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SCP: Secret Laboratory News

Scopophobia Revised - Version 10.1

Today's update focuses on improvements. SCP: Secret Laboratory is an asymmetrical game with many moving parts, and some parts of the game have begun to show their age. Additionally, some of our most recent additions, though well-received, show clear room for improvement, especially balance-wise. We've decided to do a polishing pass over different parts of the game to smooth out the user experience and make the game a little more fun for everyone.

So, without further ado, here's what we've been working on!

SCP-096 Rebalance

SCP-096 was the highlight of the Scopophobia update, receiving a full revamp in visuals, audio, and gameplay. So far, SCP-096's reception has been primarily positive. However, we feel that they currently aren't in a balanced state, and the poll we released on August 21 tells us that the community feels the same way. As a result, with 10.1, we've done a balance and polishing pass on SCP-096.

Going into this update, we've operated under the philosophy that SCP-096 was unbalanced, not overpowered. 096 performed far too well against groups of players, most of whom could inflict no permanent damage upon them, but they were too weak against small squads of experienced players who could easily kill them in a vulnerable phase without SCP-096 having any way to fight back.

Our goal is to shift some of this power around by allowing SCP-096 to remain powerful across the match, but never strong enough that they could ignore entire groups of people attacking them, nor weak enough that a small squad could terminate them without any way for 096 to fight back. As with all playable SCPs, we've endeavored to make SCP-096 feel like a powerful, threatening force in all scenarios, instead of having them being overwhelmingly strong in group fights and far too weak in smaller skirmishes.

[h3]Rage State[/h3]
  • SCP-096's maximum rage time has been capped at 30 seconds.
  • SCP-096 now has a HUD element that allows them to gauge how long they will remain enraged, as well as the remaining cooldown on their Charge ability.


Currently, SCP-096's baseline rage amount starts at 15 seconds. For every target they gain after they enter rage, that duration increases by 3 seconds. There currently isn't any cap on how long SCP-096 can be enraged for.

Our goal with scaling rage was to allow SCP-096's power scale depending on the size of the engagement they entered into, but in practice, this made them unstoppable in large fights, where 10 or more players seeing 096 meant that they would be enraged, in some cases, for well over a minute. In combination with 096's scaling shield, this meant that it was essentially impossible to inflict any real damage to SCP-096. It's our hope that our change to maximum rage duration will allow 096 to remain powerful in group engagements while still having to think about when to flee and when to fight.

We've also implemented a HUD element for SCP-096 that allows them to gauge how long they have left in their rage, as well as the remaining cooldown on their charge. Strategy is currently centered around 096's rage state, and SCP-096 currently doesn't have any way to know how long their rage will remain active except through intuition.

We feel that these adjustment will compensate for SCP-096's reduced survivability by allowing an intelligent player to handle engagements with more information, and granting them a better sense of when to decide when to retreat from an engagement.

[h3]Targeting[/h3]
  • SCP-096 now becomes blind to non-targets as soon as they begin their windup phase, rather than once they become fully enraged.
  • When you become a target of SCP-096, either by seeing its face or damaging it, you will receive a distinct audio cue.


SCP-096 is currently unable to see non-target players while enraged - this means that if you haven't seen 096's face or damaged them, then they will not be able to see you. However, even during their windup period, they can still see normal players, allowing them to kill humans who are hiding and looking away simply by looking around during the windup period to see where these players are moving to.

Our original rationale for SCP-096's target visibility is to make them a deadly threat to targets, but harmless against those who have not provoked it. 096 being able to see players during windup and kill them even while these players hadn't seen or damaged SCP-096 went against our philosophy, and it felt unfair to die to SCP-096 even when you had played correctly.

With SCP-096 becoming much more sensitive to sight in Scopophobia, we've seen many instances of players feeling that it's not obvious enough when they become a target, and in many cases, not even knowing when they provoked SCP-096. While it may not completely fix SCP-096's targeting issues, the audio cue should go a long way towards transparency to human players.

[h3]Health and Shield[/h3]
SCP-096's base health and shield have received significant changes.
  • Base health increased to 1500 (up from 500).
  • Shield regeneration reduced to 5 per second (down from 10/s).
  • Shield scaling reduced to 70 per target (down from 200/target.)
  • Maximum shield reduced to 350 (down from 500.)


With 096's rework, we introduced the concept of Hume Shield. This is a form of AHP (artificial health points) that absorbs all damage taken. SCP-096 currently possesses a maximum of 500 HS. With each new target, 096 immediately gains 200 current and maximum shield. Shield resets to 500 at the end of their rage.

Our intent with this system was to allow 096 to have a pool of health that would allow them to enter engagements with the certainty that they would be able to withstand some punishment, but it's become clear that our design fell short of this goal. SCP-096's shields are far too powerful against large groups, where they can gain over 2000 shields, and they're too weak against small engagements where the combined damage of armed players can quickly shred their defenses and kill them before they can fight back.

With this patch, we wanted to increase their baseline survivability while reducing their strength against large groups of armed players. SCP-096 should always feel some degree of threat from any engagement, regardless of size, but the large amount of shields received per target made this difficult. At the same time, human players should be able to inflict permanent damage to SCP-096 with coordinated fire and movement, but also shouldn't be able to kill them outright in a single rage cycle. A large baseline health pool is able to provide this balance adequately, and our playtesting has shown that it works well for SCP-096, too.

It's our hope that these health changes will allow SCP-096 to survive small and mid-sized engagements more consistently, while feeling more danger from larger-sized groups.

[h3]Conclusion[/h3]
These decisions were made based on firsthand experience, player feedback, and the results from our survey on August 21. Many iterations were playtested, including every option presented in our survey, and we think this version of SCP-096 will be a substantial improvement.

As with all balancing, everything we've covered here is subject to change based on how well these revisions accomplish our intent of creating an SCP-096 that's more fun and less frustrating. We'll be keeping a close eye on the game and its community going forward, and making further decisions from there. Regardless of the result, we've learned a lot about how better to implement shield mechanics going forward, especially scaling ones.

Maintenance

Version 10.1 includes the following bugfixes and improvements:

[h3]Tweaks[/h3]
  • Players can now choose a ragdoll cleanup time in their settings, after which ragdolls will despawn. This system integrates correctly with SCP-049, who will see ragdolls for the entire time that they are eligible to revive.
  • Ragdolls now teleport in elevators.
  • Keybindings have been added for noclip and the client console.
  • Keybinding names are now translatable.
  • The Create Game button appears once more, but now only displays information about how to host a server. As with its initial removal, the tcs client console command can be used to show an option to host a local server regardless.


[h3]Fixes[/h3]
  • SCP-096's swipe attacks no longer end early after breaking one window.
  • SCP-096's legs are no longer stuck in the "falling" pose after jumping.
  • SCP-096's ragdoll no longer gets stuck in the air, and correctly displays name and cause of death.
  • SCP-096's mesh bounding box has been enlarged, and should now correctly render on all aspect ratios.
  • Fixed items falling into the void when dropped between elevators and their connecting rooms.
  • Fixed being unable to teleport to the Surface Zone's heavy gate when it's open.
  • Fixed an erroneous anticheat death caused by the artwork in the Class-D cells.
  • Fixed stamina depleting when aiming with the sprint key held.
  • Fixed a graphical error on the player list when playing in a server with many people.
  • SCP-049 can now correctly revive ragdolls after they've fallen a certain distance from their death point.
  • SCP-049 can no longer revive old ragdolls of players who die, respawn, and then die again.
  • Fixes towards doors occasionally appearing to be raised off of the ground.
  • Re-implemented bullet casings ejected from fired guns.
  • Fixed normal lighting remaining active in some rooms when it should be disabled for recurring October decorations.
  • Fixed several issues in the facility guard ragdoll.
  • Plants in the greenhouse no longer glow in the dark.


[h3]API Changes[/h3]
This section is for plugin developers and server owners. You can safely skip this if you don't care about changes to the game's code.
  • Added a RoomInformation component to every room in the game, which features data about the room's type and zone.
  • The HitboxIdentity component now uses an enum, HitBoxType, to track hitbox identity, instead of a hardcoded string.
  • Arms now have their own hitbox identity, instead of being classified as LEG.
  • Updated several third-party assets.
  • The Surface Zone can now be darkened.
  • Added several new server configuration options to automatically display broadcasts when decontamination starts, as well as the warhead being armed or detonated.


Conclusion

We've worked extensively on this update, and we're hopeful that it'll improve balance in several needful areas throughout SCP: Secret Laboratory. With these aspects of the game now hopefully complete and refined, we can continue work on our next major updates, which we hope to share with you very soon.

Thank you for your support, and have fun!

Halloween Feedback Form

Hello Everyone,

Happy Halloween! Nostra here, Feedback Manager at Northwood Studios. On behalf of everyone here at Northwood Studios, we hope that you are enjoying our new Halloween seasonal update. With the new addition of SCP-330, new models, and new sounds, the Feedback Team would like to hear what you have to say. Thank you for playing our new update and remember: please don’t be selfish and just take two please!

See you in the facility,

~Northwood Studios

[h3]English[/h3]
[h3]German[/h3]
[h3]Traditional Chinese[/h3]
[h3]Simplified Chinese[/h3]
[h3]French[/h3]
[h3]Hungarian[/h3]
[h3]Polish[/h3]

Halloween Event SCP-330 Balance Pass

Today we are releasing a small balance update for our SCP: Secret Laboratory Halloween Event, which focuses on some slight adjustments to SCP-330 (the "Take Only Two" bowl of candies), as well as other minor tweaks.

[h2]The Pink Candy[/h2]
The explosive candy was incredibly fun in the first days of the Halloween event, but its destructive power against SCPs was quickly discovered. Today's update limits the pink candy damage dealt to the SCPs while maintaining similar destructive power against other human classes. We understand if our decision won't be appreciated by all of you, but the Halloween update will continue for about a week, and the pink candy already affects the balance of the game to an extent where SCPs are afraid to attack humans classes. The exact changes are:
  • The lethal explosion range is slightly decreased (by 15%).
  • The maximum damage a candy can deal to humans is now 200 HP.
  • The damage is tripled for Zombies (one candy can deal up to 600 HP).
  • SCP damage calculation is new and improved! For every 100 HP worth of damage an explosion would deal to a human, it will take 10% of the SCP's max health.
  • The spawn chance for the pink candy has been reduced by half.


[h2]Other Candies[/h2]
We've buffed almost all candies, to make them more useful.
  • [Blue] Stamina addition increased from 15% to 50%
  • [Red] Health addition increased from 15 HP to 35 HP
  • [Green] Unchanged, the Invigorated Effect is given for 10 seconds.
  • [Purple] Artificial health addition increased from 15 AHP to 25 AHP
  • [Yellow] Health regeneration is no longer linear, it now starts fast and decays over time.


[h2]Miscellaneous[/h2]
As requested, we have re-added Mr. Nutty chuckle.

Halloween 2020

It's almost Halloween, and you know what that means! As the end of October draws closer, it's time for the facility to get a little scarier. This year, we've prepared a temporary update for you, featuring reskins, new decorations, gameplay changes, and more.

Halloween Decorations

These have been active since the beginning of October. During the month of October, the facility will have a spine-chilling flair, including darkened lighting, pumpkins, candles, and other season-appropriate decorations.

These decorations were implemented automatically — which is why you were able to see them before this update — but they’ve received some extra adjustments here. Keep an eye out later this year, too: Halloween isn't the only time of year decorations will appear in the facility.

Note: We're working on an option that would allow server owners to disable recurring decorations. This already partially exists as a configuration option, but it's not fully functional. For the time being, we hope it isn’t too intrusive!

Skin and Audio Changes

Back in 2018, the Halloween update included changes to the in-game models of SCPs and several human classes. In 2019, Megapatch II may have taken the spotlight, but this year we've once again re-done some models for the holiday season. Most of them are brand new, but you may recognize some making a return.

We've also made some changes to several of the game’s audio assets. Players can expect to hear different sounds when they enter a round, and sound cues where there previously were none — keep your eyes and ears open!



SCP-330

This was by far the most requested change for the Halloween update. For this event only, you can find SCP-330, Take Only Two, somewhere in the facility. It's a bowl of wrapped, seasonal candies, and every one of them that you eat could help or hinder you in a different way.

Take no more than two, please.

For the time being, SCP-330 will remain unique to the 2020 Halloween event. Depending on future feedback, especially impact on gameplay, re-implementation and recurrence could be discussed internally. In the meantime, treat it like an interesting side feature for the holiday!



Status Update - Version 10.1

While making changes for the Halloween update this year, we continued working on and refining version 10.1, which will include SCP-096's rebalance and a plethora of fixes. We're currently planning to release this version very soon after the end of the Halloween event (ideally within a day), but this may change depending on testing results. Until then, enjoy the spooky changes we’ve prepared for Halloween!

We based this update on version 10.0.4. Many changes that are in version 10.1 won't be visible here. This doesn’t indicate that the changes don’t exist, but rather that the Halloween update is built on a version that we know is stable.

Miscellaneous Notes
  • Re-enabled the Halloween achievement, which is awarded at the end of the round
  • Fixed some lights not correctly being disabled during October
  • Disposed of a body in the vents


Conclusion


"The game isn't scary," we hear people say
"It just isn't dark; all the rooms are so bright"
But we heard your complaints, so starting today
We've made the game spooky, to fill you with fright

You've seen some already, they litter the halls
Candles and pumpkins and flickering lights
Now we've made them darker, and dirtied the walls
And packed the facility with fearsome sights

So many people in costumes, looking for treats
And for this next little thing, we think you'll be fans
A bowl packed with candy, filled with sugary sweets
But don't take too many, or you might lose your hands

Now fear the darkness, close up your door
Because the monsters inside all have costumes now, too
From doctor to statue to doggos and more
Cross your fingers, and pray they don’t find you

But you've been reading enough, it's now time to go
So flick off the lights and turn on fullscreen
It's the update for October, and we want you to know
That we wish you a happy and healthy Halloween.

10.0.3 Community Form - We Need Your Feedback!

Hey everyone!

Nostra here, the Feedback Manager at Northwood Studios. On behalf of Northwood Studios, we hope that you are enjoying Scopophobia and 10.0.3’s changes and improvements. In our ongoing effort to improve quality of life, squashing bugs, and adding new features, we would like to hear your feedback on our new small update. In the future, when 096 is re-balanced, we will post another form asking how you feel about the changes so please stay tuned for that. Below are the links to the form, translated into many different languages so we can hear voices from our non-english communities.

[h3]English[/h3]
[h3]Simplified Chinese[/h3]
[h3]Traditional Chinese[/h3]
[h3]Russian[/h3]
[h3]French[/h3]
[h3]Hungarian[/h3]
[h3]Polish[/h3]
[h3]Spanish[/h3]
[h3]German[/h3]

[hr][/hr]
Thank you for playing SCP: Secret Laboratory, and see you in the facility.
~Northwood Studios