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SCP: 5K (Alpha Testing) News

SCP: 5K On Sale Now!

Hi everyone,


[h3]You can pick up SCP: 5K for 20% off right now during Steam's Winter Sale event![/h3]

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

[h3]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):[/h3]


[h3]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:[/h3]

[previewyoutube][/previewyoutube]
[h3]Now is a great time to hop into the game with a team of friends—we hope everyone enjoys![/h3]

-Affray Interactive Development Team



Discord Youtube SCP: 5K X Affray Interactive X

Update 0.15.1 is Now Available!

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.

[h3]You can find the full patch notes below:[/h3]

0.15.1 PATCH NOTES

[h3]ADDITIONS[/h3]
  • 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

[h3]GENERAL FIXES[/h3]
  • 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

[h3]SERVER FIXES[/h3]
  • 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

[h3]LEVEL FIXES[/h3]
  • 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
  • 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
  • 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
  • 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
  • Infamous Area
    • Fixed some misaligned walls
    • Fixed some lights stuck in ceiling in infamous area
    • Fixed some other smaller issues mostly in infamous area
  • Offices / Intake
    • Added party stuff to an office room
  • Misc.
    • Small sightline improvements for Canal PVP



Enjoy!

-Affray Interactive Development Team


Discord Youtube SCP: 5K X Affray Interactive X

SCP: 5K Steam Awards 2024

Hi 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!



[h3]Thank you to everyone that has played and supported our game, and we can't wait to bring you all more very soon![/h3]


-Affray Interactive Development Team



Discord Youtube SCP: 5K X Affray Interactive X

Update 0.15 is Now Available!

Update 0.15 is now available for all players to enjoy!


[h3]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![/h3]

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


[h3]You can find the full in-depth patch notes below:[/h3]

0.15 PATCH NOTES

[h3]CONTENT[/h3]
  • 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)

[h3]GAMEPLAY[/h3]
  • 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

[h3]3D[/h3]
  • 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

[h3]AI[/h3]
  • 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 functionality to SCP-3199
    • Reduced desired angle for SCP-3199 Charging
    • Improved 3199 Physics
  • 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
  • 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
  • Slightly reduced decay time on Screen Anomaly detection/attack

[h3]Audio[/h3]
  • 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)
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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

[h3]VISUALS[/h3]
  • 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

[h3]UI/UX[/h3]
  • 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

[h3]OPTIMIZATION[/h3]
  • 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
  • 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

[h3]FIXES[/h3]
  • 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
  • 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

[h3]NOTABLE KNOWN ISSUES[/h3]
  • 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


Discord Youtube SCP: 5K X Affray Interactive X

Affray Interactive Studio Update [Fall 2024]

Hello 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 towards this game for in the first place.

As a result, our major focus for the second half of 2024 has been on pivoting the direction and identity of the game back to where we feel many of the players initially wanted it, and placing an emphasis on our own concept of “tactical horror.” We believe the 0.15 update will mark a key turning point in the game’s development where players will be able to see what our ultimate vision for the game will be as we move towards a 1.0 state and leave early access.

The following are the main areas that we are making sure will always be at the forefront of development moving forward:

[h3]Bug Fixes, Polish, and QA[/h3]
Updates have too many bugs and not enough polish. It makes little to no difference how good an update is if people are simply unable to play or progress properly, and so we are making a commitment to ensuring that no matter what stage of development we are in, updates will always maintain a playable level, and major/game breaking bugs are nonexistent or as minimal as technically possible.

Because of this, as part of our team and production pipeline restructuring, we have brought on an entire QA team that is now fully integrated and working in parallel with the rest of the studio departments to identify and take care of whatever bugs or issues that they can find prior to an update’s release. We have also recently admitted a new wave of testers into our D Class Test Chamber so that we can 2T57F monitor feedback, bug reports, performance, and so on across a wider variety of PC builds in order to catch as much as we can with each update. There will of course always be bugs throughout the early access process (such is the nature of game and software development), however, we want to make sure that each update contains as few bugs/issues that prevent people from playing as possible.

Additionally, at the time of this devblog we are exploring a few ideas to establish more synergy between what a player is experiencing in the moment, and methods by which they will be able to send us feedback on the spot. One of the ways we are doing this in the 0.15 update is by implementing a QR code and link system across specific segments of the levels that players will be able to scan and immediately be brought to a feedback form asking for input on what they just played, as well as to receive further information/context about what our future plans are with content, mechanics/features, and so on. We look forward to reviewing any feedback we receive!

[h3]Level Flow/Redesign[/h3]
Next, the level design team has been hard at work rethinking and redesigning a lot of how the levels will play out. We are making it a priority to avoid the tedious puzzle elements that are present in the current version of the game that tend to break the overall flow and momentum, and ultimately result in H40IF a less fun experience. This does not mean that puzzles will be entirely removed from the game, but rather they will instead mainly be used for things such as side paths for extra exploration to find additional lore, weapon pickups, and so on. Any puzzles used for core challenges and/or that are tied to progression will be adequately balanced with keeping the pace of the chapter consistent.



[h3]SCPs, Monsters, and Horror[/h3]
This wouldn’t be much of an SCP game without SCPs, so this one is self explanatory. While we already have a decent lineup, we also understand that players are looking for greater and more variety, and that frequently used enemies (such as the zombies) can get stale. That being said, we have a nice lineup of new SCPs planned that we are excited about, and we will release more information about these later on as we begin introducing them in future updates.


This will take time, as we want each SCP to be a unique challenge. We are developing custom models, animations, sounds, and AI behaviors to ensure our SCP enemies stand out and force players to think when they are engaging 59ZFN with them. Beyond this, we also want to focus on driving up the horror factor as well, not only with new SCPs but also for the currently existing ones.

[h3]Progression[/h3]
Another major focus moving forward is building in more progression elements. The 0.14 update technically marked one of the first steps in this direction, as we introduced a rudimentary checkpoint system that saves level progress for the same session 39P34 that players are in. That being said, 0.15 will be the first proper implementation of this as persistent checkpoints and saves across multiple game sessions will be coming with this update.

In 0.15 players will now start to notice murals and sigils on the wall to indicate these spots:


Murals will indicate hard/persistent save points that players will be able to return to across multiple gameplay sessions, while sigils will be used for soft checkpoints that apply only to that gameplay session.

The 0.15 update will also include our new tablet system:


The tablet will ultimately replace the journal, and it will act as a player’s personal database and ledger that stores all of the important information they collect along the way. This will include details/files about SCPs, contextual information that helps players understand certain experiences and segments 62KVN of the campaign, and so on.

We are planning out several other additional mechanics right now that will further aid in maintaining a sense of progression, and we will share those later as they are further along.

[h3]Narrative and Story Building[/h3]
We’re focusing on the narrative as part of 0.15. We have created a “new timeline” where all of these separate stories are structured to work together in a brand new imagining. One of the ways that we will be improving this with the next update will be the introduction of our new “report to Crow” system, which is fully voice acted:


Crow will be the player’s connection to the outside world beyond Area 12, and this will be one of several methods in which further context and information will be conveyed to players throughout their journey. Much BVVX2 of this system will also be reflected and stored in the tablet shown above so that players will be able to track and retrace all of the story/lore that they come across as they continue to explore and progress through the campaign.

We have also created a new investigation system, which should greatly aid players with exploration and getting hands on with the game world to discover lore, interactable places, and items:


[h3]Tactical Combat[/h3]
Last but not least we know many players really enjoy the gunplay and combat sequences, so we just want to reemphasize that there will be plenty more of that coming throughout our updates, and we will be sure to prioritize tactical decision making, challenges, and balancing all along the way.



High Level 2025 Plans

We hope the 0.15 update will demonstrate to you all that we have heard and listened to all of the community feedback and reviews, that we are buckling down on all of the things that we know can make SCP: 5K the great game that it has the potential to be, and that we are now steadily moving down that path with the right formula/recipe to accomplish this goal. In conjunction with all of the restructuring and streamlining of our production pipelines, and having this clear vision in place HXHN2, we are confident that 2025 will be a huge year for the game, as we now have the team, the infrastructure, and the game plan in place in order to power ahead and complete our objective.

As such, 2025 will be a major push forward on producing the remaining acts and chapters utilizing this new formula/approach, and ultimately reaching our full 1.0 release. This means new levels with this refined design/flow, new SCPs that will be created with strong horror elements in mind, many more combat sections/scenarios that emphasize tactical decision making and thinking, and a lot more focus on saturating the game world with our unique lore and story in which players can get immersed.




Thank you for taking the time to check out our devblog, and we look forward to getting the 0.15 update into everyone’s hands and hearing what they think!

-Goomes, Community Manager



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