SCP: 5K cover
SCP: 5K screenshot
PC PS5 Series X Steam
Genre: Shooter, Tactical, Indie

SCP: 5K

Patch Notes: This Is Why - Update 1 (v11- Alpha Testing)

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

SCP: Pandemic 0.11 Patch Notes


Coming later today


  • Added Psi-Z Resonator
  • Added SCP-098
  • 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

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




Spooky event live until November 1st 🎃



Mostly for fun. :)




SCP: Pandemic 0.11 Patch Notes


NOW AVAILABLE FOR ALPHA TESTING


  • Added Psi-Z Resonator
  • Added SCP-098
  • 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. ❤️



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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!

🔗 https://feedback.pandemic.gg
🔗 https://feedback.pandemic.gg
🔗 https://feedback.pandemic.gg

Now Hiring: Human Character 3D Artist

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.

Stay tuned!

https://fearfest.online
https://fearfest.online
https://fearfest.online