1. SCP: 5K (Alpha Testing)
  2. News

SCP: 5K (Alpha Testing) News

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!

Update 2 // This Is Why - Part II (v0.12 - Alpha Testing)

[previewyoutube][/previewyoutube]
https://store.steampowered.com/app/872670/SCP_5K/

[h2]MESSAGE FROM AFFRAY[/h2]

Hey everyone, welcome back! It's been a while, but rest assured, we've been putting in some serious work into SCP: 5K. This latest update lays the groundwork for exciting narrative efforts that will soon find their way into the game — of which the narrative outline plans are now close to being relatively finalized behind the scenes. It's been a whirlwind period for us, juggling internal company restructuring on the Affray-end and the push for SCP.GAMES. There hasn't been a single slow day for our team!

But fear not, with this update, we're aiming to minimize the gaps between future updates. We've made significant progress on the groundwork, and the restructuring has given our overall efficiency a major boost. So, stay tuned and get ready to dive into the patch notes. We appreciate your continued support and hope you enjoy the update!

Expect a content patch in the coming weeks!

Ad astra,
Affray Interactive & SCP.GAMES

PATCH NOTES


[h3]NOTABLE[/h3]
  • Added SCP-1262 Spitter (hostile)
  • Added SCP-7528 "Screen Anomaly" (hostile)
  • Added a sneak peek of SCP-840 (environmental, for now)
  • Added the Journal System, starting with some documents scattered across the facility
  • Added new Gore system (currently on soldier-based enemies), with blood spreading, pose-space decals, and gore meshes for accurate, positional gore
  • Fleshed out the Area-12 Cinema with the introduction of the Forde Education Center – with new objectives, content, and areas to explore
  • Added new Security Guard character models designed around the legacy of SCP - Containment Breach’s iconic design
  • Added new FBI UIU character models
  • Updated Outpost Axiom and its objective chain
  • Added first pass of in-game soundtrack.



Check out our submission for SCP-7528 on the SCP Wiki, it features a wealth of narrative we've been working on for 5K: https://scpwiki.com/scp-7528 (by Gabriel Kero, HarryBlank, and Placeholder McD)



[h3]GUNS[/h3]
  • Added AUG
  • Added SA58 FAL
  • Added P320
  • Overhauled MP5
  • Added MP5SD and MP5K
  • Added MP5 Flashlight grip
  • Overhauled M1911
  • Overhauled Mossberg 590
  • Added PSO Sight
  • Added low Micro T2 mount
  • Added Wolverine PBS-1 Suppressor for AKs
  • Reworked M1014 to be the 7-round variant instead of 4-round




After this update, we will be slowing down on the production of gun-related content to focus more on environments, narrative, and SCP related content.

[h3]GAMEPLAY[/h3]
  • Added canted sights to all rifles
  • Reduced fire rate of the stock MP5, increasing its damage to compensate
  • Added the ability to have pre-fire delay on automatic fire
  • Added pre-fire delay to LAMG, reducing its effectiveness as an all-round weapon
  • Made braced aim use the aiming sway instead of the hipfire sway
  • Moved locking to electronics from doors
  • Added keycard unlocking for certain doors
  • Added the ability for double doors to be broken down


[h3]AI[/h3]
  • Added the ability for SCP-098 to eat bodies
  • Made SCP-098 flee and hide when threatened
  • Added the ability for Psi-Z Resonator to eat bodies
  • Added support for blending between crab movement animations and procedural
  • Improved crab walking
  • Improved targeting code for SCP-173-B
  • Made AI use automatic bursts by default



[h3]ANIMATION[/h3]
  • Added new Third Person Animation system:
  • - Uses start and stop moving animations
  • - Better blending of weapon animations onto locomotion
  • - Better blending of shoulders and spine
  • - Improved braced aim animation blending
  • - Enabled TP hand IK (inverse kinematics) at all ranges
  • Added hit reactions and injured state to Psi-Z Resonator
  • Adding turning animations to the Psi-Z Resonator
  • Improved Psi-Z Resonator walk animations
  • Updated Pistol and Rifle Melee Animations
  • Updated M9, Tavor, Five Seven, AK, MK17, M1014, M19x, and M67 animations
  • Overhauled MP5 Animations
  • Added inspect to P90
  • Reduced forward ADS offset to reduce arm overextension
  • Improved melee hit timing
  • Added alternate grip poses to third person
  • Fixed foregrips being at wrong angles in third person
  • Added special empty reload animations for shotguns
  • Added support for grips on moving parts (i.e., pump-action shotguns)
  • Made braced aim and sprinting movement not affect sight alignment
  • Improved aiming transition
  • Made weapons switch to braced aim while reloading to improve sight picture
  • Added alternate grip poses to most rifles
  • Improved ADS fire with less latency and better responsiveness on auto fire
  • Improved recoil sway with sustained fire
  • Fixed stuttering on players even when they were nearby


[h3]VISUALS[/h3]
  • Overhauled Muzzle flash visuals, with more impactful, performant gunshots
  • Added unique muzzle flash visuals for compensators
  • Replaced bullet casing effects
  • Updated scopes
  • Added the ability for attachments to inherit cosmetics from the items to which they are attached
  • Updated scope transparency
  • Improved reticle visibility
  • Updated Galil textures
  • Added depth offset to more materials for contact shadows
  • Added GTAO (Global Illumination)
  • Updated NVG (Night Vision Goggles) shader
  • Improved grunge shader
  • Updated camera shakes to be more consistent
  • Added camera shake for the fire selector
  • Improved holographic reticles
  • Improved telescopic sight alignment
  • Added custom bloom and lens flares, improving performance and visuals
  • Added subtractive fog volumes
  • Adjusted laser size when aiming at a distance, making it less prominent
  • Reduced smearing on grass
  • Updated grenade particles
  • Updated DLSS (Deep Learning Super Sampling) to 5.1
  • Improved blood splatters
  • Improved outdoor post-process
  • Improved grass material
  • Made the sky material opaque and added stars
  • Improved rain shader to react better to light
  • Overhauled keypad visuals
  • Replaced swing doors with new assets




[h3]AUDIO[/h3]
  • Reworked most gunshot sounds across the board
  • Improved supersonic cracks
  • Increased the distance at which bullet cracks occur
  • Reworked bullet casing audio
  • Added bullet casing sounds for .45 ACP and 12-gauge
  • Reworked MK18 sounds
  • Reworked M24 sounds
  • Reworked LAMG sounds
  • Reworked Mossberg sounds
  • Reworked Stealth Hunter sounds
  • Reworked 1911 sounds
  • Added SCP-098 footstep sounds
  • Updated MP5 firing sounds
  • Redid M1014 handling sounds
  • Added unique fire selector sounds for AK74, NATO, P90, and SMGs
  • Added new footstep and gear movement sounds for characters
  • Improved stereo on gunshot tails
  • Added new M19x and MP5 shots
  • Added 12-gauge casing sounds
  • Updated explosion sounds
  • Added thick occlusion traces to FMOD occlusion, better modeling sound absorption
  • Implemented simple music
  • Added sounds for when you take damage


[h3]UX[/h3]
  • Updated the spectator camera to reduce nausea when going in and out
  • Made loadout items load asynchronously, fixing freezing during loadout
  • Made attachments load asynchronously, fixing long load times
  • Improved screen percentage on lower settings
  • Added magazine size to item description
  • Added ping to scoreboard


[h3]PERFORMANCE[/h3]
  • Moved player state status to use C++
  • Moved first-person and third-person animation code to C++
  • Moved IK (Inverse Kinematics) animation code to C++
  • Moved check ammo and bashing to C++
  • Moved item and attachment code to C++
  • Optimized hunt memory usage
  • Optimized texture and material usage
  • Improved memory usage
  • Improved modular asset performance
  • Optimized some particles
  • Improved hunt performance
  • Optimized some shaders
  • Optimized and improved rain effects
  • Optimized puddles
  • Reduced overdraw on grass
  • Reused the same system for muzzle flashes and casing effects
  • Moved attachment code to C++
  • Moved item loading to be asynchronous
  • Fixed console log warnings, improving performance and reducing log file size
  • Improved animation performance
  • Improved CPU performance of other players and AI
  • Added LODs (Level of Detail) to important particles to improve particle tick time
  • Moved splatters to use asynchronous loading, reducing hitches in the game
  • Improved audio performance by stopping setting parameters and logging every frame
  • Optimized volumetrics
  • Overhauled pickup code for cleanliness and better performance
  • Fixed performance issues on hunt when zooming in due to shadows
  • Optimized clouds and fixed some shading issues
  • Disabled distance field shadows on medium settings
  • Disabled planar reflections


[h3]CRASHES[/h3]
  • Fixed crashes related to level streaming
  • Fixed a crash caused by FMOD
  • Fixed a crash associated with object pooling
  • Fixed a crash that occurred when closing the game
  • Fixed a crash resulting from dismemberment
  • Fixed vending machine setup and achievement-related crashes
  • Fixed some occasional crashes related to animation

Narrative and Art Showcase | This Is Why | SCP: 5K Devlog #2

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


In this narrative devlog for SCP: 5K, Game Director Trey Bishop explains how we have focused on the production of our story and have reworked existing elements to align with our creative vision.

Update 2, featuring some of these ongoing narrative and developmental elements, is currently scheduled for Late June.

WATCH NOW:
[previewyoutube][/previewyoutube]

Technical Showcase | This Is Why | SCP: 5K Devlog #1

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



This technical devlog for SCP: 5K delves into the intricate details of the game's development. Our Technical Director sheds light on the creation of the gore and animation systems, while the update also highlights efforts to enhance the AI characters, level design, and the game's overarching lore. Join us as we dive deeper into the behind-the-scenes workings of SCP: 5K.

In the upcoming video, we will be diving into the lore and art drive within Affray to make SCP: 5K a unique and proper SCP experience. Coming soon!

WATCH NOW:
[previewyoutube][/previewyoutube]