You can find our latest Devlog here on YouTube, enjoy!
We've partnered with Indie.io!
Hey everyone!
We’re stoked to announce that we are officially partnering with indie.io!
Wait -- what does a publisher do?
For those of you who may not know, working with a game publishing platform like indie.io greatly helps indie developers focus on game development while they handle all the behind-the-scenes magic. From helping manage store pages to crafting marketing campaigns and even helping the game shine at both digital and live events, indie.io helps in all the aspects that indie developers often struggle with alone.
Why did you choose indie.io?
While we had several offers from various publishers, we decided to go with indie.io since other developers on games we are familiar with mentioned they were very easy to work with and helped them reach more players through console porting and localization among other things. When we first approached indie.io they were extremely serious about taking the game to the next level right off the bat, and they actually gave us some really insightful information about the current gaming world even before we decided to partner with them – so the choice for us was pretty clear. During the initial talks we were having with them, there was a real interest in what SCP was as a whole too, and seeing this interest in the SCP community was awesome since we think this shared context will help us create and share the best version of SCP: Fragmented Minds that there can be to you. We’re quite excited to have this partnership and hope that we can reach new players outside of those familiar with SCP and give them something that’s a great, high-quality introduction to the world and creatures that we’ve all come to know and love.
For those of you who want to learn more about indie.io, and maybe even check out some of their other titles, you can follow this link:
https://store.steampowered.com/publisher/indieio
Also, don’t forget to wishlist the game and join our discord to get notified when Early Access goes live as well as other important news!
Join our Discord: https://discord.gg/3eBHnru
April/May Polish Update
Hey everyone!
These last two months have mainly focused on playtesting and creating/polishing some of the final mechanics and areas that will be visited throughout Chapter One. We have also been hard at work on some fun cinematic and gameplay animations that will make the environment more interactive as you make your way through it.
Playtesting Information:
About a week ago, we started doing a 2nd large-scale playtest with all of the Kickstarter backers and some third parties, and have begun to modify things in the game based on that invaluable feedback. The first couple of playtests are always a bit nerve-wracking as reports of extremely strange bugs and enemy interactions come in, but we are happy to say that we have ironed out most of the major issues and will be continuing to improve based on feedback until launch -- and then for the foreseeable future after that!
New Cinematic Animations:
Since we have started to work on the actual sequence that will take place in Chapter 1, we wanted to begin setting up some of the animations that will play and give life to the events that take place in this chapter.
There are a couple more cinematic animations to do, but these above are some of the smaller ones we are about to implement for some events that happen to the player as they make their way into Site-113.
Prop Animations:
Along with a couple of new animations for the player, we have also been working on creating some animations for various props that will be encountered throughout the game. These interactable and animated props help breathe life into the environment, and we are very excited for players to encounter them since they're all included in some pretty important sequences.
A couple of these props still need their sounds implemented, which you will see as a general theme throughout most of the videos, but luckily we will be working on a large sound overhaul this month and the next -- so things should start coming together for that pretty quickly.
New Props [Bathroom]:
We've recently created some props for various types of bathrooms that players can find throughout the game, this was mainly to give spaces a "lived-in" feeling and allow certain areas of the facility to look as though they would be part of an actual massive facility housing thousands of employees.
Some of these props are planned to be interactable too, so we encourage players to attempt to mess around with them and see if they can figure out how to "break" them open.
New Props [Oil Spills, Signage, Cords]:
In order to populate the environments more and give extra details to certain areas, we have been working on some extra props to fill in some areas with things that make sense and, as we will see a little later in this post, can also have a pretty large impact on gameplay if used correctly.
We've been creating some signage to help guide players around the facility too, as well as a couple of fans and other props which will be animated and make things feel even more alive in the areas you'll be visiting.
Quintet Soda and Vending Machine:
Because we are kind of obsessed with small details, we have been working on an in-universe soda/energy drink company called Quintet. You'll be able to find and purchase various drinks from vending machines located around the facility, and this mechanic should even be available in Chapter One!
These drinks have a small use too, and they'll be able to restore some health or give a temporary boost to energy depending on the version you come across. For reference, the Quintet+ bottles are the energy drink version which will give a small boost to stamina while the normal Quintet bottles contain the soda variation which will heal you.
The vending machines themselves help introduce the idea of an in-universe currency system that will be stored on your special keycard and available to see in your Codex. This currency will be used to purchase things from vending machines like these and also used to buy things from merchants -- so be sure to have some spare credits!
Information Kiosk:
We've been working on some fun interactable signage that will display information about various containment chambers, locations, and facts that players can take a look at throughout their journey in the site. These kiosks can also sometimes have interactable buttons that will impact something in the environment --- so if you see one be sure to take a closer look!
SCP-3199's Fleshy Nests:
To really amp up the SCP-3199 environments, we've started creating some subtle fleshy tendrils and other bits that are used by SCP-3199s as a safe place to nest and lay their special eggs. It's in these nests that you can expect to find a very large infestation of the creatures with the Elder variants being particularly aggressive to protect their young.
These areas are still WIP but the flesh is pretty much done and ready to be placed around the nests and surrounding areas to create a very disgusting location that will be an interesting place to traverse regardless of the playstyle you choose.
Interaction Animations [Valve and Door Prying]:
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As you roam around Site-113, you'll come across various obstacles and puzzles that need to be solved for you to progress. One example of this is the new interactable valves, which can be used to turn on or off gas lines and can be used to set traps or even block enemies off your back if used in conjunction with the welder. Of course, like a lot of the puzzles there is more than one way to solve it and fire extinguishers can simply be thrown at them to extinguish the flame and allow one to safely pass through.
Another example of an interaction mechanic is the new pryable doors, which will be sprinkled around and used to break up certain sections by requiring the player to interact with them before they can pass through. We have a very specific use case for these in mind -- which you will all see when you play!
Also, do not worry about the number of QTEs that are being showcased -- we are making sure to spread them out as well as adding an optional accessibility setting that will allow them to be completed by holding the corresponding button rather than tapping it.
Improved Tunnel Lighting:
As part of our ongoing improvements to the overall lighting within Chapter One, we have been experimenting with certain new lighting methods and have been able to get some very pretty water-caustic effects that are quite performance-friendly. This, along with some new post-processing and volumetric fog effects, has started to make the newly lit areas of the game look very pretty while also maintaining a lot of performance through carefully set-up static lighting.
These areas are coming together very nicely and we cannot wait to show them off in our trailer and for you to see them in-game!
Dome Interior [WIP]:
In the last update, we saw this dome section coming together and we are happy to say it's now fully put together in-game! Of course, it still needs forestation, ice, and the disgusting flesh that are all staples of the three unique zones you'll be visiting in Site-113.
We will be putting it together over the coming months though to record some really cool cinematics in there, so you can expect to see updates with this massive area for the next couple of months!
New Mechanics [Fire Propagation and Fire Extinguishers]:
[TAG-106] [TAG-108] [TAG-110]
Interaction with the environment is a core gameplay pillar of SCP: Fragmented Minds, and we have been designing some new mechanics to allow players to actually utilize their environment to trap enemies or even impact the environment itself to open up new ways through levels.
We've created a new system for fire that allows the welder to be used essentially as a match to ignite puddles of oil or gas leaks -- which can have devastating effects if there are any nearby flammable objects.
However, to also allow players to put out the fires that will exist in the environment, we have also set up new fire extinguishers that can be used to extinguish flames and even freeze enemies -- a mechanic we used in the demo we released way back when and wanted to bring back!
The sounds for these mechanics will be implemented shortly too, so stick around to hear how those will sound since we are using a new audio middleware program that gives a lot finer grain control over how audio sounds than we previously had.
Combat Mechanic Update [Damage Animations]:
We have been doing some playtesting recently, and a lot of testers wanted us to add animations to help understand when they are actually doing damage to enemies. Since then, we have created a procedural animation system that will play when hitting an enemy and makes it extremely apparent when you have done damage to an enemy and when they are stunned.
Physics-Driven Doors:
While most of the doors you'll see around the game are variations of airlocks or vent hatches, we wanted a type of door that can be affected by the environment and by enemies. We have since made a special type of door that can simply be opened just by walking through it or kicking it but can also be opened by props and various random creatures that might want to take a peek at what's behind them.
Crane Platforms:
There are several areas in the game where platforming is absolutely encouraged and a new feature will be a form of moving crane platforms that can be used to traverse the environment in different ways -- or can be used to get back up to a certain spot if you're unfortunate enough to have fallen down. Platforms like this will usually need to be activated and powered through a crane controller, so make sure to always look around for one nearby.
Controller Support:
Something we have been working on recently is ensuring the game has controller support natively baked in, and we are happy to report that we are starting to switch up all the controls to be compatible with controller and making sure they are hot swappable so players can pick and choose how they want to play without the inconvenience of needing to restart to switch input methods.
This is still heavily WIP but it's coming along quite nicely and we are so excited to see players able to use multiple input methods to play how they like!
UI Overhaul:
We have begun switching over all the developer testing UI to the actual final UI designs that will be found throughout the entire game, and we just finished up with the save station UI and hacking PDA UI and are currently in the process of finishing up the inventory UI.
There are still a couple more big UI pieces like the HUD and settings menus that need to be finished up, but you can expect to see those likely in the next update!
SCP-049:
It's a loosely kept secret that we have officially finished our design of SCP-049, and while we would love to share all the fun images of him here, we want to really do him justice and will be making a small animated reveal trailer with his design instead! You can expect that in the coming months, so make sure to subscribe to our YouTube so you don't miss that!
What's coming next?
Over this month and the coming ones, we'll be doing a lot of sound implementation to get everything switched over to our new audio system. However, we will also be doing most of the remaining sequencing stuff and some fun NPC animations that have actual face motion so we can't wait to see how those turn out. We will also be finishing up the remaining UI bits and adding the last little tweaks based on playtesting that should help make the experience all the more enjoyable and fun to play.
We're also working on getting the last remaining cutscenes and voice lines done to wrap up pretty much everything that's left before we can call Chapter One done -- and we are so incredibly excited to share it with you when it launches!
We will have an official release date for Chapter One set in the coming months, so keep an eye out!
THANK YOU!
January and February Mega Update!
Hey everyone, and welcome to another mega update!
This month and last we have been hard at work getting things settled with the first official playtest, and we are very happy to share that we have made some substantial stability enhancements with this new feedback as well as some small tweaks to features and how things are presented.
Kickstarter Playtesting News:
One of the most nail-biting periods during the game development cycle is when players first get their hands on a playtesting copy of the game since even the most tried and tested systems are bound to break when players play just a bit differently.
During our first round of playtesting, we found plenty of bugs both big and small with some notable ones giving some very comical moments throughout the testing period. However, we released a couple of hotfixes during this time and fixed most of the large bugs, which has taken the game to a MUCH more stable state in general.
We have a vast array of notes for general improvements based on the current feedback, but of course, we are always open to more.
For those of you Kickstarter backers who have not gotten the opportunity to test – fear not! We will be opening up testing in batches and these batches will include all Kickstarter backers from $50 and up. We are currently testing with $100 backers and up to get the big fixes out of the way and then will be adding more sequencing and finalized pieces to the game to polish it out to completion. During this time, playtesting will be open and will remain that way until launch so playtesters can test as much or as little as they’d like while we push changes to the game based on their feedback.
Space Hangar 07:
Workplace Hazard [Unfinished Cave]:
Despite a plethora of OSHA violations, Site-113 is an ever-expanding facility that needs to make room for new areas to do research, store items, and even store anomalies. In order to do this, they cut deep channels into the crust of Mars and begin to tunnel massive sections out to fortify them and prepare roadways and transport tunnels.
In some cases, complications may arise from active magma tubes which, if left unchecked, can have catastrophic consequences for any surrounding architecture that cannot withstand the heat (human flesh included).
Train Station [Non-Final Lighting]:
The most important method of transportation between the auxiliary terminals and the inside of the Main Site-113 station are several rail systems that link each distinctive zone together. Each rail line starts and ends with a train station, which generally houses two sets of tracks for inbound and outgoing trains.
There will be looting opportunities in these stations since they were once a bustling hub of site personnel going between the Space Hangars to the inside of the facility, and for those departing from Site-113 back to Earth.
The Lobby:
A key location you will become very familiar with is the Lobby. Here you will find access to several locations throughout Chapter One, and will experience some pretty important plot events here.
We are really excited about this environment too since it has an extra special surprise in it that we cannot wait for players to experience. It's our first time trying something like it out and we hope everyone enjoys what we have planned.
Advanced Lighting Test:
As part of our ongoing visual enhancements, we have begun testing fog as well as different types of post-processing effects and special lighting profiles. We are quite happy with how these changes are coming along but there is still more we'd like to do before we call anything final.
We will be sharing more lighting enhancement updates as development progresses, but these environments will also be seen in-game too -- so let us know what you think about the changes as you see them implemented in-game!
Concept Art [Reality Anchor]:
Reality Anchors are an incredibly complex device used by The SCP Foundation to help stabilize reality and stave off effects created by reality-bending entities. The device is designed to be portable in order to accompany MTF units into the field as well as allow it to be safely stored and deployed quickly in emergencies.
The in-game usage of the Reality Anchor is something you will see in a later chapter, but it's got quite the impact on gameplay and we are very excited to be developing some really cool mechanics alongside this device that we think players will love.
Concept Art [Explosive Barrels and ID Card Readers]:
Those of you who played the demo may have encountered our explosive barrels, which fit the demo's style and look pretty well. However, we have decided we want to redo their look to match the new style we have for the game and have come up with a design that we think fits the look and is easily distinguishable, which should allow them to be used to great effect when zapped with your trusty welder!
Something we are going to be trying out is the idea of using the keycard mechanic to activate certain terminals as well as being able to use personnel keycards to unlock their personal computer to get data, open things, and just generally interact with the world in a deeper manner. This is something that may be seen in Chapter One, but that really just depends on the time constraints. You can expect to see it in Chapter Two and beyond though.
Inside Site-113 [Early Architecture]:
Those of you who have been following the project for a while probably are very familiar with the first concept image we have posted of the interior of Site-113. After much planning, tweaking, and designing we have finally completed most of the architecture that is required to actually create that beautiful concept shot in-game.
This has been an incredible environment to create since it clearly ties everything you will be doing together and gives a drop-dead gorgeous view of the interior of Site-113 that is going to be a real spectacle to look at. Of course, there are many adjustments still to do to these architectural pieces such as adding the forestation, ice, and flesh but these will be done in the coming months and we should have it ready to go for people to experience in Chapter 2 and beyond!
New Animations [SCP-3199 Elder Door Pry]:
There is something distinctly terrifying about not being truly safe -- even when behind closed doors. This effect is key to making players uncomfortable and we absolutely wanted to bring an atmosphere like this to the game.
In order to do this, we decided it would be fun to enable the SCP-3199 Elders to pry open doors if they know the player is behind them or if there is some noise in there that they would like to investigate. After an elder prys open a door, it will break and remain open forever -- which can give players an easy escape should they juke past an Elder that is searching for them.
New Animations [Valve Spin]:
Environmental interaction is a cornerstone of SCP: Fragmented Minds, and we have started making a couple of animations for the player interacting with items in the environment which can be used to dynamically change what is going on around the player and even to kill enemies if used properly.
Sequence Animations [Waking Up and Cryopod]:
One of the last things we have left to work on are these special sequence animations that help tell the story of the game and immerse players into the world through various events that happen around them.
Those who played the demo might remember we had some sequence animations, and these new ones are a massive improvement in quality over those previous animations. We are super excited to finish these animations up as well as the associated voice acting and audio design, so make sure to keep a lookout for the next update or just experience them in-game for yourself!
Power Core System:
Puzzles are a large gameplay element, and we have started designing the Power Core System, which will act as an enhancement to the Fuse Box system. These power cores can be found in various places in the world and used to power generators, specific doors, or even whole Fuse Boxes to provide an extra layer of challenge and progression to the existing power-based puzzle system.
We are also planning on allowing players to throw broken power cores to shock nearby enemies and water, which can make these handy cores even more useful as an actual weapon to combat the hordes of creatures you'll find throughout the game.
What's Next?
For the next couple of months, until launch, we are planning on running several phases of playtests to test the new mechanics, sequencing, voice acting, and hunt down and squash all the bugs we possibly can to create the most polished experience possible.
We will also be adding some cool fire mechanics in shortly as well as the throwable fire extinguishers which will have a similar function to the Cryo Grenades you might have tried out in the demo. These will be useful in dealing with enemies and putting out environmental hazards wherever you may find them.
Puzzles are also a main focus of the coming months, and we will be building out the functionality to ensure that they function properly and are fun to interact with as well as recording all the dialogue to go along with them. It's going to be a pretty packed couple of months up to launch and we are just so eager for players to get their hands on everything that has been created!
We are going to be showing off an extra special new SCP that we have been working on shortly -- so make sure to stick around for it's reveal!
Special Thanks:
We are quickly coming up on the one-year anniversary of working with our amazing programmer Matthew (known as Radinque). He has done an incredible job of bringing the AI to life, creating really unique mechanics, and polishing up the advanced movement system to a point that we could not have dreamed up -- and that is just scratching the surface.
The team is extremely grateful to have him on board and we are so excited to see what the next year brings -- so thank you Matthew for all your fantastic work!
LIKE ALWAYS THANK YOU TO ALL OF YOU FOR YOUR AMAZING SUPPORT!
New Models, New VFX, New Concepts, New Animations, and FLESH!
Hey everyone!
It's been a super packed month, with a ton of new environmental stuff getting completed as well as a bunch of new concepts, VFX, and animations -- so let's get into it!
SCP-3199 Alternative Attack Animations:
As part of our ongoing AI overhaul, we wanted to design more attack animations and create attack patterns for the creatures so that encounters with them feel varied as well as give players an opportunity to learn how this creature will attack -- allowing you to predict and block or dodge accordingly. These new animations will seamlessly integrate with their existing combat animations and will give a larger breadth to the types of attacks they can do while also looking visually interesting since it's no longer going to just be a peck or swipe attack.
We are going to be doing a lot more with their AI this coming month too and we are super excited to show off how that is going!
WIP Save Station and Syringe Animations:
We've been working on doing the remaining animations for player interactable items and are excited to start on the player save station and medical syringe animations that will be a staple for players going through Site-113.
The syringe animation will play when players decide to heal or decide to inject other boosters/substances that they can concoct from things they find inside the facility, but players need to be careful since this animation opens them up to attack -- so doing it in the heat of battle is probably not a good idea.
The Save Station is a critical piece of equipment that will be used by players to save the game and also heal, with the potential for finding extra goodies if they look inside the bottom compartment. Players will find these scattered around the game and can decide to save at their discretion. However, these points aren't entirely safe, and you can be snuck up on while using them by creatures to get a fantastic scare!
For reference, below is how the Save Station looks in-game -- it's about to get its new UI but for right now we can see the idle animation!
New Environmental Props -- The Roads:
A critical piece of the infrastructure that exists within Chapter 1, as well as future chapters, is the wide road system that trucks and other vehicles use to carry creatures, supplies, and other critical things between the Space Hangars and the main Site-113 Dome -- which is where the vast majority of people are stationed and where the creatures and other spooky items are stored.
These roads are actually also part of a piece of massive environment which we haven't shown off yet but are nearly done with and are VERY excited to show off since it's extremely unique and we think will make for an extra special introduction to the game!
New Environmental Props -- Wheel-Mounted Transformers:
We have designed a new variation of the standard transformers that exist on walls and can be damaged to create an electrical hazard. Similar to their wall-mounted counterparts, they can also be damaged or found damaged and will be giving off electrical shocks which can be extremely devastating to both SCPs and ourselves -- so caution is advised whenever you come across these unstable pieces of tech. Players can also use their welders to shock these transformers which will cause them to either short-circuit or stop shocking things for a short period of time, allowing some time to run past them unharmed or lay a trap for an enemy.
For reference, while the wheeled variations will appear in singleplayer, they will be found most often in the multiplayer maps powering certain props and interactable items that players will need to use to begin the process of winning (depending on which side they are on). However, we will get much more in-depth into multiplayer plans as we progress throughout development.
New Environmental Props -- Cargo Crane:
For some of the more open and rugged sections of the game, players will be able to find and use certain cargo crane controllers to control and use the nearby cargo crane. These can be used (if it's powered) to open up new paths through the environment and allow players to find new loot or be extra sneaky when facing things inside Site-113. There is a fun little minigame that players will need to do on these to activate them, but we will show that off later once it's finalized.
New Environmental Models -- Cryopod, Cargo Lift, Pipes, and Generator Control Panel:
Something players will become very familiar with is the Yuki Cryogenics cryopod which will be a staple of the new method used by The Foundation to transport crew, creatures, and items to Site-113 from Earth. These cryopods are also equipped on ships to allow comfortable human transport and, once Chapter 1 launches, will be seen many times throughout the game!
One of the larger models made recently is the Cargo Lift which, one can imagine, is used to transport both cargo and people between levels of the interior of the facility. Like a lot of the things within the game, this model is actually interactable and can be interfaced with using that lift controller seen on the right of the top image!
Pipes and other electronics are pivotal to breaking up the walls of environments in-game, and we have since created a small kit of these items that can be used within the upcoming vent models as well as in many other places where some visual breakup is required.
However, the pipes seen here are not just for show and those seen fitted with the special red valve will, in most cases, be interactable. Pipes can also be an environmental hazard and can be found spraying hot steam, fire, and sometimes even caustic substances -- so keep on your toes around them and look around for the valve to shut them off!
Power in any large facility is essential, and Site-113's generator and power substations are broken up into different grids that expand throughout the entire facility. The generator systems used to power these grids can be interacted with through these stations, where players can find information about the system's power cores (which is another upcoming mechanic), overall status, and other information that can help players fix the problem and get those lights back on!
New VFX -- Cryogrenades, Fire Extinguisher, Chromatic Aberration, and Sparks:
As a big upgrade from the 2D sprite featured in the demo, we are excited to show off the newly created cryogrenade effect which is now 3D and fully in-world! This one looks great and has a ground and air explosion variation so it will look good no matter where your grenade explodes. This is going to be accompanied by a new cryo effect for freezing enemies too -- so look for that when we show it off.
Located around the game will be fire extinguishers, which can be destroyed and thrown at unsuspecting enemies to create a sort of makeshift cryogrenade. This can be especially useful in stealth situations where players want to sneak past more difficult enemies -- so grabbing a fire extinguisher to freeze them as you sneak past is a totally valid strategy! We can see the effect in the video above, and just like the cryogrenade this is now an in-world 3D effect that interacts with the environment and looks fantastic!
We have been testing a special new Chromatic Aberration effect which, instead of muddying up the first-person view like it's used for a lot of the time, will be used in-world to give a sort of "ethereal" effect to some objects and items that require it. This will be used to denote when things are impacted by mysterious forces too, so items with this effect might be worth checking out.
A small thing we have added is a cool spark effect to the melee weapon which will change depending on the material that is being struck, so expect wood to splinter, metal to spark, and rock to shatter as you swing your special melee weapon haphazardly at random walls and objects throughout the facility.
Welder V2:
The welder has gotten a huge upgrade recently and is replacing the older model that was a staple in the demo for interacting with the power boxes in the game. This new version retains it's usage as a core mechanic but has since been expanded upon, and can be used to power special equipment and also shock/disable things depending on the situation.
It's also the way the player will interface with the Fuse Boxes since the front has been modified to fit into them, which allows the player to charge each fuse as they are inserted -- so it's definitely an extremely useful piece of gear that will see usage throughout the entire game.
Tram Concept:
Slated to be featured as a sort of mobile base for players, the Tram will be used to access the inside of Site-113 as well as the means of traversing throughout the entire facility to access areas that have been unlocked (think of this akin to how Dead Space's tram works).
Players will be able to heal here and save their game, as well as create new things on the workbench. The Tram will also be able to visit already discovered areas so that, in most cases, players who want to uncover everything within each zone or revisit specific NPCs/vendors will have the ability to do so.
We are beginning on this model next month, so we are quite excited to showcase how it comes together!
Storage Room Concepts:
One of the newest environments we have had concepted out are the Storage Rooms, which is one of the main areas that give a great choice for players between combat and stealth depending on the playstyle they choose. Something that you'll notice is that there is some fleshy substance on the wall in the last picture, this is due to the proximity of this area to the large SCP-3199 nest -- which we will show off once it's done and we are very excited for new players to come across it!
Flesh!
Those who have played our demo know we are no strangers to using flesh in entire environments, and the SCP-3199 nest is something we plan on making quite unique through a wide variety of flesh assets and tillable flesh textures -- we really want this place to be disgusting to reflect the nature of SCP-3199 and to hint at what where the biomass for the flesh came from...
Communication Beacon and Floodlight:
A unique prop found throughout environments will be the Communication Beacon, which will hold messages from certain individuals that we can listen to when close enough to them. These beacons will also be a guide for players through darker or harder-to-see environments since they have a very bright blue light on top of them that can be easily seen from large distances.
The Floodlight is another unique prop that will be used to subtly guide players through the environment, whether this be by illuminating the vent that leads out or the fuse that needs to be grabbed, these will be extremely bright and help light up certain areas within an environment to keep things visible and hopefully keep players from getting too lost.
In-Game Posters:
Something fun we are doing (besides petting SCPs) is creating a large array of in-game posters which will canonically be used by The Foundation as workplace warnings and propaganda, but of course, as time went on inside the facility and things turned to chaos, it was only natural that these posters would be defaced as people grew weary and started getting less than optimal feelings about The Foundation and the events occurring within Site-113.
You'll see these posters in a variety of places and we may make them collectible to allow players to bring them with them into the Tram or player hub -- depending on how we end up structuring those areas.
What's Next?
October is going to be an interesting month, as we are currently working on the hacking mechanic, new NPC and will be working on bringing the AI up to a really good state to begin testing and polishing them. We are also going to be designing the last pieces of Chapter One which will allow us to start on the sequencing polish and sound design -- which is always a really fun piece that we LOVE to show off!
We are really excited about Chapter One since it features a ton of elements we have been dying to implement into the game like full cutscenes, additional characters, environmental storytelling, atmosphere building, and a ton more that are the core pieces that really turn a game into an experience.
We can't wait to share the progress with all of you and are eager to launch Chapter One into Early Access and then continue to build out the game to its official 1.0 launch!
THANK YOU SO MUCH FOR THE CONTINUED SUPPORT!
August MEGA Update
Hey everyone!
We've posted a massive update on our website, which you can find here:
It goes over new environments, mechanics, SFX/VFX and a TON more!
June Update! Concepts, New Environments and a Mechanical Overhaul!
Hey everyone, and Happy June!
Last month, we focused on creating and refining concept designs for the later areas in Chapter One, as well as getting concepts and models created for some of the important props that will be interacted with many times throughout the game!
We've also been working on creating some more environments for this Chapter, while also getting some really cool VFX in to bring these props and mechanics to life!
Maintenance Hallway Concept:
Above are some concepts for a new maintenance hallway that'll lead into one of the most important sections of Chapter One -- the Transit Center. We are very pleased with this concept design since it accurately reflects the brutalist architectural style we have been creating and is going to be a fantastic point of reference for our 3D artists to begin working off of when they get started here on this zone!
The Transit Center Concept:
The Transit Center is an area of particular importance within the first level of the game -- not only will players visit this place multiple times throughout their experience here, but they will also have some very important encounters in this area too.
You might notice in the first and second concepts that there is an emphasis on the rock walls located in this environment. We wanted to be sure players were reminded that they are indeed not in any normal facility but were literally below the surface of Mars in a deep cave system. This design also allows us to craft several other areas out of rock, which gives a very unique and brutalist look that will bring a special connection to the environments that we are extremely excited to bring to life!
PDA Device/Dock and Currency Card:
As part of our mechanical overhaul, we are planning on introducing the PDA as a new device that will be directly part of how the new Hacking mechanic will work. However, this little device also doubles as a way to transfer any currency you might find on your journey through Site-113 to your own card for use around the world. It also has a special syringe used to take samples from downed enemies and certain objects which can be used to gain valuable information about them and to craft (or trade for) unique materials, given you find enough samples from certain creatures around the facility.
Card Reader Station:
Located around the facility will be different access cards that you will find, however, upon first picking up a card of higher access than your own, you will be required to locate a Card Reader Station in order to transfer the higher clearance level and currency onto your own card. This will effectively upgrade your security clearance and allow you to get into new areas and also (from that point forward) directly transfer currency from similar access level cards and lower level cards onto your own card through the PDA -- no Card Reader Station required.
However, you may also find specific cards that are tied to certain individuals for specific objects (lockers, electronics, personal quarters, etc), and in this case, you can simply carry along that individuals card to unlock that individual's locker or interact with their special object -- you will not need to find and interact with a Card Reader Station in that instance.
Power Boxes:
Located around the world will be these power boxes, which will serve numerous similar purposes whenever you may encounter one. These boxes are tied into the new welder's shock mechanic and can be opened and shocked when one is encountered (either up close or from a distance -- depending on if it's open/shattered or closed).
When zapped, these boxes will short-circuit and will either turn on for a brief period or will disable certain things it's powering (stopping an electrified puddle, for example). This will allow numerous chances for players to interact with the environment and can use it to their advantage during combat situations, with players being able to power on electrical transformers to shock enemies or by zapping a nearby crane to drop its container onto unsuspecting groups of hostiles.
You may find a powerbox is closed from a distance, but most short-range weaponry can shatter the cover and allow it to be shocked -- though the resulting noise from doing so may attract more attention than it was worth!
Fuse Boxes:
One of the new puzzle mechanics coming to the game is these special Fuse Boxes. These will be found in various areas and will supply power to various subsystems around the facility. Fuse Boxes can be found with either all of their fuses intact or with only one or two -- meaning it will be up to you to find the replacement fuses and to balance power across all the fuses to open or power the systems of your choosing.
Your initial interaction with these boxes will prompt a power balancing puzzle which will require you to time your clicks to accurately charge the capacitors in this box before the fuses can be interacted with, adding a second level to the interaction with each box! We will be working on setting these up shortly and are very excited to begin showing off how they will work with power cores and the new fuse mechanic that accompanies them.
"Hume" Tanks - Gravity Beware:
Something we are so excited to show off is the new Hume Tanks! These are based on the concept of "Hume" in the SCP Universe which is a standard in which reality is measured, and the "hume" in a particular location can be raised back to normal levels through the utilization of Reality Anchors. However, with the ability to raise the Hume level, it is also possible to lower it -- and that is exactly what the liquid contained within the "hume" tanks does.
The effect this has on the environment and the puzzles that will be associated with this particular mechanic will be shown off in time, but there is a ton of potential uses that this purple liquid has and we are eager to create a proof-of-concept to demonstrate its usage in-game.
Server Room:
One of the newest environments is the Server Room! This room contains some important medical and technological tools that will be of use to you in your journey through Site-113. This room also does a great job demonstrating the wear and tear the facility has experienced during your long stasis and is a fantastic representation of the grimy brutalist art style that we are creating for the game! Be sure to check rooms like this thoroughly -- you never know what useful things you may find...
Propaganda Posters:
No shady government organization is complete without propaganda posters -- and players will find posters like these scattered around the game to advertise various in-world drinks, foods, restaurants, and associated companies! Be vigilant though, as some posters may offer VERY useful advice!
What's Happening This Month?
This month we have been working on finalizing two core gameplay mechanics -- namely the Fuse Boxes and Power Boxes and you can expect videos of those relatively soon. We are also working on creating more of the environments that make up Chapter 1, as well as creating a large asset library we can use for the next levels too.
We are also in the middle of doing a total animation overhaul for the player and will be showing how that is coming along this month, along with how the gameplay mechanics are shaping up! We will also be showing off some of the WIP VFX for the "Hume" tanks and the acid VFX for SCP-3199, as well as some nice HUD effects. We are also continuing to create the AI controllers for each type and the complex behavior sets that come with them, this system is coming together nicely and we are very excited to begin playtesting it!
THANK YOU ALL SO MUCH FOR YOUR AWESOME SUPPORT!
SCP-3199 Baby Variant and New Environments!
The FINAL variant of SCP-3199 is here!
(If you want to pre-order the game and get extra goodies, you can do so here: https://hst-studios.pledgemanager.com/projects/scp-fragmented-minds/participate/)
This month, we have been working hard to create the last variation for SCP-3199, and are very eager to hear your thoughts on the adorable new creature that you'll be seeing in Site-113! This variant, plus the other two, are going to create a very dangerous trio that can, with the help of the new baby, work together to pinpoint your location and will put up an awesome challenge should you be unfortunate enough to get spotted by them.
Fear not though, as we are currently working on adding the new "shocking" player mechanics that will help you to use the environment to combat these threats in a really fun and dynamic manner while also allowing and encouraging you to remain in the shadows!
Mid-March Progress:
We have started building up our large library of environmental assets and are pleased to say that we are now able to start building out the actual environments that you'll be experiencing as you traverse through the abandoned halls and areas in-game! We are very pleased with the new style and level of quality we have been able to achieve and are excited to start moving on to the further areas of Chapter One to bring them to life! You can see some of the sneak peek images of one of the new WIP zones below:
AC-122 Dropship [Cryopod Variant]:
Site-113 units have to ride in style, so we are pleased to show off two new concepts for the interior of the dropship that will become very familiar to you through your journey in-game, as well as being a starting point for the MTF forces in some of the planned multiplayer maps! We will more than likely begin this prop a bit down the line since we want to make sure it's done absolutely correct but are nonetheless in love with the design!
What's Next?
Currently, we are working on finalizing the prototype AI system that will control all of the enemies in-game, as well as building out more of the player mechanics to work seamlessly with the gameplay. Once these systems are completed, we should have the new player model finished and we will then begin to do an entire overhaul on the animations with the model to be sure everything is smooth and looks great. We will also be continuing to build out the environments and have a fantastic surprise that we don't want to spoil so stay tuned for updates regarding that.
Since we are beginning to have much more polished content, you can also expect us to start up the devlogs again as well as posting more video content in general so if you are not following us on YouTube you can find the link here:
If you would like to get some of these goodies then feel free to back the game here on PledgeManager: https://hst-studios.pledgemanager.com/projects/scp-fragmented-minds/participate/
SCP-323 and Environmental Concepts + Next Steps!
SCP-323 V2 IS HERE!
We have been working on revamping SCP-323 to reflect the new level of quality and detail we are going for and are so excited to be able to share it with you all! This creature is one of our absolute favorites and we will be creating plenty of special finisher animations like we had in the trailer to strike fear into those who are unfortunate enough to be caught off guard by it.
You'll encounter SCP-323 in multiple areas around the facility and it will definitely end up being something you want to watch out for since it's extremely tough to deal with. However, you will be equipped with certain tools and skills that will make each encounter very much survivable -- as long as you put some thought into it...
Environmental Concept Designs:
These are the new concepts for the Control Room and Observation Room environments that are part of the larger set that is currently being created for Chapter One. We have taken a lot of inspiration from Control and Prey and are really excited about how these zones are turning out! These zones are designed to be a mixture of a spaceport and some designated office areas since they are attached to the main space hanger that is used to transport people and goods off-world.
For those curious, the concepts you see here are actually blockout 3D models that we directly use to quickly create the designs and then we take these and model them out fully in 3D, which allows the process to be very efficient and for a ton of really intricate details to be put in to bring these concepts to life in a very robust and memorable way.
We will begin showing off some of the new environmental bits shortly and we are very proud of how they are coming along and cannot wait to hear what you all think of them!
What's Next?
On the programming side of things, once the AI system is polished and ready to go, we will be focusing next on implementing the new player model and ensuring all the animations and movement are smooth and fluid-- basing a lot of the changes on the huge amount of feedback we got from the demo. After that, we will begin polishing the player and map mechanics so we can start getting playtesting started as soon as possible to ensure everything is feeling good before we move on to setting up the flow of gameplay in Level One.
We will also continue to focus on increasing performance as high as we can possibly get it, and utilizing some new tools offered in Unreal Engine 5.1, we should be able to squeeze a good bit of extra performance through some new methodologies that were previously extremely unstable and have now been released as stable variations.
On the 3D modeling side, we will be continuing to model out the environmental areas for Chapter One which you will see at the end of the month, ideally. We will also begin on the Baby for SCP-3199 and will more than likely have it nearly finished by the end of next month! Since we are also getting our motion capture suit back, you can expect to see more animations very shortly as well (especially for SCP-323 and 3199 Elder/Baby).
We are going to have a lot of really cool updates to show off pretty quick here -- so make sure to check back often!
Feel free to join our Discord here: https://discord.gg/3eBHnru
You can pre-order your copy of the game here: https://hst-studios.pledgemanager.com/projects/scp-fragmented-minds/participate/