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SCP: 5K (Alpha Testing) News

Patch Notes: 0.13.0

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

A new major update for SCP: 5K has been released! This is our final major update for 2023, emphasizing horror atmosphere in Area-12, and a rework of the starting area layouts to better facilitate mission objectives and game-play. We hope you enjoy!

[h3]CONTENT[/h3]
  • Some players may experience performance issues on the most recent NVIDIA game drivers. If this happens, try switching to a studio or older driver version.
  • Some players may receive generic GPU crashes when entering the transport tunnels for the first time. We are looking into this.
  • PVP matches may not always restart correctly. If all players leave, then this is fixed.


[h3]CONTENT[/h3]
  • Added new introductory area - Interrogation cells
  • Added new D-Class character models, with an updated design
  • Reworked SCP-1262, with 3 variants, improved animations, effects and behavior

  • Reworked zombies
  • this system is being built for adapting to future enemies:
    • Better timed attacks, that are dodge-able and predictable
    • Hit reactions
    • Death animations for specific death scenarios
    • Improved performance with large amounts
    • More interesting and more varied animations


  • Reworked the logistics hub area:
    • New objectives
    • New secrets
    • New areas
    • More interesting combat scenarios


  • Added Pipe
  • Added Tactical knife
  • Added new AS-VAL and SR3M VIKHR
  • Reworked Tavor X95
  • Reworked M9 Beretta
  • Updated SA58 model and textures
  • Added jump animations to characters
  • Updated Storage PVP map
  • Added missing documents to Area-12


[h3]AUDIO[/h3]
  • Updated P90, M1014, LAMG and AS-VAL firing sounds
  • Added occlusion to SCP-173-B sounds
  • Updated 1911 Handling sounds
  • Updated SA58 Handling sounds
  • Added occlusion to some environmental sounds
  • Added additional sounds


[h3]VISUALS[/h3]
  • Added new ballistics particle effects:
    • Better performance
    • Better indication of shot direction
    • Better visuals
    • More impact
  • Added door kicking to double doors
  • Added random gib selection to gore
  • Added cosmetic animations to SCP-098
  • Reworked a lot of weapon fire animations
  • Improved Lens flare halo
  • Updated Main menu Scene
  • Added improved blood decals to human characters
  • Reduced firing animation on some telescopic scopes to reduce flickering
  • Added visuals for suppression
  • Added Visibility optimizations to gore component
  • Added additional effects to screen anomaly dead bodies


[h3]GAMEPLAY/UX[/h3]
  • Reworked HUD:
    • Individual elements can be customized for visibility, or be set to “visible when needed”
    • Reworked health visuals to be more on-theme and visually concise
  • Added droppable item pickups:
    • Items on the ground will now swap with your current item
    • Characters drop their current item on death, with one magazine in the gun


  • Made several improvements to SCP-173-B:
    • Optimized SCP-173-B mechanics with large amounts of characters
    • Movement jumps around corners less often
    • Uses a more complex targeting system that allows us better control over behavior
    • Now has “chances” that scale grace time based on the amount of players and how often you let it get behind you
    • No longer does the “Michael Jackson”
  • Added shootable glass to some areas
  • Added amounts to mission item displays
  • Added kickstarter backers to the credits list
  • Increased mossberg and m1014 damage
  • Added hit animations to players and guards for better hit response
  • Improved ragdoll for all characters
  • Reworked hip-fire recoil to feel more impactful
  • Added minimum days since last ban
  • Improved resonator hearing range and decreased sight range
  • Improved ADS sight alignment to have better sight picture while aiming on some weapons
  • Made player “standing” requirements and kick messages clearer
  • Improved some post processing with eye adaptation
  • Disabled FMOD occlusion on dedicated servers
  • Slightly increased soldier sight time and reduced FOV
  • Added spectating support for ADS and other actions



[h3]FIXES[/h3]
  • Fixed issue with the killed by not showing up on death by another player
  • Fixed ballistics over penetration due to overly generous speed tolerances
  • Fixed picking up ammo even when the current item could not have ammo or was full
  • Fixed a bug that broke controllers when trying to open the settings
  • Fixed gamemode descriptions
  • Fixed performance hitches when killing large amounts of enemies (i.e with grenades)
  • Fixed resonators infinitely rotating
  • Fixed crash in game instance updating session when there was no gamemode
  • Fixed resupplying even when all items are full
  • Fixed resonators eating too far from the body
  • Fixed spectating not always working
  • Fixed mission items picking up even when at maximum capacity
  • Fixed resonators not looking in the correct direction at times
  • Fixed issue with the chapters not loading in the correct order
  • Fixed item pickups in cabinets having interaction
  • Fixed issue of the ready UI not allowing input
  • Fixed issues with command suggestions remaining visible on exit of chat
  • Fixed bullets showing incorrectly using revolver algorithm for other weapons, causing bullets to disappear visually from a magazine incorrectly
  • Fixed FMOD occlusion always updating even when sounds didn’t move
  • Optimized impact and dismemberment particles
  • Optimized bullet hit particles to cull more often and harder
  • Optimized environmental particle effects
  • Optimized bounds updates for character physics
  • Fixed some strange angles in 1262 spitter animation
  • Improved performance in canals by making water simulation run only when rendered, reducing tickrate and render depth
  • Reorganized pak chunks to be better separated for patch downloads, at the cost of slightly more storage space
  • Moved Suppression traces to be asynchronous to improve performance


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

Patch Notes: 0.12.1.39 // Alpha Testing

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


Patch coming today at 7am PT / 2pm UTC


[h2]Fixes[/h2]
  • Fixed items floating off to infinity if attachments spawn in before the item was loaded
  • Fixed characters not properly updating first person status
  • Added Area 12 to default map list, fixing a bug where the map would not progress in single player
  • Made configs always generate
  • Fixed a crash in gore when mesh is not assigned

Hotfix: 0.12.1.38 // Alpha Testing

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



A new patch will be out soon, fixing some of the major issues introduced in the recent update 0.12.1.

  • Fixed a crash in FPSTracer
  • Fixed a crash in UIWS water body
  • Fixed a crash in SteamCore
  • Fixed a crash in gore when gibs fail to spawn
  • Fixed a crash in PandemicSpectatorPawn
  • Fixed a bug where alive player counts would not update when a player leaves or dies
  • Fixed a crash when Unequipping an item
  • Fixed a crash when applying a cosmetic to an item that has not been loaded yet
  • Fixed game not recognizing when it was in a map collection - causing the last map to repeat indefinitely
  • Fixed broken item pickups in Area-12
  • Fixed some lighting issues in Area-12
  • Fixed reactor objective sometimes not activating
  • Reduced anger multipliers on Screen Anomaly
  • Added map data for server default map
  • Fixed map list, alive players, and map collection variable not replicating
  • Fixed admin menu not showing
  • Fixed a crash with dismemberment when an incorrect bone was passed
  • Fixed a crash when using pooled objects
  • Temporarily disabled physical animation in order to fix a crash when restarting a map

Patch Notes: 0.12.1 // Alpha Testing

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


Patch coming today at 7am PT / 2pm UTC

[h2]Reworks[/h2]
  • Reworked config loading and saving, only saving if properties were changed, allowing edits to configs while servers are running
  • Moved a bulk of server, login, ban, and authority code to C++
  • Moved Item code to using lightweight data assets, allowing for faster and more asynchronous asset loading



[h2]Client Improvements[/h2]
  • Added ahead-of-time loading for items for clients
  • Added environment-integrated VOIP
  • Fixed argument parsing in the console sometimes not respecting quotation marks
  • Made console parsing more reliable
  • Converted text chat to C++
  • Improved keypad display
  • Fixed issues with the chat menu sometimes not opening or closing on command
  • Implemented a client/server character limit for text chat


[h2]Screen Anomaly[/h2]

  • Improved Screen Anomaly hallucinations
  • Added videos and playback to screen anomaly
  • Added networked death to screen anomaly
  • Made Screen Anomaly prioritize the current target (reduces switching targets)
  • Made Screen Anomaly more lax with pathfinding, making chasing a little less frantic
  • Added varying broken states to screens in the Education Center
  • Added hearing ability to Screen Anomaly
  • Improved screen anomaly particle effects





[h2]Map & Environment[/h2]

  • Separated Area-12 map into two placeholder chapters
  • Fleshed out backstage areas in cinemas
  • Added autofill for command arguments
  • Improved ADS with smoother interpolation and animations
  • Fixed carpet material parallax not being correct
  • Added checkpoints
  • Added armory
  • Added the ability for SCP-098 to break doors
  • Added new sounds to SCP-098
  • Added Hit animations to SCP-098
  • Fixed SCP-173-B being able to move around corners
  • Adjusted lighting on Outpost Axiom
  • Extended objective sequence on Outpost Axiom
  • Optimized Education Center
  • Improved lighting in cinemas



[h2]Crash Fixes[/h2]

  • Fixed a crash from melee weapon
  • Fixed a crash with the objective trigger
  • Fixed a crash from gore
  • Fixed a crash from Screen Anomaly


[h2]Admin[/h2]
  • Added in-game admin menu for basic player management
  • Added standby state to servers


[h2]Gameplay and Visuals[/h2]
  • Updated fire animations for all pistols
  • Added "Apparitions" to cinema rooms
  • Improved parallax glass visuals at a distance
  • Added new Resonator sounds
  • Tweaked some guns to be brought up to audio level with others
  • Tweaked some SCP-1262 sounds to be brought up in audio level
  • Tweaked some ambience/music to be brought up in audio level
  • Tweaked some footsteps to help fix the asphalt sound issue
  • Updated UMP-45 model, textures, and animations
  • Improved maps in the Education Center
  • Fixed issue with documents not updating the numbering for risk
  • Removed pain volumes from backstage
  • Fixed a crash from Screen Anomaly
  • Fixed some exploit spots in the Education Center
  • Improved grunge shader
  • Updated SA58 and Stribog fire sounds
  • Updated 1911 animations and textures
  • Decreased "alertness" effect on detection for guards, fixing them being able to see you across the map and in dark conditions when they otherwise shouldn't be able to
  • Added occlusion checks to AI suppression
  • Balanced the screen anomaly to be more consistent in difficulty
  • Added EG-1 optic




[h2]Known Issues[/h2]
Some known issues include, but are not limited to:
  • Screen Anomaly hallucinations may stay after the anomaly dies
  • Item pickups may display the incorrect item mesh
  • Psi-Z pathfinding occasionally gets confused, causing them to miss doorways or staircases
  • Resonators sometimes get stuck in an endless turning loop
  • Up Next menu still shows even when restarting the level
  • The "Dave" optional objectives currently do not persist over the map transition, meaning they are not completable
  • SCP-173-B may snap into view occasionally
  • Elevators sometimes play sounds when not moving

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.