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Ghosts of the South Gate // Update 0.16 Devblog

Hello everyone,


Welcome back to another SCP: 5K devblog. In this post, we will be discussing the 0.16 update, “Ghosts of the South Gate”, as well as showcasing some of the upcoming work that the team has put into the game.

This has been an opportunity for the team to work on something that isn’t within the usual confines of Area-12, allowing them to explore more creative and flexible approaches to various gameplay concepts and designs. This should be a unique experience that plays quite differently to the main campaign missions JXLDC, and shows some of the more diverse gameplay scenarios that we have planned for the rest of the game.

SCP-610

As we last discussed in our Fall 2024 Studio Update one of our major focuses for SCP: 5K moving forward is on making sure that the SCPs not only present unique challenges for players, but also really drive up the horror factor. Known as “The Flesh That Hates”, SCP-610 is considered one of the creepier anomalies of the SCP universe, as it’s a highly contagious disease that causes grotesque mutations to the body of those that are infected. It is designated as a “Keter” class anomaly by the SCP Foundation, as it is extremely difficult to contain.

Despite its Keter classification, SCP-610 was originally contained and isolated at Site-600 in Russia due to its frigid and cold environment, which appeared to play a key factor in the containment process. In SCP: 5K, our goal was to pick up the story of SCP-610 after its isolation IK3Y8 and containment in Site-600: Area-12 seems to be involved in the development of the “Vector Program”, a global initiative that no one yet understands the full repercussions of. This program resulted in SCP-610 being transported from Site-600 to NSIS-4 for testing and the player’s mission is to find out why.



While developing SCP-610, our primary objective was to create a more “monstrous monster”, something that is distinctly different from guards/soldiers and our other enemy types that primarily utilize basic/simple melee attacks. In order to achieve this we constructed a flexible attack system that allowed us to add roughly half a dozen attacks across four different variants of SCP-610. We won’t reveal all of the attacks or variants here, but players should expect to anticipate and dodge a variety of attack patterns depending on the variant that they encounter.


During this process we have also made sure to utilize some of the existing tech that we created for the 0.15 update (namely W486B the soldier awareness system and the fake zombie death mechanics) and modify/repurpose portions of it specifically to fit the unique behaviors of SCP-610. SCP-610 doesn’t sense players the same way that other enemies do, and “killing” it isn’t that simple.

GOC

As the main protagonist of the Antarctica mission, we wanted to make sure to portray the GOC as the highly lethal operators that they are, but with a twist. While the GOC has many different iterations in the SCP community, in SCP: 5K we decided to take a more “tactical-meets-alchemy” approach to depict them.


In our timeline the GOC came into existence shortly after World War 2 (known to some as the “Seventh Occult War”). They EQCG6 were given access to extremely powerful technologies that blur the line between mythical and scientific comprehension, the most powerful of these being their base of operations, known as “Ganzir”, a [REDACTED]. Beyond Ganzir, the GOC also has access to a variety of other unique and anomalous pieces of technology:

“The Mask of Omphalos” - A lens made from a unique mineral that allows users to peer back in time and see certain memories, specifically ones that involve psychic trauma (the more there is the clearer the vision). As such the GOC have the ability to utilize “memetic vision” to help them see and understand a series of events that have unfolded at the civilian research outpost NSIS-4.

“The Fleece” - The GOC’s uniforms are made from a symbiotic mold that bonds with the wearer and allows for rapid (although limited) healing abilities LWBY7. If they are to take damage in combat, their suit is able to aid in healing its user and prolonging survival to complete the mission.

“The Lavos” - Known as “the Voice”, the paramount weapon of the GOC which can [REDACTED].


[h3]GOC “Peacekeeper” Kickstarter Reward[/h3]
At long last another one of the Kickstarter backer rewards will be coming with update 0.16: the GOC “Peacekeeper” skin! The GOC Peacekeepers represent the rank and file of the Coalition, whereas the operators for Antarctica are one YED2L of the elite strike teams. All Kickstarter backers will now be able to select unique variants of the GOC outfit in the customization screen:


In addition, backers will also now receive special icons in their nametags that other players will be able to see in coop and multiplayer matches:

NSIS-4, Antarctica

The location that we chose for Ghosts of the South Gate is the National Science Institute Station 4, otherwise known as NSIS-4. NSIS-4 was designed to support a sustained operational population of approximately 150–200 individuals ranging from scientists to eco tourists. It regularly received shipments Z4BZ8 and acted like a port for the scattered Antarctic outposts, such as the Troll Station further inland. We felt that this would be the ideal scene to portray the continuation of SCP-610, as it would be a natural place to move it from Site-600, and it gave us a lot of opportunities to weave in the story with Area-12 as well.


In addition, NSIS-4 allowed the team to incorporate a number of inspirations from one of our favorite films: John Carpenter’s “The Thing” (1982), which also takes place at a remote research station in Antarctica. We were even extremely fortunate to be able to work with the legendary Peter Maloney from the original Carpenter film for this update—you will be able to hear his voice acting in-game as he takes on the role of Marcus, 6XFYI a worker at NSIS-4 and key character that will help players understand what happened at this outpost. Keep an eye out for the various easter eggs and nods towards the film that we placed, and if you wish to learn more about how this film influenced us we will include a section about this in the upcoming devlog.


Antarctica was also another opportunity for us to further enhance and develop our level design workflows in order to avoid tedious puzzling elements while also simultaneously reinforcing exploration, maintaining story and tension building moments, and ensuring good momentum/flow CFTCB with a healthy balance of challenge along the way. Players should be able to experience a good range of both story and lore building interspersed between a variety of high-paced, endurance-testing challenges throughout the course of the mission.





Thank you for checking out the devblog. We hope that everyone enjoys Ghosts of the South Gate on March 5th, and we can’t wait to hear what you all think!

-Goomes, Community Manager



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Update 0.16 Release Date Reveal

Hi everyone,


[h3]The release date for Update 0.16 is now here! Everyone will be able to hop in and play this update on March 5, 2025.[/h3]

[previewyoutube][/previewyoutube]
[h3]We can't wait to hear what everyone thinks![/h3]



-Affray Interactive Development Team



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SCP: 5K On Sale Now!

Hi everyone,


[h3]You can pick up SCP: 5K for 20% off right now during Steam's Winter Sale event![/h3]

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

[h3]From now through December 31st you will also be able to find some festive decorations and other surprises in game (we've also included an option in settings to turn this off if you want to play without them):[/h3]


[h3]Last but not least, we put together a fun cinematic video of some friends playing through the 0.15 Chapter 1 overhaul together for the first time, while we simultaneously followed them around using our built-in spectator cam tools:[/h3]

[previewyoutube][/previewyoutube]
[h3]Now is a great time to hop into the game with a team of friends—we hope everyone enjoys![/h3]

-Affray Interactive Development Team



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Update 0.15.1 is Now Available!

Update 0.15.1 available now!


The team is hard at work on update 0.16, but in the meantime, we've prepared a patch for the 0.15 update to fix many of the bugs discovered by our QA team, as well as that were reported by the community.

This patch features a variety of bug fixes and polish, as well as some rebalancing and quality of life features to further refine and enhance the overall gameplay experience.

[h3]You can find the full patch notes below:[/h3]

0.15.1 PATCH NOTES

[h3]ADDITIONS[/h3]
  • Added Seasonal Events
    • Added option to gameplay settings for enabling and disabling seasonal events
    • Added seasonal christmas lights to SCP-173
  • Added customize admin command so players can access the workbench at any time (to access this open the chat and type /customize)
  • Added edge damage mesh decals to the transport tunnel supports

[h3]GENERAL FIXES[/h3]
  • Fixed Resonator IK applying when in air
  • Added distance config to spectator cam
  • Fixed spectator cam settings not opening
  • Fixed spectator cam UI not updating correctly
  • Cleaned up spectator cam UI
  • Fixed foot locking bugging out with lifts
  • Changed AI spawn interval in Outpost Axiom Hunt from 30 to 40s
  • Fixed missing release curve in MK18 first equip
  • Update LAMG fire animation
  • Fixed RMR tall not working
  • Fixed attachments being attached to TP in FP (Laser appearing at wrong location in first person)
  • Fixed offset in infector mesh
  • Removed low ready from tablet, throwables and melee
  • Fixed crash in damageableInterface from GetIsDead
  • Fixed lightmaps on some objects
  • Made player objective keep track of individual players
  • Added automatic alive tracking for player objective
  • Added keybind for 4th equipment slot (tablet)
  • Reduced wear on sign text
  • Updated localisations
  • Added keymapping confliction checks
  • Added defaults for individual keys and ability to reset to defaults
  • Fixed an issue where the escape key was not being recognised as a back key for menus like the in-game menu
  • Fixed issue where the pre-game UI was not correctly being removed when using the dev setting
  • Fixed confliction issues with inputs that use the same key mapping name
  • Added remaining setting menu texts to a string table
  • Added reset all inputs to defaults
  • Fixed button, font and design discrepancy between setting menus
  • Fixed issue with inputs not displaying unregistered input keys
  • Fixed vaulting allowing vaulting into surface (max depth ~0.5cm)
  • Fixed a map exploit in outpost axiom PVP
  • Fixed vaulting interrupting sprint at vault finish
  • Fixed a crash aiming in while a sight was loading
  • Added inputs to update data to fix issue with invalid inputs
  • Added check on game start to process information between the users settings and the update data to properly handle validating of inputs
  • Fixed an issue with duplicating inputs in the controls menu
  • Fixed zombie character not dying correctly if killed faking death or without a causer
  • Fixed objective menu dissapearing in some areas
  • Increased simulation steps on zombie, trade performance for reduced chance of penetration
  • Fixed Lasers not displaying on characters that have decals disabled

[h3]SERVER FIXES[/h3]
  • Fixed join game using incorrect connection string
  • Added password prompt for joining via connection string
  • Fixed steam rich presence updating before the game was joined
  • Added localization to password input
  • Disabled AFK kick for whitelisted players
  • Fixed items floating after death or unloading
  • Added command to add/remove someone to/from whitelist
  • Fixed password prompt not working when joining servers
  • Fixed direct connect not working on dedicated servers
  • Fixed connect string not working
  • Fixed host game creating silent lobby
  • Fixed main menu direct connect using wrong method
  • Fix #if logic causing crash on Linux dedicated server
  • Fixed auto creating and joining and additional lobby when hosting a game
  • Disabled AFK kick during private games
  • Added server specific configs to disable asynchronous navmesh updating
  • Fixed update host not updating advertisment - meaning public lobbies were sometimes impossible

[h3]LEVEL FIXES[/h3]
  • Parking Garage / Pit
    • Fixed blocking volumes not being enabled correctly in the pit
    • Added lights in garage boardroom for visual clarity
    • Fixed enemies not being killed by final rockfall correctly in pit final defense
    • Fixed lens flare on car lights not being blocked from certain angles
    • Fixed ceiling waffles having incorrect material
    • Fixed door in Parking garage hallway that could softlock players when broken
  • Intro Cells
    • Added player objective that forces players to group up in 2nd override room before continuing
    • Removed possibility of second 173 from occuring in introcells
    • Added resonator footsteps to show the crouch path in the 2nd overide hallway path
    • Added cable to guide players to chicken area entrance and increased light intensity to draw player's eyes to the correct path
    • Added boards to help guide players on the correct path in Introcells on the way to the second override switch
    • Moved and made changes to crouch area in the Introcells hallway to the second override switch to be easier to see
    • Added visual improvements to Introcells
  • 3199 Nest
    • Fixed being able to walk through bio matters in some areas
    • Fixed some areas players can get stuck at in the 3199 nest area
    • Fixed phantom 3199 spawning on clients in the nest
    • Fixed 3199 hatchling kill not being replicated across players
    • Fixed some exploits for 3199 area
  • Logistics
    • Removed fire from area player couldn't return to after turning on sprinklers
    • Removed stealth sprinkler system
    • Added nav modifier to discourage chicken from going around the side to go around the player to the catwalk
    • Fixed some issues with security cameras
    • Added cable to guide players to chickenarea entrance and increased light intensity to draw player's eyes to the correct path
  • Infamous Area
    • Fixed some misaligned walls
    • Fixed some lights stuck in ceiling in infamous area
    • Fixed some other smaller issues mostly in infamous area
  • Offices / Intake
    • Added party stuff to an office room
  • Misc.
    • Small sightline improvements for Canal PVP



Enjoy!

-Affray Interactive Development Team


Discord Youtube SCP: 5K X Affray Interactive X

SCP: 5K Steam Awards 2024

Hi everyone!


We are very excited to announce that SCP: 5K is eligible to be nominated for this year's "Labor Of Love" category in the Steam Awards!

This project truly has been a labor of love for us, and we are extremely grateful and honored to have the opportunity to continue working on the game and delivering the best tactical horror experience that we can for the community.

If you have enjoyed playing SCP: 5K and watching it progress, please consider nominating us!



[h3]Thank you to everyone that has played and supported our game, and we can't wait to bring you all more very soon![/h3]


-Affray Interactive Development Team



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