Added a system allowing players to attempt to opt-out of playing as an SCP. This can be toggled both in the pre-game lobby and in the settings menu.
Worn armour is now displayed on all human models, with minor changes appearing when equipping different levels of armour.
SCPs now receive minor damage when falling from great heights. This resets the Hume Shield regeneration cooldown.
SCP-106 will no longer be tracked by SCP-1344 when submerged.
Added new audio for opening and closing Experimental Weapon Lockers.
Picking up an Experimental Weapon from its locker will now automatically equip it, unless the currently held item is in active use.
Added a potential keycard spawn location in PT-00.
Added an accessibility setting to disable SCP-939’s blurred vision effect.
Returned SCP-3114 to the Remote Admin menu after ensuring compatibility with the new models.
Workstations now only take one second to boot up.
Added additional fan ambient audio around the facility.
Added hover tooltips for the Respawn UI.
Added a new achievement.
Respawn timer bars now flash when actively spawning.
Implemented audio settings for SCP-127 and SCP-3114 voice lines.
When a spectated player dies, the spectator camera will switch to a new player after five seconds. This can be disabled in settings and does not affect the Overwatch class.
Updated SCP-939 teeth textures. The teeth now have a slight glow.
Mobile Task Force units' goggles now glow as well, and fade on death.
Glowing goggles can always be seen by allies, even during a blackout.
Enemies will not be able to see this glow during blackouts.
Increased damage of both Severed Eyes and Severed Hands effects from 5 to 10 per second.
Teammates of SCP-1344 users will no longer receive detection sound cues.
Players now receive the Detected audio cue when within range of the SCP-1344 user, rather than when in direct line of sight.
While in the range of the SCP-1344 user, enemies will receive a sustained visual effect.
SCP-1344 orbs now pulse. Once Detected, a player's orb will slowly fade over one second. If the player is still within range of SCP-1344 after five seconds have passed, another pulse will occur and reveal their orb. This is designed to reduce the effectiveness of weapons when using SCP-1344, while maintaining the item's original utility-based purpose.
The Revolver ADS idle animation is smoother, and the scope-in animation is slightly faster.
The Shotgun hitmarker now more closely resembles its pre-14.0 behavior.
Updated Human Role art icons for all classes, replacing all instances of the older icons throughout the game, such as in the Spectator HUD, Remote Admin, Operational Guide, and more.
SCP-127
General Mechanics
Added SCP-127, ‘The Living Gun’.
SCP-127 spawns in the Heavy Containment Zone, in a dedicated containment chamber and locker.
It is classified as a ‘Weapon’ regarding inventory limits.
SCP-127 cannot be customised at a workstation.
Has a magazine capacity of 60+1 and a base fire rate of 750 RPM.
Has a similar baseline mechanical accuracy to the FSP-9.
When Held
SCP-127 cannot be naturally reloaded, but a new round must be chambered when running out of ammo.
Ammo regenerates naturally over time, beginning a short while after firing ends.
Killing a target will immediately grant a small ammo bonus.
SCP-127 grants players a small Hume Shield that regenerates over time and dissipates when SCP-127 is not held. This cannot stack with AHP.
SCP-127 has begun to show additional anomalous properties. More investigation into its speech is required.
Tier System
SCP-127 operates based on a system of Tiers, beginning at Tier 1.
Tiers are player-based, similar to SCP-268’s cooldown timer.
Tiers are preserved when a player escapes, but not when the player is slain.
After dealing enough damage, SCP-127 will rank up. Kills grant an additional 150 bonus towards the next tier.
A total of 1000 damage is required for the first tier. An additional 1500 damage is required for the second tier.
Ranking up improves SCP-127’s damage, rate of fire, penetration, conferred Hume Shield, ammo regeneration delay, ammo regeneration rate, and mechanical accuracy.
Keycard Updates
Updated all keycard models, aiding in approachability, accessibility, and low-light visibility.
There are now five main keycard designs featuring unique designs and information displayed.
Simplified keycard permissions into three categories, ‘Containment’, ‘Armory’, and ‘Admin’.
Each category has four possible levels (ranging from zero to three).
‘Containment’ and ‘Armory’ permissions are identical to previous gameplay behavior.
‘Admin’ now grants permissions to Intercom and Checkpoint (level one), Gates (level two), and Warhead (level three).
Permissions are shown both on the model and in the inventory.
Keycards are now easier to tell apart at a distance.
Keycard scanners now show what permissions are required to interact.
Door panels now display their status with icons and symbols instead of text. This includes new graphic information for when and how a door is locked.
Introduced keycard customisation support for servers, allowing plugins to create custom keycards with unique permission levels, colors, labels, nametags, serial numbers, and prefixes.
A new ‘Surface Access Pass’ has been added.
It naturally spawns within the Micro-HID Lab, SCP-049/173 containment subsection, and HCZ Warhead Silo.
The pass is capable of opening Gate A and Gate B, with no other permissions granted.
It cannot close Gates.
Upon use, the item will be discarded and removed from the player’s inventory.
This item has standard recipes in SCP-914, but cannot currently be obtained via the machine.
Influence Changes
Reduced the total amount of respawn waves available. Each team can now only earn two additional waves instead of three.
Increased the Influence requirement to earn the first additional wave to 40 (was 30).
Killing enemy Militants now grants 1 Influence and -4 Timer (previously 0 Influence and -2 Timer).
Civilians wielding firearms are now considered Militants in terms of kill rewards.
Killing an SCP-049-2 instance now grants -5 Timer. This can only happen once per SCP-049-2 instance.
Damaging SCPs now grants 1 Influence and -2 Timer every 10% of maximum HP received as damage (previously 2 Influence every 20%).
Killing an SCP now grants -10 Timer (was -20).
Added a 5 Influence bonus for killing SCPs with an Experimental Weapon.
If a primary wave does not earn their respective mini-wave in time, the opposing faction will spawn a mini-wave.
The mini-wave spawn delay timer can now only be reduced to a minimum of 120 seconds instead of 90 seconds.
Dead Man’s Sequence
The Dead Man’s Sequence progress meter will now reset to 160 seconds upon a new respawn wave being earned. Mini-waves will not reset the counter, but set it back by 40 seconds. This cannot delay it past its initial 240-second timer
This means that earning a wave right before the Dead Man’s Sequence activates will no longer result in the sequence activating shortly after a respawn.
Upon activation of the Dead Man’s Sequence, all SCPs under 25% of their maximum HP will now be brought back up to 25% HP.
SCP Balancing
SCP-049
Increased HP to 2500 (from 2300).
Decreased cooldown of Doctor’s Call to 45 seconds (from 60 seconds).
049-2 instances underneath Doctor’s Call now regenerate Hume Shield at a rate of 20/s (from 10/s).
Good Sense of the Doctor’s cooldown is now consistently 25 seconds. The 2.5s miss cooldown is not affected.
SCP-079
Tier 1 AP regen increased to 1.9/s (from 1.2/s).
SCP-096
Increased HP to 3000 (from 2500).
Minimum HS increased to 500 (from 450).
Maximum HS increased to 1000 (from 900).
Speed while Distressed or Calming increased to 3.3m/s (from 2.55m/s).
Sobbing while Docile can be heard from twice as far away.
Fixed ability state not properly being synchronised to newly joined players.
SCP-106
Attack cooldown reduced to 1.25s (from 1.5s).
Corroding no longer drains stamina, instead preventing the regeneration of stamina while active.
SCP-106 is no longer detected by SCP-1344 while in Stalk.
SCP-173
Armour efficacy on base health increased to 100% (from 80%). Be sure to use AP rounds!
HS now regenerates at a rate of 4%/s, meaning that full regeneration takes 25 seconds no matter the Hume Shield total.
Micro-HID
Charge time required to trigger an overcharge explosion is now 10s (previously 15s).
The LMB ‘quick charge’ attack now drains 4% charge per second (previously 5%).
The Micro-HID is now louder and can be heard from twice as far away.
Added mipmaps to the Micro-HID battery icon, making it easier to discern when dropped.
Map Changes
Loot now naturally spawns across the Heavy Containment Zone.
Each room has dedicated spawn chances for low-level loot, including items such as ammo, pistols, keycards, medical supplies, and flashlights.
Introduced a new redesigned Server Room to the Heavy Containment Zone.
Adjusted Nuke and Server Room elevator doors, allowing for them to be more easily jumped over.
SCP-106’s Pocket Dimension has received a visual touch-up with soundtrack improvements.
Updated the SCP-049/173 containment straight hallway. The subzone will be touched on in a future update.
TC01 (SCP-330’s containment chamber) is now Containment level 1.
Intercom is now Admin level 1.
Added the 2024 Art Contest winning pieces to the back of the Class-D spawn room.
Improvements have been made to the Micro-HID room, creating a more open space and introducing a breakable window.
Improvements have been made to the SCP-106 containment chamber, including the addition of fences around the magnets, boxes near the entrance, and colliders over unintentionally reachable areas.
Redesigned and implemented a new ‘Pipe Room’.
Cable trays in HCZ will no longer terminate abruptly. Instead, they should remain connected and feature small details when passing through walls.
Updated signs in front of all containment chambers.
Fixed a floating camera next to SCP-173’s containment chamber.
Moved a generator in SCP-939’s spawn room.
Moved a generator spawn in the Heavy Containment Zone Warhead Silo.
Moved a camera in the Heavy Containment Zone armoury.
Updated the model for Standard Lockers (commonly found within Entrance Zone and Light Containment Zone).
Updated the Surface Zone skybox.
Added animated spotlights at surface Gate A.
Added static spotlights at surface Gate B.
Added some colliders near benches in the Entrance Zone.
Added a floor panel to Heavy Containment Zone door frames.
Added Forklifts to a few rooms in the Heavy Containment Zone.
Updated collisions for certain props across multiple zones.
Added a few new lore documents.
Slightly increased the amount of doors and bulkheads that spawn.
Audio Changes
Reverb has been almost entirely refactored from the ground up due to the update to Unity 6 (Unity 6000).
Global chats (spectators, SCP chat, pre-game lobby) no longer have reverb.
Proximity chat will now increase in reverb as distance increases.
Firearms and C.A.S.S.I.E. are now generally quieter, but offer more audio ducking, ensuring they are heard over other sounds. (Audio ducking is the automatic reduction of other sound sources when a louder one is playing.)
All announcements now play from nearby speakers utilised by SCP-079. If no speaker is nearby, the announcement will still be heard.
SCP-127’s viewmodel will not be affected by audio ducking and features reduced reverb.
Operational Guide Changes
New human models have been added to the Operational Guide.
All relevant entries have been updated to follow the new models.
Tidied up currently existing Operational Guide entries.
Updated backgrounds for multiple entries.
Operational Guide can now be accessed during the game by opening the pause menu.
Improved Operational Guide system performance.
Added a button to fully hide UI elements whilst in Full-Screen Pannable mode.
Added a button to enable greenscreen mode whilst in Full-Screen Pannable mode.
Bug Fixes
Optimised Tantrum effects, reducing performance issues when observed.
Fixed being unable to cancel the consumption of Anti-Cola by right-clicking.
Players who are detained will no longer rub their eyes when flashed.
Significantly reduced risk of desync when jumping on Nuke elevators as they begin departure.
Fixed SCP-106 exploit allowing for increased range.
Fixed an issue preventing SCPs from seeing their post-processing effects.
Fixed all known instances where SCP-106 could become stuck when using Hunter’s Atlas.
Fixed a false-positive with viewmodel animation culling (no more invisible in-hand E11SRs).
Fixed ‘Pacified’ achievement not behaving correctly when utilising the Micro-HID.
Fixed ‘Something Done Right’ achievement not behaving correctly when utilising the Micro-HID.
Fixed ‘Anomalously Efficient’ achievement sometimes not working for SCP-939.
Fixed culling occasionally enabling the decontamination visuals in SCP-330’s room.
Fixed an exception that would sometimes happen when a player is disarmed via Remote Admin.
Fixed players being able to interact with lockers and dropped items through fences.
Fixed SCP-079 gates slightly floating above the ground.
Fixed various out-of-bounds exploits related to SCP-173’s teleporting.
Fixed an issue that caused dummies to show in the Steam Rich presence.
Fixed an issue where firearms would retain footprint info when a player’s role was changed via RA. This solves strange damage and friendly fire mechanics.
Fixed an issue where doors in Entrance Zone and empty hallways lacked depth, resulting in aggressive culling.
Fixed a rare culling issue caused by two rooms occupying the same coordinate in the map grid.
Fixed a texture bug with the tools atlas, most noticeable on the red toolbox.
Fixed a few pixel walks.
Generators no longer announce their completion post-warhead detonation.
Fixed a texture issue in Gate A.
Fixed SCP-049-2 attack animations desyncing when attacks are spammed.
Fixed Bulkhead collider issues regarding SCP-106.
Fixed Hypothermia not being removed entirely server-side.
Fixed Acroamatic Abatement colliders sometimes clipping into SCP-079’s containment chamber.
Fixed being able to jump on the door frame in Acroamatic Abatement.
Fixed a floor gap in Acroamatic Abatement.
Fixed flashlight light clipping into viewmodel hands.
Fixed a missing keycode for SCP-079 when unlocking the door lock ability at level 3.
Improved item physics behaviors when near the outside of elevators.
Vision grayscaling when near death effect intensity now accounts for Hume Shield and AHP.
SCP-3114’s Strangulation will now be interrupted if any non-passable object is between him and his victim’s head. This is built with some intentional tolerance.
Fixed SCP-939 ripples occasionally appearing whilst playing as a human.
Fixed an issue where bullets shot towards a large group of enemies would occasionally not register.
Fixed an issue where a server would occasionally reject players from properly equipping the FSP-9.
Increased shot tolerance for when a player may be lagging.
Fixed an issue with elevator doors being closable prematurely.
Fixed Discord Rich Presence not using the actual max player count from a server.
Fixed the Achievements Debug Menu hiding some social media buttons.
Fixed a misplaced pipe in Acroamatic Abatement.
Removed outdated floor decals from four-way and standard corner hallways.
Fixed ESCAPE_FINAL being a possible teleport position after escaping the Pocket Dimension.
Made improvements to the authentication system, solving an issue causing players to be kicked from the server.
Fixed Particle Disruptor not giving hitmarkers when hitting something after being dropped.
Technical Changes
Updated our engine from Unity 2021 to Unity 6 (Unity 6000). This is a massive change in terms of what our engine will allow us to accomplish, alongside what hardware is supported. As with any system update, certain functions may behave slightly differently than before — be sure to let us know if anything is negatively affected.
Added spawnable admin TextToy, allowing for synced and formatted text arguments to be shared between server and client.
When the number of playable SCP spawns exceeds the maximum limit, each SCP will now gain an added 10% maximum HP and 5% maximum HS bonus per spawn. This can be disabled by the `allow_scp_overflow` gameplay config.
Added configurable stats for the Dead Man’s Sequence
`dms_activation_time`, modifying how long before the Dead Man’s Sequence triggers (default: 240f).
`dms_enabled`, which toggles the Dead Man’s Sequence as a whole (default: true).
Added commands enabling control of the Dead Man’s Sequence.
`dms toggle` toggles the countdown, regardless of met conditions.
`dms force` begins the sequence immediately.
`dms get` and `dms set`, allowing you to control the DMS timer.
These are available as buttons within the Remote Admin menu.
Implemented an input emulation framework for dummies, designed as a debugging tool. Certain actions, such as using items or SCP abilities, can now be remotely triggered via the Remote Admin.
Added a dedicated sub-menu for controlling dummies, separating it from the Map Control section.
Added base configuration for spawn waves. While functionality is currently kept to a minimum, it will be expanded on by programmers in the future.
Configuration keys are based upon the wave’s script name.
All wave configurations by default have an enabled property.
Example: `examplewave_enabled: true`
Primary waves currently only have a size percentage property dictating how much of a server population will spawn when a wave occurs.
In the Remote Admin display, the waves will indicate whether they have been disabled server-side. It will also display the size of the wave.
Added a client-sided ragdoll mover tool accessible via command prompt.
Primitive and Light Source Toy sync intervals have been set back to 0.1 (instead of 0). This is done to aid syncing issues on servers with high primitive counts.
Enabling Round Lock when a round summary is displayed will now stop the restarting process and hide the round summary.
The old system of defining SubBounds and AdditionalZones for large rooms has been replaced with a fully automated approach that calculates Bounds during map generation.
Additionally, rooms now only occupy a single main coordinate, resolving rare bugs where the map generator would encounter conflicts of rooms occupying the same grid node.
Added some quality of life RoomUtils utility, based on which code was being reused most in the above refactor. Notably, you can now directly get the Zone of a specific position by calling `transform.position.GetZone()`.
Implemented new `executeas` command, allowing you to run a command as another player or dummy on the server. This requires the `PlayerManagement` permission and cannot run commands you do not have permission to.
Implemented static batching for several objects during map generation, as well as dynamically extracting moving objects for compatibility. This should result in improved performance.
Refactored the item spawn point systems, granting us more freedom going forwards.
Refactored tooltips system to properly re-adjust their position based on the side of the screen they are on. This should result in support for every resolution.
Physical vertical distribution of zones has been brought closer together, done to help prevent floating-point visual glitches. New world heights are:
Surface Zone: y = 300 (previously y = 1000).
Entrance and Heavy Containment Zones: y = -100 (previously y = -1000).
Light Containment Zone: y = 100 (previously y = 0).
Adjusted the fall damage system, allowing for customisable fall damage for different roles.
Updated ‘Scp559Effect’, ‘Scp956Target’, and ‘Scanned’ to be Technical status effects.
Refactored the command-key binding system.
Added ‘cmdunbind’ command, allowing you to unbind a command-bound key while in game.
Added aliases ‘bind’ and ‘unbind’ for command-binding commands.
‘cmdbind.txt’ is now cached instead of generated every time it needs to be accessed.
Fixed ‘bind’ command saving the file twice when replacing an existing bind.
Deprecated cmdbind syncing methods in lieu of the Server-Specific Settings tab.
Rewrote sinkhole spawning systems.
Added client-side debug logging for cases when the server refuses a shot.
Added `SSKeybindHintParameter` allowing developers to send hints where clients replace formatting with locally-set Server-Specific keybinds.
Added a public setter to the `AlphaWarHeadActivationPanel` surface button status.
Added the ‘maxhp’ command and GUI element to the Remote Admin, allowing for modification of a player's maximum health value.
Added the ‘visualizecolliders’ RA command. This command allows box colliders without attached renders to be visualized in game by spawning primitive objects at the position of these colliders. All players can see these primitive objects.
Added aliases ‘visualisecolliders’ and ‘viscols’ for the above.
Added RPC that allows changing an AdminToy’s parent to another `gameObject` with a `NetworkIdentity`.
Spawned ragdolls with custom scale are now scaled relative to the ragdoll GameObject’s scale, rather than using setting absolute.
Updated the error message thrown when booting up a server that isn’t verified.
Added spawnable SCP-079 cameras.
Added spawnable InvisibleInteractableToy which simulates a collider that can trigger Interactions or Searches.
Refactored Searchables to handle any GameObject with a component inheriting from ISearchable.
Updated various dependencies and libraries the game uses.
Added ForceCancel to the request type to reset a grenade client-side. This still requires some workaround by removing and readding a grenade to a player’s inventory, but fixes `PlayerThrowingProjectileEvent` phantom grenades and glitchy inventory logic.
Fixed SSSliderSetting SyncDragging not syncing to server.
Drawable Lines
Added new Drawable Lines on both client and server.
These are lines that draw a line between two or more positions.
Server may send lines for a client to draw over the network.
Liens are green when they come from the client, and red when they come from the server. This can be customised via specific implementation.
Added `line` command for all things related to the Drawable Lines system. For more info, run `line help`.
SCP-018 will draw its trajectory calculations using cyan spheres and hitbox with red spheres.
Weapons will draw bullet traces using yellow lines.
LabAPI
We have completely replaced NWAPI with our new plugin framework, ‘LabAPI’. You can learn more about it here, but here are a few improvements over the old system:
Northwood now has a dedicated team of maintainers whose task will be to actively update and maintain the framework.
LabAPI was made following feedback from developers and now provides many more resources and better documentation to help utilise plugins.
Permitted modification of previously unmodifiable features:
Customisable Decontamination timer.
Synchronisable PlayerStats (Max Health, Hume Shield on Humans, etc).
Airborne player gravity.
Improved support for special player and ragdoll custom sizes.
Removed hint system rate-limiting.
Most importantly, added a spawnable Capybara admin toy.
Thank you all for your continued support. We have some very large projects in the works — keep your eyes peeled for what’s to come.
Have fun, and see you in the dark.
SCP-106 Plush campaign is now LIVE
We have once again partnered with Makeship to bring you another pocket-sized version of one of the Foundation’s infamous ‘members’.
These plushies are available for a limited time only, you have a total of 21 days to grab one from Makeship's website: https://www.makeship.com/products/scp-106
Once the campaign ends, SCP-106 will return to his pocket dimension, so grab one before he goes away.
Will you escape from this deal?
14.1 Public Beta - Feedback Survey
Hello everyone!
Now that the 14.1 Public Beta has been out for a while, we are eager to hear your thoughts on the changes presented within it.
We invite you to fill out this Feedback Survey.
https://forms.gle/Uj9xiVmLg7NXhsY69
We thank you for your ongoing support and see you in the dark!
~ The Feedback Team
Version 14.1 has just entered Public Beta.
Hello Site-02!
Following a refinement period during our Patreon Beta, we are ready to release the first initial version of 14.1 to the public.
You can opt-in to the beta by right-clicking SCP:SL in your Steam Library, and then by selecting the Properties tab. From there, select the Betas category, and finally, select the Public Beta option from the dropdown menu.
You can view the current version of the changelog here. We’ll release periodic Steam announcements as further changes are made.
We will be launching Feedback forms in the coming days after this post. Stay tuned.
Have fun, and see you in the dark.
Site-02 Transmissions #9 | SCP-127 and Visible Armour
Hello Site-02!
With most of the features for 14.1 being wrapped up and readied for launch, we’ve prepared another Site-02 Transmission to show you the major and minor additions coming in 14.1. We are also planning a beta towards the beginning of April, which you’ll hear more about soon. But for now, let's dive in.
SCP-127
Game Design
The idea of adding SCP-127 to the game was considered for years. It was first pitched by Game Design in 2020, during the development of the 11.0 ‘Parabellum’ update.
Being a simple Series 1 SCP, it was a perfect fit for an SCP shooter, and well-suited for the update that would overhaul the weapons and animations. However, the difficulty in designing SCP-127 was making its design both interesting and rewarding. It was intended to be “the S-tier of SMGs,” with its high fire rate and damage counteracted by the inability to reload the weapon.
Early drafts by Game Design were not satisfactory, due to the weapon’s sole gimmick being the regenerating ammo. This caused the anomalous ammo to be more of a hindrance than an upgrade, as the user had to wait for ammo to regenerate, leaving them exposed and unable to fight back, a unique problem no other firearm in the game suffers from.
Unfortunately, 11.0 had finished development by the time the document had been finished and a satisfactory concept was made, and attention had to be turned to more important projects, causing work on SCP-127 to be paused. It was not until 14.0 that development decided to revisit SCP-127, and it was decided that SCP-127 would become the primary focus of 14.1.
To solve some of the initial issues with a non-reloadable gun, it was decided that SCP-127 would grant 15 bullets upon a kill, allowing the user to get multiple kills in quick succession without needing to worry as much about the limited ammo. SCP-127 also grants the user Hume Shield, the same artificial armour given to SCPs which, unlike the artificial health (AHP) given by adrenaline, absorbs all damage and does not decay while the weapon is equipped. If lost, it regenerates after a short while, but starts decaying the second SCP-127 is no longer being held.
To further incentivise keeping SCP-127 instead of swapping it out with another firearm, SCP-127 has a tiering system where, depending on the amount of kills and damage the gun deals in the hands of the same user, it receives an increase in its damage, fire rate, penetration, and ammo regeneration. This makes extended use of SCP-127 a gamble, as the potential to snowball into a hyper-effective killing machine is countered by the initial vulnerability and the possibility of losing it all if the user were to die.
Art
In contrast to SCP-127s design document, the development of the model and animations were considerably quicker and smoother.
The actual SCP-127 model was created by Murmur, the same artist behind the FR-MG-0 and the Experimental Weapon Locker, who based the design on the Heckler & Koch MP5K. The internal biology is based on the original artwork, with the barrel and ejection port visibly showing the fleshy internals.
The animations for SCP-127 were made by Mikel. Due to the weapon’s non-reloadable nature, it has a significantly smaller set of animations compared to other weapons. Replacing the standard loading and unloading animation of other guns, SCP-127 features the satisfying ‘HK slap’ in its unique loading animation, while its inspect animation shows the weapon’s chamber in all its visceral detail. The weapon's sling loop was given physics, allowing it to swing in whatever direction the player looks, similarly to the Lantern item’s physics.
Sharp-eyed SCP fans may have noticed that despite the article featuring SCP-127 as a MP5K PDW, the model chosen in-game was based on the MP5K. This is because during development, the SCP Wiki article was modified — SCP-127 was originally labelled as a MP5K, with the image of a MP5K SCP-127 displayed on the article. However, due to copyright issues, the image was taken down and replaced with a normal MP5, yet the text of the article still erroneously referred to SCP-127 as a MP5K. Our model was based on the text of the article, not the image, and it wasn’t until the model was complete that the text in the article was changed to reflect the new image.
SCP-127’s image used on the modern wiki page. https://scp-wiki.wikidot.com/scp-127
Audio
The creation of the audio assets for SCP-127 also went smoothly. The gunshot sounds were designed to sound unique enough to clearly convey that it was not an ordinary gun, while also being clearly identifiable as gunfire, which was accomplished by layering in audio of a sound designer spitting alongside audio of a 9mm gunshot. The handling audio was also intended to sound unnatural and painful, which was accomplished by mixing various meaty and metallic sounds, combined with breathing noises during weapon inspection, to impart the idea of a living weapon.
Narrative Design
“I know it's a weapon designed to kill things, but it's just not hostile or cruel. If anything, it almost seems… tired. Like all it really wants is for someone to take it out of that tank and give it a reason to exist.
I dont think it’s bloodthirsty. I think it’s just lonely.” - Alyssa Warwick, Senior Researcher, Site-02 Being one of the first sentient SCPs that most players will not be running in fear from (at least when it’s on your side) gave an interesting challenge to the narrative design team. How is it possible to convey a sense of its personality and story to the players in a diegetic manner that doesn’t force players to go out of their way to find it? In other words, how can we make the lore of the item come to the player?
While not the main priority, it was a possibility which intrigued the team, and with the possibilities of a living item being endless, we found a way! We’ll let you discover it on your own, but we will say that we’ve found a way for the player to hear comments on the history of SCP-127 before it was transferred to Site-02, all entirely in-game.
Third-Person Armour Models
A feature previously planned for 14.0 that was cut due to time constraints, we’re excited to finally bring visible armour on human player characters!
PurpleGoop, the artist behind these armour models, went through several different iterations before landing on designs everyone was confident in. It was important to us that the pieces of armour not only look good, but are also presented in a way that makes sense within the game’s setting.
The first problem that the team ran into was how exactly armour would be represented on each class. SCP: Secret Laboratory features two very distinct groups of player models: the ‘civilians’ (D-Class Personnel, Scientists, Facility Guards), and ‘militants’ (Chaos Insurgency, Nine-Tailed Fox). While it would have been an easy task to equip the civilians with armour, it was not as easy of a task for the militants, as their models have built-in armour and would be much more difficult to modify.
The team was butting their heads together trying to figure out a solution to present armour which made sense visually for ALL classes, while also maintaining consistency in appearance. We quickly realised that it was not possible for a few reasons. Primarily, the NTF and CI models have vastly different body armour designs, and blurring the line between the two with similar-looking armour models would go against our design principle of keeping the two teams visually distinct.
Early sketch of armour designs
Another issue was that if we were to base the armour designs off of the Nine-Tailed Fox or Chaos Insurgency, civilians who find armour in the early game will appear like military combatants, which we believe would look neither aesthetically pleasing nor fitting.
It was a tough choice, but at the end of the day, the team decided to give armour a unique ‘facility’ look for the civilian classes. Armours, when worn by civilian players, will appear as protective gear that one would generally expect to find inside of an SCP facility. Light Armour would appear as the Facility Guards’ day-to-day vest, suited for low-level security detail. Combat Armour would appear as riot gear, which Facility Guards would equip during more violent assignments such as D-Class riots or when transporting SCPs. Heavy Armour would appear as Armed Mobile Task Force gear, found in the armouries of Foundation facilities.
Concept art of Combat Armour.
“Combat Armour is where things get tricky because on the one hand, it spawns in the facility, but also on MTF/CI. I would argue that Combat [Armour] should not be represented with military gear, because it won't even look like what the CI/MTF wear, and will create all sorts of inconsistent weirdness. Should we make medium look more like what heavy security guards would wear, then at least it’s justified by the fact that they spawn in on-site armouries.
Most of the time, civilians will be wearing medium armour, either from TC01 or looted. And police riot gear is sleek and slim enough to keep them looking kinda still like civilians instead of bulked-up bomb defusal units, keeping their distinct silhouettes. It's better for a civ to loot an MTF/CI and get armour that looks like it came from the facility, rather than looting armour that looks completely different to anything anyone else is wearing.” x3j50, Lead Narrative Designer
Heavy Armour
Heavy Armour was an exciting task to work on. Designing the Nine-Tailed Fox’s Heavy Armour proved a lot more challenging than the Chaos Insurgency’s counterpart..
The Chaos Insurgency’s Heavy Armour variant, now quickly becoming a fan-favourite, had the simple creative process of a designer saying “Use the Altyn helmet. That one looks really cool,” and the rest of the team responding with a standing ovation to that idea.
The gasmask got in the way, so it had to be removed.
The Nine-Tailed Fox’s gear, however, was much more involved. We wanted a design that complemented our MTF’s strange, alien, and occult design.
The first design concept was way too strange, alien, and occult, so we lugubriously decided against it.
“This probably ain’t gonna fly” -PurpleGoop
After some iterations, PurpleGoop settled for a more realistic and practical design for the armour that was appropriate and accurate to the lore of the Foundation’s new, questionably-sourced Mobile Task Force gear. Sometimes, all you need to protect yourself against a dangerous anomaly is some good old kevlar and some guts.
Below are work-in-progress screenshots of the high-poly model, before optimisations.
Here are some renders of the Nine-Tailed Fox and Chaos Insurgent in their heavy gear to conclude this section of the devlog, provided by our talented 3D artist Sol.
Miscellaneous
This post is starting to get too long, so let’s quick-fire some features that you can expect to see in 14.1!
New Keycard System
14.1 will slightly rework keycard functionalities. Rather than the original system which often confused new players, we have opted for a simple, three-clearance system, separating access levels to three distinct groups: Containment, Security, and Administration. Have we mentioned that they’re also fully customisable through the admin panel? Have fun, server owners.
In addition to this, the update will feature the Surface Access Pass, a keycard which is exclusively capable of opening surface gates. These will be found around the map, so keep an eye out!
Pocket Dimension Visual Overhaul
The Pocket Dimension is being given a well-needed facelift! While still functioning identically, SCP-106’s personal hellscape has been decorated with luxuriant, muddy greenery, the impression of rotting wood soaked with gangrenous humours, and a dense fog blanketing the endless suffering of attempting to guess the correct exit.
New Containment Signs
This one is a minor change, but it’s a long time coming. We’ve finally decided to swap out the SCP containment signs found at containment chambers with our own original design, replacing the old Containment Breach design. This design features magnetic, numbered squares, which containment personnel can interchange whenever an SCP object must be relocated or swapped out for a different one.
SCP-3114 Reimplementation
14.0 broke SCP-3114 due to its disguise mechanic not supporting the new human models, and due to time constraints, it was not able to be completed in time. We have been able to fully reimplement 3114 in 14.1, with it being accessible through the RA once more.
SCP Opt-Out
A great quality-of-life feature coming in 14.1 is the SCP Opt-Out setting. We recognise that not all players want to play as a bloodthirsty anomaly, and some prefer the gameplay of a human fighting against the odds. The SCP Opt-Out setting allows you to do exactly what it says on the can.
More Lore Interactibles
For all you lore detectives out there, update 14.1 will include a handful of new discoverable lore pieces, some easier to find, and some hidden away in the darkest depths of the facility.
We won’t be spoiling anything here, but we hope that you have fun discovering more about the story and world of SCP: Secret Laboratory.
Conclusion
Update 14.1 is an absolutely impressive feat from our development team (at least, we at PR think so!), and we’re greatly anticipating its release. We’ve still got a little more to do before the team can confidently ship it to the public, though.
The upcoming Patreon Beta on the 5th of April will hopefully give us enough time to polish the update to perfection, as well as provide us with valuable feedback to make 14.1 the best we can!
We thank you for reading this entry of Site-02 Transmissions, and for your continuous support towards SCP: Secret Laboratory’s development.
Stay tuned, and until next time, see you in the dark.
Site-02 Transmissions #8 | Community Showcase
Site-02 Transmissions #8 | Community Showcase
Hello everyone,
It has been a while since our last showcase. 14.0 has gone public with all of your steps finally echoing through the vast hallways of our new Heavy Containment Zone, and we’ve had one of our most successful plush drops to date. This and much more is all thanks to your support!
Many memorable occurrences have taken place ever since, including cherished moments that would not be the same without all of you. With the New Year, we have plenty more planned for all of you! We hope to share the delight we have found within all of these community creations, and much more.
Art Showcase
CHAOSSSSS Rainforest,by Zaring Here we have a captivating depiction of a Chaos Insurgent in the cold night rain, with remarkable detail to equipment. We can only wonder what led them to the seeming respite of this thicketed arboreal scene.
they made a little chaos!, by Grongo Thank you for pointing it out like that with this amazing drawing of a Chaos Insurgent holding a comfortable and cuddly Chaos Insurgency Plushie!
SCP:SL short film progress, by Angel https://www.youtube.com/watch?v=4ND75tGZ4rc&ab_channel=Angel
This animation by Angel is a glance at their ongoing SCP:SL short film project. The intro beautifully displays a group of Mobile Task Force operatives on their way to Site-02, with great immersion and very lively scenes.
mini poster project 1/2, by wantedparts Propaganda posters always provide an interesting perspective into the foundation, and this one does it so well!
Enjoy us! We are the Chaos Insurgency,by Scouter This piece by Scouter shows us their imagination of a Chaos Insurgency poster, some of the Foundation’s well-kept secrets already within their grasp.
Project Highlight - SCP:SL Blender Ports
In regards to the creation of community content, particularly in spaces like animation and 3D art, there are several examples of collective effort where people provide resources for one another, fostering mutual aid and support. A particular example of such an occasion is the ongoing project “SCP: SL Blender Ports”, led and directed by Seernix.
Since May 2023, they have been pursuing an active effort of porting the content found within Foundation Site-02 into Blender. This project has become an enabling force for Blender users and 3D artists to interact with the various elements and aspects of SCP: SL gameplay, visuals, and aesthetics. As of today, the many overhauls, reworks, and additions involved with Version 14.0 have brought a plethora of new variables to this endeavour. New models, items, mechanics, and interactions which provide new challenges, approaches,acts of ingenuity, and creative problem-solving as the ports update alongside the game.
Such detailing to new features and their application has materialized from various places, such as the integration of moving shaders in order to port the waterfall found within Site-02’s Acroamatic Abatement Section or that which pertains to the new experimental weapons.
“One of the arguably coolest things I was able to do with the ports is incorporating Bone Constraints. Basically, these allow a specific part of the rig to control other parts of the rig or limit a specific bone's rotation or position.”, “The 3-X was the first one I had implemented this on and was how I originally had the idea. The 3-X's animations have a lot of parts that are controlled by other parts on the model. The front bit with the charging handle and the cooling joints come to mind first. I actually had a lot of trouble with this as I had never done something like this before, and it ended up breaking a few times and I had to start from scratch.” - Seernix
As a project aiming to enable the community, a large portion of the effort is care and commitment to quality-of -life and simplicity for all of those who give the ports a try. One such recent accomplishment has been the addition of a simple way to update the states of elevator buttons!
“Overall, one of my favourite parts of the porting process is seeing everything come together. Often, I'll just stare at the in-progress project, watching the fans move or just staring at the lights.”
We want to express our appreciation to everybody involved in the commitment, passion, and effort in this project!
Conclusion
The year 2024 had many milestones, memorable moments, and developments that we are happy to have accomplished. Now, with the new year, there is even more to come! It is always an honour getting to work with our community, you all make these kinds of posts possible.
And as always, see you in the dark.
- Northwood Studios
SCP: SL Community Livestream ft. Dr. Sherman
Hello everyone!
On the 25th of January 20:00 UTC, we will be hosting a community livestream! We will be playing SCP: Secret Laboratory with our partnered content creators, alongside a special guest. You might know him for his SCP content and great humour!
>> https://www.youtube.com/@Site_42/ <<
That’s right, it’s Dr. Sherman from Site-42. He will be joining us on Saturday to play the game for the first time while being guided by members of our marketing team, Tamer & Alice.
What could possibly go wrong?
An evening full of fun and laughter, come and join us during this wonderful event!
Stay safe, and see you in the dark.
- Northwood Studios
Anniversary Update 2024 - Feedback Survey
Hello everyone,
With our Anniversary/ Christmas Update now concluding, we would like to invite you to participate in this feedback survey.
With the entry into a new year; we would like to thank you, our playerbase, for your continued support and interest in providing us with valuable feedback — so that our studio can continue to improve upon SCP:SL, and make it the best it can be.
https://forms.gle/89k75v2E5fdG63fd6
Here's to another great year and see you in the dark!
~ Northwood Studios
End of Anniversary Patch Changelog
Hello everyone. Now that the holidays are over, it’s time to revert back to the standard game. 14.0.2 is here with some fixes and tweaks we accomplished during the season.
Animation and Graphic Updates
Added an item pickup animation.
Added an animation for the ‘flashed’ status effect, applied by flashbangs.
Added third-person animations for coins and SCP-1576.
Made some adjustments to human running animations.
Improved joint limits on corpses; post-humorous legs should now bend more realistically.
Fixed missing materials for the Jailbird’s third-person particle effects.
Replaced all pre-placed corpses with updated models. Jerry, the helicopter pilot, remains untouched for the time being.
Bug Fixes and Miscellaneous
Laser attachments now point towards screen center in all standard situations; they will now be affected less by weapon sway animations.
Rewrote the code responsible for the shotgun’s reloading, resolving some errors and graphical issues.
Resolved error logs related to blinking lights.
Fixed the candy bag not updating its contents when picking up candies post-escape.
Resolved issues related to hotkey override modes not working as intended.
Fixed some strange culling in the HCZ Nuke room.
Fixed certain guns equipped with the night vision scope not stopping 173 in blacked out rooms.
Fixed strange SCP-914 interaction behavior with the Jailbird and Micro-HID.
Fixed extended AP magazine weapons using short-mag animations.
Fixed the Refresh button in the main menu occasionally not re-downloading data properly.
Fixed SCP-939’s amnestic cloud not requiring a minimum size.
Technical Changes
Made major improvements to how we handle seasonal events behind-the-scenes. While you won’t see immediate effects gameplay wise, we’ll be able to reimplement features for seasonal events much easier in the future, leading to significantly less complications around previous features.
Added the ‘HolidayUtils’ utility script, allowing checks on whether a specific seasonal event is active.
Replaced the ‘Holidays’ enum with ‘HolidayType’. Note that this is not a one-to-one conversion. Ideally, this will be easier for plugin utilization in conjunction with the previously mentioned addition of utility methods.
Improved weapon AutoSync exception handling. This allows for the system to recover from most exceptions without resulting in a softlock. Error logs will also include more details— be sure to report them!
Thank you all once again for another wonderful holiday season. Have fun, and see you in the dark.
14.0.1 Patch Changelog
Hello everyone. We’ve recently released some bug fixes and small changes for the holiday update. Included in this post are details that you may have missed.
Flamingo attack damage multiplier against SCPs is now 2.0x (was 0.9x).
The Flamingo tape player now increases its odds of spawning each round until it is obtained from the tree.
Fixed an issue where Flamingos would get stuck on Surface post-warhead detonation.
Fixed an issue where Flamingos would grant object rewards when killed by humans.
SCP-2536 now teleports to Chaos Insurgency as per any other human role.
Grenades spawned by SCP-2536 will properly deal damage to players, instead of just scaring them.
Restored SCP-173's Christmas/Anniversary Model.
Fixed 173's death animation using its standard model.
Fixed 173's teleport indicator sometimes not appearing correctly.
Added more snow piles throughout all zones, primarily within important rooms.
Fixed snow piles not regenerating after a set amount of time on Surface.
Restored ‘snowy’ textures on Surface's terrain.
Restored Christmas/Anniversary Fog throughout the Facility.
Fixed Pit Shader not being recolored with the Xmas fog.
Restored Chaos Train as a random variant of the Chaos Van during the event. Keep an eye out for flying cars!
Disabled the Achievements Debug Menu.
Fixed misaligned Clutter spawns on the Surface railings.
Extended SCP-079’s fence ever-so-slightly so that you couldn’t jump in and get softlocked.
Removed debug messages from the Server Console.
That is all for today. Have fun, and see you in the dark.