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SCP: 5K (Alpha Testing) News

A Hotfix for Update 0.17 is Now Available!

[h2]0.17 HOTFIX (0.17.0.154)[/h2][p][/p][h3]General:[/h3]
  • [p]Fixed dust cover disappearing when attaching PSO sight to AK104 and AK105[/p]
  • [p]Made binaural audio off by default, improving audio performance on lower end systems[/p]
    • [p]This option may need to be manually disabled if you already had this option on prior to the hotfix (it was previously defaulted on)[/p]
  • [p]Fixed ironsights not flipping down when an optic is equipped[/p]
  • [p]Made tablet close if ESC is pressed (the pause menu will still open but you will now leave the tablet)[/p]
  • [p]Fixed human AI looking wistfully into the distance[/p]
  • [p]Fixed broken grip hold on third person animation[/p]
  • [p]Fixed a bug where the player character preview would not appear when joining a server[/p]
  • [p]Improved soldier investigation selection[/p]
  • [p]Fixed black artifacts on some materials due to pixel depth offset[/p]
  • [p]Improved third person animation on the tire iron[/p]
  • [p]Fixed guard animation being rotated weirdly while moving[/p]
  • [p]Optimized human character networking, improving network performance with many players[/p]
  • [p]Reduced sheen on D-Class material[/p]
  • [p]Fixed collision issues on silo walkways in Outpost Axiom[/p]
  • [p]Optimized visibility culling in Outpost Axiom[/p]
  • [p]Fixed jittery grip hold in third person animation[/p]
  • [p]Fixed a bug where cosmetics would not appear when joining a server[/p]
  • [p]Various other optimizations and bug fixes[/p]
[p][/p][h3]Testing Chambers:[/h3]
  • [p]Fixed players losing credits when another player leaves the game[/p]
  • [p]Fixed players losing credits when another player dies during the staging area/waiting room[/p]
  • [p]SCP-914 elevator now uses "absolute teleporting"[/p]
    • [p]This means that players will now teleport to the center of the elevator, facing forward in SCP-914, regardless of their position when they entered the elevator at the end of the chamber[/p]
    • [p]This should fix dying when there is a collision issue in the elevator, even if it doesn't fix the collision issue itself[/p]
  • [p]Fixed a crash on the server when a player leaves during SCP-914 room sequence[/p]
  • [p]Fixed incorrect physics on Bepis can[/p]
  • [p]Fixed a crash if a player dies mid teleport[/p]
[p][/p][h3]Area-12:[/h3]
  • [p]Fixed one use electronics activating on server if many players use them at the same time[/p]
    • [p]Fixed the bug where you can close the shutter if all players interact with the switch, causing a softlock[/p]
  • [p]Fixed spawn not correctly updating in Area-12 reception, causing a softlock[/p]
  • [p]Fixed intense 50hz bass in interrogation ambient sound[/p]
  • [p]Optimized SCP-1262 networking performance[/p]
  • [p]Optimized interactive water simulation in Canals[/p]
[p][/p][h3]Ghosts of the South Gate:[/h3]
  • [p]Fixed SCP-610 falling through the floor on clients[/p]
  • [p]Fixed some harsh snapping on SCP-610's upper body during certain movements[/p]
[p][/p][h3]Dedicated Server Fixes:[/h3]
  • [p]Added the ability to execute server commands from the server console[/p]
  • [p]Added dedicated server ban syncing on restart and standby[/p]
  • [p]Fixed report player dialogue being able to display multiple instances of the same player[/p]
  • [p]Fixed /say command not sending messages to all players (this command is also now admin only)[/p]
  • [p]Added logs for chat in server[/p]
[p][/p][p][/p][h2]Coming Soon: 0.17.1 Patch[/h2][p][/p][h3]The team is currently working on 0.17.1, which includes further improvements to the Discover Program, as well as more bug fixes and general polish:[/h3]
  • [p]Randomized Chamber selection (we planned this for Update 0.17 but unfortunately ran out of time to implement it)[/p]
  • [p]Improved SCP-914 balance[/p]
  • [p]3 new chambers – required for randomization – generating more chambers to release is an easier and quicker thing to do while we work on the campaign[/p]
  • [p]General Chamber balancing and improvements[/p]
  • [p]Additional Challenges[/p]
  • [p]Improved Challenges[/p]
  • [p]A face-lift to Classic Survival[/p]
  • [p]Achievements[/p]
    • [p]We’re not going to be focusing on campaign achievements until closer to 1.0 release, but we’d like to include some achievements for the new mode, and fix/remove some of the older achievements that are no-longer achievable.[/p]
[p][/p][h3]As well as a very exciting addition:[/h3]
  • [p]The first stages of official modding support[/p]
    • [p]We are introducing an official mod loader tool that handles the loading of resources and server checks—an official SDK/mod creation tools is still planned and will be coming later![/p]
    • [p]Right now the mod loader specifically includes support for custom weapons, maps, cosmetics, factions and enemies[/p]

DEV DIARY

[p]We received a lot of questions and wanted to share some more background and insight regarding a few topics here: what we just released, why we released it, and how that affects the future of the project, and more specifically, the main campaign mission: Raid on Area-12.[/p][p]We’d also like to thank you for your feedback and announce we’re releasing a Hotfix on September 5th*. You can find details at the bottom for our 0.17 Hotfix along with plans for 0.17.1 Patch.[/p][p][/p][p] *Originally planned for Wednesday 9/3, but we had a couple of unexpected issues pop up so this is pushed to Friday 9/5.[/p][p][/p][p][/p][h2]WHAT IS THE DISCOVER PROGRAM, REALLY?[/h2][p]The Discover Program is our new PvE wave survival mode — or more accurately, an improved version of the wave survival system that’s been in the game since launch. It’s not a massive campaign update like Antarctica (and it’s not meant to be), but it’s just as important in its own way.[/p][p]In-universe, it acts as a thematic testing ground for Area-12 and the D-Class. For us developers, it’s a practical testing ground for new mechanics and new creatures. This is critical to our work on the campaign because it gives us a way to release more content more regularly, without being bottlenecked by the heavy burden that puts on our QA team and programmers with patching and releasing smaller sections of the Raid on Area-12.[/p][p]This means two things:[/p]
  • [p]You’ll get fun, replayable content with a faster turnaround to dive into during early access.[/p]
  • [p]We can continue building the campaign’s tactical horror experience behind the scenes without constantly breaking it every time we add something new.[/p]
[p]At a glance the Discover Program may seem like a distraction, but it represents much more than that — it’s an efficient way for us to give you engaging content now, while still pushing forward on the bigger vision of the full 1.0 game.[/p][p][/p][p][/p][p][/p][h2]WHY A NEW GAME MODE NOW?[/h2][p]The reality of early access is that we need to keep a healthy balance: meaningful updates for players now while still developing the long-term vision.[/p][p]If we only dropped small slices of the campaign, people would play once, say “that was cool,” and move on. That doesn’t help sustain development — and more importantly, it risks breaking the pacing of the story we want to tell.[/p][p]Wave survival, made the most sense for these reasons:[/p]
  • [p]It uses assets and systems we’re already building for the campaign.[/p]
  • [p]Easier to pick up, making it a great entry point to new players curious about SCP or tactical horror.[/p]
  • [p]It keeps the conversation going,  gives us valuable testing feedback, and helps keep the lights on without turning the game into a “money printing machine” with microtransactions.[/p]
[p]We’re not rushing the campaign out the door in broken fragments. We’d rather take the time to deliver a horror experience that lives up to its full potential — and Discover helps us get there.[/p][p][/p][p][/p][h2]HOW DOES THIS AFFECT PLANS GOING FORWARD?[/h2][p]Here’s the short answer: it doesn’t. The campaign remains the heart of this project.[/p][p]Everything we’re building — from small mechanics like throwing objects, to bigger additions like new creatures, locations, and systems — ties directly into the larger story of Area-12. Even the testing chambers themselves are part of Act 3 in the main campaign. The D-Class, the timeline (2018), and the voices you’re hearing, like Arly, are all relevant to the Raid on Area-12.[/p][p]The roadmap you’ve seen is out of date — not because we’ve abandoned it, but because game development shifts, priorities change, and we refuse to crunch the team or push out broken content just to hit a deadline. Our next step is to refresh the roadmap so you can follow along with us more closely, but what we’ve always promised is this:[/p]
  • [p]We are taking the time needed to make the game right.[/p]
  • [p]We will continue to be transparent with you about what’s happening behind the scenes.[/p]
  • [p]We will always  stay true to the SCP spirit — this isn’t just a horde shooter or mil-sim. It’s tactical horror. It’s F.E.A.R. with SCP monsters. And it’s a story we want to execute with care.[/p]
[p]Early Access means what you’re playing right now is a prototype. Every update is an experiment we’re willing to put in your hands to test. The final game is neither “good” nor “bad” yet — it’s unfinished. But with your feedback and support, we’re building toward something the SCP community and tactical horror fans have been waiting for.[/p][p]And yes — more updates in the form of shorter dev diaries like this one, so you’re not left in the dark.[/p][p][/p][p][/p][p]We are an indie studio. I say that not to excuse us from making a good game, but to remind everyone why it does take time. As always, thanks for participating in Early Access. We look forward to scaring the shit out of you in the near future. Thanks, Test Buddies!

Respectfully,[/p][p]BISHOP // GAME DIRECTOR[/p][p][/p][p][/p][h2]0.17 HOT FIX[/h2][h3]Release Date: September 5th*[/h3][p]First up, we have a Hotfix for 0.17 that fixes some of the more prominent issues introduced in 0.17, as well as some old ones. The following non exhaustive list of fixes have been implemented, and are currently undergoing QA:
[/p]
  • [p]Fixed players losing tokens when another player leaves the game[/p]
  • [p]Fixed players losing tokens when another player dies during the staging area/waiting room[/p]
  • [p]Fixed collision issues on silo walkways[/p]
  • [p]Fixed ironsights not flipping down when an optic is equipped[/p]
  • [p]Fixed a bug where cosmetics would not appear when joining a server[/p]
  • [p]Fixed a bug where the player character preview would not appear when joining a server[/p]
  • [p]Made tablet close if esc is pressed (game also pauses)[/p]
  • [p]Fixed human AI looking wistfully into the distance[/p]
  • [p]Improved soldier investigation selection[/p]
  • [p]Fixed a crash on the server when a player leaves during 914 room[/p]
  • [p]Added ban syncing on server restart and standby[/p]
  • [p]Added the ability to execute server commands from the server console[/p]
  • [p]Fixed black artifacts on some materials due to pixel depth offset[/p]
  • [p]Improved third person animation on the tire iron[/p]
  • [p]Fixed guard animation being rotated weirdly while moving[/p]
  • [p]Optimized human character replication, improving network performance with many players[/p]
  • [p]Various other optimizations and bug fixes[/p]
[p][/p][h2]0.17.1 PATCH[/h2][h3]Release Date: Q4 2025[/h3][p]Meanwhile, most of the team are working on the patch release 0.17.1, which includes some improvements for the testing chambers gamemode:[/p]
  • [p]General Chamber Balancing and Improvements[/p]
  • [p]Improved Challenges[/p]
  • [p]Randomized chamber selection – we planned this for .17 but ran out of time to implement it[/p]
  • [p]Improved SCP-914 balance – we’re not quite happy with it yet and collected feedback from you[/p]
  • [p]3 new chambers – required for randomization – generating more chambers to release is an easier and quicker thing to do while we work on the campaign[/p]
  • [p]A face-lift to Classic Survival[/p]
  • [p]Achievements[/p]
    • [p]We’re not going to be focusing on campaign achievements until closer to 1.0 release, but we’d like to include some achievements for the new mode, and fix/remove some of the older achievements that are no-longer achievable.[/p]
[p]As well as some improvements for the rest of the game - including but not limited to:[/p]
  • [p]Modding support[/p]
    • [p]This has been a pet project being worked on in the background for a while[/p]
    • [p]This is not an official SDK, but an official mod loader which handles loading of resources and server checks[/p]
    • [p]Right now this specifically includes support for custom weapons, maps, cosmetics, factions and enemies
      [/p]

THE DISCOVER PROGRAM // Update 0.17 is Now Available!

Update 0.17 is now available to download and play! Welcome to the Discover Program.
[p]
[dynamiclink][/dynamiclink][/p][h3]The Discover Program introduces our brand new rework of the Wave Survival gamemode, complete with 10 unique chambers, new SCPs to fight and interact with, a multitude of new systems and mechanics to improve the game underneath the hood, and much more.[/h3][p][/p][h3]If you wish to learn more about the work that went into this update, we also recently released an extensive devblog that dives deeper into the various features and other content that has been introduced into SCP: 5K with this update.[/h3][p][/p][p][/p]
[p]⚠ If you run into any issues such as crashing, bizarre textures, and so on, please make sure to delete your Pandemic AppData folder. You can easily access this file by typing %localappdata% into any Windows File Explorer address bar, and then finding the Pandemic folder and deleting it (a new one will be generated when you launch the game again). We also recommend verifying your game files through Steam after updating to make sure you have no corrupted game files. ⚠[/p]
[p][/p][h3]You can find the full in-depth patch notes below:
[/h3][p][/p][h2]0.17 PATCH NOTES[/h2][p][/p][h3]NOTABLE KNOWN ISSUES[/h3]
  • [p]Area 12 P1 Intro Cells: Players may experience shading issues on the walls[/p]
  • [p]Area 12 P1 Garage: Resonators may attack the player immediately instead of eating a corpse[/p]
  • [p]Area 12 P1 Garage: Players may respawn in the reception area too early, forcing them to wait for other players to complete the section[/p]
  • [p]Area 12 P2: Players may experience level streaming issues if killed by the SCP-7528[/p]
  • [p]Area 12 P3 Dorms: Player can get stuck in the shutter at the beginning of the chapter[/p]
  • [p]Area 12 P3 Dorms: SCP-1262 "Cores" may not respond visually to being shot on clients[/p]
  • [p]Zombies: Zombies killed outside of loaded area for clients results in frozen standstills[/p]
  • [p]D-Class: Enemy D-Class may focus on the wall in some areas instead of looking around at points of interest[/p]
  • [p]Ghosts of the South Gate: Players may experience cutscenes not moving[/p]
  • [p]Outpost Axiom PVP: Players may not see any weapons after changing team[/p]
  • [p]Outpost Axiom PVP: Host may freeze when returning to main menu[/p]
  • [p]Cosmetics: Cosmetics may fail to load when joining a dedicated server[/p]
  • [p]Resonators: Resonators may occasionally appear invisible for clients on dedicated servers[/p]
[p][/p][h3]CONTENT[/h3]
  • [p]Added SCP-914: An anomaly that can be used to upgrade your weapons in the Testing Chambers in exchange for credits[/p]
    • [p]Credits are gained by completing testing chambers and challenges[/p]
  • [p]Added SCP-1114-D: The the D-Crash Dummies[/p]
    • [p]A new enemy that approaches slowly while firing[/p]
    • [p]Behavior changes when disarmed[/p]
    • [p]Armed enemies can be given randomized loadouts[/p]
    • [p]Accuracy system overhauled for finer balance control[/p]
  • [p]Added items that can only be obtained when getting a faulty output from SCP-914[/p]
    • [p]Added pen melee weapon[/p]
    • [p]Added rubber duck throwable[/p]
    • [p]Added rock throwable[/p]
    • [p]Added Bepis can throwable[/p]
    • [p]Added baby SCP-3199 throwable[/p]
  • [p]Added various melee weapons that can be obtained in the Testing Chambers[/p]
  • [p]Added a variant of ammo/med containers that cost credits[/p]
  • [p]Added a separate personal scoring system for the Testing Chambers[/p]
    • [p]Players can earn personal scores by getting kills, using SCP-914, spending credits on supplies, completing chambers, and shooting targets[/p]
  • [p]Added Arly-12 and other test proctors who guide players through the Testing Chambers experience with more than 20 minutes of new and unique dialogue[/p]
  • [p]Added a TV to the Testing Chambers waiting room that players can use to watch a guide on the game mode. Players can interact with a playing TV to focus on the screen.[/p]
  • [p]Added Testing Chamber screens: For your testing convenience, screens around the Testing Chamber screens have been outfitted with data valuable for testing, including enemy count, wave count, and wave timers[/p]
  • [p]Added a new gameplay-adaptive soundtrack to the Testing Chambers, comprising 30 to 60 minutes of new music[/p]
  • [p]Updated translations[/p]
  • [p]Added M590 Shockwave[/p]
[p][/p][h3]GAMEPLAY[/h3]
  • [p]Commands: /tp improvements[/p]
  • [p]Commands: /Unban now properly removes unbanned IDs[/p]
  • [p]Added random spawns for the Sewer Canal PVP map[/p]
  • [p]Improved ultrawide monitor support during gameplay[/p]
[p][/p][h3]VISUALS[/h3]
  • [p]SG553: Texture Improvements[/p]
  • [p]SW500: Texture Improvements[/p]
  • [p]Swept Floor Rubble: a mesh used for set dressing the edges of floors received an improved mesh and textures[/p]
  • [p]UIU: Updated First Person gloves texture[/p]
  • [p]Silo assets: Silo assets used in outpost axiom and now in testing chambers have been updated to be more performant and now use trim sheet method[/p]
  • [p]Added Testing Chamber Gun Skins[/p]
  • [p]Reduced distortion on muzzle flash for improved ADS visibility[/p]
  • [p]Added banking and acceleration warping to zombies[/p]
  • [p]Added new SCP-098 model[/p]
  • [p]Reduced damage camera shake on small damage amounts[/p]
[p][/p][h3]AUDIO[/h3]
  • [p]Improved audio balancing across the whole game[/p]
  • [p]Added new adaptive music system using enemy weights and targeting information[/p]
  • [p]Added Room-based audio occlusion system (currently enabled in Testing Chambers, Antarctica, Classic Wave Survival, Sewer Canals PVP and Area 12 Chapter 1)[/p]
  • [p]Added convolutional reverb with per-source routing (work-in-progress)[/p]
  • [p]Added toggleable binaural audio setting[/p]
  • [p]Added misophonia accessibility setting (work-in-progress)[/p]
  • [p]Added audio output device setting[/p]
  • [p]Added physics-based sound effects for some objects[/p]
  • [p]Added fire extinguisher sound effects[/p]
  • [p]Added additional human foley sound effects[/p]
  • [p]Added electrocution damage sound effects[/p]
  • [p]Added suffocation damage sound effects[/p]
  • [p]Added more UI sound effects (objectives, cosmetics, etc.)[/p]
  • [p]Overhauled all SCP-7566 (Door Squid) sound effects[/p]
  • [p]Overhauled firearm distant shot sound effects[/p]
  • [p]Overhauled firearm shot reflection sound effects[/p]
  • [p]Overhauled firearm dryfire sound effects[/p]
  • [p]Overhauled human water footstep sound effects[/p]
  • [p]Improved SCP-098 footstep sound effects[/p]
  • [p]Added event culling based on distance[/p]
  • [p]Added per-event pausing while event is virtual[/p]
  • [p]Various in-game voice chat fixes[/p]
  • [p]Various sound attachment and positioning fixes[/p]
  • [p]Various other sound fixes[/p]
[p][/p][h3]UI[/h3]
  • [p]Added credit count to the HUD for the testing chamber gamemode[/p]
  • [p]Added ammo count to the magazine in the HUD[/p]
  • [p]Improved server browser[/p]
  • [p]Added Elevator Navigational Icon[/p]
[p][/p][h3]FIXES & OPTIMIZATIONS[/h3]
  • [p]Area12: Improved AI Navigation from the Pit into the Reception area[/p]
  • [p]Area12: Fixed AI running into a fire hazard in the Pit, killing themselves before they could reach the players[/p]
  • [p]Area12: Improved some enemies not being killed after the rocks fall in Reception/Pit transition[/p]
  • [p]Area12: Improved navigation in the Pit area of Area12[/p]
  • [p]Wave Survival(Classic): Fixed some doors being permanently broken if shot by players before the wave they were set to unlock[/p]
  • [p]Wave Survival(Classic): Fixed blocker volumes that could be stood on, as well as that they were incorrectly blocking grenades[/p]
  • [p]Area12: Fixed Resonators sometimes not spawning during the pit fight sequence[/p]
  • [p]Area12: Removed some unintended Infector spawns in Logistics[/p]
  • [p]Area12: Fixed some walls that were incorrectly positioned generally in the Area-12 campaign mode[/p]
  • [p]Area12: Fixed some enemies in Plumbing that would spawn in the floor or ceiling incorrectly [/p]
  • [p]Area12: Fixed some infectors that could spawn in the ceiling in Maintenance [/p]
  • [p]Area12: Fixed some small visual gaps in walls in some areas[/p]
  • [p]Area12: Fixed double doors being able to be permanently broken near the Pit area[/p]
  • [p]Area12: Fixed some ammo that could be grabbed through a wall in the Shipping area[/p]
  • [p]Area12: Removed some potential spawn areas in Water Treatment[/p]
  • [p]Area12: Fixed some fire hazards not doing damage when touched[/p]
  • [p]Area12: Fixed some floating assets generally such as health, ammo, and other small props[/p]
  • [p]Area12: Fixed Infectors being able to path up rubble thus being able to reach players who were outside of the pit area in the garage[/p]
  • [p]Area12: Fixed some spitters not dying correctly when their parent flower dies[/p]
  • [p]Area12: Fixed some exploitable areas in the Pit fight[/p]
  • [p]Area12: Fixed exploit where players could unlock the office checkpoint early[/p]
  • [p]Area12: Fixed resonators attacking players during the descent to hell section instead of attacking the guards as intended when the player does not shoot the resonators[/p]
  • [p]Area12: Fixed players sometimes spawning without a weapon in the Prison area[/p]
  • [p]Area12: Fixed an angled corner pillar asset that had incorrect collisions, mostly used in the Theater area[/p]
  • [p]Area12: Fixed several blocking volumes in Logistics Parking that were incorrectly blocking grenades being thrown through them[/p]
  • [p]Area12: Added fire damage to several fires in Area 12 that were missing them[/p]
  • [p]Area12: Improved AI Navigation in certain cramped areas[/p]
  • [p]Antarctica: Fixed several level-skip exploits[/p]
  • [p]Antarctica: Fixed collision of some shelves in Hospital that could allow the player to get stuck when moved against[/p]
  • [p]Test Level: Fixed 610 Sentries spawning incorrectly in some instances[/p]
  • [p]Axiom PVP: Fixed some shutters/doors that did not block players as intended[/p]
  • [p]Axiom: Optimized player pathing so that you do not get stuck on some ramps on in the level[/p]
  • [p]Axiom: Fixed exploit where player could vault over electric fences[/p]
  • [p]Axiom: Fixed a potential soft-lock that could happen regarding the Disable Electric Fence button[/p]
  • [p]Axiom: Reduced spawns that were very close to the player spawn[/p]
  • [p]AI Soldiers: Removed AI camera lag and arm animations to steady their aim[/p]
  • [p]AI Soldiers: Investigation logic better prioritizes recent and dangerous stimuli[/p]
  • [p]AI Navigation: Collision size for all enemies now better matches navigation size[/p]
  • [p]AI Navigation: Adjusted crowd avoidance settings for all enemies to reduce blocking each other[/p]
  • [p]AI Navigation: Disabled path replanning during crowd avoidance to prevent infinite replan loop[/p]
  • [p]AI Navigation: Zombies no longer stop and replan pathing while attacking door[/p]
  • [p]AI Navigation: Zombies no longer stop and replan pathing while dropping off ledges[/p]
  • [p]AI Navigation: AI more reliably attack doors they are navigating through[/p]
  • [p]AI Navigation: AI don't attempt to path through closed doors they cannot attack[/p]
  • [p]AI Navigation: AI reliably stop attacking broken doors[/p]
  • [p]AI Navigation: Resonators in parking garage no longer take flight or teleport (it is a known issue, however, that Resonators in parking garage can occasionally get stuck traversing obstacles)[/p]
  • [p]AI Spawning: Fixed issue that could cause AI to spawn without a body[/p]
  • [p]AI Spawning: Added additional trigger conditions for spawn animations[/p]
  • [p]AI Spawning: AI spawn directions created for 610 now support other enemies[/p]
  • [p]Fixed Resonators and SCP-098 headshots not counting towards your score[/p]
  • [p]Fixed swapping between two scopes on a weapon preventing you from seeing through the main one[/p]
  • [p]UI: Fixed softlock when spamming apply settings in the video settings[/p]
  • [p]UI: Fixed mouse issues in the pre/post game menu[/p]
  • [p]UI: Fixed issue with objective UI progression visually resetting on completion[/p]
  • [p]UI: Fixed issue of weapon data displaying incorrectly when using a weapon that is incompatible[/p]
  • [p]Input: Fixed issue with controllers opening the in-game menu when crouching[/p]
  • [p]Crash: Fixed a crash associated with the Firemode animation trying to play or stop playing with invalid data.[/p]
  • [p]Crash: Fixed a crash where the analytics system would attempt to add analytics events before the world was valid.[/p]
  • [p]Crash: Fixed a crash where the Gore textures would attempt to update themselves using invalid data.[/p]
  • [p]Fixed crash in SAIDirection due to stale pointers[/p]
  • [p]Fixed AI reload task not unbinding from finish reload, causing task to occasionally never end[/p]
  • [p]Fixed gore decals only applying in positive direction[/p]
  • [p]Fixed voice chat buffer filling up during virtualization, causing players to say everything all at once upon returning[/p]
  • [p]Crash: Fixed crash in NumberObjective on starting antarctica from checkpoint[/p]
  • [p]Crash: Fixed a crash at the end of Ghosts of the South Gate[/p]
  • [p]Fixed players occasionally spawning in random places after starting Area 12 P3 too quickly[/p]
  • [p]Fixed missing physics assets on stribog and SG553, causing weapons to float in-air after death[/p]
  • [p]Fixed headshots for guards and players not registering in stats[/p]
  • [p]Fixed jitter in SCP610 animation[/p]
  • [p]Fixed aiming at your own head if sprinting during first equip[/p]
  • [p]Crash: Fixed SCP-3199 keeping raw (potentially dangling) refs to other 3199 instances[/p]
  • [p]Fixed most occurrences of players getting stuck in geometry while vaulting[/p]
  • [p]Crash: Fixed an occasional crash in 3199 charge[/p]
  • [p]Fixed SCP-610 projectiles playing sound after hit[/p]
  • [p]Fixed characters being able to slide through walls while insignificant[/p]
  • [p]Fixed floating barrel attachments on 553 SBR[/p]
  • [p]Fixed a softlock when player dies in the elevator in Area 12 Dorms[/p]
  • [p]Fixed not being able to melee zombies after "fake death"[/p]
  • [p]Fixed not being able to get off the top of a ladder due to overlaps[/p]
  • [p]Fixed spawn enemy command not working the first time[/p]
  • [p]Fixed characters going black after melee[/p]
  • [p]Fixed floating magazines on item pickups[/p]
  • [p]Fixed shootable glass hit positions being incorrect[/p]
  • [p]Fixed dedicated server map name not updating until a player leaves or joins[/p]
  • [p]Fixed server player count being out of sync from leaving players[/p]
  • [p]Fixed team select showing second team even if in campaign gamemode[/p]
  • [p]Fixed servers not restarting after being empty[/p]
  • [p]Fixed a bug where players with high ping would not receive loadout UI after the cutscene in antarctica[/p]
  • [p]Fixed guards looking at walls when not moving[/p]
  • [p]increased maximum network bandwidth of the game from 32kbps to 48kbps[/p]
  • [p]Made AI arms animation force disabled on server, improving performance and shot reliability[/p]
  • [p]Fixed push model networking being disabled, improving networking performance for servers[/p]
  • [p]Lowered voice sample rate 44.1k > 28k, reducing network and performance usage[/p]
  • [p]Crash: Fix crash related to objectives deactivating[/p]
  • [p]Objectives: Fix player-presence based objectives timer not synced with clients[/p]
  • [p]Infectors: Fixes for dead ones standing up on clients[/p]
  • [p]Added absolute location optimization to FPS characters for clients[/p]
  • [p]Moved Animation IK traces for FPSCharacter to be async[/p]
  • [p]Fixed cloth sheen being applied to blood on characters[/p]
  • [p]Fixed muzzle flash not updating First/Third person attachment[/p]
  • [p]Added optimizations to first person meshes[/p]
[p][/p][p]—[/p][p][/p][p]Good luck![/p][p][/p][p]-Affray Interactive Development Team[/p][p][/p][p][/p][p][/p][p]Discord[/p][p]Youtube[/p][p]SCP: 5K X[/p][p]Affray Interactive X[/p][p]Affray Interactive Bluesky[/p]

The Discover Program // Update 0.17 Devblog

Hello test subjects everyone!
[p][/p][p]Welcome back to another SCP: 5K devblog. In this post, we will be discussing Update 0.17, the “Discover Program”, as well as showcasing some of the upcoming work that the team has put into the game.[/p][p][/p][p]The Discover Program is a fresh take on our preexisting Wave Survival mode, and we decided to try something new here that we have not done before. Not only does this update contain brand new content, including new SCPs, levels, and more, it also will have a substantial impact on how we generate the remainder of the campaign and push SCP: 5K towards 1.0/full release.
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Foundational Significance
[p][/p][p]Update 0.17 will have major foundational significance towards how we plan to complete SCP: 5K. Before diving into some of the new content that will be coming with this update, it is important for us to first describe what exactly this new mode is, and why it is so pivotal for the development of the project.[/p][p][/p][p][/p][h3]What is “The Discover Program”?[/h3][p]At its core, The Discover Program is effectively an upgrade and overall replacement of our existing Wave Survival game mode that we have had in the game from earlier builds. Wave Survival was initially C07BC added into 5K as an additional piece of content that players who completed the campaign could continue to engage with after completion so that they still had something to play afterwards. The premise of the original Wave Survival is simple: spawn into an arena, defeat enemies in increasingly difficult waves, unlock and upgrade weapons, and see how far you can get. This mode, however, had not really changed much since its inception, and updates/revisions to it have actually been a highly requested piece of feedback in the community for quite some time.[/p][p][/p][p][/p][p]Due to this demand, for The Discover Program we wanted to take this a step further and not only provide a similar experience to the original Wave Survival, but also improve and expand upon this concept. Instead of just taking place in one large room, players—assuming the role of D-Class test subjects—will now experience the mode in 10 unique and distinct chambers (with more to come). We have also created two new SCPs for this update: SCP-914 and SCP-1114-D.[/p][p]
[/p][p]Players will now have moments between rounds where they will have an opportunity to interact with SCP-914 to (potentially) upgrade and MMBNE improve their weapons, and prepare before the next chamber.[/p][p][/p][p][/p][p]Additionally, players will also participate in various objectives and challenges via our new event bus objectives system (more on that later), which will add additional depth and variety to the mode beyond just simply eliminating enemies. Accomplishing these tasks will earn players credits, which feed back into the prep stages between rounds where players will have a chance to interact with SCP-914, as well as provide them with opportunities to purchase/unlock ammo and meds within XPZ97 the various chambers.[/p][p][/p][p]Last but not least, this update will also introduce a community-wide leaderboard that everyone will be able to participate in.[/p][h3]
Why is it important? How does it impact the rest of the game?[/h3][p]Now that we have established what The Discover Program is, we know many of you are probably still wondering: why is this important for SCP: 5K? Why build a new mode now instead of further development on Area-12/the campaign?
[/p][p]First and foremost, we want to be very clear: this is development of Area-12. While it may not appear that way on the surface, as it is a whole new game mode that only loosely ties into the main story (the events of The Discover Program contains canon details within the experience and occurs in Area-12 as far back as 2018, prior to the Raid in October, 2020), many of the underlying mechanics and features that make up the foundation for this update will also be used simultaneously in the campaign, as we continue to overhaul existing content and create the rest of the story and gameplay leading up to 1.0/full release. This also establishes a great opportunity for us to more easily receive and factor in community feedback in a more rapid fashion than we would otherwise with the campaign missions due to the scope and scale required to produce these experiences—it’s far easier to test new concepts, balance gameplay, contain and isolate bugs and other issues, and so on outside of campaign missions (which are often highly complex and much more difficult to adjust post-development).[/p][p][/p][p]Beyond this, one of our major goals for SCP: 5K is on having great replayability. It’s no secret that in its current state the game is largely a “one and done” experience: an update comes out, everyone plays it, and after one playthrough there is generally not much more to see until the next major content release happens. This is largely due to the fact that the campaign missions are somewhat rigid 29GG7 in the sense that enemies will spawn from the same places, objectives will always lead players to more or less the same locations, and so on. This is something that we obviously do not ultimately desire when all is said and done—we want everyone to be able to enjoy the game over and over again, and really drive up the overall value per hour of gameplay that players are receiving.[/p][p]
[/p][p]In order to accomplish this goal, we have created a number of new features and mechanics for this update that will not only be used in The Discover Program, but that will also find their way back into the overall campaign experience. Let’s talk about some of them more in-depth:
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New Features and Mechanics
[p][/p][h3]Event Bus Objectives System[/h3][p]The “event bus” is a system that allows for easier communication between our game systems, generating more dynamic environments in return. We are now able to introduce far more game events into the game via this system, expanding what kinds of objectives we can create and that players will experience. Systems JL6E6 like audio cues, damage, objectives, achievements, etc. can now work more easily together in a much cleaner and more robust fashion than before.[/p][p][/p][p]The event bus itself can be described almost like a Discord announcement channel—when someone posts an event and announces it to the server, they are not DMing every single member individually to check if people will join, share it, etc. Instead people who have opted into the announcement channel will see it, mark interested, share it with their friends they might think are interested, join the event, ignore it, and so on (everyone individually reacts in their own way based on their pre-set desires). In the game, it works the same way: one system “posts” an event, and any other system that is listening and needs to be related to it will appropriately react in turn.
[/p][p]This system is still in its early stages, however, this mechanic now gives us the ability to more easily implement complex mission sets within the campaign later on.[/p][p]
[/p][p][/p][h3]SCP Boxes[/h3][p]One of the major story aspects of the Area-12 campaign is how the Foundation utilizes crates and various other shipping containers to store and transport SCPs in order to conduct the Omnicide. In Update 0.17 we have now introduced “SCP boxes”—it will now be possible for SCPs to break out of various boxes and other containers and surprise attack players. This feature will be first introduced here in the Test Chambers, and then later on it will also be utilized within the campaign to present more dynamic and randomized encounters for players as they progress through Area-12.[/p][p]
[/p][h3]AI Updates and Improvements[/h3][p]In Update 0.17 our AI systems received rather substantial overhauls underneath the hood, specifically accuracy and navigation.[/p][p][/p][h3]Accuracy Overhaul[/h3][p]Due to the addition of SCP-1114-D as our primary ranged enemy type in the Test Chambers (which we will discuss their specific AI considerations more in-depth later on in this devblog), we found it was necessary to transform WZ4PJ our basic soldier AI in order to accommodate for their unique requirements, which included improving our preexisting systems.[/p][p][/p][p]In Update 0.16 (Ghosts of the South Gate), our soldier AI primarily picked an angle that was close to but randomly offset from the player, we added a bit of dispersion to their fire so they weren’t laser accurate, and then we increased that accuracy/reduced dispersion over time as they honed in on players. With the old system, we found that enemies like SCP-1114-D felt like they would land too many “cheap” shots due to how many of them can spawn on any given wave and based on how their navigation works, and so we decided that a redesign was in order to account for these scenarios.[/p][p][/p][p]Our new design has three main goals in mind: reliability, configurability, and tactical play. Reliability focuses on AI only being able to hit players when we expect them to, i.e. no more “lucky” headshots. This process involved adjusting and improving animations so that they were more consistent, and incorporating checks before every bullet is fired to ensure a round could actually connect given the position of the weapon’s barrel. For configurability we wanted to make sure that every enemy type could now have its own unique settings/configurations, as well as support for varying degrees of difficulty (all of which can now be applied on the fly). For tactical play this encompasses everything related to environmental factors and how it applies to accuracy (for instance, if you have your flashlight on in a dark room you are more likely to be shot). Currently only SCP-1114-D in the new mode uses this new system, however, once we have sufficiently refined and balanced it based on everyone’s feedback we will be applying it back to other enemies in the campaign in a future update.[/p][p][/p][h3]Navigation[/h3][p]The next major focus for AI development was on navigation. In the past and throughout the campaign, a lot of the time the circumstances surrounding AI involve the players stumbling upon them as they progress through the levels. Conversely, in the Test Chambers the enemies need to come to the player instead, which wound up highlighting a number of navigation/pathing issues for the AI that we were able to adjust and fix.[/p][p][/p][p]When the AI navigates across a level, they do not actually perceive the game world the same way that players do—AI utilize what is called a “navigation mesh” (or navmesh), which is an abstraction of the level that tells them where they can (and therefore can’t) go. In an ideal situation the navmesh should always be right, however, it is not uncommon that it finds itself in a scenario where the navmesh will say the AI can go to a location but then the physics tell them they cannot, and so they wind up getting stuck. When this happens we typically either have to adjust the navigation settings to keep it more in line with the physics, or we look to the level designs to add 9JZTB a manual blocker at the point of navigational friction (in this update we did both).[/p][p][/p][p]We still have a number of AI navigation related issues, so we are not quite out of the woods on this yet, but further improvements will be coming down the line in future updates. Everything should play fine for this update, but players might notice a few instances where AI could get stuck in some tricky navigational logic loops that we still need to iron out, have trouble handling doors/doorways, etc.[/p][p]
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SCP-914
[p][/p][h3]What is SCP-914?[/h3][p]SCP-914 is a large clockwork device weighing several tons and covering an area of eighteen square meters, consisting of screw drives, belts, pulleys, gears, springs and other clockwork. It is incredibly complex, consisting of over eight million moving parts comprised mostly of tin and copper, with some wooden and cloth items observed. Observation and probing have showed no electronic assemblies or any form of power other than the “Mainspring” under the “Selection Panel”. Two large booths 3mx2.1mx2.1m (10ftx7ftx7ft) are connected via copper tubes to the main body of SCP-914, M5NGV labeled “Intake” and “Output”. Between them is a copper panel with a large knob with a small arrow attached. The words Rough, Coarse, 1:1, Fine, and Very Fine are positioned at points around the knob. Below the knob is a large “key” that winds the “mainspring”. - The SCP Foundation (Wiki)[/p][p][/p][p]SCP-914, also known as Clockworks, is a large, room-sized device that “refines” objects that are placed within it. Operators of Clockworks are able to determine the “quality” of the refinement by adjusting the knob in the center and twisting the key.[/p][p]
[/p][h3]How does it work in The Discover Program?[/h3][p]SCP-914, coupled with our scoring and team rank system, serve as the main source of progression in The Discover Program as players make their way through the testing chambers. Placing a weapon into SCP-914’s intake compartment and adjusting the dial setting yields a randomized weapon as output. Increasing the team rank by completing chambers and challenges will increase the pool of possible weapons players can receive, with more powerful weapons “unlocking” at higher ranks. Players will also find that their weapons can have more attachments at higher ranks as well. Using SCP-914 costs credits, which are earned as players progress through the chambers and complete challenges (same with the team rank). These credits can also be used to open mercy boxes with supplies within the chambers themselves.[/p][p][/p][p]Players are advised to take caution though—SCP-914 is temperamental: if its pressure builds up too high, players may receive faulty results in the output. It’s up to the user to weigh the risk and reward, and decide whether or not to use their precious credits to roll the dice. The higher risks grant the highest rewards, and players may find some interesting and powerful weapons if they attempt to use the ‘Very Fine’ setting.[/p][p]
[/p]
SCP-1114-D
[p][/p][p]SCP-1114-D, also known as the D-Crash Dummies, is an automotive crash test dummy that has both an inactive, as well as active anomalous state. For The Discover Program, SCP-1114-D represents our primary ranged enemy type, as we wanted players to fight something different and anomalous rather than the existing guards or other D-Class (especially since this is who everyone will be playing as).[/p][p][/p][p]The Mannequins are a rather unique enemy with unusual considerations that required us to approach them differently than we would our basic soldier AI in order to create the right type of challenge. SCP-1114-D is not “tactical” in the same way that our other soldier types are in the sense that they prioritize more aggressively pushing and advancing players instead of taking cover and preservation of life. This of course presented an interesting situation where it sets up a cool effect (the enemy approaches the player from afar without representing an immediate threat), but at the same time they felt too fragile and easy to kill while simultaneously being too deadly/lethal in large numbers. In order to address these caveats, we landed on several design choices: prioritizing dismemberment, giving them the proper audio cues to inform players that they are present and moving towards them, and adjusting their accuracy to keep them challenging while also not feeling “unfair”.[/p][p]
[/p][p]In regards to dismemberment, the Mannequins have high durability torsos with vulnerable limbs (which fits with the SCP entry as they are made of a vinyl exterior and steel skeletal construct with aluminum/bronze joints). Players will not be able to just mow them down and be done with them. They will instead need to prioritize removing their limbs to either disarm them (literally and figuratively), or prevent them from advancing. Disarming them is also not always a guaranteed way to eliminate the threat—disarmed Mannequins will still be able to rush and charge at players initiating melee attacks in lieu of having a firearm (assuming they still have legs!).[/p][p][/p][p][/p][p]In order to address them feeling a little too powerful at range (and especially in numbers) we also decided to add laser sights to their weapons so players can tell if they are being aimed at, and we also made significant updates QVEYD to the way AI accuracy works (which we covered in-depth earlier in this devblog).[/p][p][/p][p][/p][p]Last but surely not least, SCP-1114-D also comes complete with their own set of delightfully horrific audio—featuring a creepy laugh—to notify players that they are in the chamber, and they are coming for them.[/p][p][/p][p][/p][p]—[/p][p][/p][p]Thank you for taking the time to read the devblog. We have some exciting new developments coming down the pike that we will make additional posts about later, but for now we will leave you with this—we hope you all enjoy Update 0.17![/p][p][/p][p]-Goomes, Community Manager[/p][p][/p][p]
[/p][p][/p][p][/p][p]Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive Bluesky[/p]

Update 0.17 Gameplay Trailer

Hello Test Buddies :)
[p][/p][h3]A reminder that experiments begin on August 20th. Please take the time to review prior test subjects buddies footage prior to starting.[/h3][p][/p][h3]We look forward to your mandatory participation—failure is not an option. Good luck.[/h3][p][/p][previewyoutube][/previewyoutube][p]


-Affray Interactive Development Team



Discord Youtube SCP: 5K X Affray Interactive X[/p]