Show/Hide Show/Hide

SCP: Blackout

 
SCP: Blackout is now FREE! Though it's due to the project files being lost.Mar 26, 2024 - Community AnnouncementsI believe this should be the last news on the game for a while! Psst: Join our Discord Discord Link For anyone new or curious: A ways back my pc crashed and I had to get new hard drives and copy data over. Some things were messed up, but most things were okay. I've recently tried to open SCP: Blackout and... well it's corrupted. I had a fear this was the case, so I've been too nervous to try for almost a year now. The hard drive with SCP: Blackout was corrupted, and the project files are gone. Since I don't feel right selling a game I don't consider fully finished or polished to the level I want, I don't feel quite right charging for it. So I've decided to release the game for free, forever. Moving Forward As things move forward TheClassifiedX will be rebranding to our new art style and new games. We've overhauled the Discord and our focus in it. I'm opening sections to help teach people some game dev skills, and making art for games. I hope if you liked my games in the past you'll stick around and will enjoy my games in the future. You should totally join our Discord with the link at the top. Other Social Medias: Linktr.ee If you liked SCP: Blackout and want more games like it, or you like funny games, we have plans for all of it! I'll finally be able to move into making games full time for myself for a little while (unless I go bankrupt), so there will be a lot of progress really fast finally! Starting off, we are currently working on a narrative driven exploration game! (Think the Stanley Parable) But also with the dark humor SCP: Blackout had. (So think slightly Rick and Morty-ish) It's gunna be a good time, and the full game has some creepy and mysterious undertones. I love making happy looking games that are actually scary under the surface. All of our future games will also be connected in one expansive universe we are creating. Even if you don't want it, giving it a wish-list helps the algorithm and supports us! https://store.steampowered.com/app/2727660/GlitchSPANKR/Upcoming changesMar 26, 2024 - Community AnnouncementsHey all! Here's some good and bad news. So bad news first. A ways back my pc crashed and I had to get new hard drives and copy data over. Some things were messed up, but most things were okay. I've recently tried to open SCP: Blackout and... well it's corrupted. I had a fear this was the case, so I've been too nervous to try for almost a year now. SCP: Blackout was my first game, so this was back before I had source control or backups. I don't think I could have gotten the game back to where I could update it any time soon, but I finally gave it a fearful try and I found I couldn't anyways. It's gone, sadly. SCP: Blackout is no more, only what's on Steam. The hard drive with SCP: Blackout was corrupted, and the project files are gone. So for the "good" news, I'm going to take it out of Early Access and just make the game free for you all. It's not easy or fun to know the game is done, I had always held out hope I could get back to it. But if it'd done, then I might as well let people enjoy what's there. I'm in talks with Steam about the process for doing all this, so it might take a week, I'm not sure. But hey, if you've always wanted to play it and never could, you'll be able to soon! SCP: Blackout will soon be permanently free, once talks withe Steam are done and they can switch it to free on their end. SCP: Blackout was my first game and first passion project. I hit all of my goals with it 5 times over, remaking it all from scratch 5 times. It was a wild and fun ride. It might not have been the most profitable, but it taught me so many things and kickstarted my development career. Thanks guys, and sorry for the bad news. As things move forward TheClassifiedX will be rebranding to our new styles and new games, so our discord has had some overhauls. I'm opening sections to help teach people some game dev, and making art for games. I hope if you liked my games in the past you'll stick around and will enjoy my games in the future.An update on the progress of the gameSep 17, 2022 - Community AnnouncementsHey everyone, It's been quite a while, so I figured I'd post an update so you guys, and future people who are considering buying the game know what's up. It's a long read, but if you're curious, it's all here. Current Status of the Game First off, the game isn't abandoned, but it IS still being shelved for a while. While I love the game, and I really want to finish it, and still plan to, I just can't justify spending another few hundred to a thousand hours (minimum) of my time to get it where I want when there is no increase in income. We are already struggling as is with me spending my freetime and weekends on freelance work and ventures for money. It sucks, but that's how the world works. I have some games and opportunities I've been working on the last year or two that may finally pay off within the next year, and if they do, you better believe I'll finish this game right away. I love this game, and want it done. Clearing some Confusions on VR So on another note, some of you have confusion on some things, like what the final game will look like, and some long term bugs like VR. Well, the VR is a simple fix technically, but not in reality. I was unlucky in my timing releasing the last update, when SteamVR itself posted an update that broke VR for tons of games. All I really need to do it update the software in the project, and then it will work. As of right now, it seems to work for like 70% of people. Some unlucky 30% of people don;t have it work, and I have no idea why it's like that for them. One person with a quest 2 can play, yet another person with a Quest 2 can't. We never figured out why those people who can't use VR can't. But as for actually fixing it, that's harder. I was in the middle of reworking the entire game for the 5th time when I had to stop working on Blackout. So even if it's easy to fix Steam VR, several maps aren't created yet, so the game is literally unplayable until I make several new maps. The old ones are literally gone, so it's literally hundreds of hours minimum to even make it playable to a decent level. I used to have that time, and money to take days off work. I don't anymore, so it's having to wait until I have time and money. Again, some people seem to think it's easy to take days and days off work, unpaid, to make a game, but those people just don't have the experience or conceptualizations to understand the sheer amount of work it takes. But that's why I'm laying the cards out so everyone can know what's going on. Info on "Story Mode" The other confusion is about Story mode. That's not a thing anymore, not with the upcoming update and rework to the game. The Original Blackout with Story and Survival mode was going to be about 30 minutes of playtime. A 10 minute gamemode for survival, where you can freeroam the small map, and a short story, about 20 minutes. Obviously, it's not like that anymore. I reworked the game about 5 times, for free, because I had fun making the game and was using it to learn. Survival...OST on Spotify and other News!Sep 6, 2021 - Community AnnouncementsHey all you crazy D-Class! I know, I know, it's been a while. Those of you on the Discord may be up to speed, but for the rest, here you go. Tl;DR at the bottom for you busy folks. I got a bit busy with work so I could pay bills. Extra work and the baby left me with little time or energy to really get in to my own game dev projects since I do freelance game dev as a day job. So I was just kind of worn out for a good while. I ended up trying a small little 3 days project for fun, but it turned out to be pretty cool, so I worked on it more. I even assembled a small team to help me. Well now that little project is a full game, with planned release in October. I'll post more on that later though. But after this little horror game, Going The Distance, I'll be back on SCP: Blackout with full force, and with a team to help! I've learned so many skills from GTD and other projects, and I have so many cool ideas to add to Blackout now, including cinematics! So soon, there will be many new updates. The massive update is over halfway done, so it should be released not too long after. Part of forming up a team is that I/we are now going to be using the Studio as branding, instead of the Site-50 logo. That way it is more uniform across all the games and mediums. So if you see this logo, it's just us. {STEAM_CLAN_IMAGE}/33794561/ff4703763fd003d7e2905ff54774a50034a9e4ce.png As part of the celebration for Going the Distance and return to Blackout, we got the OST for Blackout on Spotify, Itunes, Amazon Music, and pretty much everywhere else. It should release on September 25th, so you can then listen to all those crazy hits as much as you want. Pretty cool for me, because I actually listen to some of Jory's songs on repeat for inspiration while working. Here's a link to pre-save the album! Album Pre-save for Spotify Now for the new stuff. Going The Distance. This new game is a narrative driven horror launching game. Kind of a mouthful, but it's one of those games where you shoot something a distance, get money, buy upgrades, go further, etc etc. Except with one of my stories, and scary, and full of twists. I'm pretty excited for it, I think it's one of my best stories so far. I've purposefully left 99% of the scary stuff out of promotions, all for the twists behind the twists. I would love it if you wishlisted the game... https://store.steampowered.com/app/1657150/Going_the_Distance/?beta=0 As a final update for the future, I'll go over my plans for Blackout. I've said it a bunch of times in a bunch of places, so forgive me if I've already laid it out for you guys. Basically SCP: Blackout is about 30 times as big as I had ever planned for it to be, Story mode included. Survival mode was only ever supposed to be about 15 minutes long, to run around a tiny map. Now Survival mode is around 4-5 hours long by itself, and that's before this next update makes it even longer. So my plan is to focus on and finish out Survival mode 100% with all the new maps, polish mechani...News and Timeline UpdateMar 22, 2021 - Community AnnouncementsHey all! This is just a quick update to keep everyone interested in the loop. I had planned to release a massive Xmas update following the Halloween one, but I got a little burnt out after 2-3 months of non-stop work with all of my free time. My family was complaining, I was getting up early and sleeping late to squeeze in more time, and I was losing a ton of money taking days off work to work extra on Blackout for that Halloween update. I thought I would be able to continue on and hit the Xmas update the same, but I just sort of fell out. Along with a bit of burn out, all this extra work and content doesn't actually bring in any extra sales or money, it's basically just for fun and for you guys. That being said, I realized I was waaay behind on bills, and then have had to spend the last months doing extra freelance work to catch up our bills. And compared to my old job as an electrician, doing freelance video game work all day actually makes me a bit more mentally tired to do my own personal video game work when I'm off sometimes. But alas, I've finally been catching up on my energy and Jory and I have been diving back in to Blackout. Things are coming along well, though they make take a while. Since the entire first half of the game has been scrapped to be remade at the same higher quality as the rest of the game I can't actually release any updates until a basic level of gameplay is added back in. So as soon as the game is at least playable again, I intend to fix that VR issue that plagues some people, and then hopefully release a playable test version. After that I will go back and polish up and fill in the extras. For those who like spoilers and details, here is the general game layout and plans. 1. Player starts in the prison, though the prison has been massively expanded in to it's own level with some subtle tutorial elements. This is mostly completed, just needs a little polish. 2. A new fancy Reception map to replace the lobby and act as a bit of a central hub for the semi open world game. This is completed. 3. An entire new Research Wing map, with it's own mini story to find and obtain the level 1 keycard, boss event included. This is where I currently am, and is almost completed. lots of polish to eventually add. 4. An entire new map for The Labs. This is where level 2 card will be, and will also have it's own SCP theme, mini story, and all that. Haven't started or planned all too much out. 5. A mostly new Maintenance map, with SCP-SEUK and others as the SCP theme, and it's own mini story to get through. After that, there is only a bit more changes, but things flow in to the second half of the story where things got good. I do intend to rework Sublab 11 and give multiple endings, but I think I will do a different update for that so I can get the VR fixes out as soon as possible. All this stated is just the minimum I need to make the game playable again.The Massive Survival Update (1.4) is Here, bringing 3x as much content!Oct 28, 2020 - Community AnnouncementsHappy Halloween Foundation personnel! This update has been a long time coming, and boy is it big. And this is only Part 1, the next massive chunk comes in December (more on that later). First off, I can give a summary for this update. A few new SCPs to play with. Bug fixes for almost everything reported (though there will be a heavier focus on VR for the Xmas update). 6 or 7 entire new locations. Around 3x or more new content for Survival Mode. Tons of updates and polish on different systems and mechanics in game, lots of QoL stuff. Lots of new story for the Survival mode. Things actually have purpose now, along with an antagonist. Added beta branches on Steam for some of the old important updates going back to launch, so you could go play some really old version of Blackout if you wanted to compare or see how much it has changed. The Xmas Update (Coming soon) I will post the change-log shortly, but first a run down on the future. This was only part 1. This update set up the framework for the final version of survival mode, so now we can focus on adding in all the final bits of polish, the secrets, the fun extra mechanics, and some other stuff. Though the first focus of the Xmas update will be entirely redoing the prison cells and Zone A from scratch, so the entire early game changes. Then we will redo Sublab-11 to bring it up to the same cinematic quality and intensity as the rest of the new game. And finally, we will be adding a few different endings to survival based on your difficulty. The rest of the time will be adding in 10+ new SCPs, more lore, audio logs, system redesigns (like the file system), and whatever else is left. But enough of all that, let me just port the change-log. Keep in mind that around half of the details were left off the list, as they contain spoilers I don't want people to see. And if you're still reading this far in, I really appreciate you. You're awesome. Sales might not be so great on a game like this, so all the support I've been getting from the community has really helped me keep at it. SCP: Blackout is sort of a passion project, and I dedicate all my free time to it, so it's honestly you guys who keep me going. All the comments, positive reviews, discord members, personal DMs, and even just taking the time to read stuff like this, it means more than you guys probably know. So thank you, I'm glad I was able to come back to keep this game going. Change-log: V 1.4 (past two months of work in free time) -Updated the project from Unreal Engine 4.22 all the way to 4.25 -Cleaned, merged, and organized asset references for performance increase. -Removed Easy Difficulty bar on Sublab-11 -Fixed the low amount of batteries spawning on easy. -Removed leftover point light from archive. -Added Post process effects to O-wing (for outline effect) -Created a new system (again) to finally fix valves and switches from despawning/breaking. -Removed point light left in D-Class Bathroom. -Fixed Rings of Eden so they no longer point...Pre-Update InfoOct 20, 2020 - Community AnnouncementsHey all, with this update being so big, I just wanted to give you guys a quick rundown of some things you can expect! And this is just the end of Phase 1. Firstly, the overall survival story is more than twice as long. We reworked it so there is an actual plot, and takes you to a bunch of new places with a whole new antagonist, more cinematic events, and even a boss fight. If you are a streamer or youtuber with a good following, hit me up to talk about getting early access to the content maybe! There are basically 5 or 6 new maps and locations. Two or three were essentially remade from scratch, and the rest are new. A few other levels and areas also had major revisions, but you'll still be able to recognize them. There's some new SCPs. Nothing too major yet, most of the new SCPs and polish content will come with Phase 2, the Xmas Update. But there are some new things I think you'll like (hate). Tons of visual polish. New designs, new lighting, new audio overhaul, new lots of things. Even I was impressed with all the stuff I learned doing full time freelance, and I brought all that new knowledge and experience and put it in Blackout. Lots of bug fixes. Like seriously, months worth of reports got finally organized and I fixed almost all of it. I got crunched for time though, so there may be a few things that will be rolled in to the next update, but overall a ton of it is there. Performance should be better, but it is hard for me to tell. I did a lot of optimization, but the Xmas update will fix a ton more, especially for VR. All of this will get explained in more detail when the update comes out near Halloween, including the pages of changelog. Though if you were inclined, we do have a Patreon, and Patrons will get early access to play and stream the update before everyone else. Also, I do lots of posts on the Discord. (pls join the discord lol) Patreon Link Discord So what's next? Well I'm glad I asked. As mentioned, Phase 2 (the Xmas Update) will be all about polish, and what I missed for this one. The story is all there for survival mode, but I will also be reworking the ending. Well, 3 endings actually depending on how you played and the difficulty. The biggest thing I'm excited for is that I will be entirely scrapping the first/"main" map, Zone A. It is a performance nightmare, and the design is pretty terrible. I'm going to remake it in to a lobby and Research Wing, and it's going to be awesome. I'll also be splitting the prisoner cells in to it's own level, with more things to do. There will be more SCPs, more Safe objects, new mechanics, new secret areas, more documents, new voice logs from guests, and a ton of QoL stuff. I also plan to do all the VR focused stuff and redesigns for this update. So that's it so far. Stay tuned, a bunch more info will come out with the big update. If you're still reading, even more thanks to you specifically and personally. Your're pretty cool. Big Ole' Community Update!Sep 14, 2020 - Community AnnouncementsThe video below will explain just about everything, but plenty cool stuff to come pretty soon! Aside from all the events, giveaways, and weekly contests to get your work in to SCP: Blackout, we are also going to MASSIVELY rework the Patreon so there are actual rewards that are worthwhile. I even hired someone to maintain it so it stays relevant and awesome with cool rewards! Also, as some of you may be aware, our Patreon page (https://www.patreon.com/user?u=14787740) has been pretty neglected for some time. Noticing this, we have decided to completely overhaul the page and system, and we would like your input on how it should turn out. I've even hired someone to work on managing this exclusively so it will stay maintained while I focus on adding new content! The first step is to design the theme, so below is a link to a poll where you can vote on the name set you would like to see us use. (A reward poll will come later, but we have TONS of cool ideas to reward you guys with!) https://forms.gle/nGf8QsaFkYZdRd3T9 Reminder though, if you'd like to get your writing/art/stories in to SCP: Blackout, make sure you join the discord or Twitter to get updates on all the contests coming out each week! Discord: https://discord.gg/GhefN58 Twitter: @TheClassifiedX An Update on Updates (Good news!)Sep 2, 2020 - Community AnnouncementsAttention Foundation Staff, The channels have been quiet for a while. But no longer! Now I have updates on where I've been, what's going on now, and what to look forward to! (TL;DR, gained lots of skill doing freelance work, and also massive update for Halloween, plus some other stuff) I'm finally back to work on Blackout, and I even brought in a new(ish) developer, Jory Stultz! But wait (you might say), he's already been part of the game for a while? Yes, dear researcher, but mostly as a voice actor for a ton of characters and awesome writer. But while we've been away, he's been training and turned out to be pretty awesome at level design! So now he has access to the project to do some stuff to, so I'm finally not doing it all solo. I also finally got ALLLLLL of the story documents, sticky notes, documents from in game, misc ideas, and sorted them out on a single program so it's tidy and easy to see. There.... may have been a few inconsistencies in the story, or lack of story there at all. We are fixing all of that. Now (for us) the overall story finally makes sense, and we're pruning off some oddball parts and filling in holes. Awe yeah, it's all coming together. The story was scrapped long ago once the game grew up way beyond what it was supposed to, but now we have a solid base to write on, and honestly, it's kind of writing itself. You can still expect the 16+ endings for Story mode, but now the survival side will also support it as a whole. Speaking of the Survival Mode, I don't really like it. It was kind of thrown together (like most of the game), as it grew. But now with all the holes visible, it's all written out and finalized, so I have a set goal. You can expect the Survival mode to basically double, and a whole bunch of stories to actually make sense. Also, expect more cinematic experiences and you know, REAL game type stuff. It's pretty cool. Also like 4+ new maps, and 2+ total reworks, and a bunch of other map improvements. Also 3(ish) new actual+cinematic endings for survival, cause just getting a piece of paper for surviving blows. I'm hoping that we can get all this done by Halloween. If not, we should have most of it. The rest will come for Christmas. As for me, where did I go? Well, with Covid-19, I was somewhat laid off. But I didn't actually know it. They just kept telling me work would come eventually, so I spent the first month or two making a new multiplayer game, Project Midgard. It's multiplayer, playable, and semi fun, but it's not done yet. I actually stopped on it for now because I needed money. So I finally faced my fear and started looking for freelance jobs. With Blackout, Outsiders (another game I made, it actually has really good reviews. It's part of the Dread X Collection), and Project Midgard, it turned out I had a fairly solid resume. So now I have a few clients where I get full time work, and do Blackout in my free time. If you, uh, want a game made, I have some really good references. I can do just about w...Tutorial Release, Save Points, Performance Increases, a New Game, and more!May 21, 2020 - Community AnnouncementsIt's been a while for Blackout, but a new update is out! Along with a massive back end change to the loading menus, a bunch of fixes, some performance updates, and other the tutorial is finally done and out! Who knew tons of custom made UI movies and dozens of voice lines would take a while to get done? The tutorial isn't super long, but there is a short story and two endings, along with two more collectibles to...collect. The tutorial currently is designed for desktop. VR will be coming, but we do have to redo a bunch of the videos and lines to fit, so.... Some of the changes: Tutorial mini-story! Bug fixes! Saving system, just find a console (one in each area), and you can save your progress. If you need to leave, or die, just reload! New animated level transition/loading system. Sounds small, but it was actually a massive amount of back end work, entirely redesigning the way the game loads and saves areas. So now there shouldn't be any game freezing/crashes when loading levels, along with other bug fixes. Plus the animated screen looks cool! You can now break mugs when you throw them, because PHYSICS! A bunch of other small stuff like bugs and QoL improvements I've forgotten! Other big news! I usually live stream development on Blackout and other games each week, so feel free to follow and watch and/or ask questions! https://www.twitch.tv/mahelyk I took a week off my day job to make an entire new game! The DreadX Collection took 10 solo devs and gave them a week to each make a horror game. I used my week to make Outsiders. If you like horror games, and have $7, you can get 10 whole horror games! ($2 of each sale goes to charity also). But, if you are interested, I'll post some links under this. https://store.steampowered.com/app/1296510/Dread_X_Collection/ Finally, back with a new update! (1.3.4)Feb 27, 2020 - Community AnnouncementsHey guys/gals, this update has been slow coming out due to me being in a work accident. I healed up, but it took nearly a month for me to be able to get back to work. There have been a lot of small changes and fixes, and a good bit of stuff i did but forgot to write down (as usual). Most of the work has been behind the scenes, like the story and tutorial, but you'll be able to notice some of the other changes (new collectible system, map change, performance, ect). Here are some of the bigger summaries, followed by the changelog. -A lot of small changes and fixes have been added, be sure to check out the changelog on Steam or Discord if you want to see them all! -Most of the time has been doing a ton of work on the tutorial. It's not done yet, but its coming along well, and I think you guys will like it once it's done! -I moved the warehouse/transit area in to their own map and reworked them a bit. This should help performance in Zone A -Added the Collectible Room to main menu, and added the trophy system. It is currently bare bones, you can only get trophies for batteries and pill usage, but there are a ton of other trophies/collectibles planned to be added. V 1.3.4 -Turned off xmas as default -Desktop pain HUD will go away after a bit once at full health -Decreased desktop pain size on HUD -Fixed T-pose in S-11 -Added DELP egg -Added checks so you can't use items while paused in VR -Removed hand collision with flashlight -Added a bug report button to the pause menu -Moved the transit areas into their own map to increase performance -Finally found the cause of the second dot on screen and removed it -Expanded warehouse to fit transit level redesign -Fixed VR breaking if you pick up two papers at once -Added door physics for doors in VR -Added collectible/trophy room -Added collectible framework -Halloween music should be able to be controlled with music sound volume -Fixed Guard room computer not working -Fixed walls in archive with no collision -Removed floaty eyeballs near body in transit -Made a small change to possibly reduce game freezes during level loading (need feedback on it) -Added flashlight outline if drop in VR -Fixed failsafe ending button freezing game -Fixed document issues with new documents -Added interior counts for pills, batteries used, deaths, ect (Trophies will have to use these counts, so may not be synced with steam achievements) -Added collectible trophies for batteries -Added collectible trophies for pain pills -Fixed typo -Added mechanic for VR hand to not snap hand completely, but leaves a "ghost hand" so you know where your hand actually is. -Fixed the gas can noise delay when dropping it. -Fixed baby spawns on new maps -Fixed not being able to escape on survival -Music will play when loading into Zone A -Fixed baby stuck in corner in warehouseBack to work after almost dying!Feb 13, 2020 - Community AnnouncementsSo for those of you who don't know, I was in an accident at work. As an electrician, I was working above an automated garage door that wasn't allowed to be kept off properly. I can't really talk about details, but it eventually went off while I was up there. At the top it stores it in this spiral pattern, so when it went off it caught me and pulled me in to the spiral and crushed me in the like 4 inches of space. After a few seconds the pressure knocked me unconscious. Thankfully people were around and someone was able to open the door. It dropped me like 10 feet on to my head, but I was out. I came back to consciousness and was taken to the hospital. No broken neck or spine thankfully, but I did get a several inch gash on my head that was stitched up, a few broken ribs, and bruising all over and some damage to the muscles on my back. Anyways, I thankfully didn't die, and I've been healing up at home the last two weeks. All the medical bills were covered, so no worries on that either. So now I'm not exactly fixed, but I'm doing well enough that I feel up to getting back to work on Blackout, so after a long delay some new updates and fixes and content should be coming out before too long! TL;DR Got some ouchies, but now I'm working again.Update V 1.3.2Dec 29, 2019 - Community AnnouncementsQuick fix from some things people reported or wanted. This next update may take a bit as I focus heavily on fixing performance issues and optimizing so people can play better, so I wanted to get these changes out first. V 1.3.2 -Fixed various reported bugs -Added VR height adjuster in main menu -Slowed down VR movement -Decreased center dot brightness -Changed VR rotation to eased snapping -Removed keycard indicators on Hard and Blackout -Reworked the dead bodies, will now highlight to show can be looted -VR can now loot bodies -Added more D-class -Updated/fixed the end run level -Fixed slight subtitle bugs where names appear or dissapear at wrong times -Added intro subtitles for prisoners -Added intro subtitles for cinematic -Added gas can mechanics for generators -Fixed warehouse door from being able to open after already opened -Redesigned warehouse a bit VR Overhaul, Awesome New Intro Redesign, and Christmas!Dec 23, 2019 - Community AnnouncementsIT IS TIME. The new major update is finally out! Featuring a major overhaul for the VR systems (More to come yet though as we add new mechanics). There are now functional controls for the Valve Index, Oculus, and Vive. A new cinematic sequence with some big level reworks (more to come, as we've seen how cool it is and plan to move the game direction to more of that. And lots more in the patch notes below. I think you'll like the changes, and a bunch more like it (along with new mechanics, puzzles, SCPs, and story) are to come! Also some minor Christmas stuff, but we didn't have the time we needed after adding the other things. We also had an awesome Christmas song coming along, but the audio files got corrupted at the last minute and we lost it all. Aw well, next year I suppose. Merry Christmas! P.S. We are big enough that we're comfortable attempting to add some "real" SCPs from the wiki. If you guys have any suggestions, throw them out in in the forums for us. A few notes on that though: -We'd prefer to use lesser known SCPs -We would need the authors direct permission -The SCP has to be able to blend with gameplay, or possibly be visible in the background -Make sense lore-wise (Site-50 is an intake facility, so there would mostly be only brand new SCPs. But Site-50 is also a transport HUB, so they could be moving between facility when the breach occurs) -We would likely need a way to buy the models and animations, as we have no modeler or animator. This has been the primary limiter in the past, but maybe you guys know of some hidden gems we could somehow use! V 1.3.0 VR Overhaul -Added SteamVR Plugin integration -Added custom controls for the Index. -Added ability to drop/throw flashlights -Fixed it so if you are already holding a flashlight, you take the power instead. -Reworked card pick up and spawn look -Added hand holding card, and polished it so it matched animations -Flipped card spawn in left hand so you can read it -Added finger reading/animations for Index -Custom fit hand position for index -Added VR door grab/open interactions for cabinets and doors -Added lever grab and pull interactions -Added valve grab and rotate interactions -Added UI icon above keycards so they are easier/quicker to find -Added physics opening to stall doors in bathroom for VR -Converted difficulty selector to be VR controlled -Added VR controls to the seasonal switch -Added VR controls for filing cabinet drawers -Added VR to the HVC levers -Added VR touch buttons to warehouse lift -Updated things to be able to be picked up: -Paper Binders -Cans -Keyboards -Calculators -Plastic Cups -Mice -Redesigned new intro map area -Redesigned and rebuilt lobby -Added new lobby music -Redesigned and updated most of the map in various ways -Relocated D-Class bathroom -Designed and added new Staff/guest bathrooms that make more sense -Changed VR UI interactions to be based on sight instead of ugly hand method (Likely to rework UI still) -Changed VR UI size to look better -C...Back from the wedding/honeymoon, now the VR overhaul begins!Nov 13, 2019 - Community AnnouncementsNow that I'm married to the girl of my dreams, it's time to start the long awaited VR overhaul. I'll be working on just VR for the next few weeks (or month, if it takes a while) to overhaul the VR interactions, the VR UI, adding/reworking controller support for the Vive, Valve Index, and Oculus Rift S. Soon, the game will be where a VR game should be. We will also soon be doing weekly dev blog videos, including Patreon shout outs and events!New Spooky Halloween Update!Oct 14, 2019 - Community AnnouncementsHappy October you dirty D-Classes. I come bearing tricks and treats! Along with some bug fixes and updates, I gave parts of the game and some enemies a new special look, some nice new music and sounds, and bit of dark secrets and fun bits to find! If you don't like the changes (or if it's too hard on your computer with the new stuff), you can turn it off with a switch in the main menu. I didn't really get to do as much as I had wanted with the wedding stuff coming up, but I'll be trying to fix some bugs and adding story content behind the scenes in the next weeks. Then once I'm back in November, I'll be spending it all reworking unique controls for the Vive, Index, and Oculus Rift S. I'd also like to overhaul the VR menus, VR mechanics, and other stuff to bring it up to par to where a VR game should be. Here is a brief change list. I'll be honest though, I forgot to write down a lot of the stuff I did, so there is more done than meets the eye. V 1.2.0 Halloween Update -Added Halloween themed changes (A bunch of stuff) -Added switch near start in main menu to turn Halloween changes on/off -TELR Halloween change -PESK Halloween change -Some decorations in common areas (Main menu, break rooms, ect) -New Halloween mode music -Added new fan art -Updated credits with the names I've been given -Fixed flashlight upgrade removing when loading area -Fixed the power resetting when entering new areas -BEHK spawn Halloween change -SEUK Halloween change -Added fancy new computer visual effects thanks to Nexgenanim -New Halloween achievement -Added more failsafes to prevent SEUK from screaming endlessly -Fixed SCP-EERN's computer from typing way too loudOST Volume 1 is released!Sep 20, 2019 - Community AnnouncementsHey all! I'm very excited to present SCP: Blackout's Volume 1 OST release. All of the work was done by Jory Stultz putting it together, and music by him and all of the amazing artists who helped! I will include the release trailer and link below! Trailer: https://youtu.be/HB2CTqZrntM Link: https://store.steampowered.com/app/1162190/SCP_Blackout_OST_Volume_1/ Also, I've been working and fixed some more bugs and content in the last few days. I plan to shift back to the story mode again next. I may or may not have as much time to work on the game coming up. I'm starting to get in trouble for not helping on my wedding that's basically a month away, so... priorities. But I'll continue to work on the game anyways (Except for the honeymoon of course!) V 1.1.2.6 -Added music to TSCA HUB -Lowered card swipe/log in sound volumes -Updated some switch sounds -Fixed up some sounds that didn't have the right modifiers on them (I.e. SFX sound setting should turn them down, or music not being effected by music option) -Added sound to picking up mug -Added new sound for picking up keycards -Added sound to opening metal cabinets -Fixed the storage closet relocking if you were able to unlock it and left map -Finish soundtrack steam page and upload, waiting on Steam to approve it for launch. -Failsafe code should now work even if you leave Zone A and come back -Oculus VR should now be able to run -Fixed VR going in to slow motion (Can't test but pretty sure) -Fixed Flashlight not working on loading new level in VR (Needs testing) -Reworked SEUK AI a little, shouldn't get stuck roaring -Fixed Harman's lines not working in Massway and Safe Storage -Finished OST, Ready for release Update finally done, all caught up!Sep 16, 2019 - Community AnnouncementsHey all, it's been a long few weeks working on the back-end changes. There is still more things I need to do, like the AI, but that would take another week on its own. I found out, after it was too late, that there was occasionally a game breaking bug, so I closed everything back up, got things running again (as far as I can tell), and got the issues fixed. That being said, there have been a lot of system changes. Ideally, you guys shouldn't notice much difference. But if anything seems wildly different or broken, please let me know so I can patch it up! The patch list looks pretty short, but that's because I didn't write down all the things I did (I forgot). I do still plan to focus more on the story side before I add more new content. And the VR is a bit broken right now. I'll fix a few things, but the major VR overhaul should come in November after I can get the Index controllers and just do everything at once! Also, Jory is still hard at work finishing up and polishing the OST, and it's freaking awesome! V 1.1.2.5 -Added system to fix VR flashlights not spawning in hand. -Began reworking/cleaning up/optimizing big parts of code, should help lower CPU usage a good bit. -Updated lighting power failure a little. -Reworked sound system due to code changes, some things may be off for a bit. -A ton of random small things I didn't take down with the 3 weeks of back-end code changes. -Update the auto lights so they should fade in quickly instead of a snap -Fixed some typos -Figured out and fixed the game not resetting properly -Figured out and fixed getting stuck in maintenance tunnels -Fixed being able to clip out in vents -Fixed card not swiping if you spawn it too close to pad -Fixed some documents that weren't saving to collection -Updated flashlight Glitch sound -Updated battery use sound -Updated pill pickup and use sound -Added loot sound -Sped up SEUK roar and attack.Another Friday Update! Performance increase, and new SCPAug 30, 2019 - Community AnnouncementsHey all, It's Friday, and time for another update! This one has some big changes, breaking the level into smaller parts for performance. It should help a lot, for desktop and VR. But I still need to do more, and that'll likely be my goal every week endlessly. There's also a new SCP, and some area changes. For the next few weeks I'm probably going to be shifting to working more on the story mode instead of new content. I'll still be fixing bugs and such, but overall you won't see as many new things. There may be some new machines or mechanics that seem random, but they tie in to the story mode. All in all, this level system took a whole lot of time and work, especially with the limited time I have due to my day job, but now I should be able to add new areas and content much more quickly when I need to, and I do have plans for whole new areas and SCPs in the future. I also still plan to revamp all of the VR stuff, but I may wait until I get an Index so I can do all the areas at once. V 1.1.2.4 -Fixed a flesh area that started already grown -Removed annoying collision in flesh testing lab -Fixed the bug on the mechanic where picking up new flashlights takes away power on hard and blackout difficulty -Set so flashlight comes on automatically when new level is loaded. -Fixed the IEMP breach announcement to be site wide -Fixed SCP-VEMT that wasn't able to be picked up -Possibly fixed the occasional moments where player was effected by invisible CESS -Tweaked SUEK AI, found a spot/reason SEUK sometimes camped out -Level mechanics so Safe Storage is its own level for performance gain -Added slightly more varied spawns for REMM -Updated credits and keycards with new donator names -Fixed the plant from being walked on by babies -Fixed spot where you could get stuck on stairs to maintenance tunnels -Reworked switches in maintenance office so you don't have to hit one at a a time. -Removed CESS from EERN's containment so people don't get them mixed up -Updated Queen Baby movement a little -A bunch of other small changes, but I forgot to add them and I don't remember them anymore. -Changed damage from CEHM to be better lined up for when you wake up -Added SCP-TSCA -Revamped outline system -Upgraded VEMT's door -Updated SCP-IEMP's attack code so players shouldn't sometimes randomly take damage after it hits them. -Added start for offhand system (Q to use offhand item) -You can now throw mugs for whatever reason. -Reworked SEUK perception system, should offer slight performance boost. Also, now hears radio and mugs. -Fixed REMM not moving (It was due to the perception system rework) -Crouching now moves you more quietly. -Lessened strafing speed -Possibly improved times SUEK gets stuck (Player was blocking the path out, so navmesh was failing) -VR can now take power from flashlights -Increased the sensitivity of door scanners. Slightly more performance heavy, but may help detection in VR -Removed outline from papers after picking up -Fixed PA system saying powe...News and Updates for this weekAug 23, 2019 - Community AnnouncementsHey all, I'm actually going to have to postpone the weekly update this time. I've made a few changes and fixes, but the bulk of the work has been on breaking the game into more levels. To do this, I pretty much had to break the game to rebuild it. From my tests so far, performance has EXTREMELY increased so far, so that's pretty exciting. The flow will be broken up a little unfortunately, but with some of the areas being broken up, I can expand those areas and add new content much more easily. I already have quite a few new areas designed and SCPs to add in them! I do think I'll have the bugs fixed by next Friday with the new level stuff, plus some other things (a new utility SCP for Safe Storage. I just don't want to post broken content to the public and get hit with all of that backlash. If the new content is something you're really after, you can join the BleedingEdge beta branch, and I usually have the details for the changes on the discord. Thanks again for all the support and ideas, it all gets considered and often put on my list to slowly add! -Mahelyk