2]
When version 13.0.0 was released, many people were confused as to why it had been classified the way it was.
Following prior updates such as 'Scopophobia', 'Parabellum', and 'Mimicry', all of which had featured massive SCP reworks — 'Refracted Reality' came under scrutiny as an update seemingly lacking the same scope and magnitude as the aforementioned ones.
We then released 13.1.0 and 13.2.0 just a few months later, both of which had contained significantly more content in a shorter time frame, in comparison to updates such as 11.2.0.

As the SCP:Secret Laboratory project has grown, so too has the studio behind it. We've been making constant changes to our internal structure and development pipelines, resulting in an unspoken shift to our updates. It's because of this confusion, that we'd like to clarify how we'll be versioning updates going forward.

Updates can be broken down into three main categories — 'Milestone' updates, 'Content' updates, and 'Hotfix and Patch' updates.

Milestone updates are the large updates that massively impact how the game runs, feels, or plays. An example of such an update is 13.0.0 — this update, while it didn't directly bring as much gameplay content as prior milestone updates, has helped to establish the framework needed for us to create new mechanics/assets; such as SCP-244's new (and better performing) fog, or Red Candy's flamethrower effect.
Performing this update had us effectively redo the mass majority of the game — updating an engine is already difficult enough, but an entirely new render pipeline is a feat deserving of the Milestone namesake. Technical Milestone updates will be few and far between, with the Milestone name generally saved for massive new additions to the game, such as zone reworks.

Content updates are our medium sized updates, generally focused on either improving, or adding more to the game. As an example, these could be large technical features such as a settings rework or custom hotkeys. These could also be something more directly gameplay impacting, such as adding a new item SCP, adding a new firearm, or in the case of this update, adding SCP-3114 to the Remote Admin panel.
These medium sized updates occur much more frequently than Milestone updates, and keeps the game fresh while larger projects are in the works.

Hotfix and Patch updates typically consist of smaller changes — focused on either squashing important bugs post-release, or making important balance changes to features we’d like to adjust.
Overall, these are pretty self-explanatory, and generally happen shortly after the release of a Milestone or Content update.

This update, 13.3.1, is a Content update; focused on implementing features from the Halloween season into the base game, alongside making some very important technical changes for both ourselves and the server hosting community. This includes allowing SCP-3114 to exist in the RA panel for server staff and plugin developers to use, alongside updating our authentication system and libraries, which are responsible for the present and continued function of SCP:SL.

We hope that this clarification helps to explain some of our recent updates and the choices made behind their names, alongside aiding in understanding the future development process of SCP:SL.



As always, we’d like to thank everyone for their continued support. Keep an eye out for what’s to come in the following months.

Have fun, and see you in the dark.


~ Northwood Studios



Halloween 2023 - Feedback Survey

Hello everyone.

Following the release of the recent 2023 Halloween update, we're eager to hear your feedback on the seasonal features and changes.

We invite you to openly share your thoughts through the survey provided below:
https://forms.gle/eWBR7rKKGuPAKUR68

Halloween Edition!

We’ve just released the Halloween seasonal update for SCP:SL.
Included are new and reworked SCP-330 candies, a new playable SCP, alongside numerous other smaller features for this year’s spooky season.

[h2]SCP-3114 — Wouldn't it be Chilly?[/h2]
SCP-3114 is our newest playable SCP, added for this year's Halloween festivities.
In short, it is an animate human skeleton — capable of inflicting melee damage, as well as disguising itself as the deceased.

Spawning in PT00, it’ll often disguise itself quickly; so that it may discreetly blend into the crowd(s) of civilians rushing throughout Light Containment Zone.
You’ll never know as to whose face it may be hiding under …

Although we haven’t decided if SCP-3114 is a suitable candidate for permanent implementation, we’ve ensured that SCP-3114 will remain in the Remote Admin menu year-round, allowing modded communities and server administration to spawn the SCP in whenever desired.
As such, you can expect to see more of SCP-3114!

[h3]Base Stats[/h3]
  • SCP-3114 has a chance to additionally spawn “on top” of the other SCPs in a round.
  • SCP-3114 spawns with 1250 HP. Hume Shield starts at 350, and scales up to 600 when at low health.
  • While undisguised, SCP-3114 has a walk speed of 4.6m/s, a sprint speed of 5.8m/s, and a total of 5 seconds of stamina.
  • While disguised, SCP-3114 will match the walk, sprint, and stamina of a human.


[h3]Primary Attack — ‘Catch These Hands’[/h3]
SCP-3114 slaps the area in front of it, in a similar fashion to SCP-939’s Claw attack. Each successful hit deals 10 damage, and restores 25 Hume Shield. This has an attack cooldown of 0.5s (equating the time-to-kill to a total of five seconds).

[h3]Secondary Attack — ‘Strangulation’[/h3]
SCP-3114 grabs a nearby human by the neck, locks them into place, and begins strangling them. Victims progressively lose more and more HP — starting from 5hp/s, which is then accelerated by 5hp/s² (equating the time-to-kill to a total of roughly five seconds).

Players can be saved from SCP-3114’s Strangulation if the SCP receives substantial incoming damage.

[h3]Primary Ability — ‘Under Their Skin’[/h3]
When SCP-3114 walks up to a corpse while undisguised, a message on-screen will display “Hold ‘E’ to Steal Skin”. This action will take five seconds to complete.

SCP-3114 will begin to tear off the corpse’s skin, donning it as its own. This results in SCP-3114 adopting the name, model, and class of the recently deceased player. The corpse will then be reduced to a pile of bones — a primary sign that SCP-3114 had been in the area.

Holding ‘R’ while disguised will cause SCP-3114 to abruptly tear off its skin — destroying the disguise — re-enabling its primary and secondary attacks.

[h3]Passive Ability — ‘Skeletons in Your Closet’[/h3]
SCP-3114’s passive ability is focused on helping it blend in with humans easier. The following effects are granted while SCP-3114 is disguised:
  • Spectators will not be able to view SCP-3114’s nickname.
  • SCP-3114 will have the class, model, and name of the person to whom the original corpse belonged to.
  • SCP-3114 can equip, hold, and drop all items in the game. Most items cannot be utilised by SCP-3114.
  • On non-friendly fire servers, a hitmarker will not be displayed when shooting a disguised SCP-3114.
  • SCP-3114’s appearance will be visually distinct from other humans when observed by fellow SCPs.
  • SCP-3114 is able to freely communicate with humans when disguised as one, akin to old SCP-939.


[h2]SCP-330 — Halloween Edition![/h2]
As per the yearly tradition, we’ve revisited SCP-330 this year. SCP-330’s bowl now has six new candies, bringing the total to 13.
Alongside this, we’ve also revamped all the previously implemented candies, granting them with powerful and unique effects.

Found below are brief teasers for each one.

[h3]Red Candy[/h3]
  • Rarity: Common
  • Description: Causes a scorching hot wave of fire to spew from your mouth, damaging anyone in your vicinity.


[h3]Yellow Candy[/h3]
  • Rarity: Common
  • Description: Can't stop, won't stop. Increases movement speed and forces you to sprint forward, as well as halting stamina consumption.


[h3]Green Candy[/h3]
  • Rarity: Common
  • Description: A laced candy with extreme regenerative properties. Grants a massive health bonus.


[h3]Blue Candy[/h3]
  • Rarity: Common
  • Description: Rapidly converts body tissue into marshmallow. Part man, part marshmallow. All carnage.


[h3]Purple Candy[/h3]
  • Rarity: Common
  • Description: Slows your metabolism — but greatly increases your appetite. Grants you a significant, but temporary AHP bonus.


[h3]Rainbow Candy[/h3]
  • Rarity: Uncommon
  • Description: Expel a prismatic cloud, granting buffs to nearby players. Allows all within range to cheat death.


[h3]Pink Candy[/h3]
  • Rarity: Very Rare
  • Description: You are well aware of what Pink Candy does.


[h3]Orange Candy — New![/h3]
  • Rarity: Common
  • Description: Causes you to radiate a brilliant shade of orange. Enemies struggle to avert their eyes from you.

[h3]White Candy — New![/h3]
  • Rarity: Common
  • Description: Temporarily transforms you into a ghost — turning you translucent and allowing you to pass through doors.


[h3]Gray Candy — New![/h3]
  • Rarity: Common
  • Description: Turns you into an extremely heavy and damage resistant piece of lead. Watch out below!


[h3]Brown Candy — New![/h3]
  • Rarity: Common
  • Description: An extremely effective laxative.


[h3]Black Candy — New![/h3]
  • Rarity: Rare
  • Description: Inflicts a random effect. Feeling Lucky?


[h3]Evil Candy — New![/h3]
  • Rarity: Extremely Rare.
  • Description: Turns you evil.


[h2]Other Game Changes[/h2]
  • Replaced all flashlights in the facility with lanterns.
  • Reintroduced the Jackie skin for SCP-018.
  • Introduced a new skin for the Jailbird — the Demon Core.
  • Introduced new skins for multiple SCP subjects.
  • Security personnel are investigating possible signs of corruption in regard to C.A.S.S.I.E's reporting systems.
  • Introduced new ambiance and sound effects in line with the Halloween spirit.
  • Added new props throughout the Facility.


Here’s to celebrating another year of SCP:SL. We hope that this update comes out to be one of the best seasonal ones yet.
Keep your eyes peeled for a feedback form on the horizon.

Have fun, and see you in the dark.


~ Northwood Studios

Announcing SCP:SL's 2023 Halloween update!

Hello everyone.

Our Patreon post on the upcoming Halloween seasonal update, is now available to the general public.

For a detailed overview of the changes being implemented for this limited-time seasonal update, you can take a look through the post linked below.

https://patreon.scpslgame.com/posts/view/df65c4b2-6dc2-4f33-86ef-8e6f42862858

If you’d like earlier access to these posts in the future, you may want to consider becoming a Patreon!
Post(s) such as these are just one of the many ways that we hint or showcase upcoming features/updates to our Scientists ($5) and above.

If you wish to upgrade to, or purchase, the appropriate Patreon tier — you can do so at:
https://www.patreon.com/HubertMoszka

Site-02 Transmissions | Entry Log 1

Hello everyone!

Northwood Studios would like to present the first entry in our new 'Site-02 Transmissions’ series. The purpose of this series is to provide our players with better insight into the development process of SCP:SL.

Posts will include direct commentary from our studio’s departments, as well as general information detailing the internal workings of the studio.

The first entry of this series will be a longer read — primarily structured around the updates provided by our Programming, Art, and Game Design teams, respectively.
These updates will consist of sharing each team’s progress in the recent months, along with their development plans for the near future.

[h2]DEV COMMENTARY[/h2]

Programming Team:

Since doubling in size, the Programming team's been operating around the clock — working on a multitude of new features, and planning out the upcoming months alongside the other development teams.
We’ve increased our work efficiency to a point where we’re able to work on two updates simultaneously without hurting development. These past few months, we’ve been actively working on the (now released) 13.2 update, Halloween, and the recently announced PEARS.

With the recent overhaul of the Translation team, we’d discovered that our current translations system was unprepared for essentially any systematic change. Our team has since made a number of major improvements to the system, effectively resolving this issue.

We’d like to commend our new programmers for being able to adapt to their new workflow as quickly as they have — allowing us to release our updates at a much quicker pace.

Art Team:

The Art team's been hard at work on several projects that we can't quite talk about yet!

The bulk of the work that was showcased in the latest Patreon post is complete, so we're turning our attention further to the future. While we can't share specifics at this time, just know that we're very excited for you guys to see what we're working on!

The process of creating assets for the game varies, depending on what exactly we're making. We'll usually work through a "concept art phase" if the asset is something fictional — like an experimental weapon, or the model for a playable SCP. Either way, once we know what we want the final model to look like, we start modelling.
While the specifics of the workflow may vary from artist to artist, we'll typically create a ‘high-poly’ and a ‘low-poly’ variant of the model. The 'low-poly' is the mesh that's used in-game, while the 'high-poly' is a higher-res model that's utilised for texture detail.

After that, we texture the model, rig it, and animate it if need be — and it's ready for use in-game!

Game Design:

Game Design’s been hard at work on the (now released) 13.2 update, having finalised a number of patches centred around community feedback and input.

We’ve been working closely with the Feedback and Community Management teams to determine what the largest issues with the 13.2 update was, and have drafted some changes to ensure that the update does not negatively affect the balance of gameplay.

As of late, we’ve been looking more into the game’s current arsenal of weapons — more specifically, into each weapon’s state of balance, and their individual effect(s) towards the feel of gameplay. This involves examining whether or not a certain weapon meets our standards of how we want the game’s combat to feel — the biggest case study for this being the FR-MG-0, as we feel that the weapon is due to receive further adjustments from what it had originally received in the recent hotfix.

Looking towards the near future, Game Design is hoping to fix up a number of experimental game mechanics to ensure that they work within the current state of the game — as we feel that those elements have either become outdated, are not as fun as they could be, or are simply no longer viable in the current gameplay meta.
We also hope to surprise you with some very spooky changes this coming Halloween!


[h2]COMMUNITY HIGHLIGHTS[/h2]

Art by: Ferar



Art by: Jank



And that concludes our first entry. Thanks for reading!

We’d love to hear your thoughts and feedback on our first ‘Site-02 Transmissions’ post.
Your input is an essential step towards helping us structure future posts to the standards and expectations of our community.

As always, we’d like to thank everyone for their continued support.

See you in the dark.

~ Northwood Studios