ABOUT ARE SERVER:
The server is heavily modded, and has a very fast pace,
SCP's health is 2/3 the original health and the SCP's gain 5 or 10% for every kill. because only 6 players respawn every 4 minutes:
SCP 0 4 9, original health: 2300, it is now 1530, and gains 10%, 155 per kill,
SCP 0 4 9 - 2, original health: 360, it is now 400, and gains 10%, 40 per kill,
SCP 0 9 6, original health: 2500, it is now 1660, and gains 5%, 85 per kill,
SCP 1 0 6, original health: 2300, it is now 1530, and gains 10% 155 per kill,
SCP 1 7 3, original health: 4500, it is now 3000, and gains 5%, 90 per kill,
SCP 9 3 9, original health: 2700, it is now 1800, and gains 10%, 180 per kill,
SCP 3 1 1 4, original health: 1250, it is now 830, and gains 10%, 85 per kill.
Respawn-ing:
AT the start MTF has a 51% chance of spawning over CI,
MTF gains 3 respawn tickets per scientist escape, 3 respawn tickets per cuffed D-class escape, 1 respawn ticket per 10% of SCP's health lost.
CI gains 3 respawn tickets per D-class escape, 3 respawn tickets per cuffed scientist escape, 2 respawn tickets per scientist died, 1 respawn ticket per SCP item used.
and with MTF or CI respawn-ing every 4 minutes camping is no use.
SCP's can switch for 90 seconds into the round, if you get an SCP you suck at, press the ~ key and type: .scpswap (SCP NUMBER).
for example: .scpswap 173. and you can toggle chat and talk with humans by pressing LEFT ALT.
D-class can spawn in with stuff:
slot 1: medkit 25%, painkillers 15%, adrenaline 15%, and nothing 45%.
slot 2: Scientist keycard 25%, Zone Manager Keycard 20%, Facility Manager keycard 10%, O5 Keycard 5%, and nothing 45%.
slot 3: COM-15 10%, COM-18 10%, Revolver 10%, and nothing 70%.
slot 4: every SCP idem 4%, and nothing 52%.
slots 5 through 7: Coin 50%, and nothing 50%.
slot 8: Flashlight 50%, and nothing 50%.
Scientist can spawn in with stuff:
slot 1: medkit 60%, painkillers 20%, adrenaline 20%, and nothing 0%.
slot 2: Scientist keycard 45%, Zone Manager Keycard 30%, Facility Manager keycard 15%, O5 Keycard 10%, and nothing 0%.
slot 3: COM-15 15%, COM-18 15%, Revolver 15%, and nothing 55%.
slot 4: every SCP idem 8%, and nothing 4%.
slots 5 and 6: Coin 70%, and nothing 30%.
slot 7: Coin 33%, Flashbang 33%, and nothing 33%.
slot 8: Flashlight 70%, and nothing 30%.
note that the items might be in different slots.
Coin chance:
when you flip a coin it a 50-50% chance of something good or bad happening.
your coin can be flipped for 4 to 10 times before it gets destroyed.
On this server there is a 50% chance for the door to fail, when they fail the door closes and locks.
The C. A. S. S. I. E. system will announce just a few seconds before the doors will close and lock, with this message.
Door control system failure . Initializing repair.
Then the next message will say. Door control failures at, and whets zones have failed.
The first Door control system failure or D. C. S. F, can't occur until 90 seconds into the round.
The D. C. S. F, will close and lock doors in certain zones,
H. C. Z. has a 50% chance per D. C. S. F. .
L. C. Z. has a 40% chance per D. C. S. F. .
Entrance zone has a 30% chance per D. C. S. F. .
and Surface zone has a 20% chance per D. C. S. F. .
D. C. S. F. can close and lock doors for 40 to 60 seconds. .
D. C. S. F. will occur every 200 to 300 seconds. .
D. C. S. F. will stop occurring after the Warhead goes off. .
Note when a zone has a Door control system failure the lights will turn red and flicker every 5 seconds.
This server can be fun, and funny interactions are expected, so come join and have fun.
SCP's health is 2/3 the original health and the SCP's gain 5 or 10% for every kill. because only 6 players respawn every 4 minutes:
SCP 0 4 9, original health: 2300, it is now 1530, and gains 10%, 155 per kill,
SCP 0 4 9 - 2, original health: 360, it is now 400, and gains 10%, 40 per kill,
SCP 0 9 6, original health: 2500, it is now 1660, and gains 5%, 85 per kill,
SCP 1 0 6, original health: 2300, it is now 1530, and gains 10% 155 per kill,
SCP 1 7 3, original health: 4500, it is now 3000, and gains 5%, 90 per kill,
SCP 9 3 9, original health: 2700, it is now 1800, and gains 10%, 180 per kill,
SCP 3 1 1 4, original health: 1250, it is now 830, and gains 10%, 85 per kill.
Respawn-ing:
AT the start MTF has a 51% chance of spawning over CI,
MTF gains 3 respawn tickets per scientist escape, 3 respawn tickets per cuffed D-class escape, 1 respawn ticket per 10% of SCP's health lost.
CI gains 3 respawn tickets per D-class escape, 3 respawn tickets per cuffed scientist escape, 2 respawn tickets per scientist died, 1 respawn ticket per SCP item used.
and with MTF or CI respawn-ing every 4 minutes camping is no use.
SCP's can switch for 90 seconds into the round, if you get an SCP you suck at, press the ~ key and type: .scpswap (SCP NUMBER).
for example: .scpswap 173. and you can toggle chat and talk with humans by pressing LEFT ALT.
D-class can spawn in with stuff:
slot 1: medkit 25%, painkillers 15%, adrenaline 15%, and nothing 45%.
slot 2: Scientist keycard 25%, Zone Manager Keycard 20%, Facility Manager keycard 10%, O5 Keycard 5%, and nothing 45%.
slot 3: COM-15 10%, COM-18 10%, Revolver 10%, and nothing 70%.
slot 4: every SCP idem 4%, and nothing 52%.
slots 5 through 7: Coin 50%, and nothing 50%.
slot 8: Flashlight 50%, and nothing 50%.
Scientist can spawn in with stuff:
slot 1: medkit 60%, painkillers 20%, adrenaline 20%, and nothing 0%.
slot 2: Scientist keycard 45%, Zone Manager Keycard 30%, Facility Manager keycard 15%, O5 Keycard 10%, and nothing 0%.
slot 3: COM-15 15%, COM-18 15%, Revolver 15%, and nothing 55%.
slot 4: every SCP idem 8%, and nothing 4%.
slots 5 and 6: Coin 70%, and nothing 30%.
slot 7: Coin 33%, Flashbang 33%, and nothing 33%.
slot 8: Flashlight 70%, and nothing 30%.
note that the items might be in different slots.
Coin chance:
when you flip a coin it a 50-50% chance of something good or bad happening.
your coin can be flipped for 4 to 10 times before it gets destroyed.
On this server there is a 50% chance for the door to fail, when they fail the door closes and locks.
The C. A. S. S. I. E. system will announce just a few seconds before the doors will close and lock, with this message.
Door control system failure . Initializing repair.
Then the next message will say. Door control failures at, and whets zones have failed.
The first Door control system failure or D. C. S. F, can't occur until 90 seconds into the round.
The D. C. S. F, will close and lock doors in certain zones,
H. C. Z. has a 50% chance per D. C. S. F. .
L. C. Z. has a 40% chance per D. C. S. F. .
Entrance zone has a 30% chance per D. C. S. F. .
and Surface zone has a 20% chance per D. C. S. F. .
D. C. S. F. can close and lock doors for 40 to 60 seconds. .
D. C. S. F. will occur every 200 to 300 seconds. .
D. C. S. F. will stop occurring after the Warhead goes off. .
Note when a zone has a Door control system failure the lights will turn red and flicker every 5 seconds.
This server can be fun, and funny interactions are expected, so come join and have fun.
ABOUT SCP:SL:
Deep within the SCP Foundation during a containment breach, many of the anomalies have bypassed security and escaped from their chambers – without peaceful intentions. Become site personnel, a re-containment agent, or an anomalous entity and fight to take control of or escape the facility!
SCP: Secret Laboratory is a multiplayer horror game, based on SCP – Containment Breach by Undertow Games (in 2012). To create this game, Unity engine was used to provide higher stability and more details. Still being in the beta phase, the game can contain a number of bugs and errors which are usually spotted by a large team of testers and fixed quickly after.
It is a completely free horror game based on SCP Foundation creepypasta series. The Foundation focuses on protecting the world from any entity, object or phenomenon which exceeds the all-known idea of normal.
The underground facility suffers from multiple breaches from various SCP objects which escape their containment chambers. During this events chain, players are given roles to play:
CLASS-D PERSONNEL,
Prisoners kept for a purpose of being lab rats. Their mission is to escape the facility without getting any attention from others.
SCIENTIST,
Breach attendant that tries to escape the facility alive.
NINE-TAILED FOX / GUARDS,
The team designated to neutralize the danger and rescue Scientists.
CHAOS INSURGENCY,
Foundation traitors, trying to help Class D to escape in order to obtain helpful information.
SCP OBJECT, the randomly generated facility and role division make every game special and full of sensations! You never know where you are heading or what awaits you behind the next door, no matter what role you are playing. The winner team is one that finished all of its objectives.
There are many ways of fighting against enemies, from using firearms to detonating the whole facility with a hydrogen bomb.
In the game, we can encounter such anomalies like:
SCP-173, Living concrete sculpture that can move only when not observed, killing people by snapping opponents' necks.
SCP-106, Humanoid able to walk past matter, sending its prey to its Pocket Dimension.
SCP-049, Plague doctor trying to ``cure`` everyone he meets.
SCP-096, ``Shy Guy`` who screams and goes on a rampage upon looking at him.
SCP-939, A monster, which can only see if you make sound.
SCP-079, Sentient AI, which tries to stay on during the breach.
AND MANY MORE
SCP: Secret Laboratory is a multiplayer horror game, based on SCP – Containment Breach by Undertow Games (in 2012). To create this game, Unity engine was used to provide higher stability and more details. Still being in the beta phase, the game can contain a number of bugs and errors which are usually spotted by a large team of testers and fixed quickly after.
It is a completely free horror game based on SCP Foundation creepypasta series. The Foundation focuses on protecting the world from any entity, object or phenomenon which exceeds the all-known idea of normal.
The underground facility suffers from multiple breaches from various SCP objects which escape their containment chambers. During this events chain, players are given roles to play:
CLASS-D PERSONNEL,
Prisoners kept for a purpose of being lab rats. Their mission is to escape the facility without getting any attention from others.
SCIENTIST,
Breach attendant that tries to escape the facility alive.
NINE-TAILED FOX / GUARDS,
The team designated to neutralize the danger and rescue Scientists.
CHAOS INSURGENCY,
Foundation traitors, trying to help Class D to escape in order to obtain helpful information.
SCP OBJECT, the randomly generated facility and role division make every game special and full of sensations! You never know where you are heading or what awaits you behind the next door, no matter what role you are playing. The winner team is one that finished all of its objectives.
There are many ways of fighting against enemies, from using firearms to detonating the whole facility with a hydrogen bomb.
In the game, we can encounter such anomalies like:
SCP-173, Living concrete sculpture that can move only when not observed, killing people by snapping opponents' necks.
SCP-106, Humanoid able to walk past matter, sending its prey to its Pocket Dimension.
SCP-049, Plague doctor trying to ``cure`` everyone he meets.
SCP-096, ``Shy Guy`` who screams and goes on a rampage upon looking at him.
SCP-939, A monster, which can only see if you make sound.
SCP-079, Sentient AI, which tries to stay on during the breach.
AND MANY MORE
SCP:SL RECENT BIG UPDATE:
Version 13.0 — ‘Refracted Reality’
The newest major update for SCP:SL is here!
Hello everyone. Today we are proud to announce that our next major update, ‘Refracted Reality’, is now available. From an update to our game engine, to the implementation of an entirely new rendering pipeline, this update is likely our largest technical update ever.
Unity 2021 and HDRP
As you may know, SCP:SL runs on the game engine ‘Unity’. We have been using a version of Unity from 2019, alongside the standard rendering pipeline — the system that makes it possible to display SCP:SL. With this update, we have not only updated our Unity version to 2021 Long Term Support, the process of updating Unity has also allowed for us to change our rendering pipeline. With this new High Definition Rendering Pipeline (HDRP) system, the entirety of SCP:SL has received a massive graphical overhaul.
HDRP opens the doors for us to explore a lot more in terms of practical visuals, alongside better support for higher end graphic cards, resulting in a performance increase. Overall, these massive technical updates to the core of the game will help us tremendously in terms of development and making SCP:SL the best it can be.
What differences can you expect to see with this update?
SCP Additions
This update also brings some minor changes and improvements to SCP-079 and SCP-939. Whilst not much, we hope these changes help improve the playing experience for both classes.
SCP-079 Changes
SCP-939 Mimicry Menu
Gameplay Changes
Achievement Tweaks
It is no secret that SCP:SL’s achievements have gone relatively untouched as the game has evolved throughout the years. With many achievements rewarding misplays, intentional deaths, and even being impossible to unlock, we have gone ahead and provided some well needed tweaks to our current achievements list.
Found below is a list detailing all changes to our achievements:
‘Is this your first time?’
‘Newb’
‘Deep Fried’
‘Look! I’m a Rocket!’
‘Gravity Works Here!’
‘Pew Pew!’
‘Overpowered!’
‘Wow, really?’
‘Escape Artist’
‘I’ll Pass, Thanks’
‘Involuntary Rage Quit’
‘Secure. Contain. Protect.’
‘CHAAOOOOS!’
‘NANI?!’
‘Gear Up, Boys!’
‘Larry Is Your Friend!’
‘The Tables Have Turned’
‘Halloween!’
Already have all the achievements unlocked, but want to experience these new ones? In the ‘Other’ section of the settings menu, there is a button that can reset all your achievements.
Please Note: This cannot be undone and will reset your achievement unlock date.
Technical Changes
RemoteAdmin (RA) Changes
Overwatch Changes
Miscellaneous Changes and Fixes
Have fun, and see you in the dark.
~ Northwood Studios
The newest major update for SCP:SL is here!
Hello everyone. Today we are proud to announce that our next major update, ‘Refracted Reality’, is now available. From an update to our game engine, to the implementation of an entirely new rendering pipeline, this update is likely our largest technical update ever.
Unity 2021 and HDRP
As you may know, SCP:SL runs on the game engine ‘Unity’. We have been using a version of Unity from 2019, alongside the standard rendering pipeline — the system that makes it possible to display SCP:SL. With this update, we have not only updated our Unity version to 2021 Long Term Support, the process of updating Unity has also allowed for us to change our rendering pipeline. With this new High Definition Rendering Pipeline (HDRP) system, the entirety of SCP:SL has received a massive graphical overhaul.
HDRP opens the doors for us to explore a lot more in terms of practical visuals, alongside better support for higher end graphic cards, resulting in a performance increase. Overall, these massive technical updates to the core of the game will help us tremendously in terms of development and making SCP:SL the best it can be.
What differences can you expect to see with this update?
- Improvements to room lighting and overall atmosphere.
- Improvements to several particle effects (SCP-244, gun-related particles, and more).
- A complete reimplementation of all visual effects — spanning from 1:1 conversions, to total redesigns.
- Viewmodels are now affected by light sources.
- New decorations for some rooms within the Facility.
SCP Additions
This update also brings some minor changes and improvements to SCP-079 and SCP-939. Whilst not much, we hope these changes help improve the playing experience for both classes.
SCP-079 Changes
- Added a new ability:
Breach Scanner
. Unlocked at Tier 4, this ability can be activated on a per-zone basis. Every 20 seconds, SCP-079 will scan the zone for players who have not moved a significant distance for an extended period of time. If a player is found, SCP-079 will be notified, the player marked on SCP-079’s map, and alarms will sound around the human player. - Added unique audio for locking doors, initiating the
Lockdown
ability, opening and closing doors, and activating elevators. - When a player uses any ability which reduces AP regen, a red notification will appear above the AP/EXP bars.
- Cleaned up SCP-079’s UI.
SCP-939 Mimicry Menu
- Massively overhauled the
Mimicry
ability menu. Instead of being a radial menu with multiple sections, everything is now available from one easy-to-use menu. - Added the ability to favourite voice lines. Favourited voice lines can be played by pressing the respective number on your keyboard. These hotkeys will remain locked to the voiceline (i.e. removing hotkey two will not affect the keybind for hotkey three). Favourited voice lines will not be overridden by newly captured voices.
- Added the ability to drag and drop voice clips within the
Stolen Voices
submenu. - Added the ability to trim voice clips, now allowing SCP-939 to use specific parts of a chosen voiceline. (
Thanks to krustylesponge for the idea!
) - Added a distance meter for SCP-939’s mimicry point.
- Improved gunshot variation when selecting a weapon to mimic.
- Replaced civilian class mimicry with the ability to mimic an item of your choice.
- Reduced the cooldown of
Mimicry
overall.
Gameplay Changes
- Added special inspect sounds and animations to the
Jailbird
depending on its durability. - Added a workstation near the escape section of the Surface Zone. (
Thanks to Dan for the idea!
) - Added a hitmarker to flashbangs. (
Thanks to DrPri for the idea!
) - Added a Facility Manager keycard to the armoury inside of SCP-079’s chamber.
- Increased base 9mm ammo capacity to 40 (from 30).
- Improved SCP-018 hit registration. (
Thanks to JP for the idea!
) - Decreased the amount of time that SCP-173 can ‘hold’ a blink, two seconds max (from three).
- Modified the
Micro-H.I.D.
recipes in SCP-914. A
Micro-H.I.D.
on
Coarse
will now become either a
Jailbird
or
3-X Particle Disruptor
at a 50/50% chance. - Modified the
Jailbird
and
3-X Particle Disruptor
recipes in SCP-914. They will both become one another on
1:1
, and will upgrade into the
Micro-H.I.D.
on
Very Fine
. - Modified the
Jailbird
recipes in SCP-914. A
Jailbird
will now become red on
Coarse
(exploding after the next use). A
Jailbird
will now become a flashlight on
Rough
. - Updated inventory icons for SCP-2176, SCP-207, SCP-268, and the
Micro-H.I.D. - Added new loading screens.
- Added new loading screen tips.
Achievement Tweaks
It is no secret that SCP:SL’s achievements have gone relatively untouched as the game has evolved throughout the years. With many achievements rewarding misplays, intentional deaths, and even being impossible to unlock, we have gone ahead and provided some well needed tweaks to our current achievements list.
Found below is a list detailing all changes to our achievements:
‘Is this your first time?’
- Renamed to
‘Don’t Blink’ - Previously awarded when a player’s neck is snapped by SCP-173. Now awarded when a player successfully escapes SCP-173.
‘Newb’
- Renamed to
‘Melancholy of Decay’ - Previously awarded when a player dies within SCP-106’s Pocket Dimension. Now awarded to SCP-106 when it sends a player to the Pocket Dimension within five seconds of emerging from the ground.
‘Deep Fried’
- Renamed to
‘Proceed with Caution’ - Previously awarded when a player dies from a Tesla gate zap. Now awarded when a player successfully passes through a Tesla gate observed by SCP-079.
‘Look! I’m a Rocket!’
- Renamed to
‘Fire In The Hole’ - Previously awarded when a player dies from their own grenade. Now awarded when a player kills another player with a grenade.
‘Gravity Works Here!’
- Renamed to
‘Walk It Off’ - Previously awarded when a player dies from fall damage. Now awarded when a player takes half their current HP as fall damage.
‘Pew Pew!’
- Renamed to
‘Be Polite. Be Efficient.’ - Unlocking criteria remains the same (kill five enemies in less than 30 seconds). Timer now starts upon the first kill instead of when the weapon is drawn.
‘Overpowered!’
- Renamed to
‘Executive Access’
‘Wow, really?’
- Renamed to
‘Anomalously Efficient’ - Previously awarded when a player dies within the first minute of the game. Now awarded when an SCP kills someone within the first minute.
‘Escape Artist’
- Previously awarded when a player escapes the Facility within three minutes. Now awarded when a player is first to escape the Facility.
‘I’ll Pass, Thanks’
- Previously awarded when an SCP kills someone charging or firing the
Micro-H.I.D.
Now additionally awarded if SCP-106 teleports them to the Pocket Dimension.
‘Involuntary Rage Quit’
- Renamed to
‘Pacified’ - Previously awarded to SCP-096 when it was killed during its charge up period. Now awarded to the player who kills SCP-096 during this time.
‘Secure. Contain. Protect.’
- Previously awarded to the player who pressed SCP-106’s femur breaker button. Now awarded to a member of MTF who kills the final SCP, SCP-079 and SCP-049-2’s excluded.
‘CHAAOOOOS!’
- Renamed to
‘We of Delta Command…’
‘NANI?!’
- Renamed to
‘Access Granted’
‘Gear Up, Boys!’
- Renamed to
‘Lights Out’
‘Larry Is Your Friend!’
- Renamed to
‘He’ll Be Back…’
‘The Tables Have Turned’
- Renamed to
‘Change in Command’
‘Halloween!’
- Renamed to
‘Happy Halloween!’
Already have all the achievements unlocked, but want to experience these new ones? In the ‘Other’ section of the settings menu, there is a button that can reset all your achievements.
Please Note: This cannot be undone and will reset your achievement unlock date.
Technical Changes
RemoteAdmin (RA) Changes
- Added the Filmmaker role.
- Added the ‘stripdown’ debug command, printing out all properties and fields of an instantiated object.
- Improved first round log entries.
- Added a warning if a player attempts to ban themselves through Remote Admin (RA).
- The ‘Speak’ command will now automatically toggle when run, instead of requiring an on/off statement.
- Disconnecting from a server is now logged on the server console.
- Added aliases for the buildinfo command.
- Fixed two predefined ban reasons not being selectable.
- Fixed a client-side softlock occurring when a player joins while an item is falling out of the pocket dimension.
- Fixed player_count and full_player_count command interpolation including non-players.
- Fixed mutes not applying correctly if a user is both muted and intercom muted.
- Spawn protection now protects users from negative status effects.
- Fixed an issue disallowing you to jump from page 79 to 80 in the CASSIE RA menu.
- Potentially fixed RA tokens page breaking based on the selected game language.
Overwatch Changes
- The ‘forcerole’ command now ignores players in Overwatch if a non-Overwatch player is selected.
- Added noclip, status effect, and speed indicators to the Overwatch HUD.
- Fixed the Overwatch HUD not properly displaying if a player in Overwatch does not have the GameplayData permission.
Miscellaneous Changes and Fixes
- SCP-914’s default mode is now ‘dropped_and_held’.
- Fixed SCP-1576 not spawning in-game.
- Fixed grenades killing team members if the thrower disconnects from the server.
- Fixed the holo sight attachment on the Logicer causing unintentional recoil reduction.
- Fixed several small animation issues relating to the Logicer.
- Fixed `ovr` game console command.
- Fixed permissions related to Overwatch and class changing.
- Fixed multiple typos on server log lines.
- Fixed server creating a directory with port ‘0’.
- Fixed exceptions related to debug log reader.
- Fixed PlayerHandcuff event cancellation.
- PlayerInteractDoor event is now fired upon interaction with a locked door.
Have fun, and see you in the dark.
~ Northwood Studios
SCP:SL RECENT UPDATE:
Hello, everyone!
It’s been a while since the last content update, and with 2024 approaching its midpoint, we’d like to break the radio silence by outlining the general shift of development direction that we've recently taken.
After many reworks and adjustments to the playable SCPs, we’ve reached the point where we’re comfortable dividing our focus onto other problematic aspects of the game, such as human gameplay and level design. In the following months, we’ll be working on changes to multiple items — primarily usable SCPs and firearms, as well as changes to the respawning system, and obtrusive level design aspects.
That being said, we’re excited to show you our most recent projects, including a few long-term goals.
Version 13.5
We'll begin by discussing Version 13.5, which has been our primary focus as of late. This update features a wide spectrum of balance changes — ranging from simple value tuning, to new mechanics and full item reworks. The update itself has just entered its public beta phase! If you wish to try it out before its final release, follow the instructions below:
Our exact date of release is yet to be determined, but we're expecting it to be sometime later this month
SCP-1853 Rework
The flagship feature of this update is the long-awaited SCP-1853 rework. We’ve heard many voices over the years commenting on SCP-1853 (‘Performance Enhancer’) and its lacklustre impact on the gameplay loop, especially when compared to its direct competitor — SCP-207 (‘Cola’). Our first solution to this problem was prototyped months ago with our Patreon Supporters, and we’ve been satisfied with the results. We’ve decided to iron out the details and implement it permanently.
The effects of SCP-1853 remain mostly the same. Upon consumption, a number of effects are given to the player:
These effects no longer scale with the number of SCP-1853s consumed. Instead, it now operates on a system called ‘Danger’, which quantifies the strength of the aforementioned effect. SCP-1853 will give temporary buffs to its users whenever they find themselves in a dangerous situation. This can be triggered by a number of events, including, but not limited to:
We believe that these changes will increase survivability when entering combat, and reward more active gameplay. This is in direct contrast to SCP-207, which primarily promotes an evasive playstyle. To further improve the dynamics, we’ve decided to adjust the effects of SCP-207.
SCP-207 was introduced back in 2019 during the Megapatch 2 Update, which was before the introduction of the stamina system. Over the years, the game has been constantly changing, but SCP-207’s stats have never been adjusted. Due to its relatively high availability and stackability, it has become a quick and easy way for players to improve their own mobility.
Over time, more players have recognised its potential, often resulting in a lot of frustration for the SCP team — being unable to chase down the last target. We’ve decided to address this issue by reducing the maximum number of stackable SCP-207s to three, which resolves the issues presented by the more “extreme” gameplay scenarios.
The infinite stamina granted after consuming the first bottle is quite a powerful benefit on its own, so we've decided to reduce the speed boost(s), while increasing the damage inflicted by the SCP-207 status effect.
Alongside these changes, SCP-1853 and SCP-207 will
no longer be obtainable through SCP-914.
Other Improvements
13.5 will bring a number of other in-game changes. We'll continue to fine-tune the stats and mechanics of playable SCPs based on the variable gameplay experience.
The update will also contain a number of bug fixes and backend changes. If you wish to learn more about this update, please refer to this document for a full list of changes.
Please note that the exact values are subject to change, as they may be adjusted when the testing phase concludes. Now, let’s move onto our long-term goals.
Heavy Containment Visual Overhaul
We've recently welcomed a number of new artists to the studio — artists who have since been working incredibly hard to bring you a visual update to the existing Heavy Containment Zone!
Please note that these are still in its early stage, and are subject to change. New room variants and layouts are also planned, but please note that this is primarily a visual touch-up for the existing Heavy Containment Zone. Its current version features room models from different eras of our development timeline, resulting in noticeably inconsistent aesthetics. Resolving this issue is something which our artists are excited to work on, and is a goal which they can comfortably work towards — as it doesn’t detract from other level design projects.
Weapon System Enhancements
Towards the end of the last year, we’ve announced our plans to rework the Experimental Weapons (covered in this post), but we’ve encountered several limitations during implementation. The weapons system was written as part of the Parabellum update nearly three years ago, alongside the rework of all in-game items. While working on the implementation of the new Experimental Weapons, it became clear that our framework would have difficulties supporting such unconventional guns.
We’ve decided that shifting our focus to a firearm-focused refactor is the best course of action. This also gives us an opportunity to adjust some core mechanics. It’s important to note that while most of the firearm code is being written from scratch, this refactor isn’t nearly as massive as the one that occurred during Parabellum.
The following section is a summary of an older Patreon teaser, which is publicly available here. We recommend that you give it a read if you wish to learn more.
Conventional Weapon Changes
Our general goal is to slightly lessen the learning curve to make it easier for beginners to grasp more of the weapon system(s). The intent of these changes are to place players on a more level playing field in the event of a gunfight, while still allowing skillful plays to shine. We also hope to address some problematic attachments such as scopes, lasers, and suppressors.
Line-of-fire Indicators
Our game lacks sufficient indicators when stepping into line of fire, especially when the shooter is using a suppressed weapon. To counter this, we’ve decided to add more audiovisual cues.
Firing a weapon will now have a chance to produce a tracer — a bright particle effect simulating the bullet's trajectory. This allows for easier identification of the shooter’s direction, and warns players before they step into a line of fire. The game still utilises hitscan, meaning that the effect is purely cosmetic — playing after the hit is already calculated. Tracers produce a “whooshing” sound as they fly next to the player.
Bullets hitting an obstacle or player will now produce an impact sound. While this is a simple feature, it serves as an important cue. This significantly lowers the effectiveness of suppressors in hallway camping situations. The bullet holes themselves have also received a number of additional effects, making it easier to identify what other players were/are trying to shoot.
Running Accuracy
In Parabellum, we introduced a system that hampered accuracy while running or jumping. It was introduced as a means of solving a problem involving awkward gameplay in gunfights, as the most effective method used to be jumping around in an attempt to lower the chance of an enemy hitting you. Our current running accuracy penalty is very high, forcing players to rely on lasers to make their weapons usable. To address this issue, we’ll be lowering the baseline running penalty for all firearms, allowing more guns to remain usable while running. In addition, the lasers will no longer affect running accuracy, only the baseline hip-firing accuracy. This'll mean that the accuracy penalty added while sprinting will only depend on the type of weapon used, weight, and length.
In addition, accuracy will now be presented as ‘accurate range’, which sounds more intuitive than angular dispersion of inaccuracy’ to newer players, but you may choose to switch back to the old units in the UI settings.
Other
There’re a number of smaller issues which we’re planning to resolve during this rework:
Revolver Rework
The .44 Revolver was the first model created for Parabellum, made by Mikel — our newest artist at the time. Mikel has since learned a number of new skills over the years, and has always kept a vested interest in improving upon the Revolver's model — but we’ve never had a good opportunity which would allow him to do so. However, the recent weapon rewrite, combined with Mikel’s lack of current assignments, opened a window for a relatively seamless integration of this project.
As of now, the Revolver is the divisive gun in the game. It’s not friendly to new players, not easily adaptable to different playstyles, and generally has little place among the other guns the game has to offer. We’ve decided to redesign the revolver to become a much more adaptable and powerful sidearm, so that a greater number of players actually find use with it.
The Revolver will be remodelled and will receive a new set of attachments, mechanics, and animations. It will remain a sidearm for Chaos Insurgency Marauders, with the Shotgun serving as their primary weapon. It'll also retain a similar attachment layout, with options to change barrels, cylinders, sights, and grips.
The most noticeable change will be the new 7-shot cylinder, which'll replace the current 8-shot one. It features .410 buckshot rounds, turning the revolver into an effective close-quarters weapon at the cost of headshot capability. This adaptability is sorely lacking from the current revolver; which forces the user to adapt to a certain playstyle, instead of the player customising the revolver to their liking. We’re also adding a flashlight attachment, which means the Revolver is no longer the only gun in the game to lack one.
Other projects
We’re currently working on several other smaller projects, which we’re planning to cover in future posts. As an example, we’ve been working on solutions that would address the elevator camping problem, but we haven’t yet decided on our final course of action — so we aren’t comfortable sharing any details.
In addition, we’ve started work on the Reinforcement Overhaul, which is another project focusing on reworking the respawn system. It incorporates a number of new objectives, affecting which team will spawn, and how often. We’re also introducing a concept of ‘mini-waves’, a smaller wave of reinforcements which can be earned by a respawning team shortly after a full respawn, designed to compensate those who have died too early.
From other exciting news, we've finished work on all our reworked character models, and our teams have been working on animating them during these past few months. Stay tuned for future posts, which will provide more details about these changes.
It’s been a while since the last content update, and with 2024 approaching its midpoint, we’d like to break the radio silence by outlining the general shift of development direction that we've recently taken.
After many reworks and adjustments to the playable SCPs, we’ve reached the point where we’re comfortable dividing our focus onto other problematic aspects of the game, such as human gameplay and level design. In the following months, we’ll be working on changes to multiple items — primarily usable SCPs and firearms, as well as changes to the respawning system, and obtrusive level design aspects.
That being said, we’re excited to show you our most recent projects, including a few long-term goals.
Version 13.5
We'll begin by discussing Version 13.5, which has been our primary focus as of late. This update features a wide spectrum of balance changes — ranging from simple value tuning, to new mechanics and full item reworks. The update itself has just entered its public beta phase! If you wish to try it out before its final release, follow the instructions below:
- Right-click SCP:SL in your Steam library, then select 'Properties'.
- Select 'Betas', then from the dropdown box, opt-in to 'publicbeta'.
- Close the menu. After waiting for the game to update, click play.
Our exact date of release is yet to be determined, but we're expecting it to be sometime later this month
SCP-1853 Rework
The flagship feature of this update is the long-awaited SCP-1853 rework. We’ve heard many voices over the years commenting on SCP-1853 (‘Performance Enhancer’) and its lacklustre impact on the gameplay loop, especially when compared to its direct competitor — SCP-207 (‘Cola’). Our first solution to this problem was prototyped months ago with our Patreon Supporters, and we’ve been satisfied with the results. We’ve decided to iron out the details and implement it permanently.
The effects of SCP-1853 remain mostly the same. Upon consumption, a number of effects are given to the player:
- Increased item pickup speed.
- Weight of armor and equipped items no longer reduces movement speed and stamina duration.
- Reduction in the time needed to employ items such as — grenades, medicals, SCP items, etc.
- Improved handling of firearms, including better accuracy, recoil control, reload times, and switching between hip fire / aiming down the sights.
These effects no longer scale with the number of SCP-1853s consumed. Instead, it now operates on a system called ‘Danger’, which quantifies the strength of the aforementioned effect. SCP-1853 will give temporary buffs to its users whenever they find themselves in a dangerous situation. This can be triggered by a number of events, including, but not limited to:
- Receiving damage
- Receiving certain negative status effects, such as
Cardiac Arrest
or
Corroding
. - Encountering SCPs or armed enemies.
- Alpha Warhead becoming engaged.
- Being an active target of SCP-096.
We believe that these changes will increase survivability when entering combat, and reward more active gameplay. This is in direct contrast to SCP-207, which primarily promotes an evasive playstyle. To further improve the dynamics, we’ve decided to adjust the effects of SCP-207.
SCP-207 was introduced back in 2019 during the Megapatch 2 Update, which was before the introduction of the stamina system. Over the years, the game has been constantly changing, but SCP-207’s stats have never been adjusted. Due to its relatively high availability and stackability, it has become a quick and easy way for players to improve their own mobility.
Over time, more players have recognised its potential, often resulting in a lot of frustration for the SCP team — being unable to chase down the last target. We’ve decided to address this issue by reducing the maximum number of stackable SCP-207s to three, which resolves the issues presented by the more “extreme” gameplay scenarios.
The infinite stamina granted after consuming the first bottle is quite a powerful benefit on its own, so we've decided to reduce the speed boost(s), while increasing the damage inflicted by the SCP-207 status effect.
Alongside these changes, SCP-1853 and SCP-207 will
no longer be obtainable through SCP-914.
Other Improvements
13.5 will bring a number of other in-game changes. We'll continue to fine-tune the stats and mechanics of playable SCPs based on the variable gameplay experience.
The update will also contain a number of bug fixes and backend changes. If you wish to learn more about this update, please refer to this document for a full list of changes.
Please note that the exact values are subject to change, as they may be adjusted when the testing phase concludes. Now, let’s move onto our long-term goals.
Heavy Containment Visual Overhaul
We've recently welcomed a number of new artists to the studio — artists who have since been working incredibly hard to bring you a visual update to the existing Heavy Containment Zone!
Please note that these are still in its early stage, and are subject to change. New room variants and layouts are also planned, but please note that this is primarily a visual touch-up for the existing Heavy Containment Zone. Its current version features room models from different eras of our development timeline, resulting in noticeably inconsistent aesthetics. Resolving this issue is something which our artists are excited to work on, and is a goal which they can comfortably work towards — as it doesn’t detract from other level design projects.
Weapon System Enhancements
Towards the end of the last year, we’ve announced our plans to rework the Experimental Weapons (covered in this post), but we’ve encountered several limitations during implementation. The weapons system was written as part of the Parabellum update nearly three years ago, alongside the rework of all in-game items. While working on the implementation of the new Experimental Weapons, it became clear that our framework would have difficulties supporting such unconventional guns.
We’ve decided that shifting our focus to a firearm-focused refactor is the best course of action. This also gives us an opportunity to adjust some core mechanics. It’s important to note that while most of the firearm code is being written from scratch, this refactor isn’t nearly as massive as the one that occurred during Parabellum.
The following section is a summary of an older Patreon teaser, which is publicly available here. We recommend that you give it a read if you wish to learn more.
Conventional Weapon Changes
Our general goal is to slightly lessen the learning curve to make it easier for beginners to grasp more of the weapon system(s). The intent of these changes are to place players on a more level playing field in the event of a gunfight, while still allowing skillful plays to shine. We also hope to address some problematic attachments such as scopes, lasers, and suppressors.
Line-of-fire Indicators
Our game lacks sufficient indicators when stepping into line of fire, especially when the shooter is using a suppressed weapon. To counter this, we’ve decided to add more audiovisual cues.
Firing a weapon will now have a chance to produce a tracer — a bright particle effect simulating the bullet's trajectory. This allows for easier identification of the shooter’s direction, and warns players before they step into a line of fire. The game still utilises hitscan, meaning that the effect is purely cosmetic — playing after the hit is already calculated. Tracers produce a “whooshing” sound as they fly next to the player.
Bullets hitting an obstacle or player will now produce an impact sound. While this is a simple feature, it serves as an important cue. This significantly lowers the effectiveness of suppressors in hallway camping situations. The bullet holes themselves have also received a number of additional effects, making it easier to identify what other players were/are trying to shoot.
Running Accuracy
In Parabellum, we introduced a system that hampered accuracy while running or jumping. It was introduced as a means of solving a problem involving awkward gameplay in gunfights, as the most effective method used to be jumping around in an attempt to lower the chance of an enemy hitting you. Our current running accuracy penalty is very high, forcing players to rely on lasers to make their weapons usable. To address this issue, we’ll be lowering the baseline running penalty for all firearms, allowing more guns to remain usable while running. In addition, the lasers will no longer affect running accuracy, only the baseline hip-firing accuracy. This'll mean that the accuracy penalty added while sprinting will only depend on the type of weapon used, weight, and length.
In addition, accuracy will now be presented as ‘accurate range’, which sounds more intuitive than angular dispersion of inaccuracy’ to newer players, but you may choose to switch back to the old units in the UI settings.
Other
There’re a number of smaller issues which we’re planning to resolve during this rework:
- The recoil will be simplified, reducing the sudden changes in horizontal sway. This makes the weapons more controllable, even to players with no knowledge of their recoil patterns.
- To increase the relevance of semi-automatic pistols, they will now fire continuously upon holding the fire button. This turns them into less powerful SMGs, with near-instant draw time, greatly increasing their viability as a backup weapon.
- The Night Vision Scope will now produce a less blurry image, while Telescopic Sights will slightly increase the density of fog, levelling out the chances of two players spotting each other.
Revolver Rework
The .44 Revolver was the first model created for Parabellum, made by Mikel — our newest artist at the time. Mikel has since learned a number of new skills over the years, and has always kept a vested interest in improving upon the Revolver's model — but we’ve never had a good opportunity which would allow him to do so. However, the recent weapon rewrite, combined with Mikel’s lack of current assignments, opened a window for a relatively seamless integration of this project.
As of now, the Revolver is the divisive gun in the game. It’s not friendly to new players, not easily adaptable to different playstyles, and generally has little place among the other guns the game has to offer. We’ve decided to redesign the revolver to become a much more adaptable and powerful sidearm, so that a greater number of players actually find use with it.
The Revolver will be remodelled and will receive a new set of attachments, mechanics, and animations. It will remain a sidearm for Chaos Insurgency Marauders, with the Shotgun serving as their primary weapon. It'll also retain a similar attachment layout, with options to change barrels, cylinders, sights, and grips.
The most noticeable change will be the new 7-shot cylinder, which'll replace the current 8-shot one. It features .410 buckshot rounds, turning the revolver into an effective close-quarters weapon at the cost of headshot capability. This adaptability is sorely lacking from the current revolver; which forces the user to adapt to a certain playstyle, instead of the player customising the revolver to their liking. We’re also adding a flashlight attachment, which means the Revolver is no longer the only gun in the game to lack one.
Other projects
We’re currently working on several other smaller projects, which we’re planning to cover in future posts. As an example, we’ve been working on solutions that would address the elevator camping problem, but we haven’t yet decided on our final course of action — so we aren’t comfortable sharing any details.
In addition, we’ve started work on the Reinforcement Overhaul, which is another project focusing on reworking the respawn system. It incorporates a number of new objectives, affecting which team will spawn, and how often. We’re also introducing a concept of ‘mini-waves’, a smaller wave of reinforcements which can be earned by a respawning team shortly after a full respawn, designed to compensate those who have died too early.
From other exciting news, we've finished work on all our reworked character models, and our teams have been working on animating them during these past few months. Stay tuned for future posts, which will provide more details about these changes.