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SCP: Secret Laboratory News

The Future of SCP: Secret Laboratory - Version 13.5 and beyond

Hello, everyone!


It’s been a while since the last content update, and with 2024 approaching its midpoint, we’d like to break the radio silence by outlining the general shift of development direction that we've recently taken.

After many reworks and adjustments to the playable SCPs, we’ve reached the point where we’re comfortable dividing our focus onto other problematic aspects of the game, such as human gameplay and level design. In the following months, we’ll be working on changes to multiple items — primarily usable SCPs and firearms, as well as changes to the respawning system, and obtrusive level design aspects.

That being said, we’re excited to show you our most recent projects, including a few long-term goals.

Version 13.5

We'll begin by discussing Version 13.5, which has been our primary focus as of late. This update features a wide spectrum of balance changes — ranging from simple value tuning, to new mechanics and full item reworks. The update itself has just entered its public beta phase! If you wish to try it out before its final release, follow the instructions below:


  1. Right-click SCP:SL in your Steam library, then select 'Properties'.
  2. Select 'Betas', then from the dropdown box, opt-in to 'publicbeta'.
  3. Close the menu. After waiting for the game to update, click play.


Our exact date of release is yet to be determined, but we're expecting it to be sometime later this month

[h2]SCP-1853 Rework[/h2]
The flagship feature of this update is the long-awaited SCP-1853 rework. We’ve heard many voices over the years commenting on SCP-1853 (‘Performance Enhancer’) and its lacklustre impact on the gameplay loop, especially when compared to its direct competitor — SCP-207 (‘Cola’). Our first solution to this problem was prototyped months ago with our Patreon Supporters, and we’ve been satisfied with the results. We’ve decided to iron out the details and implement it permanently.

The effects of SCP-1853 remain mostly the same. Upon consumption, a number of effects are given to the player:

  • Increased item pickup speed.
  • Weight of armor and equipped items no longer reduces movement speed and stamina duration.
  • Reduction in the time needed to employ items such as — grenades, medicals, SCP items, etc.
  • Improved handling of firearms, including better accuracy, recoil control, reload times, and switching between hip fire / aiming down the sights.


These effects no longer scale with the number of SCP-1853s consumed. Instead, it now operates on a system called ‘Danger’, which quantifies the strength of the aforementioned effect. SCP-1853 will give temporary buffs to its users whenever they find themselves in a dangerous situation. This can be triggered by a number of events, including, but not limited to:

  • Receiving damage
  • Receiving certain negative status effects, such as Cardiac Arrest or Corroding.
  • Encountering SCPs or armed enemies.
  • Alpha Warhead becoming engaged.
  • Being an active target of SCP-096.


We believe that these changes will increase survivability when entering combat, and reward more active gameplay. This is in direct contrast to SCP-207, which primarily promotes an evasive playstyle. To further improve the dynamics, we’ve decided to adjust the effects of SCP-207.

SCP-207 was introduced back in 2019 during the Megapatch 2 Update, which was before the introduction of the stamina system. Over the years, the game has been constantly changing, but SCP-207’s stats have never been adjusted. Due to its relatively high availability and stackability, it has become a quick and easy way for players to improve their own mobility.

Over time, more players have recognised its potential, often resulting in a lot of frustration for the SCP team — being unable to chase down the last target. We’ve decided to address this issue by reducing the maximum number of stackable SCP-207s to three, which resolves the issues presented by the more “extreme” gameplay scenarios.

The infinite stamina granted after consuming the first bottle is quite a powerful benefit on its own, so we've decided to reduce the speed boost(s), while increasing the damage inflicted by the SCP-207 status effect.

Alongside these changes, SCP-1853 and SCP-207 will no longer be obtainable through SCP-914.

[h2]Other Improvements[/h2]
13.5 will bring a number of other in-game changes. We'll continue to fine-tune the stats and mechanics of playable SCPs based on the variable gameplay experience.

The update will also contain a number of bug fixes and backend changes. If you wish to learn more about this update, please refer to this document for a full list of changes.
Please note that the exact values are subject to change, as they may be adjusted when the testing phase concludes. Now, let’s move onto our long-term goals.

Heavy Containment Visual Overhaul

We've recently welcomed a number of new artists to the studio — artists who have since been working incredibly hard to bring you a visual update to the existing Heavy Containment Zone!

[previewyoutube][/previewyoutube]

Please note that these are still in its early stage, and are subject to change. New room variants and layouts are also planned, but please note that this is primarily a visual touch-up for the existing Heavy Containment Zone. Its current version features room models from different eras of our development timeline, resulting in noticeably inconsistent aesthetics. Resolving this issue is something which our artists are excited to work on, and is a goal which they can comfortably work towards — as it doesn’t detract from other level design projects.

Weapon System Enhancements

Towards the end of the last year, we’ve announced our plans to rework the Experimental Weapons (covered in this post), but we’ve encountered several limitations during implementation. The weapons system was written as part of the Parabellum update nearly three years ago, alongside the rework of all in-game items. While working on the implementation of the new Experimental Weapons, it became clear that our framework would have difficulties supporting such unconventional guns.

We’ve decided that shifting our focus to a firearm-focused refactor is the best course of action. This also gives us an opportunity to adjust some core mechanics. It’s important to note that while most of the firearm code is being written from scratch, this refactor isn’t nearly as massive as the one that occurred during Parabellum.

The following section is a summary of an older Patreon teaser, which is publicly available here. We recommend that you give it a read if you wish to learn more.

[h2]Conventional Weapon Changes[/h2]
Our general goal is to slightly lessen the learning curve to make it easier for beginners to grasp more of the weapon system(s). The intent of these changes are to place players on a more level playing field in the event of a gunfight, while still allowing skillful plays to shine. We also hope to address some problematic attachments such as scopes, lasers, and suppressors.

[h3]Line-of-fire Indicators[/h3]
Our game lacks sufficient indicators when stepping into line of fire, especially when the shooter is using a suppressed weapon. To counter this, we’ve decided to add more audiovisual cues.

Firing a weapon will now have a chance to produce a tracer — a bright particle effect simulating the bullet's trajectory. This allows for easier identification of the shooter’s direction, and warns players before they step into a line of fire. The game still utilises hitscan, meaning that the effect is purely cosmetic — playing after the hit is already calculated. Tracers produce a “whooshing” sound as they fly next to the player.

Bullets hitting an obstacle or player will now produce an impact sound. While this is a simple feature, it serves as an important cue. This significantly lowers the effectiveness of suppressors in hallway camping situations. The bullet holes themselves have also received a number of additional effects, making it easier to identify what other players were/are trying to shoot.

[h3]Running Accuracy[/h3]
In Parabellum, we introduced a system that hampered accuracy while running or jumping. It was introduced as a means of solving a problem involving awkward gameplay in gunfights, as the most effective method used to be jumping around in an attempt to lower the chance of an enemy hitting you. Our current running accuracy penalty is very high, forcing players to rely on lasers to make their weapons usable. To address this issue, we’ll be lowering the baseline running penalty for all firearms, allowing more guns to remain usable while running. In addition, the lasers will no longer affect running accuracy, only the baseline hip-firing accuracy. This'll mean that the accuracy penalty added while sprinting will only depend on the type of weapon used, weight, and length.

In addition, accuracy will now be presented as ‘accurate range’, which sounds more intuitive than ‘angular dispersion of inaccuracy’ to newer players, but you may choose to switch back to the old units in the UI settings.

[h3]Other[/h3]
There’re a number of smaller issues which we’re planning to resolve during this rework:

  • The recoil will be simplified, reducing the sudden changes in horizontal sway. This makes the weapons more controllable, even to players with no knowledge of their recoil patterns.
  • To increase the relevance of semi-automatic pistols, they will now fire continuously upon holding the fire button. This turns them into less powerful SMGs, with near-instant draw time, greatly increasing their viability as a backup weapon.
  • The Night Vision Scope will now produce a less blurry image, while Telescopic Sights will slightly increase the density of fog, levelling out the chances of two players spotting each other.


[previewyoutube][/previewyoutube]

[h2]Revolver Rework[/h2]
The .44 Revolver was the first model created for Parabellum, made by Mikel — our newest artist at the time. Mikel has since learned a number of new skills over the years, and has always kept a vested interest in improving upon the Revolver's model — but we’ve never had a good opportunity which would allow him to do so. However, the recent weapon rewrite, combined with Mikel’s lack of current assignments, opened a window for a relatively seamless integration of this project.

As of now, the Revolver is the divisive gun in the game. It’s not friendly to new players, not easily adaptable to different playstyles, and generally has little place among the other guns the game has to offer. We’ve decided to redesign the revolver to become a much more adaptable and powerful sidearm, so that a greater number of players actually find use with it.

The Revolver will be remodelled and will receive a new set of attachments, mechanics, and animations. It will remain a sidearm for Chaos Insurgency Marauders, with the Shotgun serving as their primary weapon. It'll also retain a similar attachment layout, with options to change barrels, cylinders, sights, and grips.



The most noticeable change will be the new 7-shot cylinder, which'll replace the current 8-shot one. It features .410 buckshot rounds, turning the revolver into an effective close-quarters weapon at the cost of headshot capability. This adaptability is sorely lacking from the current revolver; which forces the user to adapt to a certain playstyle, instead of the player customising the revolver to their liking. We’re also adding a flashlight attachment, which means the Revolver is no longer the only gun in the game to lack one.

Other projects

We’re currently working on several other smaller projects, which we’re planning to cover in future posts. As an example, we’ve been working on solutions that would address the elevator camping problem, but we haven’t yet decided on our final course of action — so we aren’t comfortable sharing any details.

In addition, we’ve started work on the Reinforcement Overhaul, which is another project focusing on reworking the respawn system. It incorporates a number of new objectives, affecting which team will spawn, and how often. We’re also introducing a concept of ‘mini-waves’, a smaller wave of reinforcements which can be earned by a respawning team shortly after a full respawn, designed to compensate those who have died too early.

From other exciting news, we've finished work on all our reworked character models, and our teams have been working on animating them during these past few months. Stay tuned for future posts, which will provide more details about these changes.

The Internet is not a safe place

Dear Community Members,

I address you today regarding a situation that deeply concerns us all. A few weeks ago, we received reports about alleged instances of child grooming associated with an individual connected to Northwood. We’ve acted swiftly, cutting our connections on the same day of the report. Due to the sensitivity of this matter, we’ve decided not to comment on that situation publicly, and hand over this case to relevant authorities. While many of us remained active on social media platforms, answering questions, the lack of an official statement was misinterpreted as us pretending like everything’s alright — it’s not.

The internet is not a safe place for children, it can be exploited by pedophiles through tactics like child grooming. While this form of exploitation extends far beyond our platform, I feel personally responsible for informing you of these dangers. Predators often use their position to appear as trustworthy individuals. This allows them to establish relationships with children, gradually manipulating them into engaging in inappropriate or harmful activities.

If you are a witness to any suspicious behavior from anyone associated with Northwood, particularly concerning the welfare of children, I urge every one of you to immediately report this to relevant authorities and our team. We aren’t able to keep our eyes everywhere, and we heavily rely on your reports.

You can contact my Human Resources team at [email protected] — you can also report any other form of staff misconduct, including but not limited to harassment, discrimination, abuse of power, etc. Your fast response could be crucial in preventing further harm.

We have multiple people working for us, having access to this mailbox. This ensures fastest response time and prevents any bias from an individual from affecting the case. Despite their best efforts, if you believe your case has been mishandled, or it requires extra confidentiality, please send your report directly to me at [email protected]

Please spread awareness about these dangers and stay safe when talking to strangers online. Remember that not everyone may be who they say they are. If someone tries to pressure you into doing something you're not comfortable with or makes you feel scared or confused, trust your instincts and talk to a trusted adult immediately. Thank you for your attention and support.

Hubert Moszka

Northwood x Terabit Hosting

Exciting news!


Northwood Studios is thrilled to announce a brand-new partnership with Terabit Hosting, making it easier than ever to host your own SCP: Secret Laboratory servers directly through the game!

[h2]What does this mean for you?[/h2]
  • Seamless server hosting: rent servers directly within the SCP: Secret Laboratory game client, powered by the reliable and secure infrastructure of Terabit Hosting.
  • Simplified setup: forget the hassle of manually configuring servers – Terabit handles all the technical aspects, leaving you free to focus on creating awesome SCP experiences.
  • Improved performance: enjoy smooth gameplay with optimized servers designed specifically for SCP: Secret Laboratory.
  • Enhanced security: benefit from Terabit's DDoS protection and advanced security measures to keep your servers safe and secure.


You can check out Terabit here: Terabit

Want to try out a game server? Here's a 25% off discount code for 3 months: NWDEAL

Version 13.4.2

Hello everyone. This update consists of some fixes to our most recent release, version 13.4.1.

  • Fixed an issue disallowing SCP-173 to kill targets.
  • Cleaned up code responsible for handling stamina usage and weapon targeting.


Thank you all, and see you in the dark.
~ Northwood Studios

Version 13.4.1 is now live!

Hello everyone.
Following the recent conclusion of the Christmas event update, we’re launching a hotfix with numerous balance changes, bug fixes, and backend system updates.

[h2]SCP Balance Changes[/h2]
[h3]SCP-096[/h3]
  • Increased docile movement speed to 3.9m/s (from 3.64).
  • SCP-096’s screams can now be heard from further away.
  • Decreased damage of SCP-096’s primary attack to 60 (from 85).
  • SCP-096’s Charge now deals 35 damage to non-targets (from 45).
  • Decreased initial Hume Shield to 450 (from 600).
  • Decreased maximum Hume Shield to 900 (from 1200).
  • When entering rage, Hume Shield no longer halves.
  • Increased the delay before Hume Shield regenerates to 15 seconds (from 10).
  • Hume Shield now regenerates twice as fast while Try Not to Cry is being used. This does not affect the delay before Hume Shield begins to regenerate.

[h3]SCP-939[/h3]
  • Base health increased to 2700.
  • Reduced sprint speed to 6.8m/s (from 7).
  • Reduced maximum stamina to 10 seconds of usage (from 13).
  • Reduced Mimicry’s cooldown to 3 seconds (from 10).
  • Reduced Claw attack speed to 0.8s between attacks (from 0.6).
  • Active generators now produce sound ripples, aiding in pinpointing their locations.

[h3]SCP-049-2[/h3]
  • Increased maximum speed from Lobotomized Bloodlust to 5.4m/s (from 5.17).
  • Consuming a corpse will now temporarily max out Lobotomized Bloodlust’s speed increase for a few seconds.
  • Targets marked by SCP-049’s Good Sense of the Doctor will now show the indicator to SCP-049-2 instances.

[h3]SCP-079[/h3]
  • Rooms connected by an elevator will now have an icon on SCP-079’s map. Clicking this icon allows SCP-079 to directly visit the room at the top of the elevator.
  • Disabled ability to switch zones by using movement keys. A setting has been added to re-enable this behaviour.


[h2]Improvements and Bug Fixes[/h2]
  • Re-added the new SCP-049 and door audio.
  • Improved Spectator HUD and Muting Settings.
    • ‘Mute other spectators’ no longer mutes the end-game round summary and pre-game lobby voice chats.
    • Added a ‘Mute pre-game lobby’ option.
    • Added an option allowing users to mute the end-game round summary screen in the settings menu.
    • All mute options are now additionally available in the settings menu.
    • Role names on the spectator player list have been shortened where possible.
  • Added Hitmarker sound indicators.
  • Optimized memory usage by the Hotkey system.
  • Fixed “access denied” sounds not triggering properly by locked generators.
  • Fixed Massive Labyrinth not muting after death.
  • Fixed SCP-106’s doors not being openable by SCP-079 during the Alpha Warhead detonation process.
  • Fixed an out-of-bounds exploit regarding Entrance Zone checkpoints.
  • Fixed video setting sliders not permitting typing in decimal numbers.
  • Fixed the `showtag` command being overridden by the badge preference setting.
  • Added Dutch translations.
  • Added Galician translations.
  • Added Turkish translations.


[h2]Technical and Backend Changes[/h2]
  • SCPs no longer look strictly for human players when trying to find targets. Now uses a team-based approval system.
  • Added the `IsStatic` property to primitive objects. This disables constant position syncing.
  • Improved QR codes in the Remote Admin console.
  • Made multiple optimizations related to querying users in Remote Admin.
  • Improved Staff Chat
    • Removed Staff Chat from the Administration tab — it now has its own tab.
    • When sending a message, the input will now be cleared automatically.
    • Messages can now be sent with the ‘Enter’ key.
    • Staff Chat now utilises a user’s group colour instead of one based on their current role.
    • Refactored some code.
    • Fixed an issue where some author information would be lost upon the start of a new round.
  • Fixed instances of LocalAdmin input occasionally being mishandled.
  • Patched multiple vulnerabilities related to the Remote Admin console.
  • Fixed player queries incorrectly being logged as accessing IP addresses.
  • Fixed query data incorrectly being copied based on prior queries.
  • Fixed IP Address Passthrough being ignored when querying multiple players.
  • Fixed UseGlobalBans being ignored in full authentication.



Keep your eyes peeled for further updates on the horizon.

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