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

SCP: 5K (Alpha Testing) News

SCP: 5K On Sale Now!

Hi everyone,
[p][/p][h3]From October 27th through November 3rd you can pick up SCP: 5K for 25% off during Steam's Scream Sale event![/h3][h3]
[dynamiclink][/dynamiclink][/h3][p][/p][h3]In addition, you can also grab the Omni Edition Upgrade for 30% off right now and gain access to 3 DLC Campaign missions (to be developed and released after the base game is completed), exclusive Omni Edition cosmetics for your character and weapons, and an exclusive in-game supporter badge for your nametag.[/h3][p][/p][p][dynamiclink][/dynamiclink][/p][h3]Be sure to also check out our trailer for the upcoming 0.17.1 Update releasing on Wednesday, October 29th:[/h3][p][/p][previewyoutube][/previewyoutube][p][/p][p]-Affray Interactive Development Team



Discord Youtube SCP: 5K X Affray Interactive X[/p]

SCP: 5K On Sale Now!

Hi everyone,
[p][/p][h3]From September 29th through October 6th you can pick up SCP: 5K for 30% off during Steam's Autumn Sale event![/h3][h3]
[dynamiclink][/dynamiclink][/h3][p][/p][h3]In addition, you can also grab the Omni Edition Upgrade for 35% off right now and gain access to 3 DLC Campaign missions (to be developed and released after the base game is completed), exclusive Omni Edition cosmetics for your character and weapons, and an exclusive in-game supporter badge for your nametag.[/h3][p][/p][p][dynamiclink][/dynamiclink][/p][p]-Affray Interactive Development Team



Discord Youtube SCP: 5K X Affray Interactive X[/p]

A Hotfix for Update 0.17 is Now Available!

[h2]0.17 HOTFIX (0.17.0.154)[/h2][p][/p][h3]General:[/h3]
  • [p]Fixed dust cover disappearing when attaching PSO sight to AK104 and AK105[/p]
  • [p]Made binaural audio off by default, improving audio performance on lower end systems[/p]
    • [p]This option may need to be manually disabled if you already had this option on prior to the hotfix (it was previously defaulted on)[/p]
  • [p]Fixed ironsights not flipping down when an optic is equipped[/p]
  • [p]Made tablet close if ESC is pressed (the pause menu will still open but you will now leave the tablet)[/p]
  • [p]Fixed human AI looking wistfully into the distance[/p]
  • [p]Fixed broken grip hold on third person animation[/p]
  • [p]Fixed a bug where the player character preview would not appear when joining a server[/p]
  • [p]Improved soldier investigation selection[/p]
  • [p]Fixed black artifacts on some materials due to pixel depth offset[/p]
  • [p]Improved third person animation on the tire iron[/p]
  • [p]Fixed guard animation being rotated weirdly while moving[/p]
  • [p]Optimized human character networking, improving network performance with many players[/p]
  • [p]Reduced sheen on D-Class material[/p]
  • [p]Fixed collision issues on silo walkways in Outpost Axiom[/p]
  • [p]Optimized visibility culling in Outpost Axiom[/p]
  • [p]Fixed jittery grip hold in third person animation[/p]
  • [p]Fixed a bug where cosmetics would not appear when joining a server[/p]
  • [p]Various other optimizations and bug fixes[/p]
[p][/p][h3]Testing Chambers:[/h3]
  • [p]Fixed players losing credits when another player leaves the game[/p]
  • [p]Fixed players losing credits when another player dies during the staging area/waiting room[/p]
  • [p]SCP-914 elevator now uses "absolute teleporting"[/p]
    • [p]This means that players will now teleport to the center of the elevator, facing forward in SCP-914, regardless of their position when they entered the elevator at the end of the chamber[/p]
    • [p]This should fix dying when there is a collision issue in the elevator, even if it doesn't fix the collision issue itself[/p]
  • [p]Fixed a crash on the server when a player leaves during SCP-914 room sequence[/p]
  • [p]Fixed incorrect physics on Bepis can[/p]
  • [p]Fixed a crash if a player dies mid teleport[/p]
[p][/p][h3]Area-12:[/h3]
  • [p]Fixed one use electronics activating on server if many players use them at the same time[/p]
    • [p]Fixed the bug where you can close the shutter if all players interact with the switch, causing a softlock[/p]
  • [p]Fixed spawn not correctly updating in Area-12 reception, causing a softlock[/p]
  • [p]Fixed intense 50hz bass in interrogation ambient sound[/p]
  • [p]Optimized SCP-1262 networking performance[/p]
  • [p]Optimized interactive water simulation in Canals[/p]
[p][/p][h3]Ghosts of the South Gate:[/h3]
  • [p]Fixed SCP-610 falling through the floor on clients[/p]
  • [p]Fixed some harsh snapping on SCP-610's upper body during certain movements[/p]
[p][/p][h3]Dedicated Server Fixes:[/h3]
  • [p]Added the ability to execute server commands from the server console[/p]
  • [p]Added dedicated server ban syncing on restart and standby[/p]
  • [p]Fixed report player dialogue being able to display multiple instances of the same player[/p]
  • [p]Fixed /say command not sending messages to all players (this command is also now admin only)[/p]
  • [p]Added logs for chat in server[/p]
[p][/p][p][/p][h2]Coming Soon: 0.17.1 Patch[/h2][p][/p][h3]The team is currently working on 0.17.1, which includes further improvements to the Discover Program, as well as more bug fixes and general polish:[/h3]
  • [p]Randomized Chamber selection (we planned this for Update 0.17 but unfortunately ran out of time to implement it)[/p]
  • [p]Improved SCP-914 balance[/p]
  • [p]3 new chambers – required for randomization – generating more chambers to release is an easier and quicker thing to do while we work on the campaign[/p]
  • [p]General Chamber balancing and improvements[/p]
  • [p]Additional Challenges[/p]
  • [p]Improved Challenges[/p]
  • [p]A face-lift to Classic Survival[/p]
  • [p]Achievements[/p]
    • [p]We’re not going to be focusing on campaign achievements until closer to 1.0 release, but we’d like to include some achievements for the new mode, and fix/remove some of the older achievements that are no-longer achievable.[/p]
[p][/p][h3]As well as a very exciting addition:[/h3]
  • [p]The first stages of official modding support[/p]
    • [p]We are introducing an official mod loader tool that handles the loading of resources and server checks—an official SDK/mod creation tools is still planned and will be coming later![/p]
    • [p]Right now the mod loader specifically includes support for custom weapons, maps, cosmetics, factions and enemies[/p]

DEV DIARY

[p]We received a lot of questions and wanted to share some more background and insight regarding a few topics here: what we just released, why we released it, and how that affects the future of the project, and more specifically, the main campaign mission: Raid on Area-12.[/p][p]We’d also like to thank you for your feedback and announce we’re releasing a Hotfix on September 5th*. You can find details at the bottom for our 0.17 Hotfix along with plans for 0.17.1 Patch.[/p][p][/p][p] *Originally planned for Wednesday 9/3, but we had a couple of unexpected issues pop up so this is pushed to Friday 9/5.[/p][p][/p][p][/p][h2]WHAT IS THE DISCOVER PROGRAM, REALLY?[/h2][p]The Discover Program is our new PvE wave survival mode — or more accurately, an improved version of the wave survival system that’s been in the game since launch. It’s not a massive campaign update like Antarctica (and it’s not meant to be), but it’s just as important in its own way.[/p][p]In-universe, it acts as a thematic testing ground for Area-12 and the D-Class. For us developers, it’s a practical testing ground for new mechanics and new creatures. This is critical to our work on the campaign because it gives us a way to release more content more regularly, without being bottlenecked by the heavy burden that puts on our QA team and programmers with patching and releasing smaller sections of the Raid on Area-12.[/p][p]This means two things:[/p]
  • [p]You’ll get fun, replayable content with a faster turnaround to dive into during early access.[/p]
  • [p]We can continue building the campaign’s tactical horror experience behind the scenes without constantly breaking it every time we add something new.[/p]
[p]At a glance the Discover Program may seem like a distraction, but it represents much more than that — it’s an efficient way for us to give you engaging content now, while still pushing forward on the bigger vision of the full 1.0 game.[/p][p][/p][p][/p][p][/p][h2]WHY A NEW GAME MODE NOW?[/h2][p]The reality of early access is that we need to keep a healthy balance: meaningful updates for players now while still developing the long-term vision.[/p][p]If we only dropped small slices of the campaign, people would play once, say “that was cool,” and move on. That doesn’t help sustain development — and more importantly, it risks breaking the pacing of the story we want to tell.[/p][p]Wave survival, made the most sense for these reasons:[/p]
  • [p]It uses assets and systems we’re already building for the campaign.[/p]
  • [p]Easier to pick up, making it a great entry point to new players curious about SCP or tactical horror.[/p]
  • [p]It keeps the conversation going,  gives us valuable testing feedback, and helps keep the lights on without turning the game into a “money printing machine” with microtransactions.[/p]
[p]We’re not rushing the campaign out the door in broken fragments. We’d rather take the time to deliver a horror experience that lives up to its full potential — and Discover helps us get there.[/p][p][/p][p][/p][h2]HOW DOES THIS AFFECT PLANS GOING FORWARD?[/h2][p]Here’s the short answer: it doesn’t. The campaign remains the heart of this project.[/p][p]Everything we’re building — from small mechanics like throwing objects, to bigger additions like new creatures, locations, and systems — ties directly into the larger story of Area-12. Even the testing chambers themselves are part of Act 3 in the main campaign. The D-Class, the timeline (2018), and the voices you’re hearing, like Arly, are all relevant to the Raid on Area-12.[/p][p]The roadmap you’ve seen is out of date — not because we’ve abandoned it, but because game development shifts, priorities change, and we refuse to crunch the team or push out broken content just to hit a deadline. Our next step is to refresh the roadmap so you can follow along with us more closely, but what we’ve always promised is this:[/p]
  • [p]We are taking the time needed to make the game right.[/p]
  • [p]We will continue to be transparent with you about what’s happening behind the scenes.[/p]
  • [p]We will always  stay true to the SCP spirit — this isn’t just a horde shooter or mil-sim. It’s tactical horror. It’s F.E.A.R. with SCP monsters. And it’s a story we want to execute with care.[/p]
[p]Early Access means what you’re playing right now is a prototype. Every update is an experiment we’re willing to put in your hands to test. The final game is neither “good” nor “bad” yet — it’s unfinished. But with your feedback and support, we’re building toward something the SCP community and tactical horror fans have been waiting for.[/p][p]And yes — more updates in the form of shorter dev diaries like this one, so you’re not left in the dark.[/p][p][/p][p][/p][p]We are an indie studio. I say that not to excuse us from making a good game, but to remind everyone why it does take time. As always, thanks for participating in Early Access. We look forward to scaring the shit out of you in the near future. Thanks, Test Buddies!

Respectfully,[/p][p]BISHOP // GAME DIRECTOR[/p][p][/p][p][/p][h2]0.17 HOT FIX[/h2][h3]Release Date: September 5th*[/h3][p]First up, we have a Hotfix for 0.17 that fixes some of the more prominent issues introduced in 0.17, as well as some old ones. The following non exhaustive list of fixes have been implemented, and are currently undergoing QA:
[/p]
  • [p]Fixed players losing tokens when another player leaves the game[/p]
  • [p]Fixed players losing tokens when another player dies during the staging area/waiting room[/p]
  • [p]Fixed collision issues on silo walkways[/p]
  • [p]Fixed ironsights not flipping down when an optic is equipped[/p]
  • [p]Fixed a bug where cosmetics would not appear when joining a server[/p]
  • [p]Fixed a bug where the player character preview would not appear when joining a server[/p]
  • [p]Made tablet close if esc is pressed (game also pauses)[/p]
  • [p]Fixed human AI looking wistfully into the distance[/p]
  • [p]Improved soldier investigation selection[/p]
  • [p]Fixed a crash on the server when a player leaves during 914 room[/p]
  • [p]Added ban syncing on server restart and standby[/p]
  • [p]Added the ability to execute server commands from the server console[/p]
  • [p]Fixed black artifacts on some materials due to pixel depth offset[/p]
  • [p]Improved third person animation on the tire iron[/p]
  • [p]Fixed guard animation being rotated weirdly while moving[/p]
  • [p]Optimized human character replication, improving network performance with many players[/p]
  • [p]Various other optimizations and bug fixes[/p]
[p][/p][h2]0.17.1 PATCH[/h2][h3]Release Date: Q4 2025[/h3][p]Meanwhile, most of the team are working on the patch release 0.17.1, which includes some improvements for the testing chambers gamemode:[/p]
  • [p]General Chamber Balancing and Improvements[/p]
  • [p]Improved Challenges[/p]
  • [p]Randomized chamber selection – we planned this for .17 but ran out of time to implement it[/p]
  • [p]Improved SCP-914 balance – we’re not quite happy with it yet and collected feedback from you[/p]
  • [p]3 new chambers – required for randomization – generating more chambers to release is an easier and quicker thing to do while we work on the campaign[/p]
  • [p]A face-lift to Classic Survival[/p]
  • [p]Achievements[/p]
    • [p]We’re not going to be focusing on campaign achievements until closer to 1.0 release, but we’d like to include some achievements for the new mode, and fix/remove some of the older achievements that are no-longer achievable.[/p]
[p]As well as some improvements for the rest of the game - including but not limited to:[/p]
  • [p]Modding support[/p]
    • [p]This has been a pet project being worked on in the background for a while[/p]
    • [p]This is not an official SDK, but an official mod loader which handles loading of resources and server checks[/p]
    • [p]Right now this specifically includes support for custom weapons, maps, cosmetics, factions and enemies
      [/p]

THE DISCOVER PROGRAM // Update 0.17 is Now Available!

Update 0.17 is now available to download and play! Welcome to the Discover Program.
[p]
[dynamiclink][/dynamiclink][/p][h3]The Discover Program introduces our brand new rework of the Wave Survival gamemode, complete with 10 unique chambers, new SCPs to fight and interact with, a multitude of new systems and mechanics to improve the game underneath the hood, and much more.[/h3][p][/p][h3]If you wish to learn more about the work that went into this update, we also recently released an extensive devblog that dives deeper into the various features and other content that has been introduced into SCP: 5K with this update.[/h3][p][/p][p][/p]
[p]⚠ If you run into any issues such as crashing, bizarre textures, and so on, please make sure to delete your Pandemic AppData folder. You can easily access this file by typing %localappdata% into any Windows File Explorer address bar, and then finding the Pandemic folder and deleting it (a new one will be generated when you launch the game again). We also recommend verifying your game files through Steam after updating to make sure you have no corrupted game files. ⚠[/p]
[p][/p][h3]You can find the full in-depth patch notes below:
[/h3][p][/p][h2]0.17 PATCH NOTES[/h2][p][/p][h3]NOTABLE KNOWN ISSUES[/h3]
  • [p]Area 12 P1 Intro Cells: Players may experience shading issues on the walls[/p]
  • [p]Area 12 P1 Garage: Resonators may attack the player immediately instead of eating a corpse[/p]
  • [p]Area 12 P1 Garage: Players may respawn in the reception area too early, forcing them to wait for other players to complete the section[/p]
  • [p]Area 12 P2: Players may experience level streaming issues if killed by the SCP-7528[/p]
  • [p]Area 12 P3 Dorms: Player can get stuck in the shutter at the beginning of the chapter[/p]
  • [p]Area 12 P3 Dorms: SCP-1262 "Cores" may not respond visually to being shot on clients[/p]
  • [p]Zombies: Zombies killed outside of loaded area for clients results in frozen standstills[/p]
  • [p]D-Class: Enemy D-Class may focus on the wall in some areas instead of looking around at points of interest[/p]
  • [p]Ghosts of the South Gate: Players may experience cutscenes not moving[/p]
  • [p]Outpost Axiom PVP: Players may not see any weapons after changing team[/p]
  • [p]Outpost Axiom PVP: Host may freeze when returning to main menu[/p]
  • [p]Cosmetics: Cosmetics may fail to load when joining a dedicated server[/p]
  • [p]Resonators: Resonators may occasionally appear invisible for clients on dedicated servers[/p]
[p][/p][h3]CONTENT[/h3]
  • [p]Added SCP-914: An anomaly that can be used to upgrade your weapons in the Testing Chambers in exchange for credits[/p]
    • [p]Credits are gained by completing testing chambers and challenges[/p]
  • [p]Added SCP-1114-D: The the D-Crash Dummies[/p]
    • [p]A new enemy that approaches slowly while firing[/p]
    • [p]Behavior changes when disarmed[/p]
    • [p]Armed enemies can be given randomized loadouts[/p]
    • [p]Accuracy system overhauled for finer balance control[/p]
  • [p]Added items that can only be obtained when getting a faulty output from SCP-914[/p]
    • [p]Added pen melee weapon[/p]
    • [p]Added rubber duck throwable[/p]
    • [p]Added rock throwable[/p]
    • [p]Added Bepis can throwable[/p]
    • [p]Added baby SCP-3199 throwable[/p]
  • [p]Added various melee weapons that can be obtained in the Testing Chambers[/p]
  • [p]Added a variant of ammo/med containers that cost credits[/p]
  • [p]Added a separate personal scoring system for the Testing Chambers[/p]
    • [p]Players can earn personal scores by getting kills, using SCP-914, spending credits on supplies, completing chambers, and shooting targets[/p]
  • [p]Added Arly-12 and other test proctors who guide players through the Testing Chambers experience with more than 20 minutes of new and unique dialogue[/p]
  • [p]Added a TV to the Testing Chambers waiting room that players can use to watch a guide on the game mode. Players can interact with a playing TV to focus on the screen.[/p]
  • [p]Added Testing Chamber screens: For your testing convenience, screens around the Testing Chamber screens have been outfitted with data valuable for testing, including enemy count, wave count, and wave timers[/p]
  • [p]Added a new gameplay-adaptive soundtrack to the Testing Chambers, comprising 30 to 60 minutes of new music[/p]
  • [p]Updated translations[/p]
  • [p]Added M590 Shockwave[/p]
[p][/p][h3]GAMEPLAY[/h3]
  • [p]Commands: /tp improvements[/p]
  • [p]Commands: /Unban now properly removes unbanned IDs[/p]
  • [p]Added random spawns for the Sewer Canal PVP map[/p]
  • [p]Improved ultrawide monitor support during gameplay[/p]
[p][/p][h3]VISUALS[/h3]
  • [p]SG553: Texture Improvements[/p]
  • [p]SW500: Texture Improvements[/p]
  • [p]Swept Floor Rubble: a mesh used for set dressing the edges of floors received an improved mesh and textures[/p]
  • [p]UIU: Updated First Person gloves texture[/p]
  • [p]Silo assets: Silo assets used in outpost axiom and now in testing chambers have been updated to be more performant and now use trim sheet method[/p]
  • [p]Added Testing Chamber Gun Skins[/p]
  • [p]Reduced distortion on muzzle flash for improved ADS visibility[/p]
  • [p]Added banking and acceleration warping to zombies[/p]
  • [p]Added new SCP-098 model[/p]
  • [p]Reduced damage camera shake on small damage amounts[/p]
[p][/p][h3]AUDIO[/h3]
  • [p]Improved audio balancing across the whole game[/p]
  • [p]Added new adaptive music system using enemy weights and targeting information[/p]
  • [p]Added Room-based audio occlusion system (currently enabled in Testing Chambers, Antarctica, Classic Wave Survival, Sewer Canals PVP and Area 12 Chapter 1)[/p]
  • [p]Added convolutional reverb with per-source routing (work-in-progress)[/p]
  • [p]Added toggleable binaural audio setting[/p]
  • [p]Added misophonia accessibility setting (work-in-progress)[/p]
  • [p]Added audio output device setting[/p]
  • [p]Added physics-based sound effects for some objects[/p]
  • [p]Added fire extinguisher sound effects[/p]
  • [p]Added additional human foley sound effects[/p]
  • [p]Added electrocution damage sound effects[/p]
  • [p]Added suffocation damage sound effects[/p]
  • [p]Added more UI sound effects (objectives, cosmetics, etc.)[/p]
  • [p]Overhauled all SCP-7566 (Door Squid) sound effects[/p]
  • [p]Overhauled firearm distant shot sound effects[/p]
  • [p]Overhauled firearm shot reflection sound effects[/p]
  • [p]Overhauled firearm dryfire sound effects[/p]
  • [p]Overhauled human water footstep sound effects[/p]
  • [p]Improved SCP-098 footstep sound effects[/p]
  • [p]Added event culling based on distance[/p]
  • [p]Added per-event pausing while event is virtual[/p]
  • [p]Various in-game voice chat fixes[/p]
  • [p]Various sound attachment and positioning fixes[/p]
  • [p]Various other sound fixes[/p]
[p][/p][h3]UI[/h3]
  • [p]Added credit count to the HUD for the testing chamber gamemode[/p]
  • [p]Added ammo count to the magazine in the HUD[/p]
  • [p]Improved server browser[/p]
  • [p]Added Elevator Navigational Icon[/p]
[p][/p][h3]FIXES & OPTIMIZATIONS[/h3]
  • [p]Area12: Improved AI Navigation from the Pit into the Reception area[/p]
  • [p]Area12: Fixed AI running into a fire hazard in the Pit, killing themselves before they could reach the players[/p]
  • [p]Area12: Improved some enemies not being killed after the rocks fall in Reception/Pit transition[/p]
  • [p]Area12: Improved navigation in the Pit area of Area12[/p]
  • [p]Wave Survival(Classic): Fixed some doors being permanently broken if shot by players before the wave they were set to unlock[/p]
  • [p]Wave Survival(Classic): Fixed blocker volumes that could be stood on, as well as that they were incorrectly blocking grenades[/p]
  • [p]Area12: Fixed Resonators sometimes not spawning during the pit fight sequence[/p]
  • [p]Area12: Removed some unintended Infector spawns in Logistics[/p]
  • [p]Area12: Fixed some walls that were incorrectly positioned generally in the Area-12 campaign mode[/p]
  • [p]Area12: Fixed some enemies in Plumbing that would spawn in the floor or ceiling incorrectly [/p]
  • [p]Area12: Fixed some infectors that could spawn in the ceiling in Maintenance [/p]
  • [p]Area12: Fixed some small visual gaps in walls in some areas[/p]
  • [p]Area12: Fixed double doors being able to be permanently broken near the Pit area[/p]
  • [p]Area12: Fixed some ammo that could be grabbed through a wall in the Shipping area[/p]
  • [p]Area12: Removed some potential spawn areas in Water Treatment[/p]
  • [p]Area12: Fixed some fire hazards not doing damage when touched[/p]
  • [p]Area12: Fixed some floating assets generally such as health, ammo, and other small props[/p]
  • [p]Area12: Fixed Infectors being able to path up rubble thus being able to reach players who were outside of the pit area in the garage[/p]
  • [p]Area12: Fixed some spitters not dying correctly when their parent flower dies[/p]
  • [p]Area12: Fixed some exploitable areas in the Pit fight[/p]
  • [p]Area12: Fixed exploit where players could unlock the office checkpoint early[/p]
  • [p]Area12: Fixed resonators attacking players during the descent to hell section instead of attacking the guards as intended when the player does not shoot the resonators[/p]
  • [p]Area12: Fixed players sometimes spawning without a weapon in the Prison area[/p]
  • [p]Area12: Fixed an angled corner pillar asset that had incorrect collisions, mostly used in the Theater area[/p]
  • [p]Area12: Fixed several blocking volumes in Logistics Parking that were incorrectly blocking grenades being thrown through them[/p]
  • [p]Area12: Added fire damage to several fires in Area 12 that were missing them[/p]
  • [p]Area12: Improved AI Navigation in certain cramped areas[/p]
  • [p]Antarctica: Fixed several level-skip exploits[/p]
  • [p]Antarctica: Fixed collision of some shelves in Hospital that could allow the player to get stuck when moved against[/p]
  • [p]Test Level: Fixed 610 Sentries spawning incorrectly in some instances[/p]
  • [p]Axiom PVP: Fixed some shutters/doors that did not block players as intended[/p]
  • [p]Axiom: Optimized player pathing so that you do not get stuck on some ramps on in the level[/p]
  • [p]Axiom: Fixed exploit where player could vault over electric fences[/p]
  • [p]Axiom: Fixed a potential soft-lock that could happen regarding the Disable Electric Fence button[/p]
  • [p]Axiom: Reduced spawns that were very close to the player spawn[/p]
  • [p]AI Soldiers: Removed AI camera lag and arm animations to steady their aim[/p]
  • [p]AI Soldiers: Investigation logic better prioritizes recent and dangerous stimuli[/p]
  • [p]AI Navigation: Collision size for all enemies now better matches navigation size[/p]
  • [p]AI Navigation: Adjusted crowd avoidance settings for all enemies to reduce blocking each other[/p]
  • [p]AI Navigation: Disabled path replanning during crowd avoidance to prevent infinite replan loop[/p]
  • [p]AI Navigation: Zombies no longer stop and replan pathing while attacking door[/p]
  • [p]AI Navigation: Zombies no longer stop and replan pathing while dropping off ledges[/p]
  • [p]AI Navigation: AI more reliably attack doors they are navigating through[/p]
  • [p]AI Navigation: AI don't attempt to path through closed doors they cannot attack[/p]
  • [p]AI Navigation: AI reliably stop attacking broken doors[/p]
  • [p]AI Navigation: Resonators in parking garage no longer take flight or teleport (it is a known issue, however, that Resonators in parking garage can occasionally get stuck traversing obstacles)[/p]
  • [p]AI Spawning: Fixed issue that could cause AI to spawn without a body[/p]
  • [p]AI Spawning: Added additional trigger conditions for spawn animations[/p]
  • [p]AI Spawning: AI spawn directions created for 610 now support other enemies[/p]
  • [p]Fixed Resonators and SCP-098 headshots not counting towards your score[/p]
  • [p]Fixed swapping between two scopes on a weapon preventing you from seeing through the main one[/p]
  • [p]UI: Fixed softlock when spamming apply settings in the video settings[/p]
  • [p]UI: Fixed mouse issues in the pre/post game menu[/p]
  • [p]UI: Fixed issue with objective UI progression visually resetting on completion[/p]
  • [p]UI: Fixed issue of weapon data displaying incorrectly when using a weapon that is incompatible[/p]
  • [p]Input: Fixed issue with controllers opening the in-game menu when crouching[/p]
  • [p]Crash: Fixed a crash associated with the Firemode animation trying to play or stop playing with invalid data.[/p]
  • [p]Crash: Fixed a crash where the analytics system would attempt to add analytics events before the world was valid.[/p]
  • [p]Crash: Fixed a crash where the Gore textures would attempt to update themselves using invalid data.[/p]
  • [p]Fixed crash in SAIDirection due to stale pointers[/p]
  • [p]Fixed AI reload task not unbinding from finish reload, causing task to occasionally never end[/p]
  • [p]Fixed gore decals only applying in positive direction[/p]
  • [p]Fixed voice chat buffer filling up during virtualization, causing players to say everything all at once upon returning[/p]
  • [p]Crash: Fixed crash in NumberObjective on starting antarctica from checkpoint[/p]
  • [p]Crash: Fixed a crash at the end of Ghosts of the South Gate[/p]
  • [p]Fixed players occasionally spawning in random places after starting Area 12 P3 too quickly[/p]
  • [p]Fixed missing physics assets on stribog and SG553, causing weapons to float in-air after death[/p]
  • [p]Fixed headshots for guards and players not registering in stats[/p]
  • [p]Fixed jitter in SCP610 animation[/p]
  • [p]Fixed aiming at your own head if sprinting during first equip[/p]
  • [p]Crash: Fixed SCP-3199 keeping raw (potentially dangling) refs to other 3199 instances[/p]
  • [p]Fixed most occurrences of players getting stuck in geometry while vaulting[/p]
  • [p]Crash: Fixed an occasional crash in 3199 charge[/p]
  • [p]Fixed SCP-610 projectiles playing sound after hit[/p]
  • [p]Fixed characters being able to slide through walls while insignificant[/p]
  • [p]Fixed floating barrel attachments on 553 SBR[/p]
  • [p]Fixed a softlock when player dies in the elevator in Area 12 Dorms[/p]
  • [p]Fixed not being able to melee zombies after "fake death"[/p]
  • [p]Fixed not being able to get off the top of a ladder due to overlaps[/p]
  • [p]Fixed spawn enemy command not working the first time[/p]
  • [p]Fixed characters going black after melee[/p]
  • [p]Fixed floating magazines on item pickups[/p]
  • [p]Fixed shootable glass hit positions being incorrect[/p]
  • [p]Fixed dedicated server map name not updating until a player leaves or joins[/p]
  • [p]Fixed server player count being out of sync from leaving players[/p]
  • [p]Fixed team select showing second team even if in campaign gamemode[/p]
  • [p]Fixed servers not restarting after being empty[/p]
  • [p]Fixed a bug where players with high ping would not receive loadout UI after the cutscene in antarctica[/p]
  • [p]Fixed guards looking at walls when not moving[/p]
  • [p]increased maximum network bandwidth of the game from 32kbps to 48kbps[/p]
  • [p]Made AI arms animation force disabled on server, improving performance and shot reliability[/p]
  • [p]Fixed push model networking being disabled, improving networking performance for servers[/p]
  • [p]Lowered voice sample rate 44.1k > 28k, reducing network and performance usage[/p]
  • [p]Crash: Fix crash related to objectives deactivating[/p]
  • [p]Objectives: Fix player-presence based objectives timer not synced with clients[/p]
  • [p]Infectors: Fixes for dead ones standing up on clients[/p]
  • [p]Added absolute location optimization to FPS characters for clients[/p]
  • [p]Moved Animation IK traces for FPSCharacter to be async[/p]
  • [p]Fixed cloth sheen being applied to blood on characters[/p]
  • [p]Fixed muzzle flash not updating First/Third person attachment[/p]
  • [p]Added optimizations to first person meshes[/p]
[p][/p][p]—[/p][p][/p][p]Good luck![/p][p][/p][p]-Affray Interactive Development Team[/p][p][/p][p][/p][p][/p][p]Discord[/p][p]Youtube[/p][p]SCP: 5K X[/p][p]Affray Interactive X[/p][p]Affray Interactive Bluesky[/p]