1. SCP: 5K - Alpha Testing
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  3. Update 0.15 is Now Available!

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


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