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SCP: 5K (Alpha Testing) News

Update 0.13: Chapters, goals, and more!

Since the last major update released, we’ve had a couple of primary goals for Update 3!

[h2]CHAPTER SYSTEM[/h2]
One of the biggest and most requested features for the game is better checkpoints — both for restarting on losing the game and for coming back to in a later session. While we do not plan on full-state saving, as this is a session-based game, for this update we are introducing a basic chapter-based system and splitting the current Area-12 map into two chapters. The map has been growing massively in a short amount of time, and in order to facilitate both narrative requirements moving forward, and a checkpoint system–the ominous task of splitting up Area-12 has finally been set in motion.

When joining a server for the Area-12 Campaign, you will be able to select (or vote for) between Chapter 1 or Chapter 2. You will also be able to select them from the Private Game section in the main menu.



[h2]POLISHING THE SCREEN ANOMALY[/h2]
Our inception of SCP-7528 (the “Screen Anomaly”) was received well across the board, but while watching the community and content creators play the section, we noticed players consistently being confused or overwhelmed by the anomaly’s behavior. We’ve taken the time to do some more polish on the anomaly’s behavior and visuals.

Specifically:
  • The anomaly now chases players more consistently and less closely, only moving if its sightline is obstructed or if it is too far.
  • The anomaly is more likely to stick to one player at a time, picking each team member off, rather than getting confused by many pieces of stimuli.
  • The anomaly can now hear sound, based on the distance to the nearest screen. Sprinting through the area may not be such a good idea.


Additionally, we aim to make the objectives more clear in the Forde Education Center.

[h3]What’s Next?[/h3]

[h2]UPDATE 0.13[/h2]
Update 0.13 is all about the horror atmosphere and narrative. Additional game mechanics will also become more and more prominent, such as the aforementioned Chapter System, armories, and respawning. A lot of the atmospheric horror elements will tie directly into the narrative and build on audio and lighting substantially. We’ll begin mapping out our side objectives now that the map is split and restructuring beyond the initial early access iteration. There will now be a lot of lore and collectable items hidden throughout environments in the form of secrets. In terms of narrative this will begin our setup for Act 1 of the Area-12 campaign narrative. We’re working on a prologue that will tie into this later, but for now you’ll still get to experience our new starting area for Chapter 1 of Act 1.



[h3]Beyond Update 0.13...[/h3]

[h2]WORLD BUILDING[/h2]
Future updates will continue expanding on narrative more quickly, adding in monsters that we’ve been developing behind the scenes as well as new environments. We will be moving into Act 2 much sooner than you think and beginning to meet not just the new monsters, but also characters and D-Class that will play a significant role in the SCP world we’ve been building at Area-12. Even in Act 1 players will have a chance to see and learn about this universe in a way that has never been done before.

[h2]ANIMATIONS AND TACTICAL GAMEPLAY[/h2]
We’ve been beefing up our animation team as we move towards not just improved animations, but also adding things for the tactical experience such as vaulting and prone. All of which have been motion captured, cleaned up, and are currently being tested in-engine.



[h2]GEAR AND GAME MECHANICS[/h2]
We also have exciting new developments coming to utilize the journal system more and account for new types of gear that will have an impact on both the respawn system, and how you interact with… weird stuff. Safe to say our mantra is currently “make it scary and make it weird”.


[h2]GAME MODES AND NEW MAPS[/h2]
We haven’t forgotten about our other game modes though: we’re utilizing something we have been calling our “intermission maps” to help develop some of those other game modes without losing traction on finishing our narrative campaign, The sooner we finish the main campaign, the sooner we can focus on all the exciting DLC missions in the future. Intermission maps serve as a type of breather or scenery change to separate and transition between Acts of the Campaign. EX: Act 1, Intermission, and then Act 2

More specifically; our first intermission map will take place in an isolated and sterile landscape outside of the United States. Without spoiling too much, it will be very horror and SCP focused utilizing the concept behind the Wave Survival game mode. It’s a very special map to us taking direct inspiration from the works of John Carpenter. It’s also the first time players will get to see and play as a new faction other than the Unusual Incidents Unit (UIU).


[h2]CLOSING NOTES[/h2]
That’s all for now, thank you for tuning in! Keep your eyes peeled for future update posts.

Ad astra.

Patch Notes: 0.12.0.58 Hotfix // Alpha Testing

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

Going live tonight (July 26th, 2023) at 11 pm PST!

[h2]CRASH FIXES[/h2]
  • Fixed a crash that occurred when adding a melee pipe
  • Fixed a crash upon loading an unequipped item
  • Fixed a potential crash in theater anomaly alert
  • Fixed a crash due to SCP-173-B pathfinding not being initialized correctly
  • Fixed various crashes that could occur when loading in items


[h2]OTHER FIXES[/h2]
  • Fixed an issue with the Screen Anomaly coming back to life when the map was reloaded
  • Fixed a bug causing grips to remain in place when switching to non-gun items
  • Fixed broken staircases during AI testing and Wave Survival
  • Fixed navigation issues in Wave Survival mode
  • Fixed shimmering on the ground in Outpost Axiom
  • Fixed a bug where Hunt doesn't restart after certain conditions
  • Fixed stutters and errors related to objective triggers
  • Fixed warnings caused by modular assets without instances
  • Fixed the transport bay lift objective activating too early
  • Fixed objectives display correctly when completed on clients
  • Fixed issues with SCP-098 and the Psi-Z Resonator ignoring stimuli while eating
  • Fixed a bug with AUG animations
  • Fixed reload animations not showing for the hosting player
  • Fixed jittering experienced while spectating a player


[h2]IMPROVEMENTS[/h2]
  • Added detail normal to certain environment assets for better visual quality
  • Optimized networking of large zombie groups for smoother gameplay
  • Improved level streaming reliability in specific areas
  • Increased brick ballistic thickness


Player Feedback: Checkpoint Improvements

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


Hey everyone! We've been receiving a lot of requests and feedback about adding checkpoints in Area-12, and we want to fill you in on what our current plans are regarding this. We're now taking significant steps to make major improvements in this area, especially as we delve into the development of the narrative for the raid missions, which allows us to integrate checkpoints in a way that aligns with the storyline.

Our current plans involve splitting Area-12 into several chapters, which can be individually loaded from the main menu, starting in areas with needed gear and items — similar to what you might find in the Left 4 Dead franchise with some notable differences.

We feel the current system that doesn't allow players to fully enjoy the campaign, particularly when everyone dies together and you have to start from scratch. Currently, the system only respawns you if at least one player is still alive… and 1-2 hours is a lot of progress to lose.

While we don't have an exact timeline yet, we're actively working on some experimental ideas that we can't wait to share with you in upcoming updates. We appreciate everyone's patience and want you to know that we're committed to bringing you these much-needed improvements. Stay tuned, and please continue to provide us with valuable feedback!



Ad Astra,
Affray Interactive

SCP: 5K is 30% off during the Steam Summer Sale!

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

This is our biggest discount yet! Don't miss out on this chance to grab SCP: 5K at its lowest price for a limited time.

Thank you for supporting the development of SCP: 5K!

Patch Notes: 0.12.0.53 Hotfix // Alpha Testing

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

INFORMATION


Hey everyone, I wanted to take a moment to address some known issues and provide an overview of our plans for the new systems introduced in this update.

Firstly, expect some issues with SCP-7528, also known as 'The Projection', inhabiting the Forde Education Center, as well as the newly implemented gore system. These are complex systems that are still relatively new. While we've dedicated considerable time to polishing and fixing many crashes and bugs, there may still be some issues remaining, especially as players with different hardware configurations come in and explore the game in unexpected ways.

We've made several changes to AI behavior to make them more unique and believable. SCP-098 is now much more skittish and will flee and hide when shot at, waiting for the right moment to strike when the player is unsuspecting. Both SCP-098 and the Psi-Z Resonator will experience hunger when idle and will consume any corpses left behind. Additionally, SCP-173-B has undergone some improvements to its targeting and killing behaviors, although these are still a work in progress. On the other hand, the new SCP-1262 Spitter remains stationary but not immediately hostile, while SCP-7528 acts as a hunter, stalking its prey. Our intention is to introduce more enemy variety that challenges players to think strategically and creates interesting interactions between enemies, players, and the environment. We value your feedback on these AI changes, as they are subject to further adjustments based on player feedback.

This update also includes our new third-person animation systems, although you may notice that the animations themselves are from the marketplace. In certain scenarios, this may result in elbow popping or undesired poses due to stance and animations due to retargeting to our custom animation rig. We have been working on our custom motion capture animations, which are nearly complete and will be implemented soon to address these issues and introduce more immersion!

[previewyoutube][/previewyoutube]


KNOWN ISSUES
Here are some other known issues to be aware of:
  • AUG reload not playing the weapon animation or sounds.
  • Broken animations for the UMP-45, which are currently being redone.
  • Broken wrist animation for the Stribog, which is also being redone.
  • The AS-VAL and VSS are missing from most menus as they are planned for a rework and haven't undergone the same animation treatment during the transfer to our updated first-person rig.
  • Occasionally, when restarting in Outpost Axiom as a host, weapons may fail to load, making it impossible to start the game.
  • While the reliability has improved, there is still a chance of falling through elevators while they are ascending, particularly when crouching frequently with high ping.
  • Server crashes may occur occasionally, especially around SCP-173-B and SCP-7528.
  • SCP-7528 may have difficulty killing players in large player counts.


PATCH NOTES

[h3]FIXES // MINOR CHANGES[/h3]
  • Servers now generate a config if none exists.
  • Guards can now wander properly.
  • Added a command to save server configs, admins, and bans immediately.
  • Fixed Wave Survival round 60 not working.
  • Addressed the MP5K trigger finger issue.
  • Adjusted the MP5 fire selector to no longer start on safe.
  • Resolved wrist issues on the P320.
  • Patched up some holes in Canal PVP.
  • Rectified Wave Survival featuring the old Galil.
  • Limited input UI to pre and post-game only.
  • Fixed idle multipliers not applying to procedural idle sway.
  • Fixed grip bugs when switching to an item without a grip.
  • Made it more challenging to turn around and see your own body.
  • Fixed issues with new localizations not functioning correctly.
  • Fixed an issue with popups breaking inputs and display.
  • Enabled the use of iron sights with canted sights.
  • Smoothed out snapping when switching between sights.
  • Fixed missing walls in the reactor room tunnel.
  • Removed the dev suppressor from the MP5.
  • Adjusted scope blur to be less bright.
  • Fixed navigation issues on the roof of Outpost Axiom.
  • Added kill volumes to sewer entrance in water.
  • Added collision to the lift in the Common Area.
  • Added collision to SCP-840 door in the Common Area.


[h3]CRASHES[/h3]
  • Fixed a crash that occurred when adding a melee pipe.
  • Fixed a crash upon loading an unequipped item.
  • Resolved a potential crash in SCP-7528 alert.
  • Fixed a crash due to SCP-173-B pathfinding not being initialized correctly.
  • Addressed various crashes that could happen when loading items.


We hope you thoroughly enjoy this update and thank you for your continued support!