SCP: 5K
by Affray Interactive · 22 Feb, 2022
78 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"]
Update 0.17.1 is now available to download and play!
[img src="{STEAM_CLAN_IMAGE}/33393847/b926436b932a42b1c85ed944d0848308c7b7fa6a.png"]
Update 0.17.1 introduces a multitude of highly requested features and adjustments, including but not limited to:
Semi-randomization of the Chambers in the Discover Program (so the order changes each time it is played)
Revival mechanics to give players a second chance if things go south
A new "Focused Testing" mode that allows players to replay individual Chamber maps after they have been completed at least once
3 new Chambers
Improved dedicated server functionality: vote kicking and more moderation tools
In addition, 0.17.1 introduces the first steps towards official mod support in the form of a mod loader:
[p align="start"][p align="start"]There's still a lot more to come on the modding front (such as a proper mod browser and official SDK/modding tools), however this is a crucial first step towards ensuring SCP: 5K has a robust and user friendly modding platform.[p align="start"]Last but not least, SCP: 5K is currently 25% off until November 3rd for Steam's Scream Sale event!
[dynamiclink href="https://store.steampowered.com/app/872670/SCP_5K/?snr=1_5_1100__1100&utm_source=SteamDB"]
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.
[dynamiclink href="https://store.steampowered.com/app/884101/SCP_5K__Omni_Edition_Upgrade/?snr=1_5_1100__1100&utm_source=SteamDB"]
[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 PATCH NOTES
NOTABLE KNOWN ISSUES
Laser attachments can sometimes be offset in first person
Client players may not see damage indicators when receiving damage
Players can sometimes keep their weapons when going from Antarctica to other levels
Entering the elevator too quickly after using the /setnextchamber command can cause crashing
Replication can sometimes become desynced between client and server
Players might not see unlocked cosmetics when joining a dedicated server
Elevator may appear to loop visually when player arrives in the Clockwork room
CONTENT
Added semi-random Chamber order that changes every time the Discover Program is played
Added revival to the Discover Program:
Players can contribute credits towards the purchase of revival tokens
On team wipe, these tokens are automatically redeemed to “revive” one player per token
“Revived” players receive a standard loadout for that chamber
Updated Waiting Room layout to accommodate new revive kiosk
Added “Focused Testing” mode for the Discover Program:
Once a chamber has been completed, it can be selected from the main menu to be played individually at any time
Added three new Chambers to the Discover Program
Added new challenges to the Discover Program
Added 19 new Steam achievements to the Discover Program, and removed 2 old achievements that were no longer unlockable
Added the Lee Enfield (SMLE)
Added 8 new melee weapons:
Hammer
Screwdriver
Meat Cleaver
Baton
Pencil
Stronglite Flashlight
Monkey Wrench
Frying Pan
Added mod support:
Modded Items/Weapons
Modded Maps
Modded Enemies
Modded Cosmetics
Server checksum for ensuring the server and client have the correct mods
Added icon to server browser for servers using mods
Added text in-game and in the main menu to indicate when mods are running
Please note: This is a mod loader, but does not include a mod browser or official SDK. These will come in the future, but in the meantime be sure to check out the community SCP: 5K Modding Hub Discord, modding site, and unofficial SDK.
Added SCP-098 "Bomber Crab" variant
GAMEPLAY
Vending machines are now interactable and spawn a can that can recover health by holding the reload key
Testing Chambers: Getting a “fail” with SCP-914 with the dial set to Very Fine will no longer spawn a faulty output (Bepis, rock, etc.). It will instead output the same gun you inputted, but with maximum attachments
Testing Chambers: Revamped Manor difficulty by adjusting layout and spawns
Testing Chambers: Replaced M24 with SMLE as a starting sniper weapon
Testing Chambers: Added several different melee weapons in the Testing Chambers
Testing Chambers: Added additional copies of starting weapons in the waiting room
Testing Chambers: Tutorial TV can now be fast forwarded
Testing Chambers: M24’s rank adjusted upwards and added SMLE as the tier 1 weapon for Snipers in SCP-914
Testing Chambers: Treehouse difficulty reduced
Testing Chambers: Added some roof spawns and roof entry points for SCP-098 ‘Surgeon Crab’ in Bunker
Testing Chambers: Added some fences to the middle platform in Chem Plant to improve player/enemy flow
Testing Chambers: Target Challenge, High Kills, and Arms Control have slightly increased requirements
Testing Chambers: Bullets Per Type, Melee Hits, and TakePlayerDamage requirements are reduced to be easier
SCP-098: Reduced child speed and damage
SCP-098: Strapped a bomb on some crabs. They aren't happy with this, and run around erratically
SCP-1114: Smoothed out their aim
SCP-3199: Will hide less in testing chambers
Improved AI Responsiveness:
AI can no longer hear footsteps on the other side of the map
AI no longer ignore lights when first spotting players
AI no longer ignore players when first seen if they have not otherwise sensed the player previously
AI no longer lose the ability to investigate if they try to investigate a position they can't reach
AI will now investigate the location they are shot from instead of the location they are shot (aka themselves)
Guards will now run for cover if shot by a target they can't see
Guards will now leave cover they can't attack from to move to new cover that they can
Guards will no longer stop attacking when they can't move
Guards will more reliably move to attack players in Outpost Axiom
PVP: Improved player spawning algorithm
Updated translations
Improved SCP-1262 Spitter:
Replaced 1262 spitter shoot animation to have more obvious wind up
Disabled headshot/limb damage on 1262 javelins
Fixed 1262 javelin particle effects not working correctly
Reduced MP5SD fire rate
VISUALS
Added new pieces to and re-worked existing Shoothouse Assets used in the chambers to be more performant and look better.
Testing Chambers: Removed spiral from stage bubble in ‘Theater’, allows another path for players to move through and prevent AI getting stuck.
Testing Chambers: Updated 914 art with wheel lock and screen to better convey how 914 works
Testing Chambers: reworked 914 animations to be more ‘clockwork’ like
Testing Chambers: reworked testing chamber screens
Revised chamber screen layouts
Added counter for total number of credits each player can earn in the current chamber.
Added counter for the number of completed challenges out of the total active challenges in the chamber.
Fixed timer for next wave not showing up on clients.
Testing Range: Adjusted weapon positions to be easier to interact with
Outpost Axiom PVP: Added sheet metal over several doors players cannot access due to the PVP gamemode to reinforce that its not a navigable path
Updated the M67 grenade animations
Added new reveal animations for Infector and SCP-098
Added falling/landing animations for SCP-3199, SCP-610 and Resonator
Unavailable dial settings on SCP-914 (when inputting a melee weapon, LMG, or anomalous weapon) will now be dimmed for added clarity that these settings cannot be selected.
Reworked player crouching animation to reduce clipping when crawling through tight spaces
Fixed the player being able to see through the top of vents
Improved one handed melee weapon IK behavior
Added random meshes to fire zombies
AUDIO
Improved overall audio performance
Improved impulse response reverb variety
Added sounds for electrified objects
Added music to Classic Wave Survival
Fixed various audio propagation issues
UI
Reworked in-game credits
Testing Chambers: Buddies field has been added to the Leaderboards
Testing Chambers: Score is now displayed on the HUD
Added vote kick section to the in-game menu
Added window unfocus audio modifier and FPS limiting settings
SERVERS
Added console support to linux dedicated server
Added team based vote kicking
Added RCON (source Remote CONsole protocol) support for dedicated servers
use the command line argument -rcon=YOURPASSWORD to enable rcon and set the password, or set the value in DefaultGame.ini
use the command line argument -rconport=PORT to set the rcon port
I guess you could technically use this on a client, but why would you do that?
RCON cannot be enabled without a password. Please use a secure password.
Added two new console commands:
ListPlayers prints to the Unreal console the name and player ID of each player currently in the game.
ListGameStatus prints to the Unreal console the current map name, the current game status, and the player count.
FIXES & OPTIMIZATIONS
Improved Zombie/Dead Body performance
Fixed zombies becoming frozen in weird poses if they died outside of the player's view
Added automatic body cleanup for zombies, SCP-3199 and SCP-098
Added interface for managed bodies to query if bodies are ready for cleanup
Added networking tear off for zombies (which marks their bodies as ready for cleanup and improves network performance)
Reduced zombie ragdoll freeze time to 15s from 20s
Improved resonator ragdoll
Optimized zombie movement to use simplified navigation and movement at a distance
Optimized gore component gibs
Reworked Reloading code:
Moved Reload code to c++
Added round-in-chamber to magazine reloading
Fixed bugs where player would receive empty magazines in their inventory
Improved server shot rejection to replay shots after network hitches
Fixed bolt/pump action not being visible in third person
Enabled stable sprint during single action
Improved Ballistics Simulation:
Moved ballistics simulation to using RK4 integration for more accurate simulation of higher drag coefficients
Fixed ballistics gravity being 100x too small
Fixed ballistics hitting the same character mesh multiple times, causing bullets to underpenetrate characters
Testing Chambers: Significantly improved performance
Added loading and unloading of chambers on demand
Added loading of chambers that are not included in the Testing Chambers Map
Fixed customize command not working on clients
Added cosmetic support to customize command
Fixed player logout being treated as death
This also fixes a bug where players would lose credits when a player leaves in Discover Program
Fixed navigation not updating on dedicated servers (this was the longest running high priority bug in the game!)
Made gore component gore meshes have cull distance and receive freeze from zombies
Area 12: fixed collision on reception area columns, reception area planters and logistics tunnels.
Area 12: fixed an issue with a decal displaying on the common room reception desk causing a weird white line.
Area 12: fixed some minor visual issues in Introcells
Area 12: Fixed some exploits in the Loading Area of Part 1
Area 12: Fixed several objects that were missing player collision throughout Area-12
Area 12: Fixed exploit where players could move past large plant vines in Part 3
Area 12: Fixed several enemies that were spawning inside, below, or behind walls they were not intended to
Area 12: Fixed several assets that disappeared in Part 2 while still in view
Area 12: Fixed some lights that were bleeding through in walls in Part 2
Area 12: Closed elevators in Pt2 and stopped player from interacting with them
Area 12: Fixed issue where players could get stuck during the Panopticon segment
Testing Chambers: Fixed softlock where players fail to teleport to the next chamber as a result of the chamber not being loaded yet when all players enter the elevator.
Testing Chambers: Fixed some trees in Manor that were floating
Testing Chambers: Fixed missing wall meshes in 2nd floor Manor
Testing Chambers: Fixed some collision issues in ‘Rabbit Run’ rocks that allowed a player to clip through
Testing Chambers: Fixed Z fighting in waiting room stairs
Testing Chambers: General exploit fixes in several chambers
Testing Chambers: Fixed several challenges that were missing the credit icon
Testing Chambers: Fixed several Ammo/Health spawns that were erroneously placed under objects or the floor
Testing Chambers: Adjusted player objective to not look like a duplicate of the elevator objective in Chemplant
Testing Chambers: Fixed elevator being slightly misplaced, allowing players to get stuck on the elevator trap door mesh when exiting the chamber
Testing Chambers: Minor fixes to several locations in Nursery where players could get stuck
Testing Chambers: Fixed some testing screens being partially obscured in Bunker
Testing Chambers: Fixed some misplaced meshes in Nursery
Testing Chambers: Fixed several objects that were erroneously duplicated throughout Testing Chambers
Testing Chambers: Fixed Mannequins that sometimes could spawn in incorrect places in Bunker
Testing Chambers: Fixed several delay spawns in Bunker that were not working correctly inside the bunker
Testing Chambers: Fixed players getting spawned partially inside the ground in campground
Antarctica: Fixed a noticeable gap in terrain
Antarctica: Fixed players getting stuck on ladder in the Workshop area of Antarctica
Antarctica: Fixed several locations where enemies got stuck during the final climax fight
Testing Range: Adjusted weapon positions to not clip visually with wood struts
Outpost Axiom: Fixed several floating foliage assets
Classic Wave Survival: Adjusted several doors to not be breakable, fixing an issue where doors could become permanently shut
Fixed texture issues in UIU Fps arms
Fixed Resonators hearing all sounds from 300m away
Fixed left hand IK issue with Tire Iron
Players can no longer vault over other players
Fixed crash on dedicated server where the world does not exist yet when the console window attempts to call DumpConsoleHelp.
Fixed crash where TextureRHI becomes invalid while attempting to update gore textures.
Fixed console host not replicating to client
Fixed say command not working on dedicated server
Fixed brief intense blur when checking watch or aiming out from an optic
Optimized shutter door animation tick
Fixed crash when loading bloodhound after picking up a weapon from the ground
Fixed character cosmetic changing on dead bodies
Fixed AI not navigating to objectives in Outpost Axiom (Thanks PK)
Fixed SCP-7528 not leaving a screen when shot
—
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 0.17 is now available to download and play! Welcome to the Discover Program.
[dynamiclink href="https://store.steampowered.com/app/872670/SCP_5K/"]
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.
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.
[img src="{STEAM_CLAN_IMAGE}/33393847/a0943c7dfb9773efa6219f546314179ca0d29fd7.png"]
[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 PATCH NOTES
NOTABLE KNOWN ISSUES
Area 12 P1 Intro Cells: Players may experience shading issues on the walls
Area 12 P1 Garage: Resonators may attack the player immediately instead of eating a corpse
Area 12 P1 Garage: Players may respawn in the reception area too early, forcing them to wait for other players to complete the section
Area 12 P2: Players may experience level streaming issues if killed by the SCP-7528
Area 12 P3 Dorms: Player can get stuck in the shutter at the beginning of the chapter
Area 12 P3 Dorms: SCP-1262 "Cores" may not respond visually to being shot on clients
Zombies: Zombies killed outside of loaded area for clients results in frozen standstills
D-Class: Enemy D-Class may focus on the wall in some areas instead of looking around at points of interest
Ghosts of the South Gate: Players may experience cutscenes not moving
Outpost Axiom PVP: Players may not see any weapons after changing team
Outpost Axiom PVP: Host may freeze when returning to main menu
Cosmetics: Cosmetics may fail to load when joining a dedicated server
Resonators: Resonators may occasionally appear invisible for clients on dedicated servers
The room-based audio system may be inaccurate outside of the Testing Chambers game mode. Improvements will be made in every future update.
Low-end machines may encounter performance issues with some of the new audio features. Report issues you encounter to us so we can improve the experience in future updates.
CONTENT
Added SCP-914: An anomaly that can be used to upgrade your weapons in the Testing Chambers in exchange for credits
Credits are gained by completing testing chambers and challenges
Added SCP-1114-D: The the D-Crash Dummies
A new enemy that approaches slowly while firing
Behavior changes when disarmed
Armed enemies can be given randomized loadouts
Accuracy system overhauled for finer balance control
Added items that can only be obtained when getting a faulty output from SCP-914
Added pen melee weapon
Added rubber duck throwable
Added rock throwable
Added Bepis can throwable
Added baby SCP-3199 throwable
Added various melee weapons that can be obtained in the Testing Chambers
Added a variant of ammo/med containers that cost credits
Added a separate personal scoring system for the Testing Chambers
Players can earn personal scores by getting kills, using SCP-914, spending credits on supplies, completing chambers, and shooting targets
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
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.
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
Added a new gameplay-adaptive soundtrack to the Testing Chambers, comprising 30 to 60 minutes of new music
Updated translations
Added M590 Shockwave
GAMEPLAY
Commands: /tp improvements
Commands: /Unban now properly removes unbanned IDs
Added random spawns for the Sewer Canal PVP map
Improved ultrawide monitor support during gameplay
VISUALS
SG553: Texture Improvements
SW500: Texture Improvements
Swept Floor Rubble: a mesh used for set dressing the edges of floors received an improved mesh and textures
UIU: Updated First Person gloves texture
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
Added Testing Chamber Gun Skins
Reduced distortion on muzzle flash for improved ADS visibility
Added banking and acceleration warping to zombies
Added new SCP-098 model
Reduced damage camera shake on small damage amounts
AUDIO
Improved audio balancing across the whole game
Added new adaptive music system using enemy weights and targeting information
Added Room-based audio occlusion system (currently enabled in Testing Chambers, Antarctica, Classic Wave Survival, Sewer Canals PVP and Area 12 Chapter 1)
Added convolutional reverb with per-source routing (work-in-progress)
Added toggleable binaural audio setting
Added misophonia accessibility setting (work-in-progress)
Added audio output device setting
Added physics-based sound effects for some objects
Added fire extinguisher sound effects
Added additional human foley sound effects
Added electrocution damage sound effects
Added suffocation damage sound effects
Added more UI sound effects (objectives, cosmetics, etc.)
Overhauled all SCP-7566 (Door Squid) sound effects
Overhauled firearm distant shot sound effects
Overhauled firearm shot reflection sound effects
Overhauled firearm dryfire sound effects
Overhauled human water footstep sound effects
Improved SCP-098 footstep sound effects
Added event culling based on distance
Added per-event pausing while event is virtual
Various in-game voice chat fixes
Various sound attachment and positioning fixes
Various other sound fixes
UI
Added credit count to the HUD for the testing chamber gamemode
Added ammo count to the magazine in the HUD
Improved server browser
Added Elevator Navigational Icon
FIXES & OPTIMIZATIONS
Area12: Improved AI Navigation from the Pit into the Reception area
Area12: Fixed AI running into a fire hazard in the Pit, killing themselves before they could reach the players
Area12: Improved some enemies not being killed after the rocks fall in Reception/Pit transition
Area12: Improved navigation in the Pit area of Area12
Wave Survival(Classic): Fixed some doors being permanently broken if shot by players before the wave they were set to unlock
Wave Survival(Classic): Fixed blocker volumes that could be stood on, as well as that they were incorrectly blocking grenades
Area12: Fixed Resonators sometimes not spawning during the pit fight sequence
Area12: Removed some unintended Infector spawns in Logistics
Area12: Fixed some walls that were incorrectly positioned generally in the Area-12 campaign mode
Area12: Fixed some enemies in Plumbing that would spawn in the floor or ceiling incorrectly
Area12: Fixed some infectors that could spawn in the ceiling in Maintenance
Area12: Fixed some small visual gaps in walls in some areas
Area12: Fixed double doors being able to be permanently broken near the Pit area
Area12: Fixed some ammo that could be grabbed through a wall in the Shipping area
Area12: Removed some potential spawn areas in Water Treatment
Area12: Fixed some fire hazards not doing damage when touched
Area12: Fixed some floating assets generally such as health, ammo, and other small props
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
Area12: Fixed some spitters not dying correctly when their parent flower dies
Area12: Fixed some exploitable areas in the Pit fight
Area12: Fixed exploit where players could unlock the office checkpoint early
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
Area12: Fixed players sometimes spawning without a weapon in the Prison area
Area12: Fixed an angled corner pillar asset that had incorrect collisions, mostly used in the Theater area
Area12: Fixed several blocking volumes in Logistics Parking that were incorrectly blocking grenades being thrown through them
Area12: Added fire damage to several fires in Area 12 that were missing them
Area12: Improved AI Navigation in certain cramped areas
Antarctica: Fixed several level-skip exploits
Antarctica: Fixed collision of some shelves in Hospital that could allow the player to get stuck when moved against
Test Level: Fixed 610 Sentries spawning incorrectly in some instances
Axiom PVP: Fixed some shutters/doors that did not block players as intended
Axiom: Optimized player pathing so that you do not get stuck on some ramps on in the level
Axiom: Fixed exploit where player could vault over electric fences
Axiom: Fixed a potential soft-lock that could happen regarding the Disable Electric Fence button
Axiom: Reduced spawns that were very close to the player spawn
AI Soldiers: Removed AI camera lag and arm animations to steady their aim
AI Soldiers: Investigation logic better prioritizes recent and dangerous stimuli
AI Navigation: Collision size for all enemies now better matches navigation size
AI Navigation: Adjusted crowd avoidance settings for all enemies to reduce blocking each other
AI Navigation: Disabled path replanning during crowd avoidance to prevent infinite replan loop
AI Navigation: Zombies no longer stop and replan pathing while attacking door
AI Navigation: Zombies no longer stop and replan pathing while dropping off ledges
AI Navigation: AI more reliably attack doors they are navigating through
AI Navigation: AI don't attempt to path through closed doors they cannot attack
AI Navigation: AI reliably stop attacking broken doors
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)
AI Spawning: Fixed issue that could cause AI to spawn without a body
AI Spawning: Added additional trigger conditions for spawn animations
AI Spawning: AI spawn directions created for 610 now support other enemies
Fixed Resonators and SCP-098 headshots not counting towards your score
Fixed swapping between two scopes on a weapon preventing you from seeing through the main one
UI: Fixed softlock when spamming apply settings in the video settings
UI: Fixed mouse issues in the pre/post game menu
UI: Fixed issue with objective UI progression visually resetting on completion
UI: Fixed issue of weapon data displaying incorrectly when using a weapon that is incompatible
Input: Fixed issue with controllers opening the in-game menu when crouching
Crash: Fixed a crash associated with the Firemode animation trying to play or stop playing with invalid data.
Crash: Fixed a crash where the analytics system would attempt to add analytics events before the world was valid.
Crash: Fixed a crash where the Gore textures would attempt to update themselves using invalid data.
Fixed crash in SAIDirection due to stale pointers
Fixed AI reload task not unbinding from finish reload, causing task to occasionally never end
Fixed gore decals only applying in positive direction
Fixed voice chat buffer filling up during virtualization, causing players to say everything all at once upon returning
Crash: Fixed crash in NumberObjective on starting antarctica from checkpoint
Crash: Fixed a crash at the end of Ghosts of the South Gate
Fixed players occasionally spawning in random places after starting Area 12 P3 too quickly
Fixed missing physics assets on stribog and SG553, causing weapons to float in-air after death
Fixed headshots for guards and players not registering in stats
Fixed jitter in SCP610 animation
Fixed aiming at your own head if sprinting during first equip
Crash: Fixed SCP-3199 keeping raw (potentially dangling) refs to other 3199 instances
Fixed most occurrences of players getting stuck in geometry while vaulting
Crash: Fixed an occasional crash in 3199 charge
Fixed SCP-610 projectiles playing sound after hit
Fixed characters being able to slide through walls while insignificant
Fixed floating barrel attachments on 553 SBR
Fixed a softlock when player dies in the elevator in Area 12 Dorms
Fixed not being able to melee zombies after "fake death"
Fixed not being able to get off the top of a ladder due to overlaps
Fixed spawn enemy command not working the first time
Fixed characters going black after melee
Fixed floating magazines on item pickups
Fixed shootable glass hit positions being incorrect
Fixed dedicated server map name not updating until a player leaves or joins
Fixed server player count being out of sync from leaving players
Fixed team select showing second team even if in campaign gamemode
Fixed servers not restarting after being empty
Fixed a bug where players with high ping would not receive loadout UI after the cutscene in antarctica
Fixed guards looking at walls when not moving
increased maximum network bandwidth of the game from 32kbps to 48kbps
Made AI arms animation force disabled on server, improving performance and shot reliability
Fixed push model networking being disabled, improving networking performance for servers
Lowered voice sample rate 44.1k > 28k, reducing network and performance usage
Crash: Fix crash related to objectives deactivating
Objectives: Fix player-presence based objectives timer not synced with clients
Infectors: Fixes for dead ones standing up on clients
Added absolute location optimization to FPS characters for clients
Moved Animation IK traces for FPSCharacter to be async
Fixed cloth sheen being applied to blood on characters
Fixed muzzle flash not updating First/Third person attachment
Added optimizations to first person meshes
—
Good luck!
-Affray Interactive Development Team
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Update 0.16.1 is now available to download and play!
This update fixes many of the existing and commonly reported bugs that have been noted in the community, such as vaulting causing players to sometimes fall through the floor.
In addition, we have also implemented the first version of our weapons cosmetic support system, which is the mechanic that we will use to begin including Kickstarter and Omni Edition exclusive skins, as well as level-locked skins.
We have also been enjoying watching everyone's playthroughs of the Ghosts of the South Gate mission, and have put together a compilation of some of our favorite moments:
A big thank you to IGP, Fooster, and OperatorDrewski for providing their footage!
You can find the full in-depth patch notes below:
0.16.1 PATCH NOTES
NOTABLE KNOWN ISSUES
- Infectors may become invisible in PVP testing and Wave Survival when killed by another enemy
- Spawn area protection in PVP may break after changing teams
- Crouching and pausing are bound to the same input on steam deck/controller. you can work around this by rebinding the input in settings or steam input.
- Mouse cursors are sometimes automatically hidden in certain menus. The mouse is still active, you can work around this by clicking (blindly!) or by using alt+tab.
CONTENT
- Added weapon cosmetics support
- Added several Kickstarter-exclusive skins
- Added several Omni Edition-exclusive skins
- Added some level-locked skins
- Added several Kickstarter-exclusive skins
- [Area-12] Re-added logistics office area before the jump down in Chapter 1
- Added several new report lines when using the investigation system
- Added a rumble effect that accompanies spires becoming angry after the hospital
GAMEPLAY & QUALITY OF LIFE
- Fixed a bug where players would fall through the map while vaulting—if anyone still experiences this bug please be sure to report it with as many details as possible (this was a tricky one to pin down)!
- Added voice activity and voice chat toggles to allow for voice chat without the need for push-to-talk
- Added new checkpoint that allows players to skip the ice walk intro
- Objectives have been modified to be more descriptive & lore-friendly
- Added a red light to tower outside the research center that guides players to it after walking outside
- Adjusted objective and narrative flow after the first upload, giving players more clear direction on what they need to do
- Adjusted objective and narrative flow after the first upload, giving players more clear direction on what they need to do
- Several elements like penguins and 610 in hospital are now shootable
- Added a NSIS-4 Map journal entry players pickup during the Markus house sequence
- Added tip messages telling the player to turn on memetic vision to see footsteps, at the shipping building and at Markus house
- Increased enemy count slightly in part 1 as well as the final defense
- Enhanced generator restart sequence that will require players to possibly change their route back when they exit the generator area
- Adjusted the lightpole crossing moment to be easier to do
- [Area-12] Adjusted medical office door squid aggressiveness by reducing the radius where players will always die if they enter it when he is angry
VISUALS
- [Area-12] Added a better Area-12 sign next to the blastdoor entering the Parking Garage
- [Area-12] Added better lighting on the watergushing asset in the panopticon
- Adjusted fidelity of the no man’s land cravase section to have less popping terrain
- Improved SCP-610 Sentry locomotion animation to be better telegraphed and less slide-ey
- Improved gore visuals on SCP-610 Golem
- Improved hit reactions on SCP-610 Golem
- Improved sharpness of some images and buttons in the UI
AUDIO
- Fixed several instances of subtitles not matching speech
FIXES & OPTIMIZATIONS
- Fixed Antarctica wave defense audio being misaligned for a short time on clients
- Fixed a persistent GPU crash resulting from Gore cleanup
- Added voice indicator to show when voice is transmitting
- Fixed fire not showing correctly on SCP-610
- Fixed checkpoints not loading when restarting a match of Ghosts of the South Gate
- Fixed a crash in interaction after an item was destroyed during hold interaction
- Fixed navigation not updating on no environmental hazard, causing AI to avoid them even once removed
- Fixed a crash relating to object pooling
- Fixed AI refusing to path through certain doorways
- Fixed hit reactions not playing on SCP-610 while reanimating
- Fixed team damage toggle not working
- Fixed treat devs as admin and Devs Always Join not working
- Fixed a crash due to FPSController Magazine sending
- Moved blood splatters to use async traces, improving performance when there are many hits happening concurrently
- Fixed hit sounds not playing on clients
- 610 enemies will now collide with the player
- [Area-12] Fixed a rubble asset in parking garage having incorrect collision before the pit
- [Area-12] Fixed several doors which incorrectly hindered enemy pathing
- [Area-12] Fixed several shutter doors that had incorrectly size door assets
- [Area-12] Fixed several assets in Area-12 that had incorrect collision set, allowing players to move through them
- [Area-12] Decreased the amount of objects that are loaded during the 3199 Nest section of Area-12 by splitting up that level
- [Area-12] Fixed several heater assets that used incorrect material, resulting in them appearing grey and untextured
- [Area-12] Fixed roof collapse sequence not killing enemies who were caught in the collapse reliably
- [Area-12] Enemies in final defense sequence of the garage pit will now despawn eventually, freeing up system resources
- [Area-12] Fixed several oil puddle assets that were not displaying correctly
- [Area-12] Visually improved egg rolling sequence
- [Area-12] Fixed some misaligned wall panels around the parking area
- [Area-12] Minor lighting improvements in the parking area
- [Area-12] Fixed Resonators in descent to hell immediately going for players instead of going for guards at the bottom of the ramp as intended
- [Area-12] Fixed Resonators rarely spawning in the pit fight as intended
- [Area-12] Fixed several gaps on some doorframes in Area-12
- [Area-12] Fixed an issue where enemies could spawn in the pit after loading in to the post-pit checkpoint
- Fixed softlock issue in the Markus House objective when the host did not witness the upstairs conversation before it ended
- Fixed several spots where players could get stuck behind objects after vaulting
- Fixed shipping stickers appearing black and unreadable
- Fixed 610 hand in shipping building that was clipping through a box
- Fixed players being able to skip a dialogue trigger regarding the storm approaching shortly after passing the research platform
- Fixed several instances of object backfaces being visible
- Fixed issue where weather changes could be intermittent when travelling throughout the map
- Fixed objective trigger for entering the hospital to be larger to accommodate players entering from the secondary entrance
—
We hope everyone enjoys!
-Affray Interactive Development Team
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Update 0.16 is now available to download and play!
This update brings a completely new/revamped version of the Antarctica mission, complete with a unique storyline, gameplay mechanics, and enemy types. If you wish to learn more about the work that went into this update, as well as some of the direct influences that went into building it, please be sure to check out our latest devblog.
You can find the full in-depth patch notes below:
0.16 PATCH NOTES
KNOWN ISSUES
- Holding TAB (Scoreboard) & pressing J or ESC can cause the game to softlock via mouse inputs no longer working. A workaround to this is to press J & ESC individually and it should allow you to take control with the mouse again.
- Occasional crashes can occur after finishing the Antarctica map
- Various audio-related networking problems affecting music and damage sounds can occur
- Occasional bug where players may get softlocked after the intro cutscene in Antarctica. If the cutscene ends and you don’t get the loadout UI, you may need to leave the match and rejoin, or restart the game.
CONTENT
- Reworked Antarctica with complete storyline, gameplay, and enemies
- Added Part 2 to Antarctica
- Added SCP-610 (4 Variants)
- Added the Mask of Omphalos (Memetic Vision)
- Added climbable ladders
- Added throwable flares
- Added Part 2 to Antarctica
- Added Kickstarter backer rewards:
- Added the GOC Peacekeeper skin
- Added a nametag icon for Kickstarter backers (icon for Omni Edition owners coming soon!)
- Added a unique Kickstarter patch: Enoch (more patches coming soon!)
- Added the GOC Peacekeeper skin
GAMEPLAY & QUALITY OF LIFE
- Reworked and improved AI detection and perception to be more consistent and controllable
- Improved vaulting
- Better smoothing and momentum preservation
- Added sprinting vault
- Better smoothing and momentum preservation
- Added return to main menu button to server map select
- Added controller and keyboard support to server map select
- Added controller and keyboard support to confirmation dialogues
- Added localization to gamemode and objective text
- Improved the console command suggestion list
- Balanced some weapons:
- Slightly reduced effective range of S&W 500, reduced damage from 500 to 350
- Increased M24 damage from 250 to 300
- Increased Stealth Hunter damage from 100 to 150
- Slightly reduced effective range of S&W 500, reduced damage from 500 to 350
VISUALS
- Added the ability for third person animations to affect the first person camera, reducing instances of seeing your own neck while sprinting, vaulting, etc.
- Improved elbow positioning in third person
AUDIO
- Improved audio occlusion to allow for partial occlusion and more accurate geometry (experimental)
- Added various engine design tools for better dynamic audio (mixing snapshot volumes, spline- and volume-based sound emitters, etc.)
- Added various music system features to start, transition, and end music outside of hand-placed volumes
- Added the ability to set different damage sounds depending on the damage source/type
- Added shellshock filter for explosive damage
- Added shellshock filter for explosive damage
- Added the ability to have sounds play faster/slower depending on animation speed
- Added more tracked environment parameters
- Various sound fixes and improvements
- Various subtitle system fixes
FIXES & OPTIMIZATIONS
- Fixed issue where players fell through the map when loading a checkpoint in Chapter 2
- Fixed fire extinguishers mounted on the wall not being replicated for clients
- Fixed Guard spawns in the ‘Descent to Hell’ section of Chapter 1 so that they do not spawn in the ceiling anymore
- The size of objective trigger zone now fits the second override switch room better in the intro cells in Chapter 1
- Fixed various invisible walls in Chapter 1 blocking grenades
- The containers in Chapter 1 should allow SCP-3199 to path better when opened
- Added missing collision to various walls that were missing them
- Several doors that could become stuck due to being broken while locked were fixed
- Blocking volumes that killed players in the garage pump sequence in Chapter 1 will not kill players anymore
- Floating submachine guns are now correctly placed on the rack in the testing map
- Fixed AI spawns breaking in the testing map after the first use
- Fixed several issues relating to AI navigation in Wave Survival
- Improved the reliability of the ‘Gather your team’ objective in the Chapter 1 intro cells
- Fixed several player exploits in Wave Survival
- Fixed elevator doors not operating correctly in some instances in Chapter 3
- Fixed objective UI sometimes not showing on clients (adds list of pending objectives to wait until their parent has been added)
- Fixed notifiers being shown even when HUD was hidden
- Fixed objective UI sometimes reappearing when HUD was hidden
- Fixed “Joining (ServerName)” appearing when leaving a server
- Fixed a crash when adding attachments very quickly
- Adjusted GoreComponent cleanup to be less error prone and give more useful info
- Fixed falling through elevators on unstable connections
- Improved culling and performance in Area-12 Garages
- Fixed the ability to vault while vaulting
- Fixed some instances of Resonators getting stuck in “The Pit” when jumping down
- Fixed some issues in Wave Survival with enemies getting stuck out of bounds—stuck enemies now get automatically teleported back into the map where possible
- Fixed floating weapons when a character dies while unloaded
- Fixed reportables not unregistering after being reported
- Fixed AI melee damage being able to headshot the player, dealing massive damage
- Enabled actor and blueprint clustering for better GC performance (reduce random hitches)
—
We hope everyone enjoys!
-Affray Interactive Development Team
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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
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Update 0.15 is now available for all players to enjoy!
This update brings brand new gameplay mechanics, a new and improved checkpoint system for more efficiently saving level progression, a significant amount of bug fixes and polish, and a major overhaul to Chapter 1 that bolsters and supports our design plans for SCP: 5K moving forward (if you wish to read more about this please check out our Affray Interactive Studio Update for Fall 2024 devblog post).
SCP: 5K is also currently on sale for 20% off—now is a great time to hop in with some friends!
https://store.steampowered.com/app/872670/SCP_5K/
You can find the full in-depth patch notes below:
0.15 PATCH NOTES
CONTENT
- New Areas
- 3199 Nest
- Parking Garage
- Area 12 Reception and staging labs
- 3199 Nest
- Overhauled Areas
- Overhauled logistics area
- Overhauled logistics area
- Creatures
- 3199 babies (environmental)
- Added burning zombies
- 3199 babies (environmental)
- Weapons
- Added GM6 Lynx (in the game but not in the campaign yet!)
- Added MP9
- Added AK-DRACO
- Added GM6 Lynx (in the game but not in the campaign yet!)
- Lore
- Added several lore documents to Area 12 Chapter 1
- Added several lore documents to Area 12 Chapter 1
- Other
- Added tablet (utility item)
- Added Dark GOC skin (Hunt and PVP only for now)
- Added tablet (utility item)
GAMEPLAY
- Added Shootable Fire Extinguishers which block AI and player vision
- Added Cosmetic system for modifying body type, skin color, gear presets and patches
- Added investigation system, allowing you to reveal the locations of items around you
- Added Watch to UIU characters, allowing you to see your health without HUD
- Added the ability to load into an unlocked checkpoint from the main menu (please note that you must activate each checkpoint before it becomes available in the chapter select UI)
- Added headshot multipliers to Resonators
- Added max hits per attack to melee weapons, to balance melee weapons with large concentrations of enemies
- Reduced pickup time on consumables
- Improved physics assets for gore
- Added path for spawns to come from upper area in Wave Survival
- Added respawn point before dock loading area in Logistics Area 12 Chapter 1
- Added several hidden and modded weapon pickups in Area 12 Chapter 1
- Added back some secret areas to Area 12 Chapter 1
- Added hidden armory to Area 12 Chapter 2
- Adjusted testing level to include new weapons
- Added several ammo cabinets to Area 12 Chapter 1
3D
- Added new GOC Skin
- Added MP9
- Added GM6 Lynx
- Added AKS-74u
- Added Tape Recorder
- Added SCP Tablet
- Added Interactable Vehicles
- Added Civilian Characters
- Added new Scientist Meshes
- Updated First Person Hand Meshes for Guards
- Updated First Person Hand Meshes for UIU
- Fixed 360J LOD Issues
AI
- Reworked SCP-173-B AI
- Behaviors for investigation, stalking, flanking and aggression
- Better designer control over SCP-173-B’s behavior, allowing more interesting sequences
- Added specific targeting of isolated players for SCP-173-B
- Behaviors for investigation, stalking, flanking and aggression
- Improved Resonator AI
- Added resonator jumping
- Improved investigation
- Improved the viability of stealth against Resonators
- Added resonator jumping
- Improved SCP-098 Attacks
- Added additional attacks to SCP-098
- Improved blending after attacks in SCP-098
- Added additional attacks to SCP-098
- Improved SCP-3199 AI
- Added new attacks for SCP-3199
- Added eating functionality to SCP-3199
- Reduced desired angle for SCP-3199 Charging
- Improved 3199 Physics
- Added new attacks for SCP-3199
- Improved Infector AI
- Added “Fake Death” to infectors, allowing them to get back up after appearing dead
- Added additional "charge" attacks to zombies for more variation and telegraphing
- Improved zombie locomotion blending
- Improved Infector look direction
- Added “Fake Death” to infectors, allowing them to get back up after appearing dead
- Overhauled Guard/D-Class AI
- More defined underlying state machine to improve variability in behavior
- Improved investigation
- Improved Idle look, looking at dangers, nearby cover, and interest points
- More states and events for glimpsing, receiving suppression, sound and damage
- More reliable detection
- More defined underlying state machine to improve variability in behavior
- Slightly reduced decay time on Screen Anomaly detection/attack
Audio
- Overhauled and Improved Game Mix
- Rebalanced game mix overall; we recommend setting all volumes to 100% and tweaking only the master volume
- Audio volumes are now set to 100% by default
- Added special mix states when important dialogue or sounds occur
- Added special mix state when game is paused
- Fixed attenuation and spatialization problems on various sounds
- Fixed certain sounds overlapping each other nastily
- Fixed various sounds overpowering the game mix
- Made occlusion slightly less aggressive (overhaul of occlusion system to happen in a future patch)
- Rebalanced game mix overall; we recommend setting all volumes to 100% and tweaking only the master volume
- New and Updated Audio: Weapons and Combat
- Added dynamic audio layers to majority of firearms (remaining ones soon to be updated)
- Added improved bullet whizzes and cracks
- Added ricochet audio for bullet impacts in close proximity
- Added new sounds for the tactical knife
- Improved some gun handling sounds
- Improved how gunshots stack during large combat situations
- Added dynamic audio layers to majority of firearms (remaining ones soon to be updated)
- New and Updated Audio: Characters and SCPs
- Added new vocal sounds for SCP-3199
- Added new movement and idle sounds for SCP-173-B
- Added new player character foley sounds: jumping and landing (concrete and wood, more surfaces soon), new tile and concrete footsteps, and interaction gestures
- Added sounds to some Infector animations
- Fixed player leaning sound not playing
- Added new vocal sounds for SCP-3199
- New and Updated Audio: Interactions and Items
- Added sounds for various item pickups (crowbars, keys, keycards, valves)
- Added sounds for crowbar prying interactions
- Added sounds for chainlink fence gates
- Added new sounds for large blast doors and wooden doors
- Added new sounds for in-world development notes
- Added new sounds for keypads
- Added sounds for various item pickups (crowbars, keys, keycards, valves)
- New and Updated Audio: Ambience and Environment
- Added soundscape, reverb and footsteps in vents and added new vent fan sound
- Added new room tones and music in Area 12 Chapter 1 Interrogation area
- Added sound to vent falling near starting area
- Improved environmental reverb in various locations of the game
- Fixed various fires missing their sounds
- Added soundscape, reverb and footsteps in vents and added new vent fan sound
- New and Updated Audio: UI, Music, and Other Fixes
- Added dynamic music tracks for some encounters and scripted sequences
- Added new sounds for game menu UI
- Fixed bad looping on various sounds and music tracks
- Fixed bad noise floor on various sounds
- Fixed various sounds cutting off strangely
- Added dynamic music tracks for some encounters and scripted sequences
- Addressed various other problems
- Improved crossfading between roomtones
- Improved randomization of various ambient sounds
- Fixed sound origin and attachment on various game objects
- Fixed door squid heartbeat sound playing incorrectly
- Fixed door opening and closing sounds playing from the incorrect time under some circumstances
- Fixed mission success or fail music playing too long across level transitions or into the main menu
- Improved crossfading between roomtones
VISUALS
- Updated Night Vision Post Processing
- Added optional simple third person blending for item animation
- Added Optional Body Cam filter
- Added camera shake to grenade explosion
- Improved Damage screen effects to be more clear
- Added brief first person death camera when you die
- Made muzzle flash particle lights affect translucency
- Improved Dismemberment, Blood ballistics and blood effects
- Improved recoil roll noise
- Reduced screen shake with compensated weapons
UI/UX
- Added subtitles for all spoken dialogue in the game
- Updated text in map select to show when you are restarting or restarting from checkpoint
- Added early start after a timer if more than half of players are ready
- Added depth of field to video settings
- Added SSGI to video settings
- Added setting to video settings for upscaler auto exposure (On can have less smearing in darker areas, Off can have less artifacting)
- Added the ability to see the effect of attachments in the loadout and attachment menu
- Allowed coordinates in teleport command
- Made return to main menu text clearer and not appear when there was no reason
- Added controller navigation for modify and team select
- Added customizable and controller keybind for showing scoreboard
- Added more info to respawn requirements UI
OPTIMIZATION
- Optimized particle effects:
- Smoke material
- Smoke streaks material
- Fire particles
- Laser particles
- Ceiling dust materials
- Sprinkler particles and materials
- Trails, dismemberment and barrel smoke particles
- Bullet impact particles collision and bounds
- Smoke material
- Optimized FPSItem pickups
- Optimized tick on gore component
- Optimized lighting on third person attachments
- Optimized Leaves and Education center textures
- Optimized unnecessary Texture resolution
- Optimized TP shadows for characters
- Optimized Unreal Engine Cloth initialization to allow many characters with cloth physics at once
- Optimized Unreal visible decal gathering
- Optimized Screen Anomaly particles when not visible, drastically improving performance in education center for some systems
- Optimized some lights in education center
- Added fade out to flashlight
- Disabled tick on gore component by default
- Removed tick from objects that don't need it
- Reduced skeletal mesh tick on doors
- Disabled update overlaps on skel mesh anim finalize
- Reduced overall file size of the game
- Implemented Significance system, allowing for better performance for distant or occluded characters
- Optimized characters on dedicated server by detaching unused components for characters
- Optimized some object’s LOD settings for performance
- Optimized several streaming volume to reduce hitching between level transitions
FIXES
- Moved Items and electronics to use push model networking
- Fixed Items falling through the floor after moving away
- Fixed self shadow only on first person arms - weapons can now cast shadows on arms and vice versa
- Fixed Various AI falling through the map when their map section was unloaded
- Fixed bullet hit decal showing after breaking glass
- Fixed electronic OnEnabled etc functions being called multiple times, leading to of effects and spawns in some places
- Fixed AISpawnAreas not disabling immediately if loading classes
- Fixed a bug where AI would return to investigating after combat
- Fixed a bug where Enemies would become stuck after attacking
- Fixed a common DX12 crash resulting from gore component deinitializing during a texture update
- Improved Ammunition networking:
- Added Ammo restoration after server rejected shots to prevent large ammo desyncs
- Added server>client ammo sync at end of reloads
- Added client unloaded item handling/waiting to weapon data widget
- Added server client magazine sync on weapon spawn
- Fixed Infinite false shots due to network desync
- Added Ammo restoration after server rejected shots to prevent large ammo desyncs
- Fixed reload while sprinting setting being inverted
- Lowered server default memory usage by up to 40% by reducing default loaded assets and hard references
- Disabled FMOD occlusion traces outside of listener radius
- Fixed resonator glitches on head rotation
- Fixed flashlight not networking as client
- Fixed admin menu button not always appearing when hosting
- Fixed empty reload on shotguns not removing a round (giving you infinite ammo)
- Finally fixed the issue of the inputs specifying "point shotting" instead of "point shooting"
- Fixed host disappearing on clients when customizing
- Moved Attachments to use data assets, Allowing asynchronous loading, reducing memory usage and load time for items
- Fixed bullet impacts not showing at range
- Fixed SCP3199 Animations Not Playing In Area 12
- Fixed resolution scale not resetting correctly after disabling some upscalers
- Fixed bullet casings not playing a sound after hitting a wall
- Fixed ballistic hit animation not playing on zombies
- Fixed solid roughness on containers
- Fixed missing reflection captures in logistics
- Fixed voice chat component location not networking correctly
- Fixed game being able to start while a player was in customization
- Fixed display items showing on clients while customizing
- Fixed breakable glass not displaying correctly after being unloaded and reloaded
- Fixed Map vote not always using the correct voted for map
- Fixed incorrect text showing during map vote after failing in wave survival
- Halved SAI cover generation cost based on constant cover direction
- Fixed Health and item UI disappearing after restarting a match
- Fixed some mistakes in the Game’s credits
- Fixed respawn requirements not showing correctly on clients due to update order issues
- Fixed Items not disappearing on clients when picked up
- Fixed KD ratio not displaying as fraction
- Fixed sign text not displaying correctly on low graphics settings
- Fixed crash in FMOD anim notify on dedicated server
- Fixed a bug where the sky in Antarctica would display incorrectly
- Fixed AI getting stuck on reload task
- Fixed DLSS always being enabled by default due to a load order issue
- Fixed screen anomaly hallucinations not always being removed correctly
- Fixed screen anomaly not always following the player correctly
- Fix for ammo pickups not granting ammo (but still getting picked up) if only your current mag was missing ammo
- Enabled duplicate checking for FPS ballistics effects, improving performance in large gunfights
- Fixed 3199 animating and playing audio after death
- Improved MRAP truck’s collision
- Removed LAMG from Heavy Soldiers loadouts
- Fixed certain angled concrete materials that had visual errors
- Fixed certain partially opened shutterdoors that did not close to the correct state
- Fixed some shutterdoors that were not centered correctly in their blueprint
- Fixed some Lightmass importance volumes being incorrectly scaled in Pt1
- Fixed incorrect material usage on some overhead light objects
- Fixed missing collision on some junction box assets
- Fixed 173-B spawning twice in generator area in Part1
- Removed some Ivy assets player collision
- Fixed some concrete pillars lacking collision
- Fixed some missized streaming volumes which caused level to load out incorrectly
- Removed navigation properties of some ceiling assets
- Fixed pipe valve puzzle in water treatment area
- Fixed guards running down large vines in Panopticon
- Fixed several floating assets in Part 1 and in Outpost Axiom
- Fixed steam burst shortcut being exploitable to skip large amounts of content
- Fixed collision on several pipe assets
- Fixed elevator button being usable in dorms before players have first traveled to prison
- Removed several ammo/health meshes that were not actual pickups
- Fixed several assets with incorrect collision types in Part 1
- Fixed some zombie spawn zones on Antarctica
- Fixed several several ammo/health pickups that did not restore their resource
- Fixed looping body fall animations on guard corpses in part 2
- Fixed walls with no collision in water treatment area
- Fixed situation where SCP-098 in in prison would not get released correctly
- Adjusted water treatment respawn location to be further from SCP-098
- Fixed firefight between guards and D-Class to not happen prematurely
- Fixed mousepads being emissive when they should not be
- Several areas with invisible walls were justified with props in part 2
- Fixed Antarctica generators not having correct indicator lighting in some circumstances
NOTABLE KNOWN ISSUES
- Player feet will float into the air when standing still in an elevator
- Some zombies will have trouble pathfinding through doorways on dedicated servers
- Shutters will occasionally appear as open when they are closed on dedicated servers
- Players cannot check their watch when their weapon is empty
- Resonators will occasionally get stuck on some geometry
- Map select will occasionally appear empty
- Players can encounter a duplicate SCP-173-B in intro cells
- Steam deck users cannot access the tablet using default keybinds
- New keybinds may appear as empty
- Journal tips will appear as the old keybind J - you can use 4 to open the new tablet!
- Dead SCP-3199 instances sometimes appear frozen standing up
- Players can get stuck in various places when vaulting
- Enemies can get stuck when jumping into “The Pit” in Area 12 Chapter 1
- When loading into many maps in one session, lighting may appear corrupted
- Some melee enemies can headshot the player, dealing much more damage than they are supposed to
- Zombies do not react to the alarm in Antarctica
—
We hope you all enjoy playing the update!
-Affray Interactive Development Team
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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"
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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