Hello everybody! And welcome to this quite important announcement. Now, this announcement is actually very important and we would love if you would read the entire thing. I know that just reading these announcements can be quite boring since you're literally just reading text, and reading is fucking boring. However this is very important to the game's future and overall development process.
Anyway, I want to talk about the game's development flow and the overall way we do things. First of all, we got bad news and good news, the bad news isn't actually "bad" but it might make some people a bit upset, at least the people who still care about the game, which is also something I want to talk about but we'll get to that later.. Anyway, the good news is that summer break is EXTREMELY close which means no school and work for a few months, so that means that the team can work on the game a lot more and make more progress, because before we could only work on weekends, and even then we weren't making a lot of progress. And with summer break close we will change that and be MUCH MUCH more active and develop more. And with us more actively developing means that we will finish v.0.1.1 a lot faster, which also means that we can now estimate a RELEASE DATE FOR V.0.1.1! Now, you guys already know the new release date but just in case you didn't see it, it's Q3 2023. Now, we are estimating that since we will be more actively developing and making a lot of progress faster so we think we will be done by Q3. And also because we are literally so close to being done and with us making more progress we will probably be done by Q3. So yay! We will be making more progress during summer break!
And now, the "partially bad" news, which as mentioned before is not that bad, but it might make some people upset. Anyway, the "bad" news is that we will be changing the way we reveal/tease things. By that I mean we won't be revealing stuff that often, and also, we won't be making steam devlogs anymore, I know that might upset some people, however we just can't make devlogs anymore. You might ask why, and it's because of 2 reasons:
1. People just don't read them anymore
2. We don't like making them and don't want to
Let's talk about reason 1 first. The recent devlogs don't have much views, people aren't excited for new ones, nobody is asking for them anymore, and people just don't read them. We don't know why, but people just find them boring. The devlogs have so much info regarding the game's progress, but still have low views and no excitement. That's what we find confusing. So that's why we won't be making devlogs anymore, at least one of the reasons.
Now reason 2. You guy's might've already noticed reason 1 before this announcement, but reason 2 was between the dev team. We just didn't like writing devlogs. We found it super boring and as a waste of time. Sure, it teases stuff to the community, but almost no one reads them. We just didn't like writing devlogs since we knew a lot of people aren't interested in them and we also found them boring to write. We also didn't want to tease so much stuff to the community anymore so it's more of a surprise when they play the game. And that's why we decided we won't be making devlogs anymore.
Now, when I said we don't know why people aren't interested in the devlogs, I kinda lied cuz we actually might have an idea as to why lol. We think that people don't find them interesting because they're text based. And as mentioned before, reading text is boring, so we think that's why. The devlogs weren't exciting and fun because they're text based and boring. However, we think we have a solution. VIDEO DEVLOGS! Yeah you heard me right, video devlogs! Obviously video devlogs are much more fun than text based devlogs for obvious reasons. For example: the devlogs Affray Interactive makes for SCP: 5K, you can find them here. Those devlogs are interesting and fun because they're video devlogs. And our devlogs aren't. That's why we've done some thinking and decided that we MIGHT make video devlogs similar to SCP: 5K devlogs. Keyword: MIGHT, we're not 100% sure will be making them, yet. However, if we do end up making them they won't be monthly devlogs, rather whenever we feel like it devlogs, because as mentioned before, we don't want to reveal a lot stuff very often. Anyway, that should be it for the devlogs.
Alright so, now we get to the last thing I want to talk about. And it's you guys, the community. Lately, the community just died. There's a lot less excitement for the game now and people are talking about it less. And also in our discord server, people are a lot less active, we get low amounts of reactions on teasers now and there are a lot less people joining. We don't know what happened but the community just got a lot less active, it might be because the demo was shit so people lost faith, but they know the game is constantly improving so it can't be that. However, with summer break just around the corner and the dev team being a lot more active we think that because of that the community might revive, but that's just a theory, A GAME TH-
Anyway yeah, that should be it. Oh yeah and also, during summer break, TP won't be our only project that we will focus on. Expect massive updates to our other projects too! Such as our ARMA 3 missions and SCP Writing.
Anyway, thanks for reading this announcement! It really means a lot to us! We're just glad we can finally tell you guys all this and have a break from all this stress. Anyway yeah, that should be it. Thanks again for reading! Hope you understand our decisions for the game, and our other projects. Cya during summer break! Bye!
-Altus Interactive
Devlog #7 (April)
INTRODUCTION Hello and good morning! Welcome back to our monthly devlog series! This is the seventh devlog on steam and the devlog for April 2023. Now, this devlog is mostly focused on the tactical shooter and story aspects of the game, so you should expect content such as new weapons, new factions, a lot more story details, and more… Before we begin the devlog, we just have a few things to say. We just want to thank you all for your massive support so far! At the start 3 years ago, we never thought we would get this far! Thank you all! With that being said, let's get right into this month's devlog!
B.R.S FACILITY VENTS Let's start this devlog by talking about the new B.R.S vents section. We are currently working on an area inside the B.R.S facility that will be featured in the game as an area you can explore. It will also have a unique enemy that is WAY faster than the player so if it spots you, you're already dead. However we haven't made any progress on the enemy besides the general idea.
The B.R.S vents are a large area inside the B.R.S facility in which all of the water supplies, pipes and air comes from. The area is mostly made out of pipes and vent openings. There are pipes everywhere and almost all of the walls are made out of them. There is also steam everywhere, blocking the player's view sometimes.
Just note that the area is not even remotely close to being done, it's heavily W.I.P. So it might look a bit unfinished. (Because it is) So what you're about to see is W.I.P and not finished. Anyway here's some teasers:
Like I said, it's still W.I.P. You almost might notice that there are no textures for the walls yet, that's just a placeholder texture.
ZABRODNIK ANTI-TERRORIST UNIT
Every big city has a strong police force, and that’s why Zabrodnik needs one too. If you guys remember from the demo and recent devlogs, there’s actually already a Zabrodnik. Police. Department (Z.P.D) However, it didn’t have a proper police force until now. Meet the Zabrodnik Anti-Terrorist Unit/Antiteroristička Jedinica Zabrodnik (A.T.J Zabrodnik). They’re basically just the Croatian version of S.W.A.T
A.T.J Zabrodnik is actually based on a real-life Croatian police force unit, A.T.J Lučko (Antiteroristička Jedinica Lučko) which is a police tactical unit of the Croatian Police stationed in Lučko near Zagreb, the capital of Croatia. Initially distinguishing itself in the Croatian War of Independence. As you can see, we just took the “A.T.J” from A.T.J Lučko and then just added Zabrodnik at the end. And boom, A.T.J Zabrodnik.
Now that we had the general idea for A.T.J Zabrodnik done, It’s time that we implement it into the game. Firstly, we started making a model of an A.T.J Zabrodnik officer. While making the model, we used a few pictures of real-life A.T.J Lučko officers that we found on google as reference, so you might notice that the model looks a lot like real-life A.T.J Lučko officers. Anyway, after some time, we finished making the first model, and here’s how it looks: Keep in mind, this is just the first version and is subject to change. Also, you might’ve noticed that this model is actually the first ever model in the game that has Night-vision goggles, so that’s cool. Anyway, that should be everything related to A.T.J Zabrodnik, so let’s move on.
VHS-2 RIFLE With the addition of A.T.J Zabrodnik, we needed a fitting weapon for them. And what better choice than the actual real-life Croatian primary assault rifle being used by the Croatian army and A.T.J Lučko, the VHS-2. The VHS-2 is a 5.56x45mm NATO bullpup assault rifle being designed and manufactured in the Republic of Croatia. It’s the primary rifle of Croatia, making it the perfect choice for A.T.J Zabrodnik’s primary weapon. So we decided to include it in the game. Now, this is one of the best models we've ever made. The 3D modelling team really did a great job! Here it is:
Just like most other weapons in the game, the VHS-2 is only available to NPCs, and not the player. Although, we're planning on making every weapon be usable to the player in the future. Anyway, that should be all for the VHS-2. Now let's move on!
COMPUTER SCREENS This is something we wanted to make in a while, but we never actually did it, until now! Computer screens in Site-122! In the demo, every single monitor in the facility was just black and turned off. We wanted to change that, so we did! We figured that it would make the facility feel more alive, it's also a nice way to add Easter eggs and lore. We started by taking a few screenshots from a few SCP wiki articles that we thought would fit their specific monitors in the facility, then we edited them in Adobe Photoshop and applied them to their monitors. We also made our own email format that we used for messages on some monitors. Anyway, here are some of the screens we made: And also, I'm not gonna show it here, but just remember to check Agent Kyle's monitor when the game comes out. It has some valuable information related to the game's story ;)
OUTRO Alright, that should be everything for this month’s devlog! But before we end the devlog, I just want to say that you should keep an eye out on our discord and steam page as there will be an extremely important announcement soon that will determine the game’s future. So keep an eye out! And also, sorry that we didn’t make an April Fools joke this year, we just didn’t have any ideas lol. Anyway, see ya!
-Altus Interactive
Devlog #6 (March)
INTRODUCTION Ayo what's up everyone! Welcome back to the monthly devlog series! This will be the sixth devlog on steam and the March 2023 devlog. This month, we have a lot to catch everyone upon. This devlog will be mostly focused on SCP-4231-A and our new website, and there will be some other stuff too! (Like the new OST track) Anyway let's jump right into this month's devlog!
SCP-4231 Let's start with the new content related to SCP-4231. Firstly, we got new areas! Not much to say about it, I mean it's literally just new rooms in SCP-4231. But I can give you some teasers! Here you go:
So yeah, not much to say for the new areas. I mean I guess I can also mention that we used some *advanced* level design tactics, but that's about it. Anyway now let's move on to the largest part of SCP-4231 this month, SCP-4231-A. If you guys read the 4231 document you would know what this is, but I doubt anyone knows absolutely anything about this SCP. Now I'm not gonna explain 4231-A here, so go read the document so you understand more. Here's a link: https://scp-wiki.wikidot.com/scp-4231 Anyway, assuming you read the document, (which you probably didn't cuz you're too lazy) you would know what 4231-A is and the lore behind it, but I know you actually didn't read the document and you don't know shit about this so let me just summarise. SCP-4231-A is basically just a ghost of a woman who died in SCP-4231 and was in an unhealthy relationship with SCP-4231-B (I'm not gonna explain that as well) 4231-A also appeared to be pregnant at the time of death and died in the upstairs bedroom due to a single gunshot to the head. 4231-A now haunts The Montauk House and 4231-B. So that was a short summary of SCP-4231-A, I hope it helped understanding the SCP more. Anyway now let’s move on to 4231-A’s importance to the game.
SCP-4231-A will be featured in-game as the main antagonist of the new SCP-4231 map. It will randomly wander around 4231 until it spots the player, then it will proceed to chase the player in an attempt to kill them. Unlike most enemies in the game, 4231-A is an instant kill, meaning that it kills the player instantly in 1 hit, so juking it is not recommended.
Now let’s talk about implementing it into the game. Firstly, we opened up Adobe Fuse and started making the model, after a few minutes of messing around in Fuse we made a decent 4231-A model. Then we got some animations for it on Mixamo and imported it into the game.
We started making the AI by just duplicating the basic zombie AI we made a while ago and changing up the code a bit. We added the model, made it a 1 hit kill and added a post-processing effect when the player is close. And well, that’s basically it. The AI is done! Now we just place it into the 4231 map, and we’re done! We also made some small events related to it into the map and that’s about it. So yeah, that’s it for SCP-4231. We will probably start working on SCP-4231-B next month but I don’t know, we’ll see. Anyway, now let’s move on!
UPDATES ON THE WEBSITE So, we got some news related to our new website! If you guys read the last devlog you would know that we have decided to make an official Altus Interactive website using Webnode. And that’s going great so far! As of March 2023, we’ve already made a few working sections of the website, but of course not all of them. It was actually quite easy since we used Webnode, and Webnode is made specifically for making websites easy. Other than that, I don’t have much more to say. Here are some teasers tho: If you have any suggestions regarding the website please send them in our discord.
GAME SOUNDTRACK At the beginning of this month, unfortunately we had to fire one of our employees, Adeein. You guys might remember him as our former music composer, and you also might remember that we had some problems with him. Such as not finishing tasks within the deadline but a month later, refusing to work, etc. Those problems have been happening ever since we hired him, until now. As we've finally decided to confront him about this, and ended up firing him. Due to this, we needed a new music composer who can actually do their job. After a few conversations with the dev team, we decided to hire Enard 63 as our new music composer. You guys might know him from the discord, he's an active member and developer in the server. And turns out, he can also compose music. He started working on the Zabrodnik Theme. And I started making the OST music video, here's what I made so far: After he got a lot of stuff done for it, we ran into a problem. Turns out, he unfortunately can't access his laptop anymore due to one of his family members having to borrow it as theirs was broken. So he unfortunately can't access his laptop anymore. Which means we had to find someone else, and so we did! One of our developers, Radioartz, who is also the developer behind Project Unreal, can also compose music. So he's our substitute now. He will continue making the Zabrodnik Theme OST for the game, and possibly other tracks. So now I had to update the music video and changed the artist name. Here's how it looks now: Everything was going great, until, ANOTHER FUCKING PROBLEM! YAY!!! (I wanna kill myself) So, turns out that Radioartz had a problem with his PC. It just kept crashing every few minutes, crash after crash. After getting it checked out, turns out it was a problem with the PC's RAM, one of the RAM sticks was broken. After removing it, that finally fixed the issue! However the PC did lose some RAM, but it’s not that big of a loss. So now, Radioartz can finally start working on the soundtrack! So it should be coming next month!
OUTRO Alright, that should be everything for this month! Sorry this devlog took some time to release, it was because of the dev team problems mentioned earlier. But yeah, that should be all for March 2023. I really don’t know what else to put in the outro other than the basic ‘’This is it for this month’s devlog! We’ll see you guys next time! Peace!’’ So i’m just gonna put the basic ‘’This is it for this month’s devlog! We’ll see you guys next time! Peace!’’ Take care!
-Altus Interactive
Devlog #5 (February)
INTRODUCTION Hello everyone! Welcome back! Get ready for the February devlog! This devlog (unlike most recent devlogs) actually has a lot of interesting things to talk about and show you. We've been planning on working a lot more on the game and trying to make devlogs have as much content as possible, so from now on devlogs should have a lot more content. This month has more content relating to the game's promotion and showcase rather than actual in-game features but that's okay as hopefully this will be as interesting to you guys as the in-game content. But there still is some in-game content here. Anyway let's begin!
TRELLO ROADMAP
If you are a member of our discord server, then you probably already know about this, and if you saw the steam announcement. But we made a trello roadmap. A few weeks ago, our team got the idea to make a trello roadmap. And after some thinking, we decided that we will make one! We got a few members of the team to make Trello accounts and we started working on the roadmap. After a while, we got a small prototype working and showed it to our discord members. The community seemed to like it, so we decided that we would continue making the roadmap. Making it was quite boring, the worst part was writing the card descriptions, it was extremely boring. We had to write an extremely in-depth description of every feature that will be in the game, we even wrote descriptions for stuff already implemented. That took a while, but with help of the team it was even shorter. For some stuff, we didn't know what to write, so we just left them blank. Then we added some pictures. And after a while, we finally completed the roadmap. And now, it's yours to enjoy! Here's the link: https://trello.com/b/QrpZsTQd
Of course we will make more changes to the roadmap later on, but for now this is it. Anyway let's move on..
PLANS FOR WEBSITE Our team has decided that we should probably make our own Altus Interactive website. Every other indie game studio has a website, so why wouldn't we? The only problem we came across was coding it. We have absolutely zero experience coding a website and we don't really have time to learn. So we decided that we will be using a website called Webnode. Webnode is a website where you can create your own website easily and free, so we decided we will be using it. And after doing some research, we also realised that Affray Studios and HST Studios also use webnode for their websites, so that wouldn't make us the only SCP game company that uses webnode.
We haven't started making the website yet, but we do have some plans for it. For now, we think the website should have pages each related to their own theme. For example, there could be an "about" page where all the info related to Altus is. There could be an "SCP: THE PARANORMAL" page where all the info about the game is. And more.. So that's our plans for the website so far, as mentioned earlier, we still haven't started working on the website yet. And will likely start working on it next month. So expect more news relating to the website next month.
Now we get to the in-game stuff.
FACTION VEHICLES (& VEHICLE WRECKS IN ZABRODNIK) Ah, now we finally get to this! This is arguably my favorite part of this devlog, so I can’t wait to begin writing about this, but enough of me telling this useless as shit information so let’s get right into this.
You know, we always looked at the streets of Zabrodnik, and we saw absolutely 0 cars/car wrecks. Because at the time, we didn’t have any car models so we couldn’t make car wrecks. But, this month that changed. A few days ago, we bought a military vehicle model pack from the Unreal Engine Marketplace. We decided that we could use these vehicles for Zabrodnik car wrecks because in the asset pack, there was also a version of the models that were destroyed/wrecked. So we decided that we will be using those vehicles in Zabrodnik. We also had another idea, we could maybe take these models, and then take a faction from the game (for example: The Z.P.D, SCP Foundation, etc.) and then take the logo of the faction and put it on the model’s texture. That way we can have a vehicle model for every faction in the game, so we did that. We ‘’made’’ a truck model for every faction in the game. Those factions being: The Z.P.D and The SCP Foundation. So we took the Z.P.D trucks and put them all over the Z.P.D and the Zabrodnik streets. We also put some SCP Foundation trucks in the facility. Here’s how it looks:
Anyway that should be all for the vehicles and shit.
REMOVAL OF SCP-1004 Now, this will be a short one to talk about. But I just had to mention it. So we have finally removed SCP-1004, if you guys remember, A LOT of people were extremely mad because we included a small joke easter egg related to SCP-1004, and well if you know what 1004 is, then you could probably guess why people were mad lol. But it’s basically just a joke p*rn SCP. We thought it would be fun to include it into the game as a little easter egg (but ofc no actual p*rn tho) and well people didn’t like that. That caused a lot of controversy so we had to remove the easter egg. It was fun watching content creators and streamers react to it tho.
BULLET HOLES
This is something we didn’t have in the demo, so we wanted to make it for this next update. But basically, bullet holes. In the demo when you shoot at a wall or anything solid, there were no bullet holes when the bullet hit the material. And that isn’t realistic so we made bullet holes when shooting your pistol. I’m going to be honest, it was actually pretty complicated to make. Our team had struggles making it as we didn’t make anything similar in the past. But after watching a few tutorials, we managed to succeed in making the bullet holes. Here are some pics:
OUTRO Phew, now this was a long one! Told you guys devlogs will be long now! Anyway yeah, this is it for February of this year. Like I said, next month we will have a lot more content relating to our new website. There will also be content related to the new SCP-4231 mission so stay tuned! Take care! Peace!
-Altus Interactive
Trello Roadmap
We have finally finished the first version of the trello roadmap! Make sure to have a look at it as there's some interesting info on there that hasn't been announced yet. You should also keep an eye on it in the future for updates ;) Anyway, have fun checking out the roadmap! Here's the link: https://trello.com/b/QrpZsTQd
Devlog #4 (January)
INTRODUCTION Good morning everyone! Rise and shine! Welcome back to our monthly devlog series on steam and welcome to 2023! It’s January of 2023! Welcome to the new year! Anyway yeah, we’re back for another epic devlog! This month has a lot of interesting things to talk about. We got new locations in Zabrodnik, new enemy AI, and more… Before we begin, we just want to say, thank you all for the massive support so far! Seriously, thank you all for the massive support throughout these past 3 years of building this community and developing the game. Thank you all so much! Anyway, let’s jump right into this month’s devlog!
EXPLORABLE SHOPS AND STORES IN ZABRODNIK Our dev team took a look at the current Zabrodnik map, and.. well.. it was looking kinda bland. While there were a few big explorable locations such as parks, subways, forests and more, the majority of the map was just big long streets with tall buildings and that’s pretty much it. So we wanted to make those streets look less bland, and our idea was explorable shops and big stores implemented into the buildings. We already had a few stores and shops featured in the map if you guys remember, but those were just basic small buildings with a sign on them, and not actual buildings. So we decided we will make explorable shops inside the buildings. You know, those buildings where it’s first floor is a small store. So we made a few store models and just put a non edited building on top of them lol, yes, we’re professional game developers. We also got some shop sign models from sketchfab and all that’s left to do is just place the shops onto the buildings in the map. BOOM, looks much better! Here are some screenshots of the new shops:
SUBJECT-3033 Now, we get to the fun part. Subject-3033, you have no idea what the fuck that is do you? Well, yeah you don’t cuz it’s name hasn’t been revealed until now but whatever. Anyway we are currently working on subject-3033’s AI. Now, what is subject-3033? Subject-3033 are one of The B.R.S’s creations, The B.R.S were doing an experiment on 19 subjects, all of them were [REDACTED] and the result were 19 instances of subject-3033, giant humanoid creatures without skin walking on all fours. Does that not sound terrifying to you? GIANT CREATURES WITHOUT SKIN WALKING ON ALL FOURS??? HOLY SHIT! Now, if you guys remember. In the demo released last year, at the end of the demo, there were two giant creatures matching the description of subject-3033. That’s because those creatures were two escaped instances of subject-3033, that was just a teaser for them. And now, in this next update of the game. You’ll be able to encounter a few instances of subject-3033 in the streets of Zabrodnik. Now that that’s over with, we can start talking about implementing subject-3033 into the game. You might think that it was already finished because of the demo ending, but that wasn’t actually AI in the demo, it was just moving animations. So we have to make AI for them. We started out by making some visual improvements to the model and getting some new animations from mixamo.com. We got the animations and imported them into Unreal, then we started working on the AI and it was a bit more complicated than the other AI because of the model’s size but eventually we got it working. After a while of hard work and watching millions upon millions of tutorials, we finally finished the subject-3033’s AI. We decided that subject-3033’s main way of appearance in the game would be through intense chase sequences where the play can only escape if they hide in a small environment that instances of subject-3033 can’t get into due to their size. There will also be more information on subject-3033 in the B.R.S Laboratory so make sure to read the documents in there. Anyway that should be all for subject-3033.
OUTRO That should be all for this month, we will try to make devlogs include a bit more content by just working on the game a bit more because the devlogs just don’t have a lot of content anymore. But yeah that should be everything. Thank you for reading another devlog and staying with Altus Interactive so far. See ya next month!
-Altus Interactive
Devlog #3 (December)
INTRODUCTION Hello everyone! Welcome back to our monthly devlog series on steam! This is technically the second devlog this month because we've already released the November devlog this month because of the delays, but that's not a problem. Anyway welcome back! Now, this month is PACKED with content related to the B.R.S. This month has so so soo much B.R.S content. We've made a bunch of progress for the B.R.S section and we've even got NEW MECHANICS for the game. Yes you heard me correct! NEW MECHANICS! We will get into the new mechanics right after:
B.R.S LABORATORY As stated earlier, there's been a lot of progress on the B.R.S this month. Let's start by talking about the new environments. There have been new environments added to the laboratory since the last devlog. And to be honest, our level designers did a great job! All of the environments now have their own mechanics/features. Every environment has something to stand out from the others. For example: some areas are running/chase sequences, some are just exploring, some are hard puzzles you need to solve, some are based around a certain mechanic, some are escape rooms, etc. The level designers really did a great job!
Now let's talk about one of the new mechanics that's related to the B.R.S, ELEVATORS. We finally made working elevators! It was pretty tough tho, since we never coded elevators before, but we did manage to do it. So yeah, now the game has working elevators you can ride. There will also be a section in the laboratory where you're stuck in the elevator and it's kind of an escape room, but I don't really want to spoil it. Anyway, here's a little test video:
Now, THE STORY. Before, we didn't really have a good story for the B.R.S. But now, we do. Our writers wrote a pretty nice story related to the B.R.S and what really happened to Zabrodnik. The story is great, and well I can't really spoil it, duh. The game will have a really unique way of storytelling. From finding secret research documents to talking to NPCs to watching VHS tapes. Overall, be ready for a good, thrilling story ;)
WEAPON CUSTOMISATION Yes, you read the title right. WEAPON CUSTOMISATION. It was unsurprisingly hard to implement, but after a lot of hard work we finally did it! We implemented weapon customisation! Although, it's only for NPCs for now, we are still working on getting it to work for the player, but that's something for the future. So it's only accessible to NPCs for now. But, that's still very cool! So now, NPCs can have weapon attachments on their guns. This ranges from suppressors, sights, muzzle flashes, grips, stocks,etc. Although, it doesn't actually have an effect on the weapon handling yet, for now it's just to look cool. But that won't be the case in the near future.
SECOND ANNIVERSARY This month, on December 7th, was actually the game's second anniversary! Yes! It's actually been 2 YEARS since all this started! I can't believe we've actually been here 2 years! Back when all this started in 2020, I had absolutely 0 faith that we would actually build a community and even make something somewhat good. And here we are, 2 years later. Thank you all for the massive support throughout all these years! We really couldn't make it here without you! Thank you all! At this pace we'll build a huge community in no time! Thank you! And in celebration of our second anniversary, we released a new short teaser trailer! Make sure to check it out!
PLANS FOR NEXT YEAR (& OUTRO) Before we end this month's devlog, I just want to say, MERRY CHRISTMAS AND A HAPPY NEW YEAR! I wish all of you happy holidays and the best Christmas ever! Thank you all for an amazing year! 2022 has been the best year for SCP: TP and Altus so far! This year was crazy and the best, from getting new supporters and community members to releasing a demo and much, much more... Thank you all for this amazing year! We hope next year will be even better! We have some crazy and massive plans for next year so stay tuned! Thank you all! Merry Christmas and a happy new year! Goodbye!
-Altus Interactive
Merry Christmas and thank you for an amazing year!
Merry Christmas everyone! Thank you all for an amazing year! 2022 has been the best year for SCP: TP and Altus so far! This year was crazy and the best, from getting new supporters and community members to releasing a demo and much, much more... Thank you all for this amazing year! We hope next year will be even better! We have some crazy and massive plans for next year so stay tuned! Thank you all! Merry Christmas and a happy new year!
best wishes, -Altus Interactive
Devlog #2 (November)
INTRODUCTION Hello everyone! Welcome back to another devlog! Now, we don’t have a lot of news this month, but we do have some very interesting things to show you! This month wasn’t as packed with content as the last month. But the things that this month has are pretty interesting. Now, you might have noticed that this devlog actually came out in December, and not November even tho this is the devlog for November, that is because we were really busy last month so we couldn’t finish the devlog in time. And that’s why the November devlog released in December, but the good news is that you guys get 2 devlogs in the same month! Anyway, Let’s begin!
NEW STUDIO NAME Let’s start by talking about our name change! As you may or may not know, a few days ago we decided to change our studio’s name because ‘’KarloSCPbanana Studios’’ doesn’t sound very professional. So after a bit of thinking, our team decided on a new name. ALTUS Interactive. From now on our company will be known as Altus Interactive. We also have a logo, and a new steam developer page! Make sure to check out the steam developer page and follow us! Here’s a link: https://store.steampowered.com/curator/43257769
ZABRODNIK NEWS Now, we get to the fun part! Zabrodnik, as you know we are currently working on improving the Zabrodnik mission and adding more content to it. There has been A LOT, and when I say A LOT, I mean A LOT of progress on it! We have a bunch of teasers on the new areas for you guys! Now, I can’t show you all of it, because that will spoil everything and we don’t really want that and we think you don’t neither. So we can only show you a few teasers, but they are pretty epic so. Anyway here are some new teasers:
And that should be everything for Zabrodnik for this month, I know, not much. But better this than nothing. Anyway let’s move on!
SCP-4231 We just started working on a new SCP/mission! Yes you heard me correct! A NEW MISSION FEATURING A NEW SCP! We are currently working on a mission based on SCP-4231 by thefriendlyvandal. You can find SCP-4231’s document here: https://scp-wiki.wikidot.com/scp-4231 So far the mission has got a lot of progress, we have a large portion of it done already. Basically, the mission starts with the player talking to Dr. Kennedy (A new NPC) Dr. Kennedy tells the player that the Foundation has been getting a lot of distress calls from an old abandoned mansion (SCP-4231) so the player is sent to go to SCP-4231 and investigate it. I can’t reveal much more, as it will spoil everything. Anyway, here’s some teasers!
BATTLEFORGE’S VIDEO We would like to thank popular youtuber ‘’Battleforge’’ for making a video on the demo! YES! Battleforge made a video on the game! Be sure to check it out! We thank him so much for playing it and we think he’s working on a part 2!
OUTRO This should be all for this month’s devlog! Now, you might have noticed that this devlog actually came out in December, and not November even tho this is the devlog for November, that is because we were really busy last month so we couldn’t finish the devlog in time. And that’s why the November devlog released in December, but the good news is that you guys get 2 devlogs in the same month! Anyway, goodbye! We’ll catch you later!
-Altus Interactive
Second anniversary
Today is the game's second anniversary! Can't believe it's actually been 2 years since all this started! I just want to say, thank you for everything! You guys have been with me for 2 years now, and I just want to thank you all for everything you've done for me these past few years. We couldn't have made it this far without you! All the way back in 2020 when all of this started, I had absolutely 0 faith in myself. I doubted that I would actually build a community and actually be kind of successful in my game dev journey. I never thought we would get this far, so thank you for everything! This year has been the best one so far and I hope next year will be even better! Thank you for staying with me for all these years! And thank you for supporting me and getting us this far! Love you guys! And also, In celebration of our second anniversary, we just launched a new teaser trailer for the game! Yes! We just made a new teaser trailer for our anniversary! Make sure to check it out and leave feedback! https://youtu.be/SYxdyb_cRuo Anyway, thank you!