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Affray Interactive Studio Update [Fall 2024]

Hello everyone,


Welcome to another devblog update for SCP: 5K. While this is not our first devblog, it’s the first I have personally written since officially joining the Affray team as SCP: 5K’s Community Manager—if you are unfamiliar with my recent addition to the team, you can read more about it and my background here.

In this update we will be taking a higher level look at Affray Interactive as a studio, the rather substantial amount of changes and restructuring that have taken place behind the scenes over the past year, and our present and future plans for SCP: 5K leading up to a 1.0 release. We will also be sharing a few teasers for the 0.15 update, however more thorough showcases will be coming soon. For now, we want to keep the community in the loop in regards to what we have been up to as a studio to provide context to those future plans, and F5R6F why/how we feel this is ultimately a major positive for SCP: 5K and its future.

2023 and Q1-2 2024

The vast majority of 2023 was dedicated towards the reformation and restructuring of the studio, and there was a major push towards streamlining our production pipelines. The team was focused on tightening up and growing out the existing departments. There were many new additions to the studio and we’ve created a more robust team capable of growing the small, fun experience that we had before into a comprehensive full game.

Moving on to 2024, the first half of the year was rather substantial for content, asset and artwork production. Many existing elements of the game were further iterated upon and improved. The result of these efforts and work was the 0.14 update that you all are able to play today (which you can read more about what specifically was included in this update here)—this update was actually our largest content update by far, and the total available asset library of levels, environment art, weapons, monsters, and so on was greatly expanded with this push. In this sense, we largely look at this stage of development as the time where we are “acquiring the ingredients” that we need to make the game the way we know it can be made.

Q3-4 2024 and 2025

Now that the team has finally been built up and is picking up momentum with the production pipeline, we EW3N6 have been spending the second half of 2024 looking at as much of the project from a top-down perspective as possible, doing numerous deep dives on the game’s reviews and overall community feedback, and figuring out the best plan to move the game along to a full release state given all of the assets and tools now at our disposal.

0.14 included a lot of new content and improved many aspects of the game, however we heard all of the community feedback/reception and reviews loud and clear, and we understand that there was something off in regards to what players had originally come to the game to experience. The ingredients were solid, but the 0.14 update was simply missing that “it” factor that we feel a lot of the community gravitated towards this game for in the first place.

As a result, our major focus for the second half of 2024 has been on pivoting the direction and identity of the game back to where we feel many of the players initially wanted it, and placing an emphasis on our own concept of “tactical horror.” We believe the 0.15 update will mark a key turning point in the game’s development where players will be able to see what our ultimate vision for the game will be as we move towards a 1.0 state and leave early access.

The following are the main areas that we are making sure will always be at the forefront of development moving forward:

[h3]Bug Fixes, Polish, and QA[/h3]
Updates have too many bugs and not enough polish. It makes little to no difference how good an update is if people are simply unable to play or progress properly, and so we are making a commitment to ensuring that no matter what stage of development we are in, updates will always maintain a playable level, and major/game breaking bugs are nonexistent or as minimal as technically possible.

Because of this, as part of our team and production pipeline restructuring, we have brought on an entire QA team that is now fully integrated and working in parallel with the rest of the studio departments to identify and take care of whatever bugs or issues that they can find prior to an update’s release. We have also recently admitted a new wave of testers into our D Class Test Chamber so that we can 2T57F monitor feedback, bug reports, performance, and so on across a wider variety of PC builds in order to catch as much as we can with each update. There will of course always be bugs throughout the early access process (such is the nature of game and software development), however, we want to make sure that each update contains as few bugs/issues that prevent people from playing as possible.

Additionally, at the time of this devblog we are exploring a few ideas to establish more synergy between what a player is experiencing in the moment, and methods by which they will be able to send us feedback on the spot. One of the ways we are doing this in the 0.15 update is by implementing a QR code and link system across specific segments of the levels that players will be able to scan and immediately be brought to a feedback form asking for input on what they just played, as well as to receive further information/context about what our future plans are with content, mechanics/features, and so on. We look forward to reviewing any feedback we receive!

[h3]Level Flow/Redesign[/h3]
Next, the level design team has been hard at work rethinking and redesigning a lot of how the levels will play out. We are making it a priority to avoid the tedious puzzle elements that are present in the current version of the game that tend to break the overall flow and momentum, and ultimately result in H40IF a less fun experience. This does not mean that puzzles will be entirely removed from the game, but rather they will instead mainly be used for things such as side paths for extra exploration to find additional lore, weapon pickups, and so on. Any puzzles used for core challenges and/or that are tied to progression will be adequately balanced with keeping the pace of the chapter consistent.



[h3]SCPs, Monsters, and Horror[/h3]
This wouldn’t be much of an SCP game without SCPs, so this one is self explanatory. While we already have a decent lineup, we also understand that players are looking for greater and more variety, and that frequently used enemies (such as the zombies) can get stale. That being said, we have a nice lineup of new SCPs planned that we are excited about, and we will release more information about these later on as we begin introducing them in future updates.


This will take time, as we want each SCP to be a unique challenge. We are developing custom models, animations, sounds, and AI behaviors to ensure our SCP enemies stand out and force players to think when they are engaging 59ZFN with them. Beyond this, we also want to focus on driving up the horror factor as well, not only with new SCPs but also for the currently existing ones.

[h3]Progression[/h3]
Another major focus moving forward is building in more progression elements. The 0.14 update technically marked one of the first steps in this direction, as we introduced a rudimentary checkpoint system that saves level progress for the same session 39P34 that players are in. That being said, 0.15 will be the first proper implementation of this as persistent checkpoints and saves across multiple game sessions will be coming with this update.

In 0.15 players will now start to notice murals and sigils on the wall to indicate these spots:


Murals will indicate hard/persistent save points that players will be able to return to across multiple gameplay sessions, while sigils will be used for soft checkpoints that apply only to that gameplay session.

The 0.15 update will also include our new tablet system:


The tablet will ultimately replace the journal, and it will act as a player’s personal database and ledger that stores all of the important information they collect along the way. This will include details/files about SCPs, contextual information that helps players understand certain experiences and segments 62KVN of the campaign, and so on.

We are planning out several other additional mechanics right now that will further aid in maintaining a sense of progression, and we will share those later as they are further along.

[h3]Narrative and Story Building[/h3]
We’re focusing on the narrative as part of 0.15. We have created a “new timeline” where all of these separate stories are structured to work together in a brand new imagining. One of the ways that we will be improving this with the next update will be the introduction of our new “report to Crow” system, which is fully voice acted:


Crow will be the player’s connection to the outside world beyond Area 12, and this will be one of several methods in which further context and information will be conveyed to players throughout their journey. Much BVVX2 of this system will also be reflected and stored in the tablet shown above so that players will be able to track and retrace all of the story/lore that they come across as they continue to explore and progress through the campaign.

We have also created a new investigation system, which should greatly aid players with exploration and getting hands on with the game world to discover lore, interactable places, and items:


[h3]Tactical Combat[/h3]
Last but not least we know many players really enjoy the gunplay and combat sequences, so we just want to reemphasize that there will be plenty more of that coming throughout our updates, and we will be sure to prioritize tactical decision making, challenges, and balancing all along the way.



High Level 2025 Plans

We hope the 0.15 update will demonstrate to you all that we have heard and listened to all of the community feedback and reviews, that we are buckling down on all of the things that we know can make SCP: 5K the great game that it has the potential to be, and that we are now steadily moving down that path with the right formula/recipe to accomplish this goal. In conjunction with all of the restructuring and streamlining of our production pipelines, and having this clear vision in place HXHN2, we are confident that 2025 will be a huge year for the game, as we now have the team, the infrastructure, and the game plan in place in order to power ahead and complete our objective.

As such, 2025 will be a major push forward on producing the remaining acts and chapters utilizing this new formula/approach, and ultimately reaching our full 1.0 release. This means new levels with this refined design/flow, new SCPs that will be created with strong horror elements in mind, many more combat sections/scenarios that emphasize tactical decision making and thinking, and a lot more focus on saturating the game world with our unique lore and story in which players can get immersed.




Thank you for taking the time to check out our devblog, and we look forward to getting the 0.15 update into everyone’s hands and hearing what they think!

-Goomes, Community Manager



Discord Youtube SCP: 5K X Affray Interactive X

Server Maintenance

Hello everyone,

Starting on Friday (9/20) all official game servers will be down through the weekend as we conduct maintenance/upgrades on our server hardware. We anticipate that they will be back up and running on Monday (Tuesday latest). This should not impact any community ran servers, just our official ones.

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"