SCP: Forgotten Facility cover
SCP: Forgotten Facility screenshot
Genre: Indie

SCP: Forgotten Facility

2022 Roadmap, Updates, Public Beta Testing News, and more.

Hello Everyone,

Firstly, I sincerely apologize for the delays in updates, and the delays in publishing the game.

Today im going to go over some concerns you guys have voiced, as well as give you some more insight / updates into the game.


So recently, over the past few months we have been finalizing multiplayer aspects of the game, adding in functionality like leaderboards, voice chat, custom role names, and server configuration files. This has taken quite a bit longer than expected due to some headaches that have come up, but it has been mostly completed and is working well.

We anticipate release in the next forecoming months, but cannot give a exact date as of now sadly. That date will depend on the q/a and public testing.
With that being said, the next step for us is finishing off the game in terms of polish, animations, models, and testing. We will be undergoing that for a short period of time, then in which we will be opening it up to public testing before release.

Public testing will be hosted on steam from the new Steam Playtest feature. The way this works is once this announcement is live, you guys can go to the store page and click on the 'Request Access' Button. [Or something along those lines] Near the top of the page. This will enter you into a list where you can be selected to test the game.

The game will be tested in regions to test server durability and strength, client-server bugs, and anything else network related that may show up. By signing up onto the list you can help us make sure the game is running the best it can be before release, AND you can give us input into the design, feel, and overall enjoyment of the game so we can make changes as needed.


Im really excited for getting close to a release, and I want to thank you all for the amazing support we've had and this amazing community. I couldn't have gotten this far without you all. [And also the amazing studio staff behind me]

More news will be released in the next coming bit. Stay posted.

If you want to receive updates and news even more often, and be the first to hear of it, join our discord. Its free and you get to chat with the community and see new stuff!

Click here to join the Official SCP:FF Discord

Thank you,
-Phonicz

Discord Progress Discussion, plus Q/A

Hello everyone,

Firstly, My apologies for the massive delays in updates to the game on discord, or even on here.
I have had a lot of personal things come up [Building a new pc to better render scenes, moving, etc] but have most things sorted now and have made a lot of behind the scenes progress on the game.

There is a lot of backend fixes and issues weve come across. And I wanted to have a chance to be transparent and showcase all of that to you guys who have invested so much interest and time in helping this project turn into reality.


As such, we will be hosting a Q/A / Progress Discussion on the discord at date in the next few weeks to month which will be posted on the discord #game-updates channel.

You can join the discord here

During this, you can expect to hear some news about how the game has progressed, some changes, milestones weve reached, as well as the issues weve come across and how they have been overcome.


I thank you all for the continued support and patience!

Phonicz
- Lead Developer

Server News + Update

Hello Everyone,

Phonicz here, The lead developer for SCP:FF.


Its been a while since the last update was released for all of you, so I apologize for that. Its been quite the busy time. I'll give a brief rundown over progress.

Due to some issues, the store page cannot get the screenshots added at this moment. They will be added to the discord for now.

As for servers, a lot of you are in the discord server following update news (If youre not you really should join!) but for those of you who havent heres a brief summary. I have been working on steam servers for the past few weeks with a lot of small issues coming up with finding and getting them working.
I am however very pleased to announce dedicated servers are now working properly and seem to have very minor issues if any!

We also are taking a look at the new feature from steam called Playtest's. Some of you may have seen this in a announcement from steam, but if not ill briefly explain it. Steam Playtests will give us the ability to allow a select group of players (Depending on region and number we want to) to play the game for a limited period of time, then revoke access. This allows us to stress-test certain region-specific aspects of the game, and general server loading as well. Further information about how to join will come in the next little bit on steam as well as in the discord server.

What does this mean for you as a player/server host?

For players, this means that we will soon be able to be testing the game on open Betas before Early Access. This gives us the ability to stress test our services, authentication, and work on the game to tweak it and balance before release to the general public.
For server hosts, this means that in the near future you will be able to host your own server (Preferably on Ubuntu, but windows x64 is supported) and get players on ahead of public release. More information will be coming in the server hosts channel in the discord.


Thank you all for being patient with us, We are nearing the end now as we test servers and balancing, and may soon be ready for a release.
I'm only a one man developer team, and with a small studio of 17 behind me. But I can speak for all of them and say we are proud with how far the game has come, and amazed to have such a great community like all of you behind us! It truly helps a ton. (Especially the patreons that have helped us afford new content)


-Phonicz

March Update + News

Hello Everyone,

First off, I want to thank you all for your patience and dedication, Our wishlist count and follower count has gone up hugely over the past few months, and I appreciate every single one of you!

You probably expected the game to be out by now, and trust me we did too. But I looked at a lot of the core mechanics and they were just not as polished as I was wanting, so I took the time to rework them. Please view the list below of the major changes we have done and work over the past bit.


  • COMPLETE inventory Overhaul. Entire new design, more scp-style with a dark theme to it.
  • Pickup system overhaul. New text and pickup code to perform smoother on servers.
  • COMPLETE overhaul of the procedural generation system. Now rooms spawn more randomly, and the zone sizes have a greater depth to them. (They can spawn small some rounds or large others) Theres now also more paths to escape and the map has started to use Level Streaming to only load in the parts of the map that are needed to better optimize framerate.
  • Main Menu Overhaul. Complete new system for keybinds, making it easy and simple. New audio settings, options, and more.
  • New main menu music, 3 tracks, as well as others being used throughout the game.
  • Network spawning optimization. Players now re-spawn smoother, with minimal server load.
  • Re-organized some of the main game-mode to better trigger events, such as death logic, win conditions, etc.
  • Improved the player name tag system with different fonts and new textures.
  • Lots of backend bug fixes.


I have also done extensive testing with different graphics settings, and areas to optimize the game the best possible. Overall there has been minimal drops with particle effects and bullet vfx.


I will also be posting some images to discord of these features mentioned above, with more to come in the future.


And for patreons, you now have access to the new patreon version, which will get more frequent updates. Check the discord for more info.


Once again, Thank you all for your patience. I think that this time spent on better polishing the game was worth it, and we are now nearing the end. More news will come shortly!

-Phonicz