Added new Common Area Cinema (WIP - more to come soon)
Added SCP-1262 instances throughout the Area 12 map
Updated Outpost Axiom (Hunt)
AUDIO
Overhauled weapon handling and gunshots, with unique inside and outside tails, improved occlusion and reverb, and custom designed handling
Overhauled footstep audio
Added attachment UI sounds
Added dismemberment sounds
Improved ambient soundscapes
Made ambient audio have position data
Improved hit sound
WEAPONS
Added Five SeveN
Added P90
Added MP7
Added M1014
Added base cosmetic support
Added Tan/Black skins for M9, M19x, Tavor, MK18, MK17
Added 360J
Added Stealth Hunter Revolver
Added aiming during night vision for ironsights
Added VUDU scope
Updated movement and sprinting animations
Increased firing camera
Improved firing with telescopic sights
Added weapon control system, that increases/decreases sway, recoil, etc based on the weapon and attachments <*> Added melee system with one test weapon: Pipe (in Testing Map)
Overhauled weapon ballistics, with improved CPU and networking performance, and more difference between different calibres and ammo types
Added support for height over bore, which is disabled by default but can be enabled per-server
Slightly reduced firing sway roll
Updated telescopic sight textures
Added new FP arms mesh
Added procedural item shake that increases at low health
Improved equipping and dequipping animation to handle quick changes better
Made third person animation reflect crouch height
Made crouch height increase when looking down and aiming, to help with aiming over ledges
Added exit holes to ballistics
Updated Stribog animations
Updated tavor animations
Updated M9 Animations
Updated UMP anims
Updated MK17 animations
Updated MK17 mesh to be bigger
Fixed throwables sometimes not animating correctly
Added new glowstick anims
Made glowsticks settle quicker and roll less
Added correct rotation to throwables
Increased weapons damage overall
Added IR peq 15
Added long handguard to AK
Made hit indicators update in realtime
OPTIMIZATION
Moved most systems to use asynchronous loading, improving load times, reducing hitching and memory usage
Optimized marketplace assets to massively reduce storage and memory size
Moved most core code to C++, greatly reducing CPU usage
Optimized global shaders to improve GPU performance
Optimized post processing to improve GPU performance
Added object pooling for certain effects, reducing CPU hitches
Added LODs to a lot of assets
Added FSR 2 support
Optimized IK traces to only run at low LOD
Modified engine light code to disable dynamic shadows on movable objects at a certain distance
AI
Added aim noise to AI aim to make them less aim botty
Moved Soldiers and AI to use new unified perception, detection and targeting system
Added the ability for AI to hear footsteps and friendly gunshots
Added the ability for AI to recieve suppression
Made AI prioritize certain sounds over others
Fixed AI look jitter
Added specialized AI spawns to Hunt end
Fixed hunt having no sun (as far as the AI are concerned)
Fixed some AI having no headshot multiplier
Made AI react faster to sounds
Fixed some shadowing artifacts on blended materials
Made hunt only respawn on secure objectives
VARIOUS ADDITIONS & SQUASHED BUGS
Fixed laser showing in third-person
Fixed grips not working properly in third person
Fixed AI spawning while visible in hunt
Fixed loading screen ending early in Area 12
Fixed pin being present on thrown grenade
Fixed crashes with level streaming
Fixed the ability to inspect while aiming when reload while aiming was enabled
Fixed aliasing on scopes
Fixed spectating disabling ambient audio
Fixed glichy behaviour with electronic lights
Fixed lights not properly updating emissive values
Fixed crash on death when using night vision or flashlight
Fixed chat window cutting off first letter
Fixed inspect cancelling not working properly on individually loaded weapons
Fixed fingers showing in telescopic sights
Fixed issues with footstep sounds not playing
Fixed some hitches due to UI stuff executing too often
Fixed some animation crashes
Fixed some issues with ADS reloads
Fixed IK not applying to players
Fixed sorting issues between particles and scope
Fixed an issue with cancelling an interaction not working for clients
Fixed an issue with the chat window not being usable when the HUD was hidden
Fixed an issue with toggling sprinting
Updated keymaps with the new key icons
Fixed an issue with the spectator not being able to rolls
Improved scope shader
Added distortion to scopes
Added clouds to outdoor environments
Added light rain weather
Added spawn guards command
Added head animation to reloads and inspects
Added parallax to decals
Replaced grass assets with new, custom made ones
Updated forklift model
Added localization to objectives
Added custom foregrip poses
Added subtle depth of field
Improved outdoor post processing
Added the ability to disable camera shake
Added Backer Memorial
Added hold to interact for some interactions
Host players automatically use their own Steam ID instead of owning session ID, this may improve reliability
Lobby owners now automatically host when a user joins
Added lots of new features to the spectating mode
Added selective HUD disabling that makes the individual UI elements choose whether and/or how they are hidden
Fixed spelling error in the string table for wave survival
Added input icons for most common PC inputs
Added key icons to the switching fire modes
Added new dynamically updating key icon for input actions
Added inputs keybinds for menu navigation
Added lots of new features to the spectating mode
Added selective HUD disabling that makes the individual UI elements choose whether and/or how they are hidden
Fixed spelling error in the string table for Wave Survival
Added input icons for most common PC inputs
Added key icons to the switching fire modes
Added new dynamically updating key icon for input actions
Added inputs keybinds for menu navigation
This Is Why - Update 1 (v0.11- Alpha Testing) + Spooky Event
Added new Common Area Cinema (WIP - more to come soon)
Added SCP-1262 instances throughout the Area 12 map
Updated Outpost Axiom (Hunt)
AUDIO
Overhauled weapon handling and gunshots, with unique inside and outside tails, improved occlusion and reverb, and custom designed handling
Overhauled footstep audio
Added attachment UI sounds
Added dismemberment sounds
Improved ambient soundscapes
Made ambient audio have position data
Improved hit sound
WEAPONS
Added Five SeveN
Added P90
Added MP7
Added M1014
Added base cosmetic support
Added Tan/Black skins for M9, M19x, Tavor, MK18, MK17
Added 360J
Added Stealth Hunter Revolver
Added aiming during night vision for iron sights
Added VUDU scope
Updated movement and sprinting animations
Increased firing camera
Improved firing with telescopic sights <*> Added weapon control system, that increases/decreases sway, recoil, etc based on the weapon and attachments <*> Added melee system with one test weapon: Pipe (in Testing Map)
Overhauled weapon ballistics, with improved CPU and networking performance, and more difference between different calibers and ammo types
Added support for height over bore, which is disabled by default but can be enabled per-server
Slightly reduced firing sway roll
Updated telescopic sight textures
Added new FP arms mesh
Added procedural item shake that increases at low health
Improved equipping and de-equipping animation to handle quick changes better
Made third person animation reflect crouch height
Made crouch height increase when looking down and aiming, to help with aiming over ledges
Added exit holes to ballistics
Updated Stribog animations
Updated Tavor animations
Updated M9 Animations
Updated UMP anims
Updated MK17 animations
Updated MK17 mesh to be bigger
Fixed throwables sometimes not animating correctly
Added new glowstick anims
Made glowsticks settle quicker and roll less
Added correct rotation to throwables
Increased weapons damage overall
Added IR PEQ 15
Added long handguard to AK
Made hit indicators update in realtime
OPTIMIZATION
Moved most systems to use asynchronous loading, improving load times, reducing hitching and memory usage
Optimized marketplace assets to massively reduce storage and memory size
Moved most core code to C++, greatly reducing CPU usage
Optimized global shaders to improve GPU performance
Optimized post processing to improve GPU performance
Added object pooling for certain effects, reducing CPU hitches
Added LODs to a lot of assets <*> Added FSR 2.1 support
Optimized IK traces to only run at low LOD
Modified engine light code to disable dynamic shadows on movable objects at a certain distance
AI
Added aim noise to AI aim to make them less aim botty
Moved Soldiers and AI to use new unified perception, detection and targeting system
Added the ability for AI to hear footsteps and friendly gunshots
Added the ability for AI to recieve suppression
Made AI prioritize certain sounds over others
Fixed AI look jitter
Added specialized AI spawns to Hunt end
Fixed hunt having no sun (as far as the AI are concerned)
Fixed some AI having no headshot multiplier
Made AI react faster to sounds
Fixed some shadowing artifacts on blended materials
Made hunt only respawn on secure objectives
VARIOUS ADDITIONS & SQUASHED BUGS
Fixed laser showing in third-person
Fixed grips not working properly in third person
Fixed AI spawning while visible in hunt
Fixed loading screen ending early in Area 12
Fixed pin being present on thrown grenade
Fixed crashes with level streaming
Fixed the ability to inspect while aiming when reload while aiming was enabled
Fixed aliasing on scopes
Fixed spectating disabling ambient audio
Fixed glichy behaviour with electronic lights
Fixed lights not properly updating emissive values
Fixed crash on death when using night vision or flashlight
Fixed chat window cutting off first letter
Fixed inspect cancelling not working properly on individually loaded weapons
Fixed fingers showing in telescopic sights
Fixed issues with footstep sounds not playing
Fixed some hitches due to UI stuff executing too often
Fixed some animation crashes
Fixed some issues with ADS reloads
Fixed IK not applying to players
Fixed sorting issues between particles and scope
Fixed an issue with cancelling an interaction not working for clients
Fixed an issue with the chat window not being usable when the HUD was hidden
Fixed an issue with toggling sprinting
Updated keymaps with the new key icons
Fixed an issue with the spectator not being able to rolls
Improved scope shader
Added distortion to scopes
Added clouds to outdoor environments
Added light rain weather
Added spawn guards command
Added head animation to reloads and inspects
Added parallax to decals
Replaced grass assets with new, custom made ones
Updated forklift model
Added localization to objectives
Added custom foregrip poses
Added subtle depth of field
Improved outdoor post processing
Added the ability to disable camera shake
Added Backer Memorial
Added hold to interact for some interactions
Host players automatically use their own Steam ID instead of owning session ID, this may improve reliability
Lobby owners now automatically host when a user joins
Added lots of new features to the spectating mode
Added selective HUD disabling that makes the individual UI elements choose whether and/or how they are hidden
Fixed spelling error in the string table for wave survival
Added input icons for most common PC inputs
Added key icons to the switching fire modes
Added new dynamically updating key icon for input actions
Added inputs keybinds for menu navigation
Added lots of new features to the spectating mode
Added selective HUD disabling that makes the individual UI elements choose whether and/or how they are hidden
Fixed spelling error in the string table for Wave Survival
Added input icons for most common PC inputs
Added key icons to the switching fire modes
Added new dynamically updating key icon for input actions
Added inputs keybinds for menu navigation
A TL;DR of what's going on, our current broad goals, and a thank you. ❤️
TEXT: Over 2023, our efforts will now, in large part, dramatically shift over to story-focused efforts and the consolidation of the higher-level experience of the gameplay plans.
This next upcoming year, expect to see a lot more horror, a lot more story, and a lot more content under our Content Focus plans for both the SCP side of this project and the Tactical FPS side — they compliment each other very well, and their bond will only strengthen under these ongoing & upcoming efforts. We are starting relatively small with This Is Why, but with time, there will be a lot to experience and enjoy!
Nonetheless, thank you all for being a part of this. We hope everyone in the community will enjoy the coming updates. They are a great start to the new phase of development, but keep in mind they are only the start. There is so much more to come very soon, and to be very clear, things take time.
We understand it can be difficult to wait months between updates, but rest assured it's what we believe to be best for development, as it gives us the most flexibility and lowest-stress scenario, relatively. We urge you to enjoy other games in the process of our development, and even come to full release, we still heavily believe there are more games out there to enjoy other than our own. There is a huge world of artistry and other great projects to enjoy. Thank you for your patience, everyone. :)
Ad astra, Affray
COMING OCTOBER 25th: Update on This Is Why
Just giving a heads up, the upcoming update - still due for late October - will be split in 2 (or more) parts. The first update available this month will be This Is Why Update 1. Update 2 will likely come sometime next year (est. Jan or Feb, but TBD).
Update 1 is planned to have the Psi-Z Resonator, potentially SCP-098, and a lot of level work for a in-house SCP we have been working on (will be in the Area 12 Cinema). In terms of level design and no special mechanics (for now), we will have some SCP-1262 instances present. Maps like Hunt and Area 12 have seen massive improvements with more to come, we may also be deciding on an official map name for "Hunt: Sweden" now that it's a certain mainstay. We will also be sporting the initial melee system in this upcoming update. :)
We've been going pretty ham on development since Thrill of the Hunt, lots of backend changes that are hard to spot with the naked eye, but enable us to carry out these updates' content and more to come beyond them.
We will also be potentially announcing a big vote regarding SCP: Pandemic in the weeks after the first update, assuming it passes the initial Backer poll. :)
Update 2 plans will be announced after its goals are decided on. ❤️
Thanks everyone!
Some of what we already have done (nonexhaustive):
A few new team members!
Moved most core game code to C++, vastly improving performance in many CPU-Limited cases
Asynchronous loading, reducing memory usage and improving loading times
GPU performance improvements
Improved networking performance
Clouds for outdoor environments
New weapons:
Melee weapon system (just pipe for now, but will be extended on pretty quickly over time ideally)
MP7
P90
Five Seven
M1014
360J
Stealth Hunter
Other:
Tan skins for some weapons
New Common Area layout
Updated Hunt map
New footstep sounds
New handling sounds
Camera animation for reloads and other actions
Improved optics
Backer Memoriam
Update on This Is Why
Just giving a heads up, the upcoming update - still due for late October - will be split in 2 (or more) parts. The first update available this month will be This Is Why Update 1. Update 2 will likely come sometime next year (est. Jan or Feb, but TBD).
Update 1 is planned to have the Psi-Z Resonator, potentially SCP-098, and a lot of level work for a in-house SCP we have been working on (will be in the Area 12 Cinema). In terms of level design and no special mechanics (for now), we will have some SCP-1262 instances present. Maps like Hunt and Area 12 have seen massive improvements with more to come, we may also be deciding on an official map name for "Hunt: Sweden" now that it's a certain mainstay. We will also be sporting the initial melee system in this upcoming update. :)
We've been going pretty ham on development since Thrill of the Hunt, lots of backend changes that are hard to spot with the naked eye, but enable us to carry out these updates' content and more to come beyond them.
We will also be potentially announcing a big vote regarding SCP: Pandemic in the weeks after the first update, assuming it passes the initial Backer poll. :)
Update 2 plans will be announced after its goals are decided on. ❤️
Thanks everyone!
Some of what we already have done (nonexhaustive):
A few new team members!
Moved most core game code to C++, vastly improving performance in many CPU-Limited cases
Asynchronous loading, reducing memory usage and improving loading times
GPU performance improvements
Improved networking performance
Clouds for outdoor environments
New weapons:
Melee weapon system (just pipe for now, but will be extended on pretty quickly over time ideally)
MP7
P90
P320
Five Seven
M1014
360J
Stealth Hunter
Other:
Tan skins for some weapons
New Common Area layout
Updated Hunt map
New footstep sounds
New handling sounds
Camera animation for reloads and other actions
Improved optics
Backer Memoriam
TACTICAL REALISM
Our deep dive into our development process underway to make SCP: Pandemic an immersive tactical experience, hosted by Anders, the founder of the ISMC mod — along with Affray's Technical Director, Albarnie.
A BETTER SCP EXPERIENCE
This is a pretty awesome video, if you want to see how SCP: Pandemic will become a far more interesting experience and more faithful to the SCP Wiki, this is a great watch.
Feedback & Suggestions website is now available!
We have, at long last, launched an easy-to-use feedback page for SCP: Pandemic where you can submit and upvote ideas!
Hey Blender artists, we are looking for a dedicated human character 3D Artist to help us create more player, enemy, and other general characters.
We hope you work with Blender primarily (as opposed to Maya or 3DSMax, etc), but we're happy to help you transition over! This is to consolidate the common workflow/pipeline between artists in Affray. Primary 3D software should be Blender, but we of course are happy for you to use ZBrush, Marvelous, Substance, and so on for other portions of the process. Thanks!
Preferred qualifiers: Good ability in rigging, retopology, etc.
Apply here with your ArtStation page link or equivalent (required) ✉️: hello@affray.gg
SCP: Pandemic will be featured in Fear Fest: Black Summer 2022
SCP: Pandemic will be featured in Fear Fest on September 6th, 2022 - next month - and will be 25% off during this event.
We will also be going on sale this month for the first Kickstarter anniversary from August 15th - August 22nd.