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.
14.0 Full Release + Holiday Update
Hello everyone. After a long month of refinement during our Public Beta, we are happy to conclude and release the ‘Heavy Duty’ update. While we have plenty more in store for the 14.X lineage, we have decided to begin by releasing a redux of 2023’s Anniversary update alongside the full release. We’ll continue refining the last few remaining features in preparation for a festivity-free Facility.
We will briefly revisit what you can expect within this update. For a more detailed changelog of how the game iterated over the beta process, you can read more here.
SCP:SL Version 14.0 — ‘Heavy Duty’
HCZ Rework and Facility Updates
As mentioned in the previous update notes, a primary cornerstone of the ‘Heavy Duty’ update is our changes to Heavy Containment Zone (HCZ). With ten new layouts and massive modifications to level design, we are happy to consider this the first proper ‘zone rework’ we have accomplished.
Following feedback regarding HCZ’s layout, we have opted to proceed with a few adjustments from the beta. We noticed that structures were spawning slightly less than intended, leading us to update our randomisation system. You can now expect an increased number of doors, clutter objects, and improved bulkhead consistency. Also, keep your eyes out for the newly finished Alpha Warhead room!
Respawn Overhaul
Another core feature of ‘Heavy Duty’ is the newly improved Respawn Overhaul systems. With a goal for gameplay decisions to feel more impactful in-game, players will have the ability to observe how actions directly affect the flow of the game.
Firearm Soft Rework
The firearms within SCP:SL went through many iterations during the public beta. Overall bullet accuracy has been improved across the board for every gun, with reduced recoil also leading to a more user-friendly gunplay system. Much has changed since the start of the beta, so be sure to experience the new gunplay systems if you have not done so already..
Experimental Weapons
We have reworked the 3-X Particle Disruptor and experimental weapon spawning systems during the beta. Alongside this, we will be showing off the new Micro-HID with the full release of this update. We hope you enjoy it.
SCP-1344
SCP-1344 is the new SCP item released in this update. As our first item that directly toys with body horror, we are happy to release the ‘eye-catching goggles’ within this update.
Fixes, Improvements, Technical Changes
This update also contains a massive amount of fixes, technical changes, and more for the game community at large. From new achievements, to a ton of bugs being fixed, and the addition of the new Speaker Toy, there are plenty of changes, the details for which can be found in the previously linked Beta Changelog.
Anniversary Update
SCP-2536 — ‘The Gift That Keeps On Giving’
The Christmas tree is back and ready to spread more cheer. This year, we have made adjustments to its available loot pool, meaning that players should expect helpful gifts more tailored to their current situation.
The Chaos Insurgency has also kept themselves off of the naughty list this year, meaning they can now receive gifts as well. How exactly they accomplished this is still to be determined.
SCP-1507 — ‘Pink Flamingos’
We have heard your pleas, the Flamingos are back. Last year when we first introduced them to the public, we felt we accomplished our festive goal of bringing people together. This year we will be achieving the same, alongside some improvements and balancing changes. Here is what you can expect:
As a whole, the possibility of SCP-1507’s tape recorder being a possible gift will be decided upon round start. The biggest downfall of SCP-1507 was the fact that they existed nearly every single round. Now, you can never truly expect when the horde may appear.
SCP-1507 instances must stay together to have their maximum potential speed.
Flamingos now deal reduced damage to SCPs. They are still capable, but it requires more planning and teamwork!
The Flamingos are in your walls. They now spawn inside the HCZ vents.
SCP-559 & SCP-956
The Piñata and cake are also making their return. Having been our first true wildcard seasonal feature, we have also found the time to be able to bring them back as well. Keep on the lookout, as SCP-956 moves twice as often!
We have been hard at work in getting this update out to you folks, and while we have certainly been busy, we are beyond happy to celebrate another year of SCP: Secret Laboratory with the community. From each and everyone at Northwood — thank you all for the unique opportunities you have given us!
Have fun, and see you in the dark.
- Northwood Studios
14.0 Public Beta Feedback Survey Part 2
Hello everyone!
Now that you've had a chance to play with the rebalanced weapons for a while, we invite you to fill out this second part of the 14.0 Public Beta Feedback Survey.
https://forms.gle/vRChG2YyLoQj7sBj6
We thank you for your ongoing support and see you in the dark! ~ Northwood Studios
14.0 Beta Update #2
Hello everyone.
We have just released the second update to the Public Beta. Included are new CASSIE announcements, bug fixes, and more.
Now that the 14.0 Public Beta has been out for a while, we are eager to hear your thoughts on the changes it presents.
We invite you to fill out this Feedback Survey: https://forms.gle/kkQGiib83Zc5iEmn9
We thank you for your ongoing support!
See you in the dark! ~ Northwood Studios
SCP:SL Steam Awards & Development QnA - Part 1
Hello everyone!
2024 has been a crazy, but incredible year for us. Perhaps even the most incredible. To end this year off, we are pursuing the Labour of Love award for the 2024 Steam Awards. SCP: Secret Laboratory has been, and will always be, a labour of love to us, and having the privilege of being able to work on it for the last seven years is nothing but an honour.
In the last year alone, we've completely overhauled Heavy Containment Zone, reworked the Experimental Weapons, added several new rooms and hallway variants in HCZ, implemented our new beautiful human player models, added a new SCP item, refactored our firearm system, reworked the respawn system, expanded the lore, and much more.
We're immensely pleased with what we've accomplished this year. We've heard your feedback, and we're excited to see what else we can do in the years to come! We're proud that SCP: Secret Laboratory has evolved into what it is now, and we wouldn't have it any other way.
So whether you're a veteran or a new player, we would be incredibly grateful if you could nominate us for this award.
In any case, we hope that you can stick around as we continue to further develop SCP: Secret Laboratory for many years to come.
Thank you for your continued support. We hope you enjoy playing the 14.0 Public Beta as much as we enjoyed making it.
QnA - Part 1
Apropos to the Steam Awards, we would like to use this opportunity to answer some community questions today! Due to a large amount of questions towards us, we have selected some of them to be answered in this post. But worry not, more will follow in the future.
The questions we will be answering today are separated in five categories;
SCPs
Humans
Map
Game and Update Development
Servers and Modding
Let’s dive right into them!
Dev QnA
SCPs
Question Will another playable SCP be added?
Answer Yes, we do plan to introduce another playable SCP in the future. We have a few ideas, but we want any new SCP to be both distinct and well-suited to the multiplayer nature of the game.
In other words - our SCPs must be fun to play "as", and "against". In the past, we've rushed certain concepts, leading to issues and frustrations that we're still working to resolve to this day. To avoid repeating those mistakes, we'll be taking our time to prototype and test new SCP ideas before introducing them. Question Will you update or rework 079?
Answer A complete rework of SCP-079 isn't planned anytime soon. However, we are actively looking for ways to rework specific abilities that have been causing issues, such as the door locking and the heavy reliance on teammates. Question Will you add neutral SCPs?
Answer We aren't planning on adding neutral - playable - SCPs, mainly because introducing them would essentially create a new faction, which is not something we want to do anytime soon. Question Will you add AI-controlled SCPs?
Answer AI-controlled SCPs aren't out of the question, although there are no immediate plans to implement them. We would only make something AI controlled if it does not make sense that a human controls it, as some SCPs aren’t able to be AI controlled without going against the core premise of the game. Which is being able to fight as the SCPs, or fight people controlling said SCPs. Question Will the femur breaker make a return in the future?
Answer We aren’t sure, it may return in the future as it is a unique mechanic to 106 which adds lots of personality and gameplay mechanics. If it does make a return it probably will not be used as a way to instantly kill SCP-106, but if we cannot find a suitable way to implement this mechanic there is a chance of it being removed completely.
Humans
Question Will there be new human teams/factions?
Answer Although it's not completely impossible that we might consider such a thing in the far future, right now making the Chaos Insurgency and Foundation both fit well is a lot to handle.
The main reason it would take so long is that we’d want each and any faction to feel distinct. We’d want to explore these factions in depth, get them right from the beginning. Due to this amount of work, it won’t be our focus for a long time. Question Will there be new types of weapons? -Flamethrower, AoE, damage over time stuff, melee
Answer We want to try and experiment with new types of weapons everytime we add one to the game, no weapons – or special weapons should feel the same to use. Question Will guards get a rework?
Answer We do recognise guards as one of the classes a large number of players do not enjoy as much as others, so I definitely think there is room for some major improvements in the future. Question Will classes get more specific objectives?
Answer As we continue to develop the game, we do hope to deepen methods players can go about completing the game, a hypothetical facility guard expansion, like asked for, would probably be a class that benefits the most from such. Question Will movement get a rework in the future?
Answer We are satisfied with the current human movement system, but changes to specific SCPs, including new movement abilities isn’t out of the question. Question Will classes without subclasses get subclasses in the future? (I.E. D-Class and Scientist)
Answer There are no current plans, but it isn’t out of the question. Question Are there plans to make existing classes have specific perks? (I.E. New MTF having Night Vision or Chaos having gas resistance)
Answer We haven’t experimented with perks for human classes, but like the previous question, it’s not ruled out. We want to avoid any human abilities that feel supernatural in nature, specifically regarding things like a gas mask. Well, that would also require that we implement a set of mechanics that make it useful. So it would be a lot of work to make it possible. Question Will there be crouching/proning?
Answer We have no current plans regarding this.
Map
Question Will you rework Light/Heavy/Entrance/Surface?
Answer Definitely, we will get around to reworking all the zones as time passes, starting with Heavy Containment Zone as we are doing for the 14.0 update. The same treatment will be given to the other zones, as they have begun to show their age and require a full rework to be up to the standard that the game will soon have.
With every rework, we like to address the flaws in the current game map, these include a lack of variety between rooms and a lack of things to interact with in these. We want to work with Level Design and make new and fun ways of navigating and interacting with our game world while fixing some of the largest problems in the current maps, such as rooms that are easily camped. Once we finish Heavy Containment Zone, we will be moving on to rework another zone. Question Will you add new zones?
Answer As of right now, the answer is no. This is not a priority since we want to make the existing zones more fleshed out and expand upon them. Once the current zones have been reworked, and the map is as good as possible, we could look into potential (sub)zones, but only if they would add something meaningful to the game. Question Will you add new rooms?
Answer Yes, no doubt about this. Adding new room variants is important for our future plans, as these are very important aspects of the game. Each of these rooms have their own individual purpose to fulfil, and we plan to fill every zone with new rooms and room variants. Question Will you add more environmental hazards?
Answer Environmental hazards are an extra layer of variety in the game, and variety is something we strive for. These act as extra layers of challenges for players, like the various pits and pipes in Heavy Containment Zone. So yes, when we have the time, you can expect to see more of them. Question What is level designs goal when reworking the facility?
Answer The goal of Level Design is to make each zone feel different, either by its usefulness or by its theme being a completely different atmosphere from each other.
For example, Heavy Containment Zone would act as a large hub of sorts while Entrance Zone is a maze of multiple different rooms and areas. What each zone has and the unique plans for each zone are still up in the air however. Question How will the layouts of the different zones change in the future?
Answer We want to make each round feel unique and different, one way to achieve this is to increase the variety in layouts as well as the amount of them. We want to make sure that the map is:
Conductive to immersion, and by extension, horror;
Varied enough so the player wants to explore and discover lots of loot;
Visually up to par, and plays well;
Allowing the player to seek different approaches to the situations that may occur.
We have implemented these factors into our Heavy Containment Zone rework, where we added and changed some layouts. Question Will pocket dimension get an update?
Answer There is not an easy answer for this at the moment. What we can say is that 106 will have more work put into his fundamental design if we do decide to update him. This then raises the question if we need a pocket dimension at all. All approaches have benefits and drawbacks attached to them, and they will need to be considered thoroughly.
We are, however, looking at a visual rework to move away from the old visuals and update them to fit with our visions for the game. Question Will there be changes to the way humans gain access to navigate or escape the facility, without relying on 914?
Answer We are currently looking into it as we can see that the pathfinding and escaping relies heavily on SCP-914 and the loot in Light Containment Zone, and this requires a lot of improvements such as better loot distribution and better escape paths (as seen in the Loot Overhaul PEARs test).
We’d like to explore different escape paths or ways to access areas once the game has expanded further and more in depth human mechanics are developed. There are a lot of possibilities we could explore regardless of the direction we choose to take, however we will be looking to improve these systems over time.
Game and Update Development
Question Will you improve the game's optimisation?
Answer Game optimization is much more complex than people realise, for the past few years we have been working on refactoring our codebase to improve both the maintainability and performance of the game. There are limits to what we can do due to SL’s reliance on third-party assets, but we have made significant improvements in our own assets and code. We are currently working to update, and remove these third-party assets where possible, so you can expect to see gradual improvements in the game performance over time. Question Why do updates take so long?
Answer Game development often takes longer than people might expect, especially when it’s done by a small, independent studio like ours with a limited budget. Additionally, most of the team members work on the game as a secondary job, dedicating their free time and energy on these projects. This combination causes the fact that updates take longer to complete. Question Do you have a roadmap? Do you have an ETA for x?
Answer We don’t have a roadmap, nor have any plan for it at the moment. Our primary focus remains on improving the core gameplay experience by introducing new content, reworking the frustrating mechanics and replacing assets from SCP- Containment Breach.
We have many projects and ideas we’d like to work on, however the priorities of these are often shifted based on the ever-changing needs of our playerbase as the playstyles and preferences adapt as the community grows. Question Will you add new achievements?
Answer Yes. Question What has the biggest priority when designing updates, and how is this determined?
Answer This is difficult to answer, because of the countless factors that go into prioritisation, but the main priority in an update goes to try and fix a major deficiency within the game. For example, Heavy Containment Zone with 14.0.
How we choose this, however, is more complicated. It mostly boils down to whatever makes sense with the resources we have, as well as what might speed up other projects. The community also has a voice in this, with feedback through surveys and forums, as we try to listen to the improvements they’d like to see or what problems they have been experiencing. This is no easy task, since the community has many subcommunities that each have their own needs and wants.
We also consider the team’s motivation for certain projects, as we believe that being genuinely excited about what we are working on leads to improved productivity. Question What is the end goal for SCP: SL? / Vision?
Answer SCP: SL does not have a fixed end goal. We will continue to provide updates for as long as there is demand for new features, community support, and it remains financially viable. Question How do you plan to expand upon the horror aspects of SL?
Answer Horror is a complicated topic in a multiplayer shooter, multiple games with replayability struggle with this issue: How do you keep a game scary, while still being fun to play? Because experienced players will get used to the scares, and will not find it as scary as before.
Our horror shines due to the fear of the unknown, the lack of knowledge of what is around the corner and yet being brave enough to face it. There are many aspects that go with this, but these are the main ones that I want to touch upon for this question:
Light and Sound The atmosphere makes or breaks the scariness of each corner, which is at its best when isolated and alone. We want to make the facility feel darker and put more dread into the players.
Randomization This is the fear of the unknown, not knowing what comes next. What does the map layout look like? What threat are we facing? What can the threat do to you? Since players don’t know what they will be facing in the dark, they are more likely to run away from any major threat instead of fighting it. We plan to expand on this more in the future as this greatly increases the horror.
SCPs Some SCPs are not that scary model-wise, like 049. We plan to fix this and perhaps add more to the raster to make more variety in each game and put more uncertainty on what you might face.
Of course, most of these work best on the newer players. Experienced players have already got a good grasp of the possibilities within each round and will get used to the scares. Question Will there be any form of monetization in the future?/ How do you make money on a free game?
Answer We primarily monetize our game through our Patreon page, where you can support us directly. In addition to Patreon, we occasionally launch special campaigns, such as collaborations for exclusive plushies with Makeship or promotions with our server providers. In order to keep this project self-sustainable, we may explore additional non-intrusive monetization sources. Question Will SCP:SL ever come to other platforms? (Linux, Mac, console, ...)
Answer SCP:SL currently runs on Linux via Proton.
Sometimes it breaks since it's running via an incomplete compatibility layer, but we try to make it work. As for MacOS, the best we can say is that it's a little difficult as we don’t have the necessary tools to test this at the moment.
Servers and Modding
Question Will you consider adding community made plugins as base game?
Answer Yes and no. We have previously implemented community-requested features into vanilla as an option, which are now server settings the server host can play around with.
That being said, with the LabAPI Project now being something we can publicly discuss, we have expressed our interest in providing better support for people to create the tools they need, specifically tailored to their (or others') servers, as opposed to creating basic and generalised features. Question Will you allow custom models/ textures/ sounds, and will modding support ever improve?
Answer Our primary focus will always be on delivering high-quality content and updates for the base game. While proper client-modding support is not entirely out of the question, we want to prioritise providing the best gameplay experience we can.
That being said, server plugins have been something we are strongly in favour of providing constant support for, as it helps servers moderate and provide some unique experiences tailored to what their communities want, with no need for downloading external assets.
In terms of providing an easily accessible server modding framework, our upcoming LabAP is one of our goals, and we expect to provide more fun tools for modders to play around with and expand their custom created features within the constraints of the game. Question Will you add steam workshop support?
Answer While we aren't considering workshop support, we are looking into making plugin development and installation significantly easier with the release of the LabAPI, our own plugin development framework. Plugins are the primary way to add server-based custom additions. We're hoping to further support and aid plugin development throughout the future. Question Will you improve the server browser filters/ make a matchmaking system?
Answer If we are to revisit server browser filters, we'd consider expanding the system with more ways for servers to identify themselves and for community members to sort through them. Unfortunately this is more difficult than it sounds, and ensuring that all filters are accurate will be a challenge due to the community server based nature of SCP:SL.
We currently have no plans for matchmaking at this time. It's difficult to ensure that players are sent to a server that follows all of the standards we'd like to achieve. Another significant challenge with any sort of matchmaking system is the unfair nature of tossing in new players with extremely experienced ones. We feel it's best for players to sort themselves into communities they enjoy. Question Will text chat ever be added?
Answer The core goal of a system like text chat is to aid folks who may not have microphones. Due to the fast-paced nature of SL, we worry that a text chat would result in players being killed or otherwise punished for using such a feature. Instead of a text-based message system, we would rather aim to explore alternative ideas for players without microphones - such as hand-signs or callouts - if possible. Question Will you rework remote admin?
Answer The Remote Admin (RA) menu has gone through multiple iterations throughout the years. We are currently on RA 4.0, and are focussing on expanding the menu as needed whenever new features or commands are added. We would be open for a RA 5.0 if this is deemed necessary, as we are always open to suggestions and potential features we can implement to aid server hosts. Question Will there be peer-to-peer servers? As in, will there be an option to host a game from within the client, without a need for a dedicated server?
Answer Unfortunately due to the chosen network architecture and technical limitations, such an option is unlikely to appear in the future.
More to Follow!
Those were the questions for today's batch.
Make sure to stay tuned however, since there is a second part on its way! Expect to get more of your questions answered, like why we decided to rework Heavy Containment Zone before Surface or why we are releasing more overhauls and balance changes instead of adding new content. But for now…
Stay safe, and see you in the dark.
- Northwood Studios
Chaos Insurgency Plush Now Available!
“Perhaps it was the allure of power. Resentment against the ones who solicited those heinous acts. Even the desire to see the world in ashes.
Such a question is asinine now. The bitter truth is that we have an enemy more dangerous than any, and they came directly from the halls and ranks of our own.”
- O5-12 | Arlington Summit (2011)
Hello everyone!
We’ve once again partnered with Makeship to bring you another adorable SCP: Secret Laboratory plushie!
This time, rather than being in the Foundation’s employment/confinement, we’re bringing you a plushie who is absolutely against everything the Foundation stands for.
For a limited time only, you can grab the Chaos Insurgency Plush from Makeship’s website: https://www.makeship.com/products/chaos-insurgency-plush
Once the campaign ends, the plushies will no longer be available for purchase, so grab one while you still can!
https://youtu.be/tXFaGFilZWw
‘Heavy Duty’ has just entered Public Beta.
Hello everyone. After a month of refinement during our Patreon Beta, we are proud to announce that we’ll be moving to a public beta for further refinements and adjustments before full release.
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.
And now, without further ado, let’s get into the changes!
HCZ Rework and Minor Map Changes
As a cornerstone of the ‘Heavy Duty’ update, we have completed our first-ever zone rework. Included are massive changes to the Heavy Containment Zone (HCZ), with significantly improved sightlines, maze-like architecture, and plenty of new rooms. Following the recent improvements to our Level Design team, we are very excited for the future of the Facility.
Respawn Overhaul
One of our largest concerns with current gameplay is how much time is spent spectating the game. Following multiple Patreon Early Access Rebalancing Sessions (PEARS), we’ve decided to finally launch our reworked respawning mechanics. Our goal is for players to be in the game more and feel like their actions are impactful, while still retaining the unique structure of Insurgency versus Foundation versus SCP Subjects.
Firearm Soft Rework
This update comes with balance adjustments and a global simplification to our firearm mechanics. Following community requests for guns to behave more akin to pre-Parabellum firearms, we’ve decided that this solution will be the best of both worlds. Nearly every weapon has been rebalanced, leading to a general decrease in recoil and more accessible shooting mechanics. We’ve also introduced more feedback when using weapons, including improved bullet impacts, fly-by noises, and tracers. Want to learn more? We’ve explained this decision in more detail in our publicly released February Patreon post.
Experimental Weapons
We have introduced a full overhaul to the 3-X Particle Disruptor, and will be giving the Micro-HID a similar treatment during the public beta. These two weapons in particular have shown their age throughout the recent months. With the teams behind their creation wanting improvements, we’ve found the time to hone these items and allow all special weapons to naturally spawn in dedicated lockers found throughout the Facility.
SCP-1344
We have also introduced a new SCP item this update — SCP-1344! These eye-catching goggles allow their user to perceive targets through walls. This is our first item that directly deals with body horror, the next closest entity being the ugly syringe model from years back. If you’re curious for more, we’ve just dedicated a whole Steam post showcasing how an SCP item goes from concept to implementation. Check it out here!
Fixes and Improvements
We’ve also introduced a plethora of fixes and improvements in this update. Due to the sheer quantity of them, we’ve opted to release a full list once the full update is around the corner. In the meantime, here are some notable highlights:
Chaos Insurgency now counts as targets for the SCPs.
Facility Guards now spawn together in the same room.
Both SCP-268 and SCP-1344 are now visible on your player model while using it.
Introduced 16 new achievements, alongside new artwork for existing achievements.
Added some new loading screens.
Improved the behind-the-scenes culling system.
Fixed over 50 bugs.
Thank you all for your continued support. We’ll be working hard to finalise this update, and release it fully as soon as we deem it ready.
Have fun, and see you in the dark.
- Northwood Studios
Site-02 Transmissions #7 | Developer Log
Introduction
“Hey there,
I heard you were eyeing the goods I sent over to John. Figured you might enjoy a pair of your own. New and improved, and all that. Sorry about the packaging. Mom is still sick. Fingers crossed USPS didn’t totally destroy the thing. Those goggles were expensive!
Hope you enjoy, ██████ ███████████”
SCP-1344 has arrived and is ready for players to experience! This ‘eye-catching’ new item grants players the ability to see other players through walls — once its needles have embedded themselves into the optic nerve, of course. In this dev log, we’ll walk you through the journey of designing and implementing SCP-1344, as well as an in-depth glance at our sound design team here at Northwood.
Concept & Design
Quotes by Mikel (Art Manager) and Cross Conception (Lead Game Designer)
You might be wondering, “why choose SCP-1344?”
Cross Conception, Lead Game Designer, put it best: “With every SCP item we make, we try to be exploratory and fulfill a niche the game doesn't have any mechanics for. SCP-1344 is intended to fulfill the role of environmental awareness – being able to see threats and avoid them in advance, or take advantage of the knowledge of their location to pull off interesting plays.” SCP-1344 provides players with a unique edge, not only enhancing their gunplay by allowing them to see others through walls, but also increasing their awareness of nearby SCPs within a certain range.
SCP-1344 redefines how players approach both offensive and defensive play, allowing for more dynamic and engaging encounters and encouraging players to think outside the box to develop creative strategies. This feature also encourages more teamwork, as players with the SCP equipped can warn their team of incoming enemies.
The new item also adds an element of horror we wanted to explore a bit more in the game, with Cross having this to say: “I also really wanted to see players’ horrified reactions to seeing their eyes stabbed out, because body horror like that is the sort of thing I think adds to the game. You feel like you’re making a sort of deal with the devil when using these items, and in a sense, you are.”
Similar to proposals like SCP-2176 and SCP-1853, the concept of SCP-1344 originated from a suggestion made by a member of the community. Mikel shared that this idea in particular caught his attention, and although none of the original mechanics were used directly, it inspired the idea of ‘wallhack goggles’ as a starting point for development.
“The game design team doesn't really have any bias towards or against ideas originating from the community compared to ideas developed entirely in-house. I'm just a fan of looking for ideas from the community to use as a starting point. Oftentimes, the final GD document is very far removed from the original suggestion, either due to issues with the original idea or just due to the iterative feedback-and-revision loop that all GD docs go through. Whether a document is accepted for implementation is up to the Game Design supervisors and manager. I am forever at their mercy. At any moment, they might strike down a document I've written, damning it to the depths of my Google Drive.” - Mikel, Art Manager
SCP-1344 presented a unique challenge. Typically, when designing a new SCP for the game, we closely follow the original article, incorporating any provided references or images. However, SCP-1344 offered five different design options, each with its own quirks. For our version, we chose to base it on SCP-1344-03, a pair of welding goggles. The decision to go with this specific design was inspired by the distinct flipping mechanic of welding goggles, which we thought would create the coolest player experience. After all, no one wants to walk around in ‘Swedish-style’ swim goggles!
In fact, this was a point of pride for our designers. When asked what Mikel was most proud of in the design, he said, “[The Art Team is] a big fan of how the goggles look when you put them on, before the lenses flip down. I love freaking out my fellow devs, and a lot of them compared it to a Saw trap.”
Jesusqc, the programmer in charge of getting SCP-1344 into the game, echoes this sentiment, saying that he aimed for an eerie, unsettling vibe that he thought aligned with what the artists were going for.
Implementation & Testing
Quotes by Jesusqc (Programmer) and Multiverse Uncle (QA Manager)
While the concept for SCP-1344 was straightforward, transforming it from a design document into an interactive part of the game was another story. Jesusqc led the charge on bringing SCP-1344 to life in-game.
“I was responsible for fully integrating 1344 into the game. This included creating its entire logic, combining animations and sounds, and coding it into the game world. While the integration was a complex task due to the numerous statuses and new mechanics SCP 1344 introduced, the process was made smoother thanks to the amazing group of artists at Northwood. Their work on the visuals, sound effects, and modelling was incredible, and it really brought everything together.” Implementing a new SCP into the game is no small task. It needs a team who is willing to work and test it until it's perfect.
1st Prototype
Newer versions
The first prototype did not have any of the effects you see in the later gif. Balancing the encounters players would have with SCP-1344 users was one of the biggest changes. Originally there was no audio cue to let players know that an SCP-1344 user had spotted them, but this was added after testing to make the encounters less one-sided.
QA (Quality Assurance) also plays a crucial role in unifying the efforts of programmers, artists, and sound designers to ensure every new feature aligns with the team's original vision, essentially suggesting the finishing touches to each new implementation. QA tested each element — from gameplay mechanics and visual design to sound effects — working closely with each department to refine and polish every detail. According to our QA Manager Multiverse Uncle, SCP-1344 by far had the hardest time in testing compared to other 14.0 features.
During the first part of QA (Quality Assurance) testing, SCP-1344 was actually given to the team with no sound effects, as they still weren’t done, for a part of its testing.
“Complicated issues were occurring left and right, and when it was thought that everything was fixed and it would be a final test, QA would find new issues, from small things such as the item being too small to pick up, or the player crashing an entire server with the item. We had multiple tests thought to be ‘final’, only to later realise they were far from final, causing the SCP item to be stuck in QA for a long time and having its fate uncertain. Eventually, we got rid of all important issues with SCP-1344 and it finally passed QA!” - Multiverse Uncle, QA Manager
Despite the complexities, SCP-1344 is a project that everyone who contributed to feels genuinely proud of. The QA team’s dedication and collaborative spirit helped bring the item to its fullest potential, ensuring that it’s not only functional, but also immersive and true to our creative vision. We’re thrilled to announce SCP-1344 has passed all final checks, received the team’s stamp of approval, and is officially ready for release.
Sound Design
Quotes by AudioDread (Interim Audio Manager) and Sixxy (Sound Designer)
Sound design plays a vital role in bringing items to life, giving them that final, immersive touch. AudioDread, Interim Manager of our Sound Design team, shared his experience crafting the sounds for SCP-1344, offering insight into the creative world of sound design.
Vegetable Massacre
For SCP-1344, the team relied heavily on foley, or sound reproduction, by creatively destroying vegetables to achieve the gritty, visceral effects needed. “I love working with body horror and for me, the sheer amount of gore in the form of vegetable destruction was by far the most fun and rewarding part of the design,” AudioDread explained. “There came a point where the foley was so disgusting I found it mildly disturbing to hear it played back despite knowing it was nothing but various fruits and vegetables I had pulverised. Fun stuff.”
Creativity doesn’t Stop
Sometimes, the team’s dedication towards creating immersive soundscapes can exceed standard expectations. Once, a team member workshopping 106’s audio was tasked with making everything, including its breathing, ‘wet.’ Taking this far too seriously, the team member even tried obstructing his own airway with water to produce choking sounds. Nearly choking yourself isn’t something we’d want nor expect from our staff members, but it certainly shows the passion these designers have for their craft. And while unorthodox, their passion is what enables us to transmit unsettling, yet captivating experiences to our players.
One time, someone synthesised speech out of a synthesiser called Delay Llama — a purpose it was not built for — for the Jailbird.
Here is an example of how the synthesiser is supposed to sound like.
Horrible.
There is an end goal in audio. You can always make a bog-standard sound that fits the brief, but we always like to add our own flairs and personality to elevate the experience that much further. Going outside of your comfort zone, trying something new, or experimenting, always has a payoff with the correct amount of application.
SCP-1344
“In the case of SCP-1344, it consisted of a large amount of foley recording. This meant buying a large quantity of fruits and vegetables, waiting until the house was quiet, and recording highly detailed destruction of said fruits and vegetables. For other projects, this phase may be replaced by downloading samples or fully synthesizing base sounds.
Regardless of how the raw audio is obtained, what comes next is to clean up the raw audio, removing background noise, and sorting through the samples to find the best quality ones that will be most useful. Next comes layering the audio together, a practice where the Sound Designer will take many samples and play them together at different levels to create one cohesive sound. One grape being stabbed with a toothpick doesn't sound much like an eye being stabbed, but several grapes along with a mango, an onion, and a grapefruit being peeled all layered together will form a cohesive sound that's more believable than its individual parts.
Along with this phase is timing the sounds to the animations, a process that's fortunately made easier by the fact that most workstations come with a built-in video player. Next, equalisation, compression, and other effects are added to increase the overall quality of the audio and make it better fit the visual, and finally, the entire effect is mastered, adding any final touches to make sure it sounds the best it can in the final mix.” - AudioDread
Becoming a Sound Designer
Our team uses various programs and plugins to create the effects they do. AudioDread, for example, says he uses Reaper as his primary audio workstation. This, along with FL Studio, is commonly used throughout the team. Plugins made by iZotope and OTT are also often used. When asked about plugins and programs, Sixxy, another sound designer, said “We use a variety of programs such as FL Studio and Reaper. The rest are weird, but we make good use of what we have, as every program is customisable to the user, and most plugins are universal to every program.” Creating an exhaustive list of all the tools each team member uses would be nearly impossible and still wouldn’t cover everything. Each designer’s toolkit is highly personalised, with tools chosen based on individual preferences and creative needs.
”I came across Sound Design by accident. I started making a horror game in 2017 and started designing ambiance using the free audio editor Audacity. The longer I went, the more I started just wanting to make sounds and not do the other aspects of game development. I started doing sound design as a hobby using Audacity and other free software. In 2020, when the quarantine hit, I got laid off from my job and created a YouTube channel where I downloaded random sounds and attempted to turn them into horror ambiances. I later started pursuing Sound Design as a career, doing several volunteer projects before getting hired by Northwood in 2021. I have since transitioned to working full-time in the gaming industry, and though I've branched into doing programming as my primary source of income, I still find Sound Design to be the most rewarding and creative work I have the privilege of doing.” - AudioDread, Interim Audio Manager
Consider two fight scenes: one with sound design and one without. People consistently find the scene with sound design more impactful, as it amplifies the experience in a way visuals alone cannot. For anyone interested in sound design, AudioDread recommends starting by downloading a DAW (Digital Audio Workstation) of your choice and diving in. There are no rules, just create! You can get started for a relatively low cost, but it’s worth keeping in mind that building a sustainable career in sound design can take time. It often takes 6-8 years to reach a point where you can fully support yourself with sound work alone, and even then it doesn’t pay as well as other fields. He suggests approaching it as a hobby first. This way, you can discover if it’s something you truly enjoy and find fulfilling before committing to it as a career path.
AudioDread ends with this, “The greatest compliment a Sound Designer can receive is people not noticing the work because that means the sound design was felt instead of heard. Most people won't notice good Sound Design, they'll simply have a better impression of the game as a whole.”
Conclusion
Bringing SCP-1344 from a simple suggestion to a fully playable item takes the collaboration of a diverse and talented team. From the artists who design it, to the programmers who bring it to life, and the QA testers who ensure it's ready for release, every step relies on specialised skills. We’re excited to see SCP-1344 add a new layer of intrigue to gameplay, especially alongside everything else in the upcoming 14.0 update.
This item, like so many others, draws inspiration directly from our community. If you’ve got an idea that would make a good addition to the game, don’t hesitate to pitch it here or on our official Discord. Who knows? It might just appear in a future dev log!
For more on what’s coming in update 14.0, check out our Patreon! Our Patreon-exclusive 14.0 Beta is running until November 26th, so now is a great time to take a peek!
Thank you for reading, and we can’t wait to share what’s next!