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Update 0.16.1 is Now Available!Apr 24, 2025 - Community AnnouncementsUpdate 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 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 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 Adjusted medical office door squid aggressiveness by reducing the radius where players will always die if they enter it when he is ang...SCP: 5K is now on sale for Steam's Spring Sale event!Mar 13, 2025 - Community AnnouncementsHi everyone, SCP: 5K is currently 20% off for Steam's Spring Sale event! https://store.steampowered.com/app/872670/SCP_5K/ Now is a great time for you and your friends to hop in if you haven't had a chance to check out the new update yet! -Affray Interactive Development Team {STEAM_CLAN_IMAGE}/33393847/4d911943783eb0a12c20905bc9ef5e7a6bf0ed92.png {STEAM_CLAN_IMAGE}/33393847/29c1f87eb19adafd6e82d6e24e23756bb4d06499.png Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive BlueskyGHOSTS OF THE SOUTH GATE // Update 0.16 is Now Available!Mar 5, 2025 - Community AnnouncementsUpdate 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 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!) 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 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 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 the ability to have sounds play faster/slower depending on animation speed Added more tracked environment parameters Various sound fixes and improvements Various subti...Update 0.16 Gameplay TrailerMar 1, 2025 - Community AnnouncementsHi everyone, Check out a brief gameplay teaser for Update 0.16! We will see you all on March 5th! -Affray Interactive Development Team {STEAM_CLAN_IMAGE}/33393847/4d911943783eb0a12c20905bc9ef5e7a6bf0ed92.png {STEAM_CLAN_IMAGE}/33393847/29c1f87eb19adafd6e82d6e24e23756bb4d06499.png Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive BlueskyGhosts of the South Gate // Update 0.16 DevblogFeb 26, 2025 - Community AnnouncementsHello everyone, Welcome back to another SCP: 5K devblog. In this post, we will be discussing the 0.16 update, “Ghosts of the South Gate”, as well as showcasing some of the upcoming work that the team has put into the game. This has been an opportunity for the team to work on something that isn’t within the usual confines of Area-12, allowing them to explore more creative and flexible approaches to various gameplay concepts and designs. This should be a unique experience that plays quite differently to the main campaign missions JXLDC, and shows some of the more diverse gameplay scenarios that we have planned for the rest of the game. {STEAM_CLAN_IMAGE}/33393847/d54dfa415023a571320b4c63510f5adb0b897b32.png SCP-610 As we last discussed in our Fall 2024 Studio Update one of our major focuses for SCP: 5K moving forward is on making sure that the SCPs not only present unique challenges for players, but also really drive up the horror factor. Known as “The Flesh That Hates”, SCP-610 is considered one of the creepier anomalies of the SCP universe, as it’s a highly contagious disease that causes grotesque mutations to the body of those that are infected. It is designated as a “Keter” class anomaly by the SCP Foundation, as it is extremely difficult to contain. Despite its Keter classification, SCP-610 was originally contained and isolated at Site-600 in Russia due to its frigid and cold environment, which appeared to play a key factor in the containment process. In SCP: 5K, our goal was to pick up the story of SCP-610 after its isolation IK3Y8 and containment in Site-600: Area-12 seems to be involved in the development of the “Vector Program”, a global initiative that no one yet understands the full repercussions of. This program resulted in SCP-610 being transported from Site-600 to NSIS-4 for testing and the player’s mission is to find out why. https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExN3F3NjhxNzU1bGpnY3dxM3hzZW10c3AxdTNnYzF4ZjlseHI5cGp1ZyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/EkqlKaQpUtIqZKjrai/giphy.gif While developing SCP-610, our primary objective was to create a more “monstrous monster”, something that is distinctly different from guards/soldiers and our other enemy types that primarily utilize basic/simple melee attacks. In order to achieve this we constructed a flexible attack system that allowed us to add roughly half a dozen attacks across four different variants of SCP-610. We won’t reveal all of the attacks or variants here, but players should expect to anticipate and dodge a variety of attack patterns depending on the variant that they encounter. {STEAM_CLAN_IMAGE}/33393847/719fcc06b946ae10407ff443d079b5d5e1e656a9.png {STEAM_CLAN_IMAGE}/33393847/a9c715622b437ba8a02634a3cdfc7ccfc60debdd.png During this process we have also made sure to utilize some of the existing tech that we created for the 0.15 update (namely W486B the soldier awareness system and the fake zombie death mechanics) and modify/repurpose portions of it specifically...Update 0.16 Release Date RevealFeb 19, 2025 - Community AnnouncementsHi everyone, The release date for Update 0.16 is now here! Everyone will be able to hop in and play this update on March 5, 2025. We can't wait to hear what everyone thinks! -Affray Interactive Development Team {STEAM_CLAN_IMAGE}/33393847/4d911943783eb0a12c20905bc9ef5e7a6bf0ed92.png {STEAM_CLAN_IMAGE}/33393847/29c1f87eb19adafd6e82d6e24e23756bb4d06499.png Discord Youtube SCP: 5K X Affray Interactive XSCP: 5K On Sale Now!Dec 20, 2024 - Community AnnouncementsHi everyone, You can pick up SCP: 5K for 20% off right now during Steam's Winter Sale event! https://store.steampowered.com/app/872670/SCP_5K/ From now through December 31st you will also be able to find some festive decorations and other surprises in game (we've also included an option in settings to turn this off if you want to play without them): {STEAM_CLAN_IMAGE}/33393847/b40eeb5727752bfd3bb32ff1e2f49f9edc7aa8d6.png Last but not least, we put together a fun cinematic video of some friends playing through the 0.15 Chapter 1 overhaul together for the first time, while we simultaneously followed them around using our built-in spectator cam tools: Now is a great time to hop into the game with a team of friends—we hope everyone enjoys! -Affray Interactive Development Team {STEAM_CLAN_IMAGE}/33393847/4d911943783eb0a12c20905bc9ef5e7a6bf0ed92.png {STEAM_CLAN_IMAGE}/33393847/29c1f87eb19adafd6e82d6e24e23756bb4d06499.png Discord Youtube SCP: 5K X Affray Interactive XUpdate 0.15.1 is Now Available!Dec 9, 2024 - Community AnnouncementsUpdate 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 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 c...SCP: 5K Steam Awards 2024Nov 28, 2024 - Community AnnouncementsHi everyone! We are very excited to announce that SCP: 5K is eligible to be nominated for this year's "Labor Of Love" category in the Steam Awards! This project truly has been a labor of love for us, and we are extremely grateful and honored to have the opportunity to continue working on the game and delivering the best tactical horror experience that we can for the community. If you have enjoyed playing SCP: 5K and watching it progress, please consider nominating us! {STEAM_CLAN_IMAGE}/33393847/e8489dd466513b797b494c2b4c1522812a2716e3.png Thank you to everyone that has played and supported our game, and we can't wait to bring you all more very soon! -Affray Interactive Development Team {STEAM_CLAN_IMAGE}/33393847/4d911943783eb0a12c20905bc9ef5e7a6bf0ed92.png {STEAM_CLAN_IMAGE}/33393847/29c1f87eb19adafd6e82d6e24e23756bb4d06499.png Discord Youtube SCP: 5K X Affray Interactive XUpdate 0.15 is Now Available!Oct 29, 2024 - Community AnnouncementsUpdate 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 Overhauled Areas Overhauled logistics area Creatures 3199 babies (environmental) Added burning zombies Weapons Added GM6 Lynx (in the game but not in the campaign yet!) Added MP9 Added AK-DRACO Lore Added several lore documents to Area 12 Chapter 1 Other Added tablet (utility item) Added Dark GOC skin (Hunt and PVP only for now) 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 Improved Resonator AI Added resonator jumping Improved investigation Improved the viability of stealth against Resonators Improved SCP-098 Attacks Added additional attacks to SCP-098 Improved blending after attacks in SCP-098 Improved SCP-3199 AI Added new attacks for SCP-3199 Added eating f...Affray Interactive Studio Update [Fall 2024]Oct 25, 2024 - Community AnnouncementsHello everyone, Welcome to another devblog update for SCP: 5K. While this is not our first devblog, it’s the first I have personally written since officially joining the Affray team as SCP: 5K’s Community Manager—if you are unfamiliar with my recent addition to the team, you can read more about it and my background here. In this update we will be taking a higher level look at Affray Interactive as a studio, the rather substantial amount of changes and restructuring that have taken place behind the scenes over the past year, and our present and future plans for SCP: 5K leading up to a 1.0 release. We will also be sharing a few teasers for the 0.15 update, however more thorough showcases will be coming soon. For now, we want to keep the community in the loop in regards to what we have been up to as a studio to provide context to those future plans, and F5R6F why/how we feel this is ultimately a major positive for SCP: 5K and its future. 2023 and Q1-2 2024 The vast majority of 2023 was dedicated towards the reformation and restructuring of the studio, and there was a major push towards streamlining our production pipelines. The team was focused on tightening up and growing out the existing departments. There were many new additions to the studio and we’ve created a more robust team capable of growing the small, fun experience that we had before into a comprehensive full game. Moving on to 2024, the first half of the year was rather substantial for content, asset and artwork production. Many existing elements of the game were further iterated upon and improved. The result of these efforts and work was the 0.14 update that you all are able to play today (which you can read more about what specifically was included in this update here)—this update was actually our largest content update by far, and the total available asset library of levels, environment art, weapons, monsters, and so on was greatly expanded with this push. In this sense, we largely look at this stage of development as the time where we are “acquiring the ingredients” that we need to make the game the way we know it can be made. Q3-4 2024 and 2025 Now that the team has finally been built up and is picking up momentum with the production pipeline, we EW3N6 have been spending the second half of 2024 looking at as much of the project from a top-down perspective as possible, doing numerous deep dives on the game’s reviews and overall community feedback, and figuring out the best plan to move the game along to a full release state given all of the assets and tools now at our disposal. 0.14 included a lot of new content and improved many aspects of the game, however we heard all of the community feedback/reception and reviews loud and clear, and we understand that there was something off in regards to what players had originally come to the game to experience. The ingredients were solid, but the 0.14 update was simply missing that “it” factor that we feel a lot of the community gravitated to...Server MaintenanceSep 20, 2024 - Community AnnouncementsHello everyone, Starting on Friday (9/20) all official game servers will be down through the weekend as we conduct maintenance/upgrades on our server hardware. We anticipate that they will be back up and running on Monday (Tuesday latest). This should not impact any community ran servers, just our official ones.Status Update: Update 0.15Aug 21, 2024 - Community AnnouncementsHi everyone, We wanted to give everybody an announcement on the status of the 0.15 update: After much deliberation and discussion within the team, we have decided to take the extra time and push the 0.15 update release back to this fall—we will be announcing a more specific date as we get closer to it. Because of how much work is taking place beneath the hood for this update, we wanted to make sure that when we release this update it is high quality and tackles a lot of the issues that were present with the 0.14 update. We have spent a lot of time over the past few months collecting feedback (thank you to everyone that has been posting in the feedback forums in the Discord), reading reviews, observing the various discussions taking place about the game in our Discord and on the Steam forums, and so on, and it is our top priority right now that 0.15 takes a positive step in the right direction based on where we and the community feel the game currently is and where it is lacking. Bug fixes and polish is a major priority for this patch, and QA has been working extremely hard gathering bug reports and working alongside the team to fix the issues that they have come across (thank you to everyone that has been posting in bug reports forums in the Discord, please keep posting if you run into anything!). These issues not only eroded the overall quality and enjoyment of the current game, but also outright broke things for some players which prevented them from even being able to experience all the content that we currently have in, so being able to tackle these issues for the next update was very important to us and we want to make sure the team has the time they need in order to accomplish as much of this as possible within the allotted time. Beyond bug fixes/polish, the 0.15 update contains a major overhaul to Chapter 1 that will begin to set the tone for how we plan on overhauling/facelifting Chapters 2-3 (and all future chapters), and it will contain a slew of new mechanics, features, and steps towards changing the general direction and pacing of the game (namely less reliance on puzzling and more focus on immersion and depth). Some of the other features coming with this update will be the new investigation mechanic, which will have direct ties to the lore and finding other critical meaningful/useful information that players will need to survive in Area 12, as well as a more expanded checkpoint system that builds upon what was introduced in 0.14 (these checkpoints will now be tied into the lore, and saves will persist across multiple game sessions so players will be able to more easily pick up where they left off as they progress through the campaign). Thank you everyone for your patience and your support. We really want this update to be significant and more clearly show the direction and identity that we envision for 5K! {STEAM_CLAN_IMAGE}/33393847/0f270e30a0dbbc52702a169e0c8f846fd7073c86.png {STEAM_CLAN_IMAGE}/33393847/b5fedd052c14ef8f11ea9c8a96d5...Update 0.14.1 Patch notesJun 25, 2024 - Community AnnouncementsThis week, we'll be releasing a new patch for SCP: 5K; version 0.14.1. 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 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 issu...What's up next for SCP: 5K?May 20, 2024 - Community AnnouncementsOur latest update 0.14 just released a couple of days ago, and we'd like to thank you all for your support and feedback. 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 compon...Update 0.14 Now Available!May 15, 2024 - Community Announcementshttps://store.steampowered.com/app/872670/SCP_5K/ Update 0.14 is now available for all players to enjoy! This update brings a new chapter to the campaign, a new map, 2 new monsters, and much, much more! You can see the patch notes below: 0.14 PATCH NOTES HEADLINE FEATURES AI AND MONSTERS Added SCP-3199 - Humans, Refuted Added SCP-7566 - Door Squid Added SCP-621 to some instances of SCP-1262 Improved Guard AI Added cover generation and utilisation Added sprinting, crouching and leaning Added bark lines and communication Improved suppression and sensing Added pathfinding based look ahead to improve facing direction while moving Improved Resonator AI, animations and visuals Better locomotion and turns Crashing for lunge attacks Improved pathfinding Updated Resonator textures to be more readable WEAPONS Added SW 500 (Long and short variant) Added SG553 (5.56, 7.62 and SBR variants) MAPS Added the first half of a new campaign mission: Antarctica Added chapter 3 to Area-12: Dorms and D-Class Prison Added PVP variant for outpost axiom Reworked logistics area to be a clearer more streamlined experience Less gas cans are required for the generator objective Gas can spawns are more clearly telegraphed Gas cans are much brighter and more obvious Reduced the number of potential gas can spawn locations, resulting in less places to check Improved telegraphing for gas can spawns behind shutters Added a dedicated pickup for the crowbar to reduce wandering time Improved lighting to be more distinct Added 3199 and additional spawns to wave survival GAMEPLAY Added Vaulting for players New player Faction - GOC (Antarctica specific) Added adaptive ammo system prototype Some ammo lockers will have more or less ammo depending on the game’s state and the player’s situation Balanced tactical knife Removed staggering from Tac-knife on zombies Reduced Tac-knife damage to take 1-3 extra hits to kill Added a small radius sound event to knife so that AI can hear it up close UI/UX Improved controller and keyboard support in menus VISUALS AND AUDIO Reworked bullet hit audio Improved recoil animation overall Added new First person arms for guards Improved night vision effects added Depth of Field and fireflies improved clarity in some scenarios DETAILED NOTES VISUALS AND AUDIO Added additional gore meshes for human characters - through holes, headshots and gut shots Updated AS VAL and VSS handling Increased damage impulse on human characters Improved zombie death animations to use root motion Added alarm lights to intro cells Added depth of field Added suppression visual effects when under fire Added a lens flare to AI when they have a flashlight on Improved third person animation for arms and legs Added generator sound to generator Added short M1014 Reduced screen shake on VAL and VSS Reduced blurriness on scope aberration Updated audio for 360J, VSS, MP7, and Stealth Hunter Updated AUG mag Fixed overlapping audio in outdoor maps Increased chem-light brightness Updated various ...UPDATE 0.14 // CINEMATIC TRAILERMay 6, 2024 - Community Announcements0.14 DEVELOPER UPDATE #2 (0.14.0.111) and Patch NotesApr 25, 2024 - Community AnnouncementsWe’re moving our release date for update 0.14 to May 15th. Yup. I know. Read it again. Take a deep breath. We feel it too. This update is a big one. Here are just some of the things we’re adding in 0.14: New Faction 2 New Monsters New Map New Campaign Chapter 2 New Weapons Better Enemy AI Bark Lines Vaulting Various Bug Fixes Additional Visual and Audio Improvements Pushing our release again was not an easy choice, but releasing an unstable build of the game after all the work the team put into these exciting new elements would be unfair to the community. We want you to play the game with your mates and have fun without having to deal with technical issues. Our party system and networking alone have been putting up a real fight. To elaborate, let’s start with that peculiar number up above. 0.14.0.111 is the current build number of the game. The ‘111’ is how many builds we’ve pushed internally as we tested and corrected bugs with QA. To be clear… that’s one hundred and eleven builds with a few more to come before releasing the update. To put that in perspective, our previous update only got up to 49 on the build number and that was after 0.13 released. Hopefully this gives you an idea of how much harder we’ve been working to ensure a successful update release. While we finish testing, we have a few sacrificial offerings to appease your SCP: 5K bloodlust: {STEAM_CLAN_IMAGE}/33393847/ea2be4ca228fa47dad2f57276eaeeaaeaa269dae.gif Today: I offer a list of the main things 0.14 promises to deliver: SCP: 5K 0.14 Patch Notes Next week: we’ll release the 0.14 Trailer Following the trailer release: there will be a Q+A session on Discord with myself and our QA Lead, Aaron James! Watch for that announcement here: Community Discord Server I can’t wait for everyone to see what we’ve been cooking. Not just with update 0.14, but for the entire project. We have incredible plans for this game and the stories we want to tell and we’re excited to be at a stage in our journey with so much growth and progress. This team is creating something special. But despite my excitement to share what we’ve been building, it’s more important to put quality first. After all, what’s a few more weeks in the grand scheme of things? “Late is just for a little while, suck is forever.’ Right?” -Gabe Newell, Valve Hold the light, watch the dark. TREY BISHOP // GAME DIRECTOR P.S. {STEAM_CLAN_IMAGE}/33393847/bc230ec0fb7c8dd2916397605bdf6b44959ef0aa.gif 0.14 PATCH NOTES HEADLINE FEATURES AI AND MONSTERS Added SCP-3199 - Humans, Refuted Added SCP-7566 - Door Squid Added SCP-621 to some instances of SCP-1262 Improved Guard AI Added cover generation and utilisation Added sprinting, crouching and leaning Added bark lines and communication Improved suppression and sensing Added pathfinding based look ahead to improve facing direction while moving Improved Resonator AI, animations and visuals Better locomotion and turns Crashing for lunge attacks Improved pathfinding Updated Resonator textures to b...0.14 DEVELOPER UPDATEApr 10, 2024 - Community AnnouncementsHello SCP: 5K backers, fans, and everyone else on the internet. I’m here today to share some news about the progress on update 0.14. I’ll cut to the chase: we’re pushing our update release to April 29th. And now I’ll explain why. Our development team on SCP: 5K has been working incredibly hard, doing a tremendous job of creating and implementing new content and improvements to the game for this release. It has been a monumental lift to say the least! As stated in our previous Devlog: we’ve expanded our team and capabilities in a big way. The learning curve however means that we (as you might expect) hit some bumps along the way. Such is the life of a game developer. One of the departments we’ve expanded on is QA with the addition of our newest member: Aaron James. A proper QA team is something we’ve always wanted but in the past we were limited to sharing that workload among team members in addition to their existing responsibilities. We’re excited with how much of a help it’s been having people dedicated to hunting down bugs and other issues within the game. This is a very time consuming process but vital to ensuring a great experience with minimal issues. That said, through testing we’ve encountered a few unexpected things that required us to make a decision. Either ship it as is and hit our deadline, or shift the deadline and give our team more time. I would say it’s not an easy decision but I’ll be honest here…it really is. Our current goals: 1. Make an exciting and fun experience for players 2. Treat our humans well The entire team is so passionate about this project. It would be wrong to not allow this update a bit more time to cook. We’ve been reworking and polishing a lot of things. We’re all very proud of everyone for stepping up to the plate. I couldn’t be more grateful for the tenacity of this development team; they’re the real magic-makers and they deserve all the credit in the world because thanks to them, we’ll still be able to release 0.14 this month despite the challenges we faced. In the meantime, we’ll have more information between now and then, along with a new trailer. Thank you for your support and for playing our game! “Hold the light, watch the dark.” TREY BISHOP // SCP: 5K GAME DIRECTOR {STEAM_CLAN_IMAGE}/33393847/7d99c10efe841c141c86c48ccffa76f036778106.jpg SCP-173-B Speedrun GiveawayApr 8, 2024 - Community AnnouncementsPrizes 1st Place: $150 Dollars, the original SCP-173-B Plushie, and Area-12 crate 2nd Place: $100 Dollars 3rd Place: $25 Dollars 4th Place: $25 Dollars Contest Details To participate. Play a speedrun of the current 0.13 version of SCP:5K, you need to complete both Chapter 1 and Chapter 2 of Area-12 with a fire team of 4 players to qualify. Make sure to record your run on Youtube or on Twitch. Once completed, upload the video or link the video’s url of your run and post the URL on speedrun.com for verification. The group with the fastest completion time will advance to the semi-finals. In the semi-finals, the winning four man fire team, will split up into two teams and complete Chapter 1 and Chapter 2 and whichever team has the shortest run will reach the finals. In the finals, the two finalists will compete on the outpost Axiom map to achieve the fastest completion time and determine the plush speed running winner. The first phase of the competition will run from April 8th - April 12th. The semi finals will take place from April 13th- April 14th. The two finalists will have between April 15th to April 17th to submit their final runs. Please check out our 173-B plushie campaign at https://www.makeship.com/products/scp-173-plush and thanks to Voidspace and the people at Speedrun.com for making this competition a reality. {STEAM_CLAN_IMAGE}/33393847/d0f910e6c4a519712454d33afc2401bfddb1c5ab.jpg {STEAM_CLAN_IMAGE}/33393847/580c87230dc6d60a90d0ee9e6a847796fba7bdbe.jpg {STEAM_CLAN_IMAGE}/33393847/ed762640c5bfec29a18086cc531a7d2ec66bb413.jpg {STEAM_CLAN_IMAGE}/33393847/c573fc986bd96fe8a2745a10ca6618123d8f9081.jpg
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