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SCP: 5K (Alpha Testing) News

Status Update: Update 0.15

Hi everyone,

We wanted to give everybody an announcement on the status of the 0.15 update:

After much deliberation and discussion within the team, we have decided to take the extra time and push the 0.15 update release back to this fall—we will be announcing a more specific date as we get closer to it.

Because of how much work is taking place beneath the hood for this update, we wanted to make sure that when we release this update it is high quality and tackles a lot of the issues that were present with the 0.14 update. We have spent a lot of time over the past few months collecting feedback (thank you to everyone that has been posting in the feedback forums in the Discord), reading reviews, observing the various discussions taking place about the game in our Discord and on the Steam forums, and so on, and it is our top priority right now that 0.15 takes a positive step in the right direction based on where we and the community feel the game currently is and where it is lacking.

Bug fixes and polish is a major priority for this patch, and QA has been working extremely hard gathering bug reports and working alongside the team to fix the issues that they have come across (thank you to everyone that has been posting in bug reports forums in the Discord, please keep posting if you run into anything!). These issues not only eroded the overall quality and enjoyment of the current game, but also outright broke things for some players which prevented them from even being able to experience all the content that we currently have in, so being able to tackle these issues for the next update was very important to us and we want to make sure the team has the time they need in order to accomplish as much of this as possible within the allotted time.

Beyond bug fixes/polish, the 0.15 update contains a major overhaul to Chapter 1 that will begin to set the tone for how we plan on overhauling/facelifting Chapters 2-3 (and all future chapters), and it will contain a slew of new mechanics, features, and steps towards changing the general direction and pacing of the game (namely less reliance on puzzling and more focus on immersion and depth). Some of the other features coming with this update will be the new investigation mechanic, which will have direct ties to the lore and finding other critical meaningful/useful information that players will need to survive in Area 12, as well as a more expanded checkpoint system that builds upon what was introduced in 0.14 (these checkpoints will now be tied into the lore, and saves will persist across multiple game sessions so players will be able to more easily pick up where they left off as they progress through the campaign).

Thank you everyone for your patience and your support. We really want this update to be significant and more clearly show the direction and identity that we envision for 5K!

Update 0.14.1 Patch notes

This week, we'll be releasing a new patch for SCP: 5K; version 0.14.1.
This update introduces the first version of the long awaited checkpoint system! The first iteration allows you to restart part-way through each chapter if you fail. No more starting from the beginning every time!

Our second iteration, to be introduced in a future update, will include the ability to start a private game from any unlocked checkpoint, saving loadouts with checkpoints, and additional improvements.

[h2]GAMEPLAY/UX[/h2]
  • Added checkpoints to Area 12:
    • 3 checkpoints in Part 1
    • 1 Checkpoint in Part 2
    • 1 Checkpoint in Part 3
  • Re-Added Stribog SP9A1, with new model, textures, animations and sounds
  • Added PVP-refined layout to outpost axiom PVP
  • Made storage room loaded while in generator room in area 12
  • removed collision from vines that slither out of the way during the dorms sequence
  • Added handling for server quit to main menu
  • Moved alarm position of final obj on outpost axiom
  • Lowered AI shooting target downwards
  • Increased AI recoil compensation to reduce chance of headshot
  • Added the ability for gamemode overrides to be included in map rotations
  • Added some additional enemy spawns to logistics to keep the player on their toes
  • Increased zombie hearing radius
  • Added new SCP-3199 encounter in logistics
  • Added some additional weapon pickups in logistics
  • Slightly increased ADS speed across the board
  • Slightly increased base sway speed
  • Increased MP5K smooth aim and decreased post-fire alignment in ADS
  • Added UI to indicate laptop objective progress in antarctica
  • Added UI indication for new objectives to aid attention
  • Made zombies move while attacking
  • Adjusted objective wording for improved objective flow on Area 12 part 2


[h2]AUDIO/VISUALS[/h2]
  • Increased maximum hearing distance for gear footsteps and increased footstep audibility
  • Added Post process effects when damaged
  • Slightly reduced motion blur amount
  • Added water audio to rising water in prison section
  • Added basic gore to zombies
  • Added previously unused Radial blur effects to suppression
  • Added snow footsteps to zombies
  • Made night time in outpost axiom darker
  • Implemented new tonemapping settings for better contrast and visibility
  • Reduced camera animation while aiming
  • Added new first person arms mesh for UIU


[h2]OPTIMIZATION[/h2]
  • Added LODS to weapons that were missing them
  • Optimized collision on some objects
  • Disabled IK traces on dedicated server
  • Disabled Overlap events
  • Optimized FPSTracer Tick
  • Disabled tick on unneeded objects
  • Optimized Component attachments
  • Added collision aggregation to modular assets to improve performance and reduce hitching
  • Converted common objects to use push based networking, improving server and P2P performance
  • Optimized barrel and ceiling dust trails
  • Optimized spore particles
  • Optimized pulsing and carpet materials
  • Optimized/removed some dynamic lights in dorms
  • Optimized culling in dorms
  • Moved lights and screens to use custom primitive data and away from dynamic material instances (improving instancing performance)
  • Fixed some LOD issues and missing LODs in antarctica
  • Updated in-game credits


[h2]FIXES[/h2]
  • Fixed crash on server when displaying the notify on end of Antarctica
  • Fixed a crash in SCP173BController GetChances when there were no observers
  • Fixed crash in SCP173Subsystem due to stale pointers in potential observers
  • Moved crash data to be earlier in game instance Init to catch more crash scenarios
  • Fixed a crash on startup due to getting steam stats
  • Fixed a crash when re-attaching an attachment to the same weapon
  • Fixed 173 not de-spawning at start of generator room
  • Fixed attachments not appearing on picked up items
  • Fixed errors when attaching lasers in customization
  • Fixed flashlight attachments not being on the correct perspective
  • Fixed lasers showing as third person when in first person
  • Fixed lasers showing when disabled on other clients
  • Added a bit more ammo and health pickups to canals
  • Fixed outer elevator door in Prison not being in the right players
  • Fixed a stuck spot in Water Treatment
  • Fixed PVP score not initializing
  • Fixed zombies sliding along walls when attacking doors
  • Reduced bloom in night vision
  • Fixed leaning not working over low cover
  • Fixed 1262 Spitters in dorms and prison not reacting properly to player gunshots
  • Fixed some broken shadow offsets on materials
  • Fixed respawn requirements appearing on screen when alive
  • Added some missing backer names to the backer wall and credits
  • Fixed mission items passing on if restarting or switching settings
  • Fixed some lobby behavior causing the lobby to join an empty session
  • Fixed equip animation not playing on Tactical Knife
  • Fixed errors from tracers delaying after object pools were destroyed
  • Fixed squid spawning behind vending machines
  • Fixed some navigation issues in logistics
  • Fixed dying while in water rising section in Prison causing the player to respawn underneath the water and die continuously
  • Redid streaming layout for Dorms to be more reliable and have less hitches
  • Fixed individual maps not being selectable in map vote
  • Fixed Area 12 always being added to map rotations
  • Separated movement roll to fix extreme scope shadow while moving left and right
  • Fixed cover generation missing corners if they are facing the wrong direction
  • Fixed a bug where melee attacks would always register as failing for AI
  • Fixed AI not being able to see through glass in some places in Chapter 2
  • Fixed missing kill volume in water treatment
  • Made characters drop primary instead of equipped weapon by default on death
  • Added angle limit to look at point to reduce the chance that AI will headshot while honing in
  • Reworked lift changing direction to be more reliable
  • Fixed lift getting stuck/flipping direction at end
  • Fixed blur in zoomed scopes at distance
  • Fixed Latent Action UUID not being set causing multiple levels/assets to not be loaded at once on one object
  • Fixed Gore and splatter resources not loading correctly on enemy spawn
  • Fixed character last hit not being replicated
  • Fixed game ending if someone leaves during pre-game
  • Fixed alarm BP not always triggering
  • Fixed SCP-3199 selecting incorrect wander/movement locations and becoming confused
  • Fixed UI settings not updating the Blast Door, Keypad and Keycard colors
  • Fixed Issue where the Head Bobbing was not being modified by the game settings
  • Fixed the issue where the Killed By UI was not displaying
  • Fixed suppression activating after a tracer had finished
  • Fixed zombie/footstep audio being muffled when behind you
  • Fixed door squids causing enemies to ragdoll while still alive, causing them to be invulnerable
  • Fixed some stuck spots in wave survival
  • Fixed crab getting stuck on door in prison
  • Fixed previous loadouts applying when restarting or from map vote


[h2]NOTABLE KNOWN ISSUES[/h2]
  • Zombies occasionally get stuck in doorways
  • UI sometimes disappears after restarting game
  • Players can get stuck in objects after vaulting
  • Zombies can appear frozen in place at low LOD after dying far from the player

What's up next for SCP: 5K?

Our latest update 0.14 just released a couple of days ago, and we'd like to thank you all for your support and feedback.

We'd like to give you a picture of what you can expect soon for SCP: 5K:

There was a number of bugs, issues and crashes that we missed in our testing of the update. Most of these have been fixed in our internal development build of the game, and we are preparing a hotfix for release imminently so you won’t have to wait long.

Next week, you can expect to see the update and re-release of Affray Interactive’s roadmap on our website, which outlines the features and content you can expect to see in the future for the game.

In addition to the hotfix, our development is currently split between multiple updates for the game:

  • A patch for 0.14 (0.14.1) that adds additional enemy placements, adds some content that didn't make it into this update, and responds to feedback and fixes as well as some more complex issues introduced in the update.
  • Our next major update, 0.15, which will contain more content, polish, and features
  • Some elements of the team are going forward to create prototypes for areas much further into the campaign, to smooth out our pipeline in the coming year.
  • In the near future (We aren't allowed to release the date), SCP: 5K will also be on sale!


[h2]0.14.0.157 Patch notes (Coming Soon)[/h2]
  • Fixed inspect not working due to reload checks - added an alternate code path and output for inspecting
  • Fixed Breakable Glass in transport bay not replicating to clients
  • Disabled generate overlaps on some moving components to improve performance and reduce hitches
  • Fixed guards trying to walk through shutters in some scenarios
  • Disabled collision on small splines in dorms area
  • Reduced collision complexity on some assets to reduce loading time
  • Fixed a crash from door squid access when unloaded
  • Fixed a crash from invalid timers in door squid
  • Fixed a crash on dedicated server in prison, disabling audio functions on server
  • Fixed a crash resulting from SCP-173-B's Chances system
  • Fixed a crash in SAI target detection
  • Fixed a crash when computing sight distance on a ranged weapon before its data was loaded
  • Fixed a crash from lifts
  • Added garbage collection to components in attachments to fix a crash
  • Potentially fixed a crash in consumable component end play
  • Fixed Mechanic Room spawn having spawn nodes at the top floor
  • Fixed soldier AI being blocked by player blockers
  • Fixed ammo cabinets not re-closing when leaving in wave survival
  • Fixed SCP-1262 Spitters not responding to suppression
  • Added LODs to assets that were missing them in dorms, improving performance on some systems
  • Fixed crashes on dedicated server for electronic lift and level streaming
  • Slightly reduced bark line audible range
  • Added unique attenuation to bark lines to absorb sound more over distance and through walls
  • Slightly increased time to hit on AI and increased noise to make larger AI counts more balanced
  • Disabled tick on many objects that do not need it
  • Disabled tick on FMOD audio components when they are not playing
  • Disabled overlaps on many objects to reduce physics and level streaming time
  • Made dead bodies use simplified collision
  • Fixed keycards being single use
  • Fixed an issue where the player could not use any button to continue past the splash screen
  • Fixed an issue where SCP-3199 would stop mid-charge and stand still
  • Fixed server map select UI map vote not properly indexing
  • Fixed map vote not working on collection maps
  • Fixed Map vote not concluding on correct number of players
  • Fixed crash from door squid killing an actor that no longer exists
  • Slightly reduced blur in night vision
  • Made "despawn 173 electronic" despawn all 173's in the case that one despawner failed
  • Fixed a bug where some walls could be walked through in water treatment and generator room
  • Fixed a bug where changing teams could cause a crash


[h2]Known Issues (Not fixed in 0.14.0.157)[/h2]
The following is a (non exhaustive) list of known issues planned to be fixed in a future patch/hotfix:
  • UI may dissapear after dying
  • Players may experience poor performance on certain systems in the dorms area
  • Players may experience desync on elevators between client and server
  • Players may experience stutters when loading in large areas
  • Some large areas may take too long to load in on slower CPUs/Drives, causing the player to be able to fall out of the map if they are too fast
  • Dropped items on death will lose all of the players' reserve ammunition
  • Some AI Characters may still be active when in an unloaded area of the map
  • Players with heavy latency may experience empty magazines not being discarded
  • Customizing on a P2P server can cause clients to see floating attachments
  • Lighting can appear corrupted occasionally when loading into maps
  • Door Squid will occasionally not properly kill a character, while still ragdolling, causing an "out of body experience"

Update 0.14 Now Available!

https://store.steampowered.com/app/872670/SCP_5K/

[h2]Update 0.14 is now available for all players to enjoy![/h2]
This update brings a new chapter to the campaign, a new map, 2 new monsters, and much, much more!

You can see the patch notes below:

0.14 PATCH NOTES

[h2]HEADLINE FEATURES[/h2]
[h3]AI AND MONSTERS[/h3]
  • Added SCP-3199 - Humans, Refuted
  • Added SCP-7566 - Door Squid
  • Added SCP-621 to some instances of SCP-1262
  • Improved Guard AI
    • Added cover generation and utilisation
    • Added sprinting, crouching and leaning
    • Added bark lines and communication
    • Improved suppression and sensing
    • Added pathfinding based look ahead to improve facing direction while moving
  • Improved Resonator AI, animations and visuals
    • Better locomotion and turns
    • Crashing for lunge attacks
    • Improved pathfinding
    • Updated Resonator textures to be more readable

[h3]WEAPONS[/h3]
  • Added SW 500 (Long and short variant)
  • Added SG553 (5.56, 7.62 and SBR variants)

[h3]MAPS[/h3]
  • Added the first half of a new campaign mission: Antarctica
  • Added chapter 3 to Area-12: Dorms and D-Class Prison
  • Added PVP variant for outpost axiom
  • Reworked logistics area to be a clearer more streamlined experience
    • Less gas cans are required for the generator objective
    • Gas can spawns are more clearly telegraphed
    • Gas cans are much brighter and more obvious
    • Reduced the number of potential gas can spawn locations, resulting in less places to check
    • Improved telegraphing for gas can spawns behind shutters
    • Added a dedicated pickup for the crowbar to reduce wandering time
    • Improved lighting to be more distinct
  • Added 3199 and additional spawns to wave survival

[h3]GAMEPLAY[/h3]
  • Added Vaulting for players
  • New player Faction - GOC (Antarctica specific)
  • Added adaptive ammo system prototype
    • Some ammo lockers will have more or less ammo depending on the game’s state and the player’s situation
  • Balanced tactical knife
    • Removed staggering from Tac-knife on zombies
    • Reduced Tac-knife damage to take 1-3 extra hits to kill
    • Added a small radius sound event to knife so that AI can hear it up close

[h3]UI/UX[/h3]
  • Improved controller and keyboard support in menus

[h3]VISUALS AND AUDIO[/h3]
  • Reworked bullet hit audio
  • Improved recoil animation overall
  • Added new First person arms for guards
  • Improved night vision effects
    • added Depth of Field and fireflies
    • improved clarity in some scenarios

[h2]DETAILED NOTES[/h2]
[h3]VISUALS AND AUDIO[/h3]
  • Added additional gore meshes for human characters - through holes, headshots and gut shots
  • Updated AS VAL and VSS handling
  • Increased damage impulse on human characters
  • Improved zombie death animations to use root motion
  • Added alarm lights to intro cells
  • Added depth of field
  • Added suppression visual effects when under fire
  • Added a lens flare to AI when they have a flashlight on
  • Improved third person animation for arms and legs
  • Added generator sound to generator
  • Added short M1014
  • Reduced screen shake on VAL and VSS
  • Reduced blurriness on scope aberration
  • Updated audio for 360J, VSS, MP7, and Stealth Hunter
  • Updated AUG mag
  • Fixed overlapping audio in outdoor maps
  • Increased chem-light brightness
  • Updated various animations
  • Improved base water shader blending
  • Added lights to distant muzzle flashes
  • Improved pixel depth offset on terrain
  • Added FOV change while sprinting
  • Added distance to ground checks to third person falling animation
  • Added custom distance field overrides for walls, floors and ceilings to help with lighting, AO and other effects

[h3]GAMEPLAY[/h3]
  • Re-balanced M590, M1014 and M24 to make them more powerful
  • Re added per-item movement speed to character
  • Added multiple gamemode support to map

[h3]UI/UX[/h3]
  • Added tools for player analytics and better debugging
  • Prevented triggering AFK when reading documents
  • Shortened the interaction UI to make the interact-able objects more visible when interacting
  • Added copy button to version and build ID in pause menu
  • Made lobbies much more reliable for joining from both inside and outside the game
  • Moved Item animations to use soft references
  • Reduced memory footprint of weapons in UI and overall
  • Quicker loading of items in UI
  • Added a custom maps menu for loading maps outside the main game modes
  • Updated the pre-game UI to allow controller inputs giving access to the in-game menu
  • Updated the post-game UI for the PVP gamemode
  • Improved Tips
  • Added network failure reason when you fail to connect to a server
  • Added localisation for ban and connection failure messages
  • Improved chat interaction

[h3]AI[/h3]
  • Reduced reaction time on AI
  • Increased zombie step height
  • Improved SCP-1262 Spitter AI and visuals
    • Added look ahead to Spitters' aim
    • Reduced damage of Spitter javelin
    • Increased headshot multiplier for Spitter to 3x from 1.5x
    • Improved tangent setup for 1262 Spitter
  • Updated SCP-098
    • Increased acceleration
    • Added additional attacks and animations
  • Added relationship matrix to AI allowing them to be allied with their corresponding player factions
  • Added detour pathfinding to some AI, allowing them to corner better and spread out

[h3]FIXES[/h3]
  • Fixed low ready slowing sprinting
  • Fixed players being able to see their own back (except for when vaulting and kicking)
  • Moved more Ranged Weapon code to C++, for improved performance and stability
  • Reduced animation cost on SCP-1262 characters
  • Fixed bullet casings replaying every time they become visible
  • Fixed exit holes not appearing on instanced meshes
  • Fixed a crash from player updates on "world teardown"
  • (Finally) Fixed a crash from physical animation on game end
  • Fixed joining lobbies from outside the game not working
  • Made lobbies more reliable
  • Fixed zombie spawn issues in wave survival
  • Fixed text size updates for settings and buttons
  • Fixed exit holes not appearing on Instanced static meshes
  • Fixed Melee component hitting self
  • Fixed spawn guard command not working in some circumstances
  • Fixed some weighting issues on resonator
  • Fixed visibility checks not working on AI spawners
  • Fixed an issue where resolution was not being set correctly using certain settings
  • Fixed a bug where recoil would max out on the second shot
  • Fixed some issues with jumping animation triggering late
  • Fixed a crash in SCP-173 when checking for chances
  • Fixed a crash in interaction during item sorting


Known Issues

The following is a short list of the most notable known issues:
  • "Respawn Wave" UI in Antarctica sometimes displays incorrectly
  • Spectating when joining in Antarctica does not work correctly
  • Performance issues can be experienced in various areas of Chapter 3
  • The shutter at the start of Chapter 3 sometimes appears open for clients, when it is in fact closed
  • Vaulting can cause players to get stuck when vaulting over large obstacles
  • Closing the door in the armory can lead to it being unopenable
  • Glass breaking does not always replicate for clients
  • Zombies in antarctica do not always respond to game events such as alarms
  • Swapping an item on the ground can consume its associated ammo for other clients
  • Flashlights on other players' weapons can cause performance hitches
  • It is possible to invite friends to a game that is not hosted, causing the join to fail
  • Lighting can sometimes appear corrupted when loading a map (if this happens, restarting the game will fix it)

UPDATE 0.14 // CINEMATIC TRAILER

[previewyoutube][/previewyoutube]