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SCP: 5K (Alpha Testing) News

PROJECT BACKROOMS | Official Announcement Trailer

[h2]APRIL FOOLS ANNOUNCEMENT[/h2]

[previewyoutube][/previewyoutube]

Coming April 1st, 2024.

Narrative Teaser: MOONFALL

[previewyoutube][/previewyoutube]

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

Patch Notes: 0.11.1.20

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

SCP: 5K 0.11.1.20 Patch Notes


Patch incoming! This patch focuses on back-porting a number of fixes from our in-development branch of the game, as well as updating the in-game branding to reflect the re-brand to SCP: 5K. As such, there are no major content additions here, those are saved for the next major update! Stay tuned.

[h2]Visuals[/h2]
  • Added updated branding images for SCP: 5K
  • Re-added a small guard/D Class encounter in the Common Area
  • Added Tan versions of the Galil and M24
  • Reduced blur in scopes
  • Reduced optic opacity
  • Improved sight shader
  • Reduced motion blur to mimic a 120FPS shutter speed


[h2]Gameplay[/h2]
  • Re-enabled vending machine achievement
  • Made silo trigger in Oupost Axiom more accurate
  • Made despawning SCP-173-B more reliable
  • Made SCP-173-B’s targeting more reliable
  • Made SCP-173-B take longer to forget
  • Improved SCP-173-B's pathfinding
  • Disabled guard prediction because it looked like 'wallhacks'


[h2]Fixes[/h2]
  • Fixed MK17 Tan not working properly
  • Fixed vending machine-related crashes
  • Fixed crashes due to level streaming
  • Fixed being able to use a vending machine multiple times
  • Fixed motion blur not working on bullet casings
  • Improved performance in some areas
  • Fixed logs being filled with useless warnings
  • Fixed some missing symbols for the Chinese translation
  • Fixed dismemberment meshes being visible in first person
  • Fixed a box being closed when it should be open
  • Fixed some reflection issues in Area-12
  • Fixed guards shooting through walls in the Server Room
  • Fixed some seams and reflection issues in Outpost Axiom
  • Fixed noisy artifacts on terrain
  • Fixed some lighting artifacts
  • Fixed blurry optic reticles in lower graphics settings
  • Fixed pickups having incorrect cosmetics
  • Fixed SCP-173-B trying to go through doors
  • Fixed some issues with doors not breaking
  • Fixed SCP-173-B getting confused once someone spectates
  • Fixed guards deciding to become pacifists
  • Fixed bad spawns in canals
  • Fixed spawns in Server Room

Early Access Anniversary + Development Status


Hey everyone,

A few days late to this, I was spending time having some focus on myself as a person and allowing myself personal growth during the anniversary of Early Access as my means of celebrating the milestone, and I didn't have time to be on my computer to properly articulate this announcement when the day came (Feb. 22, 2022). ❤️

Check out some behind-the-scenes photos:
https://affray.co

General timeline for the next major update:
https://affray.link/update-2

[h2]ANNOUNCEMENT[/h2]

Well... we have past the 1-year anniversary of Early Access of SCP: 5K on Steam! This is not only a milestone for Affray collectively but also a positive emotional period for me as well. Starting Affray has been a massive journey for all of us here, but for me, this has been something that I've had to grow so much to achieve. When I started this initially, I came from a pretty tentative point with very little understanding of not only the industry... but also myself. Starting and upholding Affray and growing into what we've become has been a huge unbecoming for myself — between the leadership of 30 people now working with us actively (and their families depending on their/our collective stability), lots of emotional and stressful tests to my resolve as a leader and friend, and ultimately striving to be the best person I can be and do my best to never be what I've disliked in others.

I'm incredibly proud of this project and our team, and I will always strive to be the best leader, friend, and person I can be. I feel not only is this an existential goal for me, but I deeply feel our continued success rides on just being as good of people as we can be — and I need to lead Affray and our partners by example for this to truly prosper and to continually be something I'm proud to fight for.


[h2]DEVELOPMENT STATUS[/h2]

Update 2 is well underway! We have some exciting stuff to showcase soon, between a new cinematic narrative trailer (non-gameplay, but not deceptive don't worry) and a new Affray Development Archive (devlog) underway! This will include behind-the-scenes of motion capture and gun range field recordings, among quite a lot of new cool things we're working on! 🙂


[h2]WHY DO UPDATES HAVE LONG INTERVALS?[/h2]

Focusing on constant patches sets us back massively in the longer term, along with being generally very stressful to manage on top of already-vigorous development efforts. Longer intervals allow us to focus on development near-purely and frees us from the added stress of pumping out micro-updates into circulation. I understand this can be concerning from your end at times, but we truly aim for what's best for development and to make sure we can meet our longer-term goals in as timely (and healthy) of a matter as possible and to ensure we can make this the best project it can be. We will continually make sure we communicate where development is at whenever we have a chance. ❤️

Per aspera, ad astra ex amore
Aden Stewart, Executive Director of Affray Interactive

Behind the Scenes Photos Vol. 2 - Motion Capture (BTS)

[h2]PLAYER MOVEMENT MOTION CAPTURE[/h2]

Footage coming soon on YouTube with other developmental efforts we are undertaking for Update 2 and beyond!

This shoot was mostly focused on player/soldier locomotion animations, but we did experiment with some creature-related animations as well!

Subscribe: https://www.youtube.com/@AffrayCo