The upcoming update will be more tactical shooter-focused, but the next major update we hope to be massively SCP-centric - including new SCPs/Psi-Z, in-game lore, and so on. Anyway, here are some images of what we've been working on! That's what you're here for, we know. :)
New incoming gamemode: HUNT
The situation on the Early Access update for May ❤️
Affray Interactive: Now hiring!
Affray is an international team working on the first SCP tactical shooter, SCP: Pandemic. It is currently available through Steam Early Access with over 30.000 units sold so far from its February debut. We are actively looking for talent to expand our remote international team, with plans to start a physical location in 2023 - where we plan to offer remote positions still. We are quickly evolving and are committed to being community-focused.
To date, we remain committed to helping other development teams, funding creators in the SCP community, and ensuring all of our collaborators are treated with decency.
You can expect:
Easily-visible credit for your work in-game.
Portfolio rights.
If you're interested in joining us and helping to pioneer a new ship into these open waters, consider reaching out. We'd love to hear from you. We are still getting started here, Affray has a huge future ahead for everyone.
hello@affray.gg
Price of the SCP: Pandemic Base Edition is now PERMANENT - will never be raised
With the Omni Edition's existence, we have decided to no longer up the price of the base game when we get to Full Release/leave Early Access (or literally ever). Keeping it at $20 USD (not accounting for regional prices) foreseeably keeps the bar of entry reasonable, especially if we are to support a modding community in the future (wink wink). ❤️
There is just no world where we would need both, especially if we're now fully independent (we were recently able to start a buyout of the first investment royalty deal we got with the recent launch success, thank you all!).
To clarify, we've had plans to go up to $30 (before regional prices) on Full Release for quite a long time. These plans are now void. ❤️
Patch Notes: April 6th - April 14th (V0.9.1.3)
GAMEPLAY
Fixed some exploits in Wave Survival
Added a new connecting area to Wave Survival
Made railings non-walkable
Made forklifts non-walkable
Added more zed spawns to Transport Bay finale
Improved AI look code to anticipate corners
Added reload configs command
Added multi-server support for bans
VISUALS/AUDIO
Added M19x and Stribog mag check
Updated M9, UMP, and M24 reload
Updated M9 and AK handling sounds
Added LAMG reload sounds
Added dynamic back support for gamepad and keyboards
Added death and end game audio effects
Updated lighting
Added removable side rail covers to the Tavor
OPTIMIZATION/FIXES
Optimized virtual light manager
Optimized Server Room area
Optimized some doors
Optimized some EQS queries
Optimized footsteps to spawn less
Optimized component bounds calculations
Optimized zed character movement
Optimized player stat data
Optimized AI behavior trees
Optimized animation calculations on higher LODs
Improved overall character animation performance
Optimized some miscellaneous things
Moved zed animation data to C++
Moved some utility functions to C++
Moved movement component optimizer to C++
Removed some unneeded ticks
Removed some unused mesh components
Fixed Stribog reload time
Fixed some animation bugs
Fixed achievements always being disabled (lmao)
Fixed AI sometimes rotating weirdly
Fixed tracers not showing on last ballistics segment
Fixed third person animation rotating wildly
Fixed firing animation in third person not playing properly
Fixed bullet cracks not playing on a listen server
Fixed modular assets updating during play
Fixed some performance issues with zeds
Fixed characters not having LODs properly used
Fixed arms at higher LOD being misaligned
Fixed some doors not opening in Wave Survival
Fixed being able to disable gamepad menu navigation by pressing back on the main menu
Fixed some main menu buttons not being navigable
Fixed the controller and keyboard to both interact in tandem with the in-game menu
Fixed issue with return to menu popup not updating with the gamepad
Fixed some animation issues
Fixed scopes filling screen when braced aiming
Fixed audio quality setting defaulting to text
Fixed workbenches being broken by trying to interact with them using throwables
Added accurate magazines and visual bullet counts to most weapons
Added two new D-Class zed variants/models
Added reactive hit animations based on the area that was hit (to players and guards)
Made zeds rotate smoothly
Improved blood effects
Improved firing animations
Added ambient audio to spectator mode
Improved ADS animation to feel more smooth
Updated Stribog animations
Updated Mossberg animations, model, and textures
Added new AK animations and sounds
Added new UMP animations
Updated player character meshes to reduce stretching and improve proportions
Improved death ragdolls
Updated UMP model and textures
Greatly improved pistol firing sight picture
Updated EOTech Holographic sight textures
Improved menu backend for localization
Added heavy camera shake to heavy weapons
Added additional gamepad menu support to the main menu
Added light hum to tube lights
Improved gunshot sound occlusion
Improved distance reverb effects
Made water lower slowly & particle/sound effects fade
FIXES
Fixed clipping on some sights
Fixed ambient audio overlapping
Fixed nametags appearing on dead players
Fixed local player health sometimes showing below other players
Fixed server room doors not breaking correctly
Fixed item parts casting a shadow while unequipped
Fixed some streaming and occlusion issues
Fixed a crash when spawning in Area 12
Fixed deadzone not working for subtle movements
Fixed jump animation not sometimes playing when jumping continuously
Fixed leg bug when jumping
Fixed graphics dropdowns defaulting to Ultra
Fixed settings not representing their actual value
Fixed reactor pipes not exploding
Fixed attachments not showing correctly
Fixed some animation issues
Fixed buggy animation on throwables
Fixed second magazines sometimes showing where they shouldn't
Fixed player kills not showing in PVP
Fixed softlock on dedicated server restart
Fixed loading screen not displaying loading map and gamemode
Fixed some issues with projectiles going through things
Made player messages more reliable
Fixed chat not working after server restart
Fixed give all not working after server restart
Fixed some crashes with console commands
Fixed footsteps having reverb applied at full volume at all times
Fixed m-lok mounts being visible in scopes
Possible fix for items not being deleted with character
Fixed bullet crack sounds not playing close up
Added backup fonts for non-Latin alphabet
Improved the performance of other characters
Improved performance of dead bodies
Improved animation performance
Improved IK performance
Improved particle performance
Fixed the issue with the frame rate maxing at 70 in some scenarios
SERVERS
Added player reporting
Added temporary bans
Added support for storing player names and sender ID/names with bans
Added support for storing reasons with bans
Added AFK timeout
Added team damage reflection
Added gameplay config support to dedicated servers
Added a disclaimer showing the reason a player was kicked from a server
Fixed kick command
Added PVP spawn protection
Made loading screen show joining server
Made cheat commands deactivate achievements for a session
Fixed direct connect with passwords
[previewyoutube="zoB_BvUldJQ;full"]
Affray's Writer Pledge: Supporting creators from the SCP Wiki
Affray will be pledging a portion of our earnings from SCP: Pandemic to SCP Wiki creators!
We're not talking chump change here... we're talking THOUSANDS of $ over the coming months to several different writers/creators, especially ones that we use content from actively.
SCP creators deserve to get a bit in return for projects that succeed with content derived from their work... it's as simple as that.
A big thanks to Modularity/mod.io for giving us a generous deal on our original agreement that allows this to be a possibility!
So far, Affray has contributed ~$3,100 USD to other SCP creators. About 1/3 of that today alone. We hope to see this number grow to an optimistic $10,000-15,000 by the end of the year!
Coming Soon: Anti-Tropophobia
Currently targeting the first week of April.
[previewyoutube="zoB_BvUldJQ;full"]
Patch Notes: February 23rd - March 3rd (V0.8.1.10)
Moved logistics spawns to side area to prevent AI spawn camping
Fixed AI sometimes rotating randomly around
Fixed blood pools not working on sloped surfaces
Improved AI shooting behavior to be more consistent
Fixed clipping while using suppressor with ACOG on the Mossberg 590
Fixed Scopes being see-through when using night vision
Fixed scopes being opaque after disabling night vision
Added window title setting to servers
Fixed reticules being blurry on low settings
Made spectating more reliable
Fixed reactor pipes being shootable before the objective was activated
Updated Holographic textures
Improved water shader
Fixed additional effects not being disabled when canal water was removed
Optimized a lot of skeletal meshes to be static
Optimized skeletal meshes to only update when visible
Optimized ballistics to use stripped ballistics data for cosmetics locally
Optimized first-person animation graph
Improved night vision slightly
Patch Notes: February 18th - February 23rd
Fixed some sounds not playing
Made weapon blocking smoother
Improved level loading performance to reduce stuttering, particularly around the server room
Improved AI investigation
Modified some enemy spawns
Improved skin shader performance
Fixed AI not being able to see through server doors
Fixed a crash with pre-game manager
Fixed some other crashes
Fixed players in lobbies automatically hosting in Area 12
Fixed characters falling out of the map not counting as a death (and not respawning)
Fixed camera starting outside the map in wave survival
Increased wave timer from 20s to 30s
Made Wave Survival servers not wait to restart when the server is empty