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SCP: Secret Laboratory News

‘Heavy Duty’ has just entered Public Beta.

Hello everyone. After a month of refinement during our Patreon Beta, we are proud to announce that we’ll be moving to a public beta for further refinements and adjustments before full release.

You can opt-in to the beta by right-clicking SCP:SL in your Steam Library, and then by selecting the Properties tab.
From there, select the Betas category, and finally, select the Public Beta option from the dropdown menu.


[previewyoutube][/previewyoutube]
And now, without further ado, let’s get into the changes!

[h2]HCZ Rework and Minor Map Changes[/h2]
As a cornerstone of the ‘Heavy Duty’ update, we have completed our first-ever zone rework. Included are massive changes to the Heavy Containment Zone (HCZ), with significantly improved sightlines, maze-like architecture, and plenty of new rooms. Following the recent improvements to our Level Design team, we are very excited for the future of the Facility.

[h2]Respawn Overhaul[/h2]
One of our largest concerns with current gameplay is how much time is spent spectating the game. Following multiple Patreon Early Access Rebalancing Sessions (PEARS), we’ve decided to finally launch our reworked respawning mechanics. Our goal is for players to be in the game more and feel like their actions are impactful, while still retaining the unique structure of Insurgency versus Foundation versus SCP Subjects.

[h2]Firearm Soft Rework[/h2]
This update comes with balance adjustments and a global simplification to our firearm mechanics. Following community requests for guns to behave more akin to pre-Parabellum firearms, we’ve decided that this solution will be the best of both worlds. Nearly every weapon has been rebalanced, leading to a general decrease in recoil and more accessible shooting mechanics. We’ve also introduced more feedback when using weapons, including improved bullet impacts, fly-by noises, and tracers.
Want to learn more? We’ve explained this decision in more detail in our publicly released February Patreon post.

[h2]Experimental Weapons[/h2]
We have introduced a full overhaul to the 3-X Particle Disruptor, and will be giving the Micro-HID a similar treatment during the public beta. These two weapons in particular have shown their age throughout the recent months. With the teams behind their creation wanting improvements, we’ve found the time to hone these items and allow all special weapons to naturally spawn in dedicated lockers found throughout the Facility.

[h2]SCP-1344[/h2]
We have also introduced a new SCP item this update — SCP-1344! These eye-catching goggles allow their user to perceive targets through walls. This is our first item that directly deals with body horror, the next closest entity being the ugly syringe model from years back.
If you’re curious for more, we’ve just dedicated a whole Steam post showcasing how an SCP item goes from concept to implementation. Check it out here!

[h2]Fixes and Improvements[/h2]
We’ve also introduced a plethora of fixes and improvements in this update. Due to the sheer quantity of them, we’ve opted to release a full list once the full update is around the corner. In the meantime, here are some notable highlights:
  • Chaos Insurgency now counts as targets for the SCPs.
  • Facility Guards now spawn together in the same room.
  • Both SCP-268 and SCP-1344 are now visible on your player model while using it.
  • Introduced 16 new achievements, alongside new artwork for existing achievements.
  • Added some new loading screens.
  • Improved the behind-the-scenes culling system.
  • Fixed over 50 bugs.


Thank you all for your continued support. We’ll be working hard to finalise this update, and release it fully as soon as we deem it ready.

Have fun, and see you in the dark.

- Northwood Studios

Site-02 Transmissions #7 | Developer Log


[h2]Introduction[/h2]
“Hey there,

I heard you were eyeing the goods I sent over to John. Figured you might enjoy a pair of your own. New and improved, and all that. Sorry about the packaging. Mom is still sick. Fingers crossed USPS didn’t totally destroy the thing. Those goggles were expensive!

Hope you enjoy,
██████ ███████████”



SCP-1344 has arrived and is ready for players to experience! This ‘eye-catching’ new item grants players the ability to see other players through walls — once its needles have embedded themselves into the optic nerve, of course. In this dev log, we’ll walk you through the journey of designing and implementing SCP-1344, as well as an in-depth glance at our sound design team here at Northwood.


[h2]Concept & Design[/h2]
[h3]Quotes by Mikel (Art Manager) and Cross Conception (Lead Game Designer)[/h3]

You might be wondering, “why choose SCP-1344?”

Cross Conception, Lead Game Designer, put it best: “With every SCP item we make, we try to be exploratory and fulfill a niche the game doesn't have any mechanics for. SCP-1344 is intended to fulfill the role of environmental awareness – being able to see threats and avoid them in advance, or take advantage of the knowledge of their location to pull off interesting plays.” SCP-1344 provides players with a unique edge, not only enhancing their gunplay by allowing them to see others through walls, but also increasing their awareness of nearby SCPs within a certain range.

SCP-1344 redefines how players approach both offensive and defensive play, allowing for more dynamic and engaging encounters and encouraging players to think outside the box to develop creative strategies. This feature also encourages more teamwork, as players with the SCP equipped can warn their team of incoming enemies.

The new item also adds an element of horror we wanted to explore a bit more in the game, with Cross having this to say: “I also really wanted to see players’ horrified reactions to seeing their eyes stabbed out, because body horror like that is the sort of thing I think adds to the game. You feel like you’re making a sort of deal with the devil when using these items, and in a sense, you are.”



Similar to proposals like SCP-2176 and SCP-1853, the concept of SCP-1344 originated from a suggestion made by a member of the community. Mikel shared that this idea in particular caught his attention, and although none of the original mechanics were used directly, it inspired the idea of ‘wallhack goggles’ as a starting point for development.

“The game design team doesn't really have any bias towards or against ideas originating from the community compared to ideas developed entirely in-house. I'm just a fan of looking for ideas from the community to use as a starting point. Oftentimes, the final GD document is very far removed from the original suggestion, either due to issues with the original idea or just due to the iterative feedback-and-revision loop that all GD docs go through. Whether a document is accepted for implementation is up to the Game Design supervisors and manager. I am forever at their mercy. At any moment, they might strike down a document I've written, damning it to the depths of my Google Drive.”
- Mikel, Art Manager


SCP-1344 presented a unique challenge. Typically, when designing a new SCP for the game, we closely follow the original article, incorporating any provided references or images. However, SCP-1344 offered five different design options, each with its own quirks. For our version, we chose to base it on SCP-1344-03, a pair of welding goggles. The decision to go with this specific design was inspired by the distinct flipping mechanic of welding goggles, which we thought would create the coolest player experience. After all, no one wants to walk around in ‘Swedish-style’ swim goggles!

In fact, this was a point of pride for our designers. When asked what Mikel was most proud of in the design, he said, “[The Art Team is] a big fan of how the goggles look when you put them on, before the lenses flip down. I love freaking out my fellow devs, and a lot of them compared it to a Saw trap.”

Jesusqc, the programmer in charge of getting SCP-1344 into the game, echoes this sentiment, saying that he aimed for an eerie, unsettling vibe that he thought aligned with what the artists were going for.




[h2]Implementation & Testing[/h2]
[h3]Quotes by Jesusqc (Programmer) and Multiverse Uncle (QA Manager)[/h3]

While the concept for SCP-1344 was straightforward, transforming it from a design document into an interactive part of the game was another story. Jesusqc led the charge on bringing SCP-1344 to life in-game.

“I was responsible for fully integrating 1344 into the game. This included creating its entire logic, combining animations and sounds, and coding it into the game world. While the integration was a complex task due to the numerous statuses and new mechanics SCP 1344 introduced, the process was made smoother thanks to the amazing group of artists at Northwood. Their work on the visuals, sound effects, and modelling was incredible, and it really brought everything together.” Implementing a new SCP into the game is no small task. It needs a team who is willing to work and test it until it's perfect.

1st Prototype

Newer versions

The first prototype did not have any of the effects you see in the later gif. Balancing the encounters players would have with SCP-1344 users was one of the biggest changes. Originally there was no audio cue to let players know that an SCP-1344 user had spotted them, but this was added after testing to make the encounters less one-sided.

QA (Quality Assurance) also plays a crucial role in unifying the efforts of programmers, artists, and sound designers to ensure every new feature aligns with the team's original vision, essentially suggesting the finishing touches to each new implementation. QA tested each element — from gameplay mechanics and visual design to sound effects — working closely with each department to refine and polish every detail. According to our QA Manager Multiverse Uncle, SCP-1344 by far had the hardest time in testing compared to other 14.0 features.

During the first part of QA (Quality Assurance) testing, SCP-1344 was actually given to the team with no sound effects, as they still weren’t done, for a part of its testing.

“Complicated issues were occurring left and right, and when it was thought that everything was fixed and it would be a final test, QA would find new issues, from small things such as the item being too small to pick up, or the player crashing an entire server with the item. We had multiple tests thought to be ‘final’, only to later realise they were far from final, causing the SCP item to be stuck in QA for a long time and having its fate uncertain. Eventually, we got rid of all important issues with SCP-1344 and it finally passed QA!”
- Multiverse Uncle, QA Manager

Despite the complexities, SCP-1344 is a project that everyone who contributed to feels genuinely proud of. The QA team’s dedication and collaborative spirit helped bring the item to its fullest potential, ensuring that it’s not only functional, but also immersive and true to our creative vision. We’re thrilled to announce SCP-1344 has passed all final checks, received the team’s stamp of approval, and is officially ready for release.

[h2]Sound Design[/h2]
[h3]Quotes by AudioDread (Interim Audio Manager) and Sixxy (Sound Designer)[/h3]

Sound design plays a vital role in bringing items to life, giving them that final, immersive touch. AudioDread, Interim Manager of our Sound Design team, shared his experience crafting the sounds for SCP-1344, offering insight into the creative world of sound design.

[h3]Vegetable Massacre[/h3]
For SCP-1344, the team relied heavily on foley, or sound reproduction, by creatively destroying vegetables to achieve the gritty, visceral effects needed.
“I love working with body horror and for me, the sheer amount of gore in the form of vegetable destruction was by far the most fun and rewarding part of the design,” AudioDread explained. “There came a point where the foley was so disgusting I found it mildly disturbing to hear it played back despite knowing it was nothing but various fruits and vegetables I had pulverised. Fun stuff.”



[h3]Creativity doesn’t Stop[/h3]
Sometimes, the team’s dedication towards creating immersive soundscapes can exceed standard expectations. Once, a team member workshopping 106’s audio was tasked with making everything, including its breathing, ‘wet.’ Taking this far too seriously, the team member even tried obstructing his own airway with water to produce choking sounds. Nearly choking yourself isn’t something we’d want nor expect from our staff members, but it certainly shows the passion these designers have for their craft. And while unorthodox, their passion is what enables us to transmit unsettling, yet captivating experiences to our players.

One time, someone synthesised speech out of a synthesiser called Delay Llama — a purpose it was not built for — for the Jailbird.

Here is an example of how the synthesiser is supposed to sound like.

Horrible.

There is an end goal in audio. You can always make a bog-standard sound that fits the brief, but we always like to add our own flairs and personality to elevate the experience that much further. Going outside of your comfort zone, trying something new, or experimenting, always has a payoff with the correct amount of application.



[h3]SCP-1344[/h3]
“In the case of SCP-1344, it consisted of a large amount of foley recording. This meant buying a large quantity of fruits and vegetables, waiting until the house was quiet, and recording highly detailed destruction of said fruits and vegetables. For other projects, this phase may be replaced by downloading samples or fully synthesizing base sounds.

Regardless of how the raw audio is obtained, what comes next is to clean up the raw audio, removing background noise, and sorting through the samples to find the best quality ones that will be most useful. Next comes layering the audio together, a practice where the Sound Designer will take many samples and play them together at different levels to create one cohesive sound. One grape being stabbed with a toothpick doesn't sound much like an eye being stabbed, but several grapes along with a mango, an onion, and a grapefruit being peeled all layered together will form a cohesive sound that's more believable than its individual parts.

Along with this phase is timing the sounds to the animations, a process that's fortunately made easier by the fact that most workstations come with a built-in video player. Next, equalisation, compression, and other effects are added to increase the overall quality of the audio and make it better fit the visual, and finally, the entire effect is mastered, adding any final touches to make sure it sounds the best it can in the final mix.”

- AudioDread

[h3]Becoming a Sound Designer[/h3]
Our team uses various programs and plugins to create the effects they do. AudioDread, for example, says he uses Reaper as his primary audio workstation. This, along with FL Studio, is commonly used throughout the team. Plugins made by iZotope and OTT are also often used. When asked about plugins and programs, Sixxy, another sound designer, said “We use a variety of programs such as FL Studio and Reaper. The rest are weird, but we make good use of what we have, as every program is customisable to the user, and most plugins are universal to every program.” Creating an exhaustive list of all the tools each team member uses would be nearly impossible and still wouldn’t cover everything. Each designer’s toolkit is highly personalised, with tools chosen based on individual preferences and creative needs.

”I came across Sound Design by accident. I started making a horror game in 2017 and started designing ambiance using the free audio editor Audacity. The longer I went, the more I started just wanting to make sounds and not do the other aspects of game development. I started doing sound design as a hobby using Audacity and other free software. In 2020, when the quarantine hit, I got laid off from my job and created a YouTube channel where I downloaded random sounds and attempted to turn them into horror ambiances. I later started pursuing Sound Design as a career, doing several volunteer projects before getting hired by Northwood in 2021. I have since transitioned to working full-time in the gaming industry, and though I've branched into doing programming as my primary source of income, I still find Sound Design to be the most rewarding and creative work I have the privilege of doing.”
- AudioDread, Interim Audio Manager

Consider two fight scenes: one with sound design and one without. People consistently find the scene with sound design more impactful, as it amplifies the experience in a way visuals alone cannot. For anyone interested in sound design, AudioDread recommends starting by downloading a DAW (Digital Audio Workstation) of your choice and diving in. There are no rules, just create! You can get started for a relatively low cost, but it’s worth keeping in mind that building a sustainable career in sound design can take time. It often takes 6-8 years to reach a point where you can fully support yourself with sound work alone, and even then it doesn’t pay as well as other fields. He suggests approaching it as a hobby first. This way, you can discover if it’s something you truly enjoy and find fulfilling before committing to it as a career path.



AudioDread ends with this, “The greatest compliment a Sound Designer can receive is people not noticing the work because that means the sound design was felt instead of heard. Most people won't notice good Sound Design, they'll simply have a better impression of the game as a whole.”
[h2]Conclusion[/h2]
Bringing SCP-1344 from a simple suggestion to a fully playable item takes the collaboration of a diverse and talented team. From the artists who design it, to the programmers who bring it to life, and the QA testers who ensure it's ready for release, every step relies on specialised skills. We’re excited to see SCP-1344 add a new layer of intrigue to gameplay, especially alongside everything else in the upcoming 14.0 update.

This item, like so many others, draws inspiration directly from our community. If you’ve got an idea that would make a good addition to the game, don’t hesitate to pitch it here or on our official Discord. Who knows? It might just appear in a future dev log!

For more on what’s coming in update 14.0, check out our Patreon! Our Patreon-exclusive 14.0 Beta is running until November 26th, so now is a great time to take a peek!

Thank you for reading, and we can’t wait to share what’s next!

See you in the dark.
- Northwood Studios

Site-02 Transmissions #6 | Art Contest 2024 - Honourable Mentions

[h2]Hello everyone![/h2]
A few days ago marked the end of the voting period for the 2024 Art Contest.

The last month has been full of exciting news and developments. Now, we would like to turn our attention towards some of the many amazing pieces of art that you have dedicated to SCP: Secret Laboratory during this period.

Sometimes, the competitive nature of our event leaves some participants feeling like they went unrecognised. However, we are truly moved by each unique expression and deeply appreciate all of your effort. Thank you for sharing your vision, creativity, and concepts with the community.

That said, let’s get right into the showcase and look at some of your creations, together.



[h2]Art Showcase[/h2]
ARG including hidden videos, links, QR codes, images, and more by wantedparts (2d, storytelling, provided materials)
This small ARG made by wantedparts tells a short story on Are We Cool Yet?, offering their depiction of them in the universe of SL. Thank you for subtly weaving the threads of anart into your submission and sharing it with us in this way.

Hiding won't do you any good either by Beastbearing (2d art)
This really cool piece made by BeastBearing showcases fantastic rendering, especially when it comes to the blood. I’m always a sucker for well-done gore within art, and the setting/artwork makes it an amazing piece.

The Insurgency has made it into real life with this sculpture made out of clay by PicoLordens (3d art/physical art, provided materials)
As an enjoyer of occasional tabletop games and miniatures, physically tangible sculptures and figures occupy a special place in my heart. The few times I formed or painted something of my own are fond memories for life. The Chaos Insurgency will surely take matters into their own hands with this one!

Here we have fantastic animated pixel art of our SCP roster by Rascal

Next up, we have an amusing artpiece drawn by ebanytbi depicting Chaos Insurgents facing SCP-173 and SCP-106.


This next digital painting was made by Sutanisurasu, and perfectly frames some of the new features of 14.0.


Next is another pixel art piece made by the talented eyeymoses. Despite not winning the competition as a whole, a lot of our staff were quite fond of this piece!


Lastly, here is an amazing drawing of SCP-939 by Bedioc.





[h2]Closing Words[/h2]
There are many ways people express their inspiration from our shared experiences with SCP:SL. We would like to view ourselves as part of this ever-evolving creative ecosystem, just like so many of you are. A single piece of art can spark a deluge of conversations and ideas.

It is always an honour to feature the many amazing creations that sprout from this community. Providing a platform for your efforts and creativity is something we aim to soon handle in a more frequent fashion, beyond the scope of contests and events.

We are excited to see concepts for this project taking form, and hope to introduce meaningful practices that grant all of you the much-deserved recognition your actions truly merit.



[h2]Conclusion[/h2]
This year’s art contest has been an awe-inspiring, exciting and delightful journey. It was a captivating experience to see what you have created, and to see how your imagination and creativity developed alongside the upcoming player models and our other additions in Version 14.0!

Thank you for reading, for your participation, and for all of your ongoing support.

And as always, see you in the dark.

- Northwood Studios






14.0 Patreon Beta - Out Now!

Hello everyone.

The beta version for our 14.0 update titled ‘’Heavy Duty’’ is now open for Patreon subscribers and will be live until November 26th.

[previewyoutube][/previewyoutube]

Patreon supporters with the tier ‘Zone Manager’ ($20) and above will have exclusive access until November 9th, after which the beta threshold will be lowered to the ‘Research Supervisor' Patreon tier ($10).

Be among the first people who get to experience new human character models, our newly built Heavy Containment Zone, and much more!

On another note, want your in-game screenshot to appear on our Steam store page? Well, it’s your lucky day! A screenshot competition will be held for our Patreon subscribers. Those who win will have their screenshot appear on our Steam store page from 14.0 onwards.

We thank you all for waiting patiently while we prepared this update for you. We value your feedback and are eager to hear your thoughts on this upcoming update!

To subscribe to our Patreon and gain access to the beta, please visit: https://patreon.scpslgame.com


Have fun, and see you in the dark.
- Northwood Studios

Halloween is here!

Hello everyone. We have just released this year’s Halloween seasonal update for SCP:SL.

While we’re hard at work preparing for ‘Heavy Duty’’s Patreon Beta release, we thought it would be a nice treat to reintroduce a few features from last year’s Halloween. Included in this update are the much beloved SCP-330 candies, SCP-3114, and some smaller changes.

[h2]Notable Changes and Adjustments[/h2]
  • Reintroduced the special SCP-330 candies with some slight adjustments from 2023.
    • Slightly rebalanced the candy loot table.
    • Brown Candy is no longer available through SCP-330. It is still obtainable through Black Candy.
    • Buffed Green Candy. It now lasts longer and increases your maximum health to 300 (was 200).
    • Fixed an issue where Gray Candy didn’t apply the intended amount of damage resistance.
    • Blue Candy will no longer grant users friendly fire. This effect has been retained for Evil Candy.
    • Evil Candy now grants its users the ability to open checkpoints.
  • Re-enabled SCP-3114 for the event with reduced spawn chances.
  • Re-enabled special skins for SCPs, player models, items, and more.
  • Introduced new ambience, graphics, and sound effects in line with the Halloween spirit.


Here’s to another spooky year of SCP:SL. Following feedback from the community, we’ve opted to direct our focus towards the next major update for SCP:SL. Despite that, we hope this update is a welcome change of pace in preparation for 14.0.

That being said, be sure to check out our Patreon to participate in the 14.0 Patreon Beta, which is releasing later this week on the 26th.

Have fun, and see you in the dark.


- Northwood Studios