SCP: 5K
by Affray Interactive · 22 Feb, 2022
62 downloads
About the Game
The SCP Foundation has gone dark. Disturbing intel from one of the many Foundation sites, Area-12, an underground biological research and containment facility in West Virginia, has been forwarded to an anomalous branch of the FBI, the Unusual Incidents Unit (UIU).
Upon arrival the UIU are ambushed and trapped within Area-12 by a facility wide lock-down, leaving you alone and without backup. For reasons yet unclear, Area-12 has adopted a new agenda: creating weaponized hybrids of anomalous creatures. Now the UIU must get to the bottom of “why” and stop them before these monstrosities are unleashed on innocent civilians.

Anomalies are reality-defying objects, artifacts and creatures that inhabit the cracks in our world. These anomalies are what the SCP Foundation was supposed to contain; and their anomalous nature makes them dangerous to the likes of you.
SCP-173-B // The Sculpture
SCP-610 // The Flesh that Hates
SCP-7528 // Screen Anomaly
SCP-1262 // Seed of Destruction
SCP-3199 // Humans Refuted
SCP-621 // Hypnobulbs
SCP-098 // Surgeon Crabs
SCP-7566 // Door Squid
Within Area-12, there are reports of the Foundation experimenting with hybrid anomalies; brutal SCP combinations, bred for ultimate destruction.
Vx-026 // Infector
Vx-349 // Resonator

Raid on Area-12 // UIU Operatives infiltrate Area-12, West Virginia, which is at the center of disturbing events surrounding the SCP Foundation // 4-6 players
Ghosts of the South Gate // GOC Investigate a remote research outpost, NSIS-4, Antarctica after receiving intel from UIU operatives at Area-12 about development of a 'biological weapon' // 4-6 players

Raid on Outpost Axiom // 1-8 players
Outpost Axiom PvP // 2-16 players
Wave Survival Testing // 1-8 players
Weapons Testing // 1-6 players
PvP Testing // 4-14 players

Tactical Gunplay // Grounded tactical combat utilizing vaulting, peeking corners, breaching doors, and detailed weapon customization
Investigation // Observe your surroundings to look for clues that will help you complete your objectives and find valuable resources or additional intel
Lore + Reporting // Take in as much or as little lore as you like by not only choosing what documents and audio logs you are collecting and observing with your tablet, but also what you find interesting enough to report over radio to your ToC
Immersive Audio // Detailed audio design with occlusion-based wall muffling and spatialized/proximity voice chat

Take advantage of NVIDIA® DLSS, NVIDIA® NIS, and AMD® FidelityFX Super Resolution (FSR) for enhanced visual performance.
Ultra-wide support for an immersive gaming experience.
Screenshots
22 images
Version Information
Steam Patch Notes
Official update history
Update 0.17.1 Hotfix is now available to download and play!
This hotfix includes a handful of bug fixes and optimizations.
[table equalcells="1" colwidth="679"][td colwidth="679"]⚠ 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. ⚠
You can find the full in-depth patch notes below:
0.17.1 HOTFIX PATCH NOTES
[p align="start"]FIXES & OPTIMIZATIONS
Fixed UVs on Testing Chambers movable platform
Fixed some visual issues in Cabin in the Woods chamber
Fixed clients not receiving achievements in Testing Chambers
Adjusted achievements code for more logging and better reliability
Fixed DLC cosmetics not appearing when joining a server
Fixed some lightmap errors on props
Fixed some stuck and exploit spots in Wave Survival Classic
Fixed some spots where AI would get stuck in Wave Survival Classic
Removed some unneeded blockers in Wave Survival Classic
Adjusted settings for AO and lightmap mixing
Fixed garbage bin shootable prop issues
Optimized Texture resolutions
Enabled min LOD stripping
Fixed some misc crashes
—
Good luck!
-Affray Interactive Development Team
[img src="{STEAM_CLAN_IMAGE}/33393847/4d911943783eb0a12c20905bc9ef5e7a6bf0ed92.png"]
[img src="{STEAM_CLAN_IMAGE}/33393847/29c1f87eb19adafd6e82d6e24e23756bb4d06499.png"]
0.17 HOTFIX (0.17.0.154)
General:
Fixed dust cover disappearing when attaching PSO sight to AK104 and AK105
Made binaural audio off by default, improving audio performance on lower end systems
This option may need to be manually disabled if you already had this option on prior to the hotfix (it was previously defaulted on)
Fixed ironsights not flipping down when an optic is equipped
Made tablet close if ESC is pressed (the pause menu will still open but you will now leave the tablet)
Fixed human AI looking wistfully into the distance
Fixed broken grip hold on third person animation
Fixed a bug where the player character preview would not appear when joining a server
Improved soldier investigation selection
Fixed black artifacts on some materials due to pixel depth offset
Improved third person animation on the tire iron
Fixed guard animation being rotated weirdly while moving
Optimized human character networking, improving network performance with many players
Reduced sheen on D-Class material
Fixed collision issues on silo walkways in Outpost Axiom
Optimized visibility culling in Outpost Axiom
Fixed jittery grip hold in third person animation
Fixed a bug where cosmetics would not appear when joining a server
Various other optimizations and bug fixes
Testing Chambers:
Fixed players losing credits when another player leaves the game
Fixed players losing credits when another player dies during the staging area/waiting room
SCP-914 elevator now uses "absolute teleporting"
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
This should fix dying when there is a collision issue in the elevator, even if it doesn't fix the collision issue itself
Fixed a crash on the server when a player leaves during SCP-914 room sequence
Fixed incorrect physics on Bepis can
Fixed a crash if a player dies mid teleport
Area-12:
Fixed one use electronics activating on server if many players use them at the same time
Fixed the bug where you can close the shutter if all players interact with the switch, causing a softlock
Fixed spawn not correctly updating in Area-12 reception, causing a softlock
Fixed intense 50hz bass in interrogation ambient sound
Optimized SCP-1262 networking performance
Optimized interactive water simulation in Canals
Ghosts of the South Gate:
Fixed SCP-610 falling through the floor on clients
Fixed some harsh snapping on SCP-610's upper body during certain movements
Dedicated Server Fixes:
Added the ability to execute server commands from the server console
Added dedicated server ban syncing on restart and standby
Fixed report player dialogue being able to display multiple instances of the same player
Fixed /say command not sending messages to all players (this command is also now admin only)
Added logs for chat in server
Coming Soon: 0.17.1 Patch
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:
Randomized Chamber selection (we planned this for Update 0.17 but unfortunately ran out of time to implement it)
Improved SCP-914 balance
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
General Chamber balancing and improvements
Additional Challenges
Improved Challenges
A face-lift to Classic Survival
Achievements
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.
As well as a very exciting addition:
The first stages of official modding support
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!
Right now the mod loader specifically includes support for custom weapons, maps, cosmetics, factions and enemies
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.
You can find the full patch notes below:
0.15.1 PATCH NOTES
ADDITIONS
- Added Seasonal Events
- Added option to gameplay settings for enabling and disabling seasonal events
- Added seasonal christmas lights to SCP-173
- Added option to gameplay settings for enabling and disabling seasonal events
- 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
GENERAL FIXES
- 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
SERVER FIXES
- 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
LEVEL FIXES
- 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
- Fixed blocking volumes not being enabled correctly in the pit
- 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
- Added player objective that forces players to group up in 2nd override room before continuing
- 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
- Fixed being able to walk through bio matters in some areas
- 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
- Removed fire from area player couldn't return to after turning on sprinklers
- Infamous Area
- Fixed some misaligned walls
- Fixed some lights stuck in ceiling in infamous area
- Fixed some other smaller issues mostly in infamous area
- Fixed some misaligned walls
- Offices / Intake
- Added party stuff to an office room
- Added party stuff to an office room
- Misc.
- Small sightline improvements for Canal PVP
- Small sightline improvements for Canal PVP
—
Enjoy!
-Affray Interactive Development Team
{STEAM_CLAN_IMAGE}/33393847/4d911943783eb0a12c20905bc9ef5e7a6bf0ed92.png
{STEAM_CLAN_IMAGE}/33393847/29c1f87eb19adafd6e82d6e24e23756bb4d06499.png
Discord
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SCP: 5K X
Affray Interactive X
This update introduces the first version of the long awaited checkpoint system! The first iteration allows you to restart part-way through each chapter if you fail. No more starting from the beginning every time!
Our second iteration, to be introduced in a future update, will include the ability to start a private game from any unlocked checkpoint, saving loadouts with checkpoints, and additional improvements.
GAMEPLAY/UX
- Added checkpoints to Area 12:
- 3 checkpoints in Part 1
- 1 Checkpoint in Part 2
- 1 Checkpoint in Part 3
- 3 checkpoints in Part 1
- Re-Added Stribog SP9A1, with new model, textures, animations and sounds
- Added PVP-refined layout to outpost axiom PVP
- Made storage room loaded while in generator room in area 12
- removed collision from vines that slither out of the way during the dorms sequence
- Added handling for server quit to main menu
- Moved alarm position of final obj on outpost axiom
- Lowered AI shooting target downwards
- Increased AI recoil compensation to reduce chance of headshot
- Added the ability for gamemode overrides to be included in map rotations
- Added some additional enemy spawns to logistics to keep the player on their toes
- Increased zombie hearing radius
- Added new SCP-3199 encounter in logistics
- Added some additional weapon pickups in logistics
- Slightly increased ADS speed across the board
- Slightly increased base sway speed
- Increased MP5K smooth aim and decreased post-fire alignment in ADS
- Added UI to indicate laptop objective progress in antarctica
- Added UI indication for new objectives to aid attention
- Made zombies move while attacking
- Adjusted objective wording for improved objective flow on Area 12 part 2
AUDIO/VISUALS
- Increased maximum hearing distance for gear footsteps and increased footstep audibility
- Added Post process effects when damaged
- Slightly reduced motion blur amount
- Added water audio to rising water in prison section
- Added basic gore to zombies
- Added previously unused Radial blur effects to suppression
- Added snow footsteps to zombies
- Made night time in outpost axiom darker
- Implemented new tonemapping settings for better contrast and visibility
- Reduced camera animation while aiming
- Added new first person arms mesh for UIU
OPTIMIZATION
- Added LODS to weapons that were missing them
- Optimized collision on some objects
- Disabled IK traces on dedicated server
- Disabled Overlap events
- Optimized FPSTracer Tick
- Disabled tick on unneeded objects
- Optimized Component attachments
- Added collision aggregation to modular assets to improve performance and reduce hitching
- Converted common objects to use push based networking, improving server and P2P performance
- Optimized barrel and ceiling dust trails
- Optimized spore particles
- Optimized pulsing and carpet materials
- Optimized/removed some dynamic lights in dorms
- Optimized culling in dorms
- Moved lights and screens to use custom primitive data and away from dynamic material instances (improving instancing performance)
- Fixed some LOD issues and missing LODs in antarctica
- Updated in-game credits
FIXES
- Fixed crash on server when displaying the notify on end of Antarctica
- Fixed a crash in SCP173BController GetChances when there were no observers
- Fixed crash in SCP173Subsystem due to stale pointers in potential observers
- Moved crash data to be earlier in game instance Init to catch more crash scenarios
- Fixed a crash on startup due to getting steam stats
- Fixed a crash when re-attaching an attachment to the same weapon
- Fixed 173 not de-spawning at start of generator room
- Fixed attachments not appearing on picked up items
- Fixed errors when attaching lasers in customization
- Fixed flashlight attachments not being on the correct perspective
- Fixed lasers showing as third person when in first person
- Fixed lasers showing when disabled on other clients
- Added a bit more ammo and health pickups to canals
- Fixed outer elevator door in Prison not being in the right players
- Fixed a stuck spot in Water Treatment
- Fixed PVP score not initializing
- Fixed zombies sliding along walls when attacking doors
- Reduced bloom in night vision
- Fixed leaning not working over low cover
- Fixed 1262 Spitters in dorms and prison not reacting properly to player gunshots
- Fixed some broken shadow offsets on materials
- Fixed respawn requirements appearing on screen when alive
- Added some missing backer names to the backer wall and credits
- Fixed mission items passing on if restarting or switching settings
- Fixed some lobby behavior causing the lobby to join an empty session
- Fixed equip animation not playing on Tactical Knife
- Fixed errors from tracers delaying after object pools were destroyed
- Fixed squid spawning behind vending machines
- Fixed some navigation issues in logistics
- Fixed dying while in water rising section in Prison causing the player to respawn underneath the water and die continuously
- Redid streaming layout for Dorms to be more reliable and have less hitches
- Fixed individual maps not being selectable in map vote
- Fixed Area 12 always being added to map rotations
- Separated movement roll to fix extreme scope shadow while moving left and right
- Fixed cover generation missing corners if they are facing the wrong direction
- Fixed a bug where melee attacks would always register as failing for AI
- Fixed AI not being able to see through glass in some places in Chapter 2
- Fixed missing kill volume in water treatment
- Made characters drop primary instead of equipped weapon by default on death
- Added angle limit to look at point to reduce the chance that AI will headshot while honing in
- Reworked lift changing direction to be more reliable
- Fixed lift getting stuck/flipping direction at end
- Fixed blur in zoomed scopes at distance
- Fixed Latent Action UUID not being set causing multiple levels/assets to not be loaded at once on one object
- Fixed Gore and splatter resources not loading correctly on enemy spawn
- Fixed character last hit not being replicated
- Fixed game ending if someone leaves during pre-game
- Fixed alarm BP not always triggering
- Fixed SCP-3199 selecting incorrect wander/movement locations and becoming confused
- Fixed UI settings not updating the Blast Door, Keypad and Keycard colors
- Fixed Issue where the Head Bobbing was not being modified by the game settings
- Fixed the issue where the Killed By UI was not displaying
- Fixed suppression activating after a tracer had finished
- Fixed zombie/footstep audio being muffled when behind you
- Fixed door squids causing enemies to ragdoll while still alive, causing them to be invulnerable
- Fixed some stuck spots in wave survival
- Fixed crab getting stuck on door in prison
- Fixed previous loadouts applying when restarting or from map vote
NOTABLE KNOWN ISSUES
- Zombies occasionally get stuck in doorways
- UI sometimes disappears after restarting game
- Players can get stuck in objects after vaulting
- Zombies can appear frozen in place at low LOD after dying far from the player
We'd like to give you a picture of what you can expect soon for SCP: 5K:
There was a number of bugs, issues and crashes that we missed in our testing of the update. Most of these have been fixed in our internal development build of the game, and we are preparing a hotfix for release imminently so you won’t have to wait long.
Next week, you can expect to see the update and re-release of Affray Interactive’s roadmap on our website, which outlines the features and content you can expect to see in the future for the game.
In addition to the hotfix, our development is currently split between multiple updates for the game:
- A patch for 0.14 (0.14.1) that adds additional enemy placements, adds some content that didn't make it into this update, and responds to feedback and fixes as well as some more complex issues introduced in the update.
- Our next major update, 0.15, which will contain more content, polish, and features
- Some elements of the team are going forward to create prototypes for areas much further into the campaign, to smooth out our pipeline in the coming year.
- In the near future (We aren't allowed to release the date), SCP: 5K will also be on sale!
0.14.0.157 Patch notes (Coming Soon)
- Fixed inspect not working due to reload checks - added an alternate code path and output for inspecting
- Fixed Breakable Glass in transport bay not replicating to clients
- Disabled generate overlaps on some moving components to improve performance and reduce hitches
- Fixed guards trying to walk through shutters in some scenarios
- Disabled collision on small splines in dorms area
- Reduced collision complexity on some assets to reduce loading time
- Fixed a crash from door squid access when unloaded
- Fixed a crash from invalid timers in door squid
- Fixed a crash on dedicated server in prison, disabling audio functions on server
- Fixed a crash resulting from SCP-173-B's Chances system
- Fixed a crash in SAI target detection
- Fixed a crash when computing sight distance on a ranged weapon before its data was loaded
- Fixed a crash from lifts
- Added garbage collection to components in attachments to fix a crash
- Potentially fixed a crash in consumable component end play
- Fixed Mechanic Room spawn having spawn nodes at the top floor
- Fixed soldier AI being blocked by player blockers
- Fixed ammo cabinets not re-closing when leaving in wave survival
- Fixed SCP-1262 Spitters not responding to suppression
- Added LODs to assets that were missing them in dorms, improving performance on some systems
- Fixed crashes on dedicated server for electronic lift and level streaming
- Slightly reduced bark line audible range
- Added unique attenuation to bark lines to absorb sound more over distance and through walls
- Slightly increased time to hit on AI and increased noise to make larger AI counts more balanced
- Disabled tick on many objects that do not need it
- Disabled tick on FMOD audio components when they are not playing
- Disabled overlaps on many objects to reduce physics and level streaming time
- Made dead bodies use simplified collision
- Fixed keycards being single use
- Fixed an issue where the player could not use any button to continue past the splash screen
- Fixed an issue where SCP-3199 would stop mid-charge and stand still
- Fixed server map select UI map vote not properly indexing
- Fixed map vote not working on collection maps
- Fixed Map vote not concluding on correct number of players
- Fixed crash from door squid killing an actor that no longer exists
- Slightly reduced blur in night vision
- Made "despawn 173 electronic" despawn all 173's in the case that one despawner failed
- Fixed a bug where some walls could be walked through in water treatment and generator room
- Fixed a bug where changing teams could cause a crash
Known Issues (Not fixed in 0.14.0.157)
The following is a (non exhaustive) list of known issues planned to be fixed in a future patch/hotfix:
- UI may dissapear after dying
- Players may experience poor performance on certain systems in the dorms area
- Players may experience desync on elevators between client and server
- Players may experience stutters when loading in large areas
- Some large areas may take too long to load in on slower CPUs/Drives, causing the player to be able to fall out of the map if they are too fast
- Dropped items on death will lose all of the players' reserve ammunition
- Some AI Characters may still be active when in an unloaded area of the map
- Players with heavy latency may experience empty magazines not being discarded
- Customizing on a P2P server can cause clients to see floating attachments
- Lighting can appear corrupted occasionally when loading into maps
- Door Squid will occasionally not properly kill a character, while still ragdolling, causing an "out of body experience"
A new patch for SCP: 5K is out now, fixing the major GPU crash and improving performance in some areas.
FIXES
- Fixed consistent GPU crash that occurred due to some transient textures and texture updates
- Fixed 173 breaking doors not networking properly
- Fixed gore decals not always appearing
- Refactored some gore code to be more reliable
- Fixed item pickups not disabling on clients when swapped with nothing
- Fixed some notifiers from triggering on only the host instead of the interactor's HUD
- Added door locked and unlocked to translations
- Fixed enemies spawning in walls in wave survival
- Added culling to more particle effects
- Fixed some visual setting updates in main menu
- Fixed quality preset not applying settings
- Fixed input window always being password entry
- Fixed some hitches resulting from errors
- Fixed a crash in AI suppression
- Fixed errors in mission item
- Fixed errors in FPS character death
- Optimized particle effects and added particle budgets
- Optimized trees on outpost axiom, resulting in a significant performance improvement
TWEAKS
- Added console variables for gore level, max points and max points multipliers. These are not currently exposed to the user but may be added to settings at a later date
- Improved lighting in wave survival
- Improved gore decal normal mapping
- Increased default AFK timer
A new hotfix for SCP: 5K is out now, fixing many of the issues introduced in the latest major update.
KNOWN ISSUES
- We are still working on fixing the intermittent GPU crashes on DX12
- Some players may experience performance issues on recent versions of NVidia drivers. If this occurs, try updating your drivers or switching to studio drivers.
FIXES
- Removed cosmetic only gore from dedicated server (keeping only data)
- Made Certain particles not spawn on dedicated server (including ballistics)
- Fixed incorrectly formatted backer credits entry
- Fixed issues in AI testing and testing map
- Fixed an issues where the user was unable to host a game
- Added command to add individual journal entries
- Added command to add all journal entries
- Fixed a crash in gore
- Fixed zombies not receiving gore blood and decals
- Fixed a crash that happened on the server when shooting glass
- Fixed a crash in when attaching attachments that needed adaptors
- Fixed a crash in due to unreliability from suppression
- Fixed a crash in gore by being more strict on initialization and cleanup
- Fix 098 cleaning sounds overlapping infinitely
- Fixed map select not working for single maps
- Fixed map rotation only including one map
- Fixed objective issue in reactor
- Improved lighting in reactor
- Fixed incorrect bullet impacts
- Fixed some issues with phys mats
- Fixed end of game map select not working
- Fixed cursor being hidden in map select and end game
TWEAKS
- Laxened min days since last ban
- Laxened default player history requirements
- Added separate deny community ban variable for servers
{STEAM_CLAN_IMAGE}/33393847/c29181e7442a94aea2726faa96fd3e1c17accfa4.png
Patch coming today at 7am PT / 2pm UTC
Fixes
- 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
{STEAM_CLAN_IMAGE}/33393847/62bb2e680b4a3ebe73070a71a322fe62614dbda2.gif
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
Current Release
20928322
Uploaded Apr 08, 2026
System Requirements
How to Install
Pandemic.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
20.1 GB
20928322
647D4379
c11ee8b64b9df7fdc54829e9029cedc16c50478f2aa7c13c490629ab722ee215
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