What’s New

SCP: Secret Laboratory

Games

Deep within a secure underground facility, a sudden containment breach allows many of the secured anomalies to escape from their…

Latest · by Northwood StudiosWebsite

Changelog

14.2.7 is out.

Fixed
  • Fixed an issue where players were occasionally unable to hear one another
  • Fixed Anti-SCP-207 AHP regenerating more rapidly than intended, at times preventing death completely
  • Fixed an issue where SCP-1509 would revive players when killing any SCP

Hello all. While we are still hard at work developing the main features for 15.0, we are dropping some small fixes in the meanwhile.

Fixes
  • Potentially fixed an issue where players were occasionally unable to hear one another.

  • Fixed Anti-SCP-207 AHP regenerating more rapidly than intended, at times preventing death completely.

  • Fixed an issue where SCP-1509 would revive players when killing any SCP.

  • Developer Note: The intended mechanic was always for only SCP-049-2 and SCP-939 to work with SCP-1509, as other SCPs are either not human enough (i.e. SCP-173) or cannot be physically cut through (i.e. SCP-106).

  • Northwood Studios

14.2.6 has been released.

Gameplay Changes
  • Re-implemented & adjusted movement penalties across the AK, E11-SR, Logicer, FR-MG-0, and Shotgun, dependent upon attachment customisation.

  • Movement Penalties:

  • FR-MG-0: -3% min; -6% max.

  • Logicer: -4% min; -6% max.

  • E11-SR: -1% min; -4% max.

  • AK: -2% min; -4% max.

  • Shotgun: -2% min; -2% max.

  • Stamina Penalties:

  • FR-MG-0: +8% min; +14% max.

  • Logicer: +10% min; +16% max.

  • E11-SR: +3% min; +8% max.

  • AK: +4% min; +9% max.

  • Shotgun: +4% min; +4% max.

  • Added the 2025 Art Contest winners to the back of the Class-D cellblock.

  • Moved the 2024 Art Contest winners into cells in the Class-D cellblock.

  • Re-added Anti-SCP-207 into the Remote Admin menu.

  • Remote Admin’s spawn waves menu now has a UI.

  • Included in this UI are comments explaining features, along with functionality to forcefully pause a respawn wave’s timer.

Fixes
  • Fixed spectator fog not changing when viewing players in different zones.

  • Fixed respawning yourself through RA as SCP-939 numerous times in a row breaking the Focus crouching camera position.

  • Fixed SCP-106's passthrough mechanic breaking when respawned various times in a row.

  • Fixed Light & Combat Armor not being affected by fade-out effects.

  • Fixed a number of issues that would crash the server due to threading-induced race conditions.

  • Fixed entry not being removed from SnakeSessions when Chaos Keycard is removed/destroyed.

  • Fixed Overwatch's SCP voice chat channel button being shown as on, even when off by default.

  • Fixed Overwatch voice chat channel buttons resetting each time the UI is open or closed.

  • Fixed player's movement being blocked by an uncontrolled exception under specific, rare circumstances.

  • Fixed snow piles and primitive object toys placed in the Surface Zone sometimes killing you when the Alpha Warhead detonates.

  • Fixed "BoxCollider does not support negative scale or size." warning spam.

  • Fixed Anti-SCP-207 killing you in certain cases instead of saving you.

  • Fixed _seedTokenValid not being reset properly, causing desync under specific circumstances.

  • Fixed cancellation of certain events still causing undesired side-effects, such as:

  • Fixed denied snowball damage still showing a hitmarker.

  • Fixed denied warhead damage still counting towards warhead kills.

  • Fixed denied Metal & Spicy effects damage source still showing a hitmarker.

  • Fixed denied strangle damage not disabling the effect.

  • Fixed denied fall damage still sending FallDamageMessage.

  • Fixed denied SCP-106 last target's damage still teleporting you to the pocket dimension.

  • Fixed denied SCP-939's lunge damage still invoking the Scp939Attacked event.

  • Added extra out-of-bounds measures in the unplayable area of SCP-106's containment to prevent smaller-sized roles from exploiting them.

  • Fixed Marshmallow Man damage handler not having an attacker assigned.

  • Fixed marshmallow emotion sync causing the original model to be visible.

  • Fixed FirearmWorldModel not existing for the same item after re-equipped.

  • Fixed StatusEffectBase's Duration property not being set to 0 when DisableEffect is called.

  • Fixed "INVALID FLOAT" comment for player_info_range.

  • Fixed exception caused by the Pocket Dimension's item exit mechanic failing to find a valid position.

  • Fixed exception caused by null data being processed when refreshing the RA config.

  • Fixed exception caused by QueryProcessor.OnDestroy attempting to access a null or empty _sender.OutputId.

  • Fixed exception caused by attempting to update ammo whilst the player's object is null and they aren't.

Technical Changes
  • Preauth is now run on a separate thread for optimisation purposes. Developer Note: This is particularly noticeable during heavy networking load times, such as when auth is spammed. However, because it is a separate thread, you shouldn't be communicating with Unity's API during preauth unless you know exactly what you're doing.

  • Implemented an alternative method to connect to the Central Servers in countries where access to Cloudflare may be restricted.

  • Added new HitmarkerType.Blocked, which is now used when SCP-1509's attack is cancelled. Developer Note: We might extend this functionality to other features in the future. We'd like to hear your feedback on it!

  • Added voice chat channel buttons for Lobby & SCP-1507.

  • Overwatch UI should now be displayed above the Lobby UI.

  • Spectator UI now won't show up in the lobby if you set your role to spectator/overwatch.

  • Spectator role will now hear lobby players if the round hasn't started yet.

  • Added ISprintSpeedModifier interface used by items which modify the sprint speed of the player (typically while equipped).

  • Added MovementPenaltyModule module to specify sprint/stamina penalties on firearms.

  • Added InspectedItem & InspectingItem LabAPI events.

  • Added negative priority support for AdminToyWaypoints.

  • Added WaveTimer.IsForcefullyPaused, which allows developers to completely pause a wave's timer. This will cause the timer to not tick down under any circumstance, as opposed to the regular pause function. Additionally, if set to true, not even objective rewards will affect the timer.

  • Added the FastResources system, used internally by the game to access specific resources such as roles and items more quickly. This is one of our many steps towards updating our current Unity version.

  • Added static accessors for FpcGravityController.Gravity.

  • All players' gravities are now synced to joining players.

  • Added optional owner parameter to RagdollManager.ServerCreateRagdoll that lets you set the original owner of the Ragdoll.

  • Added checks to prevent certain possible exploits.

  • Added a simple pop-up that tells the user that the SDR was enabled when an error is detected.

  • LiteNetLib has been updated to the latest version.

  • Updated to a newer version of the Steamworks plugin library.

  • Removed unused gameplay configs from the server config template.

Thank you all. See you in the dark.

  • Northwood Studios

125 Compatibility Patch

Changes
  • Successfully established encrypted communication uplink in Loading Bay 125 and adjacent systems in preparation for anomaly intake.

Anniversary Patch is out.

Hello Site-02. We hope you are enjoying the Anniversary update.

After a much-needed break for our staff, we have just released a small patch with fixes and adjustments to the main gameplay features for the last seven days of its duration.

Thank you all for your continued support. We’re excited to share what we have in store for you in 2026.

Gameplay Changes
  • The Tape Player item is now more common. The base chance is now 30% (from 20%), incrementing by 20% for each round it is not selected to appear (from 15%).

  • The Tape Player item can now be granted every two minutes until used (from three).

  • SCP-173 now gains only 100 Hume Shield when killing Stained SCP-1509 instances.

  • Spawn chances for SCP-559 and SCP-956 to appear in a round is now 50% (from 30%).

  • Militants can now access the SCP-2536 gift ‘Buddy in a Box’.

  • SCP-3114 can now spawn during Christmas.

  • SCP-106’s Pocket Dimension’s corrosion will now be applied to users who change their role within the dimension.

Fixes and Technical Updates
  • Fixed weaponry tier gifts giving the incorrect weapons at the incorrect times.

  • Fixed SCP-1344 not properly applying the damage over time effect from the Severed Eyes status when being forced to drop it.

  • Fixed Stained status effect’s walking sound still playing even if SilentWalk is active.

  • Removed the PrefabLoader script as it was unused.

  • Added InventoryExtensions.OnInventoryDropped event, invoked after the InventoryExtensions.ServerDropEverything extension method is called.

  • PocketCorroding intensities above ‘106’ (we’re so original) will no longer teleport players.

See you in the dark.

  • Northwood Studios

X-Mas and Anniversary Update.

Attention Site-02, we have just released this year’s Anniversary/Holiday update.

We’ve included some minor tweaks from last year’s holiday update, including new decorations across the facility, gifts for SCPs, new SCP-1507 (flamingo) variants, and more.

SCP-2536 — ‘The Gift That Keeps On Giving’

The Christmas tree is back this year. After taking pity on the contained SCP cast, the anomalies have found themselves on the nice list this year, and the tree has some presents for them too. Everyone gets to celebrate with gifts this year!

There have also been some minor changes to its available loot pool, including a new special item for humans. Keep an eye out for it! evil :(

SCP-1507 — ‘Pink Flamingos’

The flamingos are back this year. Having been locked up for twelve months, they're stronger and feistier than ever. Expect to see them decking the halls with your blood and guts.

Alongside some adjustments to the flamingos this year, we’ve added new militant flamingos and variants for zombified flamingos. Each team has their own unique SCP-1507 variant! Consider utilising SCP-1509 (‘The Blade of Rebirth’) against these ferocious lawn-dominating beasts.

SCP-559 & SCP-956

The Piñata and cake have also made their return. The Piñata is more aggressive than ever, a result of the new black candy being available within the facility. Celebrate the new year by turning the clock back to when you were a child.

Other Stuff
  • A new ‘Mute Game Sounds’ option is now available when you are a spectator.

  • Updated and reformatted all F1 class descriptions.

  • Added a new room to the Heavy Containment Zone — ‘Ramp Room’.

  • SCP-127 now gets halved progression points when dealing damage to Hume Shield or SCP-049-2 instances.

  • SCP-127 no longer gets a progression kill bonus from SCP-049-2 instances.

  • SCP-127 users can no longer sprint while aiming down sights.

  • Added ‘tps’ command to the Remote Admin menu, printing current and max server ticks per second.

  • Fixed some abusable spots and missing collisions in some rooms in the Heavy Containment Zone.

Thank you all for another wonderful year. We’ve got big plans in the works for 2026. We can’t wait to show them off to you.

See you in the dark,

  • Northwood Studios

14.2.3 - Gameplay Update is Here!

Attention Site-02. As December approaches, we’re taking the opportunity to release some of the last gameplay changes of the year.

While we prepare for the Christmas event this year, we’re still working hard on everything that is planned for SCP:SL in 2026. 😄

But we’ll discuss that another time. For now, here are today’s changes:

Game Changes
  • Added unused third-person jump animations to SCP-096.

  • Converted the E11-SR lightweight stock running accuracy bonus to a hip-firing accuracy bonus.

  • Added new loading screen variants.

Map Changes
  • Replaced all ten current HCZ layouts with new ones.

  • The lift in the Heavy Containment Zone "Server" room will now automatically descend after 5 seconds of waiting on the top portion.

  • Updated the layout of Entrance Zone Gate-A.

  • Updated visuals of Entrance Zone Gate-A.

  • Made minor tweaks to Gate-B.

  • Updated SCP-079’s and SCP-106’s map icons for the following rooms:

  • Server Room.

  • HCZ Testroom.

  • Pipe Room.

  • SCP-049/173's Chamber.

  • SCP-914's Chamber.

  • SCP-330's Chamber (TC-01).

  • LCZ Armory.

  • PC-15.

  • Removed unintended collider on a pipe in the Incinerator Room.

  • Moved SCP-079 Speaker inside Server Room to the correct position.

Black Candy
  • Added Black Candy to the regular SCP-330 pool with a low spawn chance.

  • It has a ~4% spawn chance as opposed to the ~16% other candies have.

  • It has a pool of different outcomes, all of which have an equal chance to occur.

Effects
  • 2-4 random candy effects from the normal (Non-Haunted) 330 candies.

  • During Halloween, an extra scenario is added:

  • 1 random Haunted candy effect.

  • Teleports the player to a random room in the facility. SZ and EZ are excluded.

  • Two black candies spawn in the bag, replacing the one candy consumed.

  • The player vanishes (dies) instantly, no ragdoll or items are left behind.

  • The player explodes instantly, as with Pink Candy.

  • 1-3 of the following status effects are given at random (can be cured as normal):

  • SCP-207 (60 seconds)

  • Anti-Cola (60 seconds)

  • If a player is granted both the SCP-207 and Anti-Cola effects at the same time, they will explode as normal.

  • If the player already has the SCP-207 or Anti-Cola effects, the intensity will be increased by one permanently.

  • Bleeding (20 seconds)

  • Concussed (10 seconds)

  • Invigorated (15 seconds)

  • Slowness (10 seconds; Intensity of 25 which is a -25% decrease)

  • Flashed (5 seconds)

  • Poisoned (20 seconds)

  • Movement Speed Boost (10 seconds; Intensity of 25 which is a +25% increase)

  • Lightweight (20 seconds; Intensity of 60).

Influence:
  • Reduced Influence granted from picking up a unique SCP item to +1 (from +2).

  • Removed Influence bonus of +5 upon killing an SCP with an experimental weapon.

  • Generators no longer grant any rewards upon being activated if SCP-079 is not in the round.

  • Upon the maximum amount of spawn waves being earned (four waves total), the denominator influence counter will display "MAX" (i.e., XX/MAX).

Alpha Warhead & DMS:
  • While Dead Man’s Switch (DMS) detonation countdown is active, all respawns are paused.

  • The duration of the Alpha Warhead spawn wave delay that occurs post-detonation has been increased to 3:30 minutes (from 2:45). This applies to DMS as well.

  • The DMS delay upon a Mini-Wave triggering has been increased to 60s (from 40s).

  • DMS activation timer is now reset to 210 seconds upon earning a spawn wave (from 160s).

  • Note that the default activation timer is still 240 seconds.

Technical Changes
  • SCP-1509 & Jailbird now use the same hit registration system.

  • Added ServerRoles.HideFromPlayerList SyncVar, which allows removing dummies from the player list.

  • Fixed Pickup physics not updating when a plugin modifies the sync data.

  • Added a nicely formatted ToString override for StatusEffectBase.

  • InitialTime is now written and read in AbilityCooldown.

Overwatch Improvements
  • Re-modeled the Overwatch Tab panel.

  • Player Info for Overwatch now shows player's ping and active effects.

  • Added new settings for Overwatch:

  • Player Info shows/hides the top-right player info.

  • Hit Reg shows the last 30 hits/missed/headshots at the bottom of the screen.

  • Debug Lines shows the spectated player's firearm tracers.

C.A.S.S.I.E Refactor
  • CASSIE has been completely rewritten. This only relates to the baseline CASSIE text-to-speech system and does not affect Warhead or Decontamination.

  • Significantly optimized memory usage.

  • All words recorded in mono no longer use stereo channels.

  • Background noises/bells are generated procedurally from one file instead of having 40 pre-made variants.

  • Announcements are now streamed instead of always being preloaded into memory. They are loaded in the background when the announcement starts and are unloaded when it finishes.

  • The client-side TTS decoder has been significantly optimized. Processing announcements no longer causes heap allocations.

New Modifiers
  • Added new modifiers for words alongside improving previous modifiers.

  • Pitch:

  • Activated by typing ‘$PITCH_’, where ‘’ is a number between 0.01 and 15.

  • Persists for the entire announcement unless overridden by another pitch modifier.

  • Functions as before, speeding up or slowing down playback of subsequent words.

  • Volume:

  • Activated by typing ‘$VOL_’, where ‘’ is a number between 0 and 1.

  • Persists for the entire announcement unless overridden.

  • Scales the volume of subsequent audio clips.

  • Start time:

  • Activated by typing ‘$STARTT_’, where ‘’ is any positive number.

  • Only affects the next word.

  • Offsets the playback start time of the next word (useful for skipping to the middle of a word).

  • Max duration:

  • Activated by typing ‘$MAXDUR_’, where ‘’ is any positive number.

  • Only affects the next word.

  • Trims the next word at the specified time.

  • Sleep:

  • Activated by typing ‘$SLEEP_’, where ‘’ is any positive number.

  • Only affects the next word.

  • Delays playback, creating silence before the next word.

  • Spacing override:

  • Activated by typing ‘$SPAC_’, where ‘’ is any positive number.

  • Placed between two words.

  • Causes the second word to play exactly after this delay, regardless of whether the previous word has finished playing.

  • Unlike max duration, this is an absolute delay and does not stop the previous word.

  • Stutter:

  • Activated by typing ‘$STUTT___’, where:

  • ’’ is a number between 0 and 1, representing normalized time in the clip.

  • ’’ is any positive number, representing repeated length.

  • ’’ is any positive number, representing the number of repetitions.

  • Only affects the next word.

  • Functions the same as ‘JAM’ from older versions, causing a portion of the audio to repeat.

Interpreters
  • Improved number recognition.

  • Properly pronounces numbers up to 999,999,999,999.

  • Spells out digits in numbers above this range.

  • Now supports negative values (says ‘negative’).

  • Now supports decimals (says ‘point’ and spells out decimal digits).

  • Improved generation of auto-generated words.

  • Handles continuous tense (-ing), regular past tense (-ed, -d), and plurals (-s, -es, -ies).

  • Added interpreter for comparative and superlative degrees.

  • Now supports words like ‘nicer’, ‘nicest’, ‘bigger’, ‘biggest’.

  • Does not support irregular adjectives like ‘better’, ‘worse’.

  • Also works with non-degree words like ‘gamer’, ‘thinker’.

Subtitle changes
  • Now packaged alongside the announcement, fixing desync issues.

  • Improved auto-generated subtitles for custom announcements.

  • Support for creating custom subtitles via plugins.

Priority changes
  • Announcements in the queue can now have different priorities.

  • Currently, only SCP termination announcements have lower priority; others are queued by event time.

  • SCP termination announcements are always moved to the end of the queue (does not affect the currently playing announcement).

  • If multiple SCPs die from the same cause, their SCP numbers can be appended to the announcement while it's in the queue.

  • Announcement dispatching is now entirely server-authoritative.

  • The order of queued announcements is fully determined by the server.

  • There is no client-side queue; sending a new announcement replaces the existing one.

Fixes
  • Fixed SCP-096 being able to be triggered through the LCZ armory door if its face was right up against it.

  • Fixes an oversight in the SCP-3114 ‘Strangle Timer’ where the 12s to strangle after exiting disguise was only on the client.

  • Fixed an issue where the strangle cooldown was invoked when starting a strangle.

  • Fixed an issue where attack cancel requests were sometimes ignored, causing desync.

  • Fixed the E11-SR Rifle Receiver having a lower penetration value than intended (now grants +16% penetration instead of +15%).

  • Fixed the Zone Manager card in PT-00 not always spawning.

  • Fixed the card in Testroom and PT-00 sometimes clipping through the desk.

  • Fixed SCP-173’s vision tint not actually being reduced.

  • Fixed flying whiteboard in SCP-127 containment chamber.

  • Fixed flying fences in SCP-106 containment chamber.

  • Fixed flying box and barrel in Warhead Room.

  • Fixed InUse not being set to false if PickingUpItem LabApi event is cancelled.

  • Fixed executed commands not using any overridden argument(s).

  • Fixed delay of command executions run by local admin console when the server is in idle mode.

  • Adjusted the order of the refresh text in the server browser to display above server elements rather than beneath them.

With all that said, thank you for your continued support.

See you in the dark.

  • Northwood Studios

14.2.1 has been released.

Hello everyone. We hope you are enjoying the update.

We have just released a patch that will make some changes and fix a few issues that community members have reported in recent days.

SCP-3114 Changes
  • Maximum HP increased to 2300 (from 2000).

  • Maximum stamina increased to 11s (from 8s).

  • Killing a player now grants 175 Hume Shield (from 125).

  • SCP-3114 can no longer grab SCP items, experimental weaponry, or O5 and facility manager keycards.

  • Fixed keycards held by SCP-3114 not being recognized by keycard readers.

  • Fixed various possible non-vanilla exploits that could be used maliciously.

SCP-330 Candy Changes
  • Re-added view model visuals to orange and gray candy effects.

  • Extended the reach of the Marshmallow Man attack by 30%.

  • Updated orange candy visuals; the area around a glowing player is now darker.

  • Orange candy now blinds players approximately 10% farther.

  • Orange candy’s duration has been reduced to 20s (from 30s).

  • Gray candy now deals a minimum of 80 damage on every stomp, increased by how much fall damage the user would have taken.

  • Gray candy chance slightly decreased.

  • Red candy now deals 60 damage per second (from 30).

  • Flamethrower effect range increased to 5 meters (from 3.5m).

  • Red candy duration increased to 10 seconds (from 7s).

  • Evil candy is now 5x more common (from 0.1%).

  • Evil candy grants 100 AHP per kill.

Fixes and Technical Changes
  • e̷̳̔͜r̵̬̩̒̀r̵̛̻͊ȯ̸̢r̷͚̎:̸̼̀ ̴̲̺̏t̵̟̖̓̅ẖ̵̻̈́e̷̳̋m̶̧̛̳o̷̦͔̓͠o̷̠͍͒͘ñ̴̟̿

  • Emergency Door release buttons will now emit a subtle green light when able to be activated.

  • Updated SCP-1509 sound effects.

  • SCP-1509’s Hume Shield generation now interacts with AHP in the same manner as SCP-127.

  • Fixed SCP-1509 being able to hit players through specific colliders.

  • Fixed elevators rarely glitching players or items outside of them.

  • Fixed “NightVision” status effect not working.

  • Fixed “SoundtrackMute” status effect not working. Note: Though re-added to the Remote Admin, we still do not guarantee correct functionality with all roles.

  • Fixed WaveSpawner.GetAvailablePlayers failing in rare scenarios due to a sorting-related exception. This solves a potential disconnect caused by wave spawning.

  • Fixed zone ambience still playing after warhead detonation.

  • Fixed Micro-HID pickup not unlocking under certain circumstances.

  • Fixed SCP-096 and SCP-079 item spawn points lacking certain item exploit preventions.

  • Fixed throwable items rarely duplicating upon escape.

  • Fixed WaveManager referencing the wrong wave instance inside the trigger logic.

  • Fixed ragdolls having a default serial value of 0 instead of null.

Thank you all. See you in the dark.

  • Northwood Studios

14.2 is here!

Hello everyone. Happy Halloween! As you may have noticed, we’ve combined this year’s seasonal event with update 14.2, introducing map and lighting updates, chase themes and horror stingers, balance changes, and more.

Map Changes
General Changes
  • Warhead detonation fog now appears more saturated and with an orange hue.

  • PT-00 control room keycard spawn is now always a Zone Manager and is guaranteed to spawn.

  • Adjusted lighting in Intercom and Checkpoints to be more reminiscent of the original visuals.

Entrance Zone
  • Some room variants in the Entrance Zone (EZ) are now guaranteed to spawn.

  • Various ambient sound effects can now be heard in some Entrance Zone rooms.

  • Greatly reduced the frequency of light flickering in the collapsed hallway in the Entrance Zone.

  • Re-added various computer setups across the Entrance Zone.

  • SCP-173 should now be able to teleport over barriers in the EZ downstairs office room (EZ_smallPC).

Heavy Containment Zone
  • Added a new room — Wayside Incinerator.

  • Added new ambient sound effects to various rooms in the Heavy Containment Zone (HCZ).

  • Overhauled lighting across most rooms in the Heavy Containment Zone.

  • Adjusted certain map features across rooms in HCZ:

  • Added an additional shelf spawn in Junk Room and Micro-HID.

  • Added a locker spawn in Junk Room. This is not a Scientist keycard.

  • Added a generator spawn to Acroamatic Abatement.

  • Removed the Experimental Weapon Locker spawn in Deep Corner.

  • Removed one bulkhead spawn in HCZ Toilet Hallway.

  • Implemented new Halloween decorations to the new Heavy Containment Zone.

  • Changed a number of props across HCZ.

  • Added floor textures and rubble props to certain rooms in HCZ.

  • HCZ Elevator A and B can no longer spawn bulkheads in their corridors.

  • Slightly reduced spawn chance for bulkheads to spawn in SCP-079 room corridor.

  • Slightly adjusted HCZ straight hallway connector spawn chances.

  • A reminder: following security concerns, all facility staff must sign off their computers immediately upon conclusion of work.

  • Following public uproar, the SCP-096 containment chair has been returned. We’re keeping the extra three million polygons though.

Emergency Door Release
  • Added emergency door release buttons to the interior of keycard-locked rooms.

  • If a door has remained closed for sixty seconds or more, this button can be pressed to force the door open.

  • These release buttons are located in the following rooms:

  • SCP-914’s chamber.

  • Light Containment Zone armoury.

  • Heavy Containment Zone armoury.

  • Micro-HID chamber.

  • SCP-106’s containment chamber.

  • Intercom.

Gates
  • Reworked the facility sides of Gate-A and Gate-B.

  • These reworks are temporary designs done to combat gate camping. They are not final and will be revisited in a future update.

  • Added a second elevator to Gate-A.

  • Added a protective grate to Gate-B elevator.

Generator
  • Removed a generator spawn from the following rooms, preventing two generators from spawning in the same room:

  • Heavy Containment Zone Armory.

  • Warhead Silo Upper Level.

  • SCP-106’s room (no generators can spawn here now).

SCP-939’s Containment Chamber
  • Players are now able to jump on the lab table via the stool.

  • Reduced the intensity of the red light above the containment door.

  • Increased the size of the canister props so they are no longer comically small.

Game Changes
Chase Themes
  • Added a new system that plays dynamically updated musical elements when being chased by SCPs.

  • These themes mix together when multiple SCPs participate in a chase.

  • The volume of these chase themes can be adjusted in settings.

  • Each SCP has a unique theme, and certain conditions can cause the music to intensify.

  • Some examples of the above:

  • SCP-049 activating Good Sense of the Doctor.

  • SCP-096 enraging.

  • SCP-106 chasing a Traumatized player.

  • Being in range of SCP-173’s Blink.

  • Making noise around SCP-939.

Horror Stingers
  • Added new jumpscare sound effects that play upon seeing an SCP.

  • Most stingers play only at the beginning of a chase, but some can play during an active chase.

SCP-1509
  • Added a new SCP item: SCP-1509.

  • This is a melee weapon that █████ ███ ███ ██ █████ ███ ██████ ███ ██ slain players.

  • █████████ ants ████ ███ ██ █████ █████, ███ █ ██████████ ████ ████ ██████████ ███ ████████ ██████████.

  • ███ parang ██ ███████████ █████████.

  • ████ █ ███████ number ██ civilians ███ █████.███ remaining ████ ██ militants

  • █████ ██ ███████ ████.

  • ██████ █████ █████ reduced maximum HP.

  • ███ ████ ████ ████.

  • ███ ████ ██████ █████ ███ ███ ████, ████ ██ ████ ███ ████ ██, terminated ███████.

  • This item has a cooldown of 30 seconds.

_Developer Commentary

We threw this item together for the spooky season, adding a highly requested mechanic only seen with the Jailbird. We understand that players are starting to get a bit exhausted with new SCP items. Considering what we have planned for 15.0, we feel confident in tossing in one more to give everyone some extra permanent content to have fun with during the wait.

Additionally, this item is much more community-focused, which will certainly lead to its own unique and interesting moments. If you’re still unaware of how it works, you should experience it first-hand before learning what it does!_

Respawn Changes
  • Mobile Task Force units are now distributed based upon percentages instead of fixed maximums, similarly to the Chaos Insurgency roles.

  • Approximately ≤12.5% of a wave will spawn as a Captain, ≤30% as Sergeant, and the remaining as Privates. Note: This means additional Captains begin appearing after the 16 player mark.

  • Default spawn count percentages reduced to 65% instead of 75%. This is equivalent to spawning a maximum of 17 players instead of 19 on a 25 player server.

  • Default militant primary wave respawn times increased to 330 seconds (from 300 seconds). Mini-waves are unaffected.

  • Mini-waves can now be earned for 150 seconds after a respawn instead of 120 seconds.

_Developer Commentary:

Following feedback from the community regarding the new respawn overhaul, we are increasing the time between respawn waves and reducing the number of spawns to make them less overwhelming for the SCP team. Combined with the playable SCP changes, this should help make for a more enjoyable SCP experience without sacrificing the purpose of the respawn rework._

Firearm Changes
Accuracy
  • Walking accuracy for all guns is now much closer to hip-firing inaccuracy than running inaccuracy.

  • As a result, there is now a more dramatic shift in accuracy when going from walking to sprinting (visible via crosshair).

  • Subsequent shot inaccuracy is less intense on all guns (except LMGs).

Shotgun
  • Base pump speed is now 20% faster.

  • Double-Shot attachment fire rate penalty reduced to 25% (from 40%).

  • Base pellet spread reduced by 40%.

  • Reload and unload speeds are now 20% faster.

_Developer Commentary:

The 14.1.3 update put the Shotgun where we wanted it to be damage-wise, but it was still underperforming due to its slow firing nature. We have increased the pump speed and made the pellet spread tighter to make the Shotgun more viable and consistent._

Revolver
  • Increased base damage to 66 (from 64.6). Note: This allows a default Revolver to kill players wearing Combat Armor with a single headshot.

  • Base double-action firing speed is now faster, alongside a reduction to the base delay after firing a shot.

  • Reduced hip-firing inaccuracy to 1.1° (from 1.8°).

  • Reduced ADS inaccuracy to 0.11° (from 0.21°).

AK
  • Increased base fire rate to 510 (from 498).

  • Reduced muzzle booster fire rate bonus to 12% (from 15%). Note: Done to compensate for the baseline fire rate increase.

  • Decreased base weight to 3.2kg (from 3.9kg).

  • Decreased default running inaccuracy to 3.2° (from 3.6°).

  • Reduced base recoil rate to 5%.

SCP-127
  • Increased Tier 1 penetration to 40% (from 25%).

  • Decreased Tier 3 penetration to 60% (from 75%).

Jailbird
  • Charge wind-up sound can now be heard by other players.
3-X Particle Disruptor
  • Increased disintegration mode laser thickness to 0.3 meters (from 0.05).

  • Increased overall accuracy.

  • Fixed an issue where disintegration mode dealt significantly less damage to the first initial target hit.

SCP-914 Changes
  • FR-MG-0 ‘Very Fine’ now has a 10% chance to become the Micro-HID, destroyed otherwise.

  • Logicer ‘Very Fine’ now has a 10% chance to become the Micro-HID, destroyed otherwise.

  • E11-SR ‘Very Fine’ changed to the following: AK (30%), Crossvec (30%), FR-MG-0 (25%), Shotgun (15%).

  • Shotgun ‘Very Fine’ changed to the following: AK (40%), Crossvec (40%), Logicer (20%).

  • Revolver ‘Very Fine’ changed to the following: CI Access Device (50%), High-Explosive Grenade (50%).

  • COM-15 ‘Very Fine’ changed to the following: Revolver (40%), FSP-9 (35%), COM-45 (25%).

_Developer Commentary:

These recipe changes are primarily targeted around the creation of additional Micro-HIDs (and subsequently, experimental weapons). Following the 14.0 update in which the Micro-HID received significant improvements, obtaining multiple of them ended up being far more oppressive than we had hoped for. Now, instead of having a cycling pattern encouraging players to sit inside of 914 for extended periods of time, there is now a single opportunity to successfully craft one from an LMG — either you get it, or the firearm is destroyed. To compensate for the added risk of item destruction, the odds of a successful recipe have also been increased. We have also raised the odds of getting the COM-45 for fun._

Miscellaneous Changes
  • Improved the brightness setting, now affecting darkness instead of boosting contrast.

  • Adjusted ammo spawns for various military roles:

  • Riflemen — Now spawns with 7 buckshot shells.

  • Conscripts — Now spawns with 14 buckshot shells.

  • Marauders — Now spawns with an additional 7 buckshot shells.

  • Captains — Now spawns with 30 fewer 5.56 rounds.

  • Short Barrels on the Logicer and FR-MG-0 now properly provide a consistent +25% hip accuracy bonus.

  • Grenades can now apply Deafened for a maximum of one second (from eight).

  • Made “Auto Spectator Switch” work upon dying from anything non-player attributed.

  • Anti-Cola now has a 15% chance to spawn per round (from 10%).

  • Updated loading screens with unique image renders. Note: At the moment, there are only a limited number of new loading screens, with more planned to be added in future updates.

  • Added new C.A.S.S.I.E. voice lines for the following:

  • Warhead and Dead Man’s Switch announcements.

  • Chaos Insurgency spawn announcements, for both standard and mini-waves.

  • Updated MTF announcements to flow better.

  • Made various improvements to the intercom voice filter.

Playable SCP Changes
  • SCPs (and spectators) will now see the last human alive within 100 meters via a visual ping. This ping is active for five seconds, then goes on a four-second cooldown.

  • The last human alive now hears the previously unused Forget About Your Fears track.

  • SCPs (except for SCP-049-2s) now regenerate up to 30% of their maximum HP, plus an extra 250 HP, upon activation of the Deadman’s Switch. This health regeneration cannot exceed maximum health.

  • Adjusted the intensity of SCP-049 and SCP-173’s post processing effects.

  • Added cooldown indicators and sound effects to most SCP abilities.

Hume Shield Changes
  • Regeneration of Hume Shield is now percentage based, making it scale with added HS.

  • SCP-049 regenerates HS at a rate of 5%/s.

  • SCP-096 regenerates HS at a rate of 2.5%/s, which doubles when utilizing Try Not to Cry.

  • SCP-939 regenerates HS at a rate of 5%/s.

  • SCP-3114 regenerates HS at a rate of 5%/s.

SCP-049
  • Increased maximum HS to 700 (from 600).

  • Increased base movement speed to 4.6 m/s (from 4.4).

SCP-096
  • Now has a UI counter tracking the number of active targets.

  • Recolored SCP-096’s Rage Duration element to red.

  • Docile sobbing now decreases in volume non-linearly. This means it’s consistently loud for longer when 096 is near.

  • Melee Attack now applies Concussed for 2.5s on player hit.

  • Reduced the delay on gaining new targets after de-raging to one second (from five).

  • Docile movement speed increased to 4.2m/s (from 3.9).

  • Distressed/Calming movement speeds increased to 3.9m/s (from 3.3).

  • Jump power while Raging increased to 7.7 (from 6.5).

  • Updated Face Detection.

  • Raised detection hitbox, meaning you need to look higher to trigger it.

  • The face can now only be observed if the observer is within 25 meters.

  • Made other observation mechanic changes with the goal of preventing unexpected SCP-096 triggers.

  • SCP-096 can no longer be observed while charging.

  • Adjusted the trigger visual effect, making it more obvious when the player observes 096.

_Developer Commentary:

These changes seek to address some of the more frustrating aspects of both playing as and against SCP-096. Face detection has been adjusted to avoid moments where players were considered as looking at SCP-096’s face, yet never doing so from their perspective due to latency and client-server interactions. Additionally, cries are more consistently audible to nearby players, giving them fair warning to look down.

There are some minor quality of life changes for the 096 player as well, such as an increase to docile walking speed and enraged jump power. _

SCP-106
  • SCP-106 now immediately kills the final target instead of sending them to the pocket dimension and delaying the round.

  • Increased maximum HS to 800 (from 700).

  • Increased base movement speed to 4.6 m/s (from 4.5).

  • Reduced Hunter’s Atlas travel vigor cost to 1.5% per meter (previously 1.9%).

  • Stalk emerge time reduced to one second, identical to Hunter’s Atlas emerge time.

  • Increased volume of the jumpscare audio.

  • Stalk jumpscare audio radius increased to 4m (previously 1m).

  • Pocket Dimension damage scaling increased by 50%.

_Developer Commentary:

SCP-106 has received some adjustments to help stop players stalling within its dimension and to make its teleporting abilities flow better. As a side effect of the decreased Vigor cost on Hunter’s Atlas, SCP-106 can also now see more of the surrounding area on its mini-map._

SCP-079
  • Default ping range is now 60 meters (from 55), equivalent to four hallways.

  • Generator ping range is now 90 meters (from 65), equivalent to six hallways.

  • Pings no longer induce an AP cost.

  • Updated the Micro-HID ping icon.

  • Updated room map icon for SCP-127 lab.

SCP-173
  • Reduced vision tint.
SCP-939
  • Maximum HP reduced to 2500.

  • Increased maximum HS to 800 (from 700).

  • Attack cooldown reduced to 0.72s (from 0.8s).

  • Stamina regen delay reduced to 5s (from 7s).

  • Mimic Point’s maximum distance increased to 30 meters (from 20).

  • Updated Environmental Mimicry

  • Reduced cooldown to 1.5s (from 3s).

  • Added missing firearm and SCP item mimicries.

  • All SCP mimicries can now be played regardless of whether an SCP spawned in a round or not.

  • Human and SCP-939 footstep mimicries now sound more natural and similar to sprinting humans.

  • Firearm mimicries can no longer play their suppressed variants.

  • Shotgun mimicry now sounds more natural.

  • Improved Vision

  • Default vision cones increased to 2.3 meters (from 1.75).

  • Increased the range that running players get revealed to eight meters (from four).

  • Improved vision clarity.

  • Audio blips now last longer and appear on revealed players.

_Developer Commentary:

SCP-939 was the last SCP to receive a major rework back in the 12.0 update, and there are still a few issues that we are seeking to iron out. Vision has been made much clearer and audio blips can now be seen on revealed players, which should help SCP-939 track targets easier. Environmental Mimicry has also received some important changes to make some of its audio mimics more useful, such as human and gunfire mimicry, and some missing sounds have been implemented. _

SCP-3114
  • Increased maximum HP to 2000 (from 1250).

  • Increased maximum HS to 700 (from 600).

  • Stamina duration increased to 8s (from 5s).

  • Explosion resistance reduced to 20% (from 35%).

  • Updated Catch These Hands.

  • Increased damage to 20 per hit (from 15).

  • Removed HS regain on hit.

  • Added HS regain on kill, granting 125 HS for killing a target.

  • Skeletons In Your Closet now removes HS damage resistance and HP firearm resistance when disguised.

  • Updated Strangulation

  • Strangulation is now only available for 12 seconds after undisguising, visible via cooldown timer.

  • Reduced Strangulation distance cutoff.

  • Strangulation range reduced to 1.8m (from 2.1m).

_Developer Commentary:

For this year’s Halloween Event, we’ve given SCP-3114 some important ability and stat passes to fix some gameplay concerns players have reported. Namely, Strangulation has been adjusted to have a reduced range and is now only available to use for a short time after SCP-3114 removes its disguise. _

Fixes
  • Fixed ‘We of Delta Command…’ and ‘Lights Out’ achievements not being granted upon respawn.

  • Fixed door animations glitching when another animation is active.

  • Fixed night vision scopes sometimes not working properly.

  • Fixed armor removal sometimes resulting in dropping items with no inventory limit.

  • Fixed a misaligned heavy armor kneepad LOD.

  • Fixed A7 magazine not being visible when dropped.

  • Fixed SCP-330’s candy bag counting as an SCP item when armor is dropped.

  • Fixed SCP-1344 orbs lingering when a detected player leaves the game.

  • Fixed InvalidOperationException sometimes spamming in the player logs.

  • Fixed Anti-SCP-207 not correctly taking Hume Shield into account for its death saving effect.

  • Fixed Anti-SCP-207 death save sometimes not working with very high AHP and low HP.

  • Fixed SCP-173 teleporting into the closed-off toilet stall in WC00. All it wanted was some privacy…

  • Fixed SCP-106 being able to use Hunter’s Atlas in the Warhead sublevel.

  • Fixed an issue with SCP-079 and SCP-106’s map having incorrect room rotations.

  • Fixed SCP-079 seeing certain particle effects through walls.

  • Fixed SCP-3114 strangling a player underneath the effects of Slowness either placing them outside the map or crashing them.

  • Fixed a stretched texture on blast doors.

  • Fixed missing stars in the Surface Zone skybox.

  • Fixed Tesla gates sometimes not emitting light when activated.

  • Fixed misaligned Tesla gate idle particles.

  • Fixed SCP-106’s chamber room collision sometimes leaking into nearby rooms.

  • Fixed a bug wit

Lights and Frights - Halloween Event Now Live

Attention Site-02,

Happy Halloween!

We’ve released an update containing a few features to get us into the seasonal spirit. We’ve built this update on top of version 14.2, so you can expect some large game changes as a whole.

We’ll be releasing the 14.2 changelog in the coming days, so you get a chance to experience the update blind.

Here’s what you can expect within the Halloween update:

  • Special candies from SCP-330, imbued with the spirit of Halloween.
  • Seasonal skin changes for roles across all teams.
  • The temporary return of SCP-3114.
  • Some items have special skins — such as the Demon Core Jailbird or Jackie for SCP-018.
  • Decorations all across the zones, including the new HCZ, and a special skybox.
  • Lighting changes, chase themes, and other changes from 14.2.
  • A new permanent SCP item.
  • And more!

Thank you for your continued support, and here’s to another Halloween.

See you in the dark.

  • Northwood Studios

Version 14.1.4 is out now!

Hello Site-02.

We’re releasing a small update that fixes a few bugs and offers some requested technical changes for the modding community. No balance changes have been released in this update.

We are still hard at work on the development of 15.0. Expect to hear more soon.

Game Changes
  • Added a new setting: Animation Quality.

  • Lowering this setting improves performance on high-population servers by reducing the amount of player animation frames. As a result, distant players may appear somewhat ‘choppy’ when enabled.

  • This works best on systems capable of stable 40+ FPS, and reaches full potential at 78+ FPS.

  • The default value applied is ‘Medium’.

  • Updated how the Jailbird glows. It now glows more intensely, and glows an intense red when critically damaged.

Important Fixes
  • Fixed in-game reports not properly being sent to Discord webhooks.

  • Temporary pickups created in-hand while upgrading in 914 are now properly destroyed.

  • Fixed SCP-914 sometimes granting incorrect ammunition under specific scenarios.

  • Fixed incoming connection issues attributed to SCP-914.

  • Fixed role syncing event not allowing for modders to write additional data. This was necessary for certain roles, such as MTF.

  • Fixed an issue causing players screens to darken if they respawn within a few frames after dying.

Map Fixes
  • SCP-106’s containment chamber cube collider layers now collide with everything, not only players.

  • Removed unnecessary colliders for labels inside Light Containment Zone Airlock.

  • Adjusted invisible Light Containment Zone Airlock colliders to only collide with players.

  • Changed MeshCollider to BoxCollider for one of the boxes in SCP-106’s containment chamber.

  • Adjusted BoxColliders for the junction box inside of SCP-939’s containment chamber.

  • Changed stairs collider inside Heavy Containment Zone Nuke to only collide with players.

General Fixes
  • Fixed whiteboard detection for SCP-173 and SCP-096 in Light Containment Zone PC-15.

  • Fixed Guard and Tutorial ragdoll heads disappearing at certain view angles.

  • Fixed Guard hands disappearing at certain view angles.

  • Fixed Scale and Gravity synchronisation with the new role set functionality.

  • Fixed CustomPermsDetail in keycards overriding permission colors in existing and future custom keycards and default MTF keycards that have been dropped and picked back up.

  • Fixed debug text appearing before the News tab is fully loaded. Most of you guys aren’t Northwood programmers, you didn’t see that!

  • Fixed incorrect name color when completing objectives.

  • Fixed ServerOverridePosition not working on dummies with noclip enabled.

  • Fixed players being disconnected when a server sends a SSS setting that is ServerOnly.

  • Fixed SendUpdate and SendDropdownUpdate not working when applyOverride is false.

  • Fixed pickups and ragdolls not following an elevator after leaving and rejoining a server.

  • Fixed ElevatorChamber.CurrentRoom exception thrown under certain scenarios.

  • Fixed a SCP-106 client exception when sometimes playing proximity voice chat.

Technical Changes
  • Connecting through steam://connect/IP:Port or the +connect launch argument will no longer cause an attempt to join before an authentication session has been established.

  • Removed the client-side check from reloading/unloading weapons.

  • Servers can now also allow clients to reload/unload weapons whenever they press the Reload key.

  • Changed SpeakerToy to support volume values over 1f.

  • Canceling a ThrowingProjectileEvent no longer requires you to unequip, then re-equip an item before attempting another throw.

  • Added animation transitions for moving from Throwing to Canceling projectiles.

  • Added --system-proxy client argument for using manual system proxy settings. PAC and WPAD are not supported.

  • Added a network variable to specify the bounds of WaypointToys.

  • Added a mechanic that allows hiding players from the spectator list.

  • Added a new setspectatable command, making use of the above feature.

  • Added new base-game permission, ‘Vanish’. Currently only utilised by setspectatable command.

  • Updated to Curl 8.16.0m resolving some connectivity issues.

  • Added experimental HTTP3 support, enabled with --http3.

We’re still working on some smaller content changes between now and 15.0, though we’re full steam ahead on our major milestone projects. We’ll keep you updated as things progress.

Thank you for your support. See you in the dark.

Version 14.1.3 has just been released.

Hello Site-02.

We’ve just released an update for the 14.1 build of SCP:SL. The update includes gameplay and quality of life changes, balancing adjustments, fixes, and more.

As previously mentioned, our team is hard at work focusing on the next major update for SCP:SL. You may see minor updates as development continues, but know that our primary focus is on progressing 15.0!

Gameplay Changes
General Updates
  • All non-weapon SCP items now display their SCP wiki nickname in the inventory.

  • ‘Trilateral Termination’ achievement is now granted by killing three players in a single life with the Particle Disruptor.

  • Conscripts and Specialists now spawn with an additional medkit and 30 extra rounds.

  • Flashlight attachments can only be toggled once every 0.5s.

  • LCZ Decontamination damage now scales, increasing by 5 each damage tick.

  • Reduced the flicker intensity of the lights in WC-00.

  • Implemented a new system for Spectator Icon effects, displaying an icon on the spectator list based upon active effects. As of right now, this is only used for the remaining duration of SCP-1576.

  • Resolved some stability issues causing some players to be unable to open the game. Some known errors which are presumed to be caused by an engine update haven't been solved yet. We expect this to happen in future updates.

  • Reworked HTTP handling, removing some previously available launch arguments.

  • Workarounds for RU players which were previously available on the tls-beta branch have been reimplemented in a more comprehensive way. This changes the way users can enable them; you must now add --weak-http-security to the launch arguments of the game.

  • Added httpinfo command for checking current HTTP configuration.

SCP-106 Changes
  • When emerging from Stalk or Hunter’s Atlas, nearby players will hear a non-directional audio cue.

  • Emerging from Hunter’s Atlas will trigger the cue to nearby players within 4 meters.

  • Emerging from Stalk will trigger the cue to nearby players within 1 meter.

  • Hunter’s Atlas will now incur a base cost of 15% vigor when used, regardless of distance.

  • Hunter’s Atlas can no longer be used inside the SCP-049/173 sublevel or in the lower levels of the Alpha Warhead Silo.

Heavy Armor Rebalance
  • Heavy Armor’s head and body protection value is now 100% (from 80%). Dev Note: Remember, protection value is counteracted by penetration!

  • Militant stamina consumption rate when worn increased to 20% (from 15%).

  • Civilian stamina consumption rate when worn remains at 22.5%.

  • Item weight increased to 15 kilograms (from 5.5kg).

  • No longer spawns in the LCZ Armory, instead replaced by another set of Combat Armor.

  • No longer spawns within the 3x3 lockers in the EZ-HCZ checkpoints.

_Developer Commentary:

Previously, Heavy Armor had almost negligible differences compared to Combat Armor, and was usually only noticeable against very low-penetration weaponry. Now, Heavy Armor will allow players to survive additional shots against the vast majority of weapons, excluding specific rifle configurations designed to counter it.

In exchange for its buffs, the stamina rate penalty has been amplified alongside being made scarcer within the facility, distinguishing it from Combat Armor further. Most firearms and certain attachments have also been modified to accommodate for this change and help make Heavy Armor matter more._

Weapon Adjustments
Epsilon-11 Standard Rifle
  • Default penetration decreased to 65% (from 70%).

  • ‘Rifle Receiver’ attachment now increases damage by +10% (from +7.5%).

  • ‘Rifle Receiver’ attachment now increases penetration by +15% (from +12.5%).

  • ‘Rifle Receiver’ attachment now reduces hip-firing accuracy by -10% (from -26%).

  • ‘AP Magazine‘ attachment now only grants +15% penetration (from +20%). Dev Note: This is done to accommodate the Rifle Receiver changes.

_Developer Commentary:

Since Parabellum, the Rifle Receiver has been in a state of underuse due to its downsides often being more prevalent than its upsides. With the Heavy Armor buff, our goal was to give it a special purpose in taking down heavily armored targets. Its inaccuracy penalty has also been reduced so the user is not completely handicapped when trying to run and gun._

AK
  • Default penetration decreased to 75% (from 85%).

  • ‘Extended Barrel’ attachment now increases damage by +7.5% (from +5%).

  • ‘Extended Barrel’ attachment now increases penetration by +20% (from +10%).

  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10% (from -5%).

  • Dev Note: These changes were made to ensure an Extended Barrel AK can still kill any player with two headshots, regardless of worn armor.

Logicer
  • ‘Short Barrel’ attachment now reduces damage by -10% (from -5%).

  • ‘Short Barrel’ attachment now reduces penetration by -10% (from -5%).

FSP-9
  • Default penetration increased to 45% (from 35%).
Shotgun
  • Pellet damage increased to 11.3 (from 8.33), resulting in a total damage output of 90.4 (from 66.64).

  • Default penetration decreased to 40% (from 70%).

  • ‘Extended Barrel’ attachment now increases penetration by +50% (from +10%).

  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10%.

  • ‘Extended Barrel’ attachment no longer decreases pellet spread.

  • ‘Choke’ attachment now decreases pellet spread by -10% (from a +20% increase).

  • ‘Choke’ attachment now reduces hip-firing accuracy by -5%.

_Developer Commentary:

Players felt the Shotgun was rather underwhelming to use, particularly against SCPs, as its damage output could not compensate for its lack of DPS. With these changes, it deals significantly more damage with a reduced penetration. Despite its penetration nerf, users can still two-shot Combat Armor wearers when hitting most of their pellets as it does now. Its attachments have also been adjusted to be more impactful._

Crossvec
  • ‘Extended Barrel’ attachment now increases damage by +7.5% (from +5%).

  • ‘Extended Barrel’ attachment now increases penetration by +12.5% (from +10%).

  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10%.

Revolver
  • Seven-Shot Cylinder damage increased to 72 (from 62.5).

  • A revolver now spawns in either SCP-106 or SCP-096 containment chambers.

  • This revolver cannot spawn with ‘Extended Stock’, ‘Snubnose’, or ‘7-Shot Buckshot Cylinder’ attachments.

FR-MG-0
  • Properly restored to 13.5.1 stats (9.2kg, 60% penetration, 24.4 damage).

  • ‘AP Drum’ attachment now increases recoil by +15%.

  • ‘AP Drum’ attachment now increases penetration by +17%.

  • ‘Short Barrel’ attachment now increases hip-firing accuracy by +20%.

  • ‘Short Barrel’ attachment now decreases damage by -6%.

  • ‘Heavy Stock’ attachment now reduces recoil by -16%.

COM-15
  • Can no longer naturally spawn with the Suppressor attachment.
Jailbird
  • Melee attack cooldown decreased to 0.7s (from 1s).

  • Melee attack destruction threshold increased to 1000 damage (from 500).

  • Charge attack no longer collides with teammates when friendly fire is disabled.

  • Charge attack now applies Flash for 1 second (from 1.5s).

  • Charge attack audio radius tripled.

Micro-HID
  • Charge drain while holding Charge Fire increased to 1.5%/s (from 0.5%/s).

  • Overcharge will now activate after holding the Micro in Charge Fire for eight consecutive seconds (from 10s).

  • Wind down period from Charge Fire increased to seven seconds (from 5s).

  • Maximum movement speed is capped at 5.4m/s when the Micro-HID is equipped.

SCP Item Rebalancing
  • Anti-Cola's life save invincibility duration reduced to 0.75s (from 1.5s).

  • SCP-1344 now detects nearby players every 3 seconds (from 5s).

  • SCP-1344 orb detection range increased to 22 meters (from 18m). They will fully disappear at 26 meters (from 23m).

  • ‘Candy Bag’ item no longer counts toward the SCP item inventory limit.

_Developer Commentary:

According to our recent feedback form, a majority of players felt that SCP-1344 became too weak after its 14.1 changes. We’ve responded by making changes to it seen above, and we will continue to monitor the item’s gameplay impact._

Bug Fixes
  • Modified the model of LCZ_Toilets to prevent it from going outside its intended bounds.

  • Modified the model of EZ_Upstairs to prevent it from going outside its intended bounds.

  • Added colliders on the elevator chamber, preventing grenades from potentially being able to kill players while outside the elevator.

  • Updated Remote Admin ‘wiki’ command.

  • Fixed ‘Hawkeye’ achievement sometimes not being granted.

  • Fixed SCP-173 not being stopped when looked at through HCZ_Servers windows.

  • Fixed a black screen sometimes appearing when dying and respawning immediately.

  • Fixed MTF mini-wave units not having a new unit name assigned.

  • Fixed a bug that prevented artificial night vision from working for SCPs on Surface Zone.

  • Fixed an issue that made SCPs get health regeneration twice from Dead Man’s Sequence.

  • Fixed being able to view SCP-106 during Stalk when utilising SCP-1344 while Traumatized.

  • Fixed an infinite loop when setting gravity or scale twice in a single server tick.

  • Fixed an issue that made Hume Shield not regenerate until depleted to 0 when utilising SCP-127.

  • Fixed an issue that made the lantern item flicker rapidly.

  • Fixed mono-spaced admin chat messages.

  • Fixed an error caused by spawning a dummy through Remote Admin during the lobby.

  • Fixed Class-D cells flipping from the wall in LCZ_ClassD.

  • Fixed an issue in the config template where the ammo limit for shotgun ammo was not properly saved.

  • Fixed an issue hiding the ‘Show Summary’ button in the spectator attachments menu.

  • Fixed an issue where an attachment information window would be permanently shown.

  • Fixed capybara collision colliders behaving strangely.

  • Fixed a specific softlock involving SCP-079, dropping, then grabbing specific weaponry. Why?!

  • Fixed an exception being spammed when a round ended while the Micro-HID came off cooldown.

  • Fixed shotguns created by SCP-914 reloading infinitely.

  • Fixed SCP Opt Out UI not being centered.

  • Improved waypoint distance calculations, particularly noticeable on heavily populated servers.

  • Removed positional offset, preventing SCP-244 from dropping at your feet. What a silly bug!

  • Fixed capybara toy collisions always being set to false.

  • Fixed SCP-106 not fading out properly.

  • Fixed hair not fading at the same rate as other materials.

  • Fixed Chaos Insurgency shoulder pads not fading out properly.

  • Fixed cardboard boxes having missing collisions in SCP-127’s lab.

  • Fixed stairs having the wrong collider type in Micro-HID lab.

  • Fixed forklift not having collision on forks.

  • Removed an invisible collision in PipeRoom.

  • Fixed pallet collision in HCZ_Servers.

  • Fixed the plinth in HCZ_Servers.

  • Fixed a bug where dummies would not rotate inside elevators and waypoints.

  • Fixed a bug where local player rotation would not update until a frame after, causing silly elevator-camera rotation issues.

Technical Changes
  • Added a system to remove unnecessary SCP-079 icons in close-by elevators, primarily used in Heavy Containment Zone Server Room.

  • Changed role synchronization to be within the same frame as its set. This allows plugin developers to set the player’s scale, gravity, and other properties in RoleChangedEvent sooner.

  • Added ObjectiveCompleting and ObjectiveCompleted events.

  • Added a reference to the damage handler for ‘CASSIE queue SCP termination’ events.

  • Added PlayerInspectingKeycard and PlayerInspectedKeycard events. This can be used to prevent the snake minigame.

  • Enhanced dummy network connections.

  • SCP-1576 is now a player effect. When applied, a player can communicate with spectators. This effect is hidden in the Remote Admin menu.

  • Added Fade player status effect to Remote Admin menu. This overrides player model fade values.

  • Intensity 0 will disable the Fade effect, while Intensity 255 will result in the player being 100% faded.

  • This effect may not interact nicely with SCP-3114 and held items. This is, unfortunately, not a simple problem to solve.

  • Added Lightweight player status effect. This gives you an added 1% jump strength multiplication for each level of intensity, doubling your jump power when at 100 intensity.

  • Added HeavyFooted player status effect. This gives you a reduced 1% jump strength multiplication for each level of intensity, and removes the ability to jump when above 99 intensity.

  • Escape Zones are now customisable by plugins, with multiple valid zones able to be defined.

  • Added AchievementsDisabled property to AchievementManager, allowing achievement unlocking to be disabled on both client and server.

  • Elevators now unlock upon disabling an active Light Containment Zone decontamination.

  • Added optional boolean argument to spawntoy capybara, defining whether collisions are enabled.

  • Added CurrentRoom property to ElevatorChamber.

  • Elevators are now considered to be in their starting room until teleported.

  • Removed internal access modifier from Damage property on damage handlers.

  • Added LabAPI integration for transparent modding.

  • Added spawnable Unsecured Pryable Gatedoor with removed panels to the NetworkManager.

  • Added spawnable SpawnableCullingParent, a networked object allowing primitive objects to be culled when outside of a player’s view.

  • Added GenerateBounds to the DrawableLines system.

  • Moved jump logic to a standalone FpcJumpController script.

  • Added force jump messages that a server can send to a client, forcing a jump.

  • Added ServerStopAnimations to shotgun reloader, allowing cancelling of reloads.

  • Added TryReload and TryUnload to AnimatorReloaderModuleBase, allowing a server to tell clients to reload or unload a firearm.

  • Permitted server to forcefully pump a PumpActionModule to a client.

  • Changed MagazineModule to allow whole integer stored ammo, instead of bytes.

  • SCP and Human counters for the SCP HUDs have been moved from client-side to server-side.

  • Refactored the waypoint system so multiple different types of waypoints can handle being moved, including after being spawned.

  • Added AdminToyWaypoint, a movable waypoint that can be spawned as a part of a WaypointToy.

  • Added mechanism to backtrack movable waypoints, increasing specialised hit registration.

  • Updated elevator followers to waypoint followers as a part of the waypoint system refactor. This is the system responsible for ragdolls and hazards following elevators; they should now follow movable waypoints.

  • Added CollectionId property to client-saved setting values.

  • By default, CollectionId is not used to prevent in-use server settings. Utilising CollectionId will break existing settings as the preference key is different.

  • Added IsServerOnly property to settings, which keeps them from saving any values on the client-side. This also permits value updates from the server through the SendValueUpdate method.

  • Added methods to update certain setting properties, applying to both client and server-side settings. This includes but is not limited to: Label, HintDescription, Options, Placeholder, Min, Max, and more.

  • Removed ISSUpdatable as all settings can now be updated.

  • GroupHeader setting now assigns an ID to facilitate it being updated.

  • Added a section to SSFieldDemo using CollectionIds.

  • Updated light and primitive spawner server-specific demos to use the IsServerOnly property.

  • Implemented a system that makes players spectators whilst out of range. This is likely to break plugins sending fake sync messages, as it will require constant synchronising.

  • In order to maintain previous functionality, we recommend subscribing to FpcServerPositionDistributor.RoleSyncEvent and modifying which role will be synchronised. Know that this event is ran every frame, that it is invoked on every player, for each target (player) online, and that returning null will make it follow base-game behaviour.

  • Clients now ignore voice chat packets when VoiceModuleBase.ValidateReceive method returns None as the voicechat channel.

Thank you all for your continued support. We have some very large projects in the works — keep your eyes peeled for what’s to come.

Have fun, and see you in the dark.

Version 14.1.1 has been released.

Hello Site-02.

Today we are releasing our first minor 14.1.X update, primarily dedicated to some recently-reported issues.

Gameplay Changes
  • Added a new setting: ‘Voice Chat Distant Reverb’, controlling the muffling and reverberation of distant proximity voice chat.

  • Added a new setting: ‘Announcement Speaker Simulation’, controlling whether P.A. announcements attempt to play from the nearest speaker or broadcast globally.

  • Environmental Alarms in Heavy Containment Zone no longer blare indefinitely. Instead, they will trigger for 20 seconds under one of two scenarios: a grenade is detonated nearby, or a nearby player dies to an SCP/enemy of the Foundation.

  • These alarms can now be heard from approximately three rooms away.

  • Speakers should now be present below most environmental alarms.

Fixes and Improvements
  • Improved UI support on ultrawide screens.

  • Fixed Shotgun and 7-Shot Revolver sometimes not displaying hitmarkers when successfully dealing damage. (You weren’t going crazy!)

  • Fixed SCP-127’s containment chamber not having a custom icon on the SCP-079 map.

  • Fixed players being kicked when picking up an item that no longer exists.

  • Fixed items not being destroyed by the Pocket Dimension.

  • Fixed items not teleporting out of the Pocket Dimension.

  • Fixed custom keycards sometimes not showing permissions in the inventory.

  • Fixed a clipping ladder in SCP-049/173’s hallway.

  • The drawings in Class-D cells no longer float.

  • The whiteboards in Intercom and SCP-939’s containment chamber no longer float.

  • Fixed a pallet having the wrong collider size in the Forklift room.

  • Adjusted the height of a light source in WC-00.

  • Adjusted SCP pedestal light sources.

  • Fixed room being set to ‘null’ when spawning ‘CameraToy’ in the void.

  • Fixed room being overridden by ‘null’ in ‘OnServerStart’ when previously set by a plugin.

  • Fixed camera overlay becoming distorted when moving around.

  • Fixed ‘PlayerUsingItem’ not being called when a player consumed a candy from SCP-330.

  • Fixed ‘CanOpen’ property being ‘true’ when a player fails lock bypass in door interaction events.

  • Fixed ‘PlayerThrowingProjectileEvent’ cancellation causing a phantom grenade to be thrown, locking player inventories.

  • Added new 'ExecuteAs' server permission, granting permission to run the 'executeas' command.

  • 'executeas' will no longer allow targets to execute commands they would not have permission to run.

API Changes
  • Added player info area checks to a disguised SCP-3114, preventing them being distinguishable on servers which modify the info area.

  • Retired old ‘PlayerInteract’, with remaining mechanics utilising ‘InteractionCoordinator’ instead.

  • Added ‘bool’ property for ‘SSKeybindSetting’ to allow triggering for spectators and overwatch.

  • Fixed ‘SSKeybindSetting’ triggering while RA is opened and ‘PreventInteractionOnGUI’ is ‘true’.

  • Fixed incorrect player being sent through ‘PlayerPlacingBloodEventArgs’.

  • Added attacker reference to ‘PlayerPlacingBloodEventArgs’.

  • Added ‘OldRole’, ‘OldPosition’, ‘OldVelocity’, and ‘OldCameraRotation’ to ‘PlayerDeathEventArgs’.

  • Made ‘Damage’ property be modifiable on damage handlers.

  • Added a new hint parameter that allows plugin devs to animate hints by inserting animatable values in tags.

  • Publicised 'Camera' property for LabAPI.

  • Added events for adding/removing room connector wrappers on the LabAPI.

  • Virtualised 'Start' and 'OnDestroy' unity methods in Room Connector and derived types.

  • Added 'Throw' property to 'PlayerDroppingItemEventArgs' & 'PlayerDroppedItemEventArgs' events to allow devs to force throwing.

  • Added 'ForceCancel' to the request type to reset the grenade client-side. While this still requires it to be removed and added back to the inventory, the player no longer sees phantom grenades and is no longer forced to wait before being able to open the inventory again.

  • Added 'FpcScaleController', a player component in charge of synchronising player scale.

  • Added 'changescale' command.

  • Added 'Scp079Pinging', 'Scp079Pinged' and 'ServerRoundEndingConditionsCheck' events.

  • Fixed 'PlayerUnlockingGenerator' event not unlocking the generator if it is allowed via plugin.

  • Fixed 'Scp914ProcessedPickup' event output parameter always being 'null'.

  • Fixed 'WaveSpawning' event not allowing developers to remove users from the spawn wave.

  • 'FpcGravityController' refactored to function similarly to 'FpcScaleController'.

Thank you all for your continued support. Keep an eye out for more on the horizon.

See you in the dark.

Version 14.1 is out now!

Hello Site-02.

After months of development, we are ready to unveil version 14.1 to the public.

You can view the trailer for this update (https://www.youtube.com/watch?v=jAow1A6c5iw).

General Gameplay Changes
  • Added a system allowing players to attempt to opt-out of playing as an SCP. This can be toggled both in the pre-game lobby and in the settings menu.

  • Worn armour is now displayed on all human models, with minor changes appearing when equipping different levels of armour.

  • SCPs now receive minor damage when falling from great heights. This resets the Hume Shield regeneration cooldown.

  • SCP-106 will no longer be tracked by SCP-1344 when submerged.

  • Added new audio for opening and closing Experimental Weapon Lockers.

  • Picking up an Experimental Weapon from its locker will now automatically equip it, unless the currently held item is in active use.

  • Added a potential keycard spawn location in PT-00.

  • Added an accessibility setting to disable SCP-939’s blurred vision effect.

  • Returned SCP-3114 to the Remote Admin menu after ensuring compatibility with the new models.

  • Workstations now only take one second to boot up.

  • Added additional fan ambient audio around the facility.

  • Added hover tooltips for the Respawn UI.

  • Added a new achievement.

  • Respawn timer bars now flash when actively spawning.

  • Implemented audio settings for SCP-127 and SCP-3114 voice lines.

  • When a spectated player dies, the spectator camera will switch to a new player after five seconds. This can be disabled in settings and does not affect the Overwatch class.

  • Updated SCP-939 teeth textures. The teeth now have a slight glow.

  • Mobile Task Force units' goggles now glow as well, and fade on death.

  • Glowing goggles can always be seen by allies, even during a blackout.

  • Enemies will not be able to see this glow during blackouts.

  • Increased damage of both Severed Eyes and Severed Hands effects from 5 to 10 per second.

  • Teammates of SCP-1344 users will no longer receive detection sound cues.

  • Players now receive the Detected audio cue when within range of the SCP-1344 user, rather than when in direct line of sight.

  • While in the range of the SCP-1344 user, enemies will receive a sustained visual effect.

  • SCP-1344 orbs now pulse. Once Detected, a player's orb will slowly fade over one second. If the player is still within range of SCP-1344 after five seconds have passed, another pulse will occur and reveal their orb. This is designed to reduce the effectiveness of weapons when using SCP-1344, while maintaining the item's original utility-based purpose.

  • The Revolver ADS idle animation is smoother, and the scope-in animation is slightly faster.

  • The Shotgun hitmarker now more closely resembles its pre-14.0 behavior.

  • Updated Human Role art icons for all classes, replacing all instances of the older icons throughout the game, such as in the Spectator HUD, Remote Admin, Operational Guide, and more.

SCP-127
General Mechanics
  • Added SCP-127, ‘The Living Gun’.

  • SCP-127 spawns in the Heavy Containment Zone, in a dedicated containment chamber and locker.

  • It is classified as a ‘Weapon’ regarding inventory limits.

  • SCP-127 cannot be customised at a workstation.

  • Has a magazine capacity of 60+1 and a base fire rate of 750 RPM.

  • Has a similar baseline mechanical accuracy to the FSP-9.

When Held
  • SCP-127 cannot be naturally reloaded, but a new round must be chambered when running out of ammo.

  • Ammo regenerates naturally over time, beginning a short while after firing ends.

  • Killing a target will immediately grant a small ammo bonus.

  • SCP-127 grants players a small Hume Shield that regenerates over time and dissipates when SCP-127 is not held. This cannot stack with AHP.

  • SCP-127 has begun to show additional anomalous properties. More investigation into its speech is required.

Tier System
  • SCP-127 operates based on a system of Tiers, beginning at Tier 1.

  • Tiers are player-based, similar to SCP-268’s cooldown timer.

  • Tiers are preserved when a player escapes, but not when the player is slain.

  • After dealing enough damage, SCP-127 will rank up. Kills grant an additional 150 bonus towards the next tier.

  • A total of 1000 damage is required for the first tier. An additional 1500 damage is required for the second tier.

  • Ranking up improves SCP-127’s damage, rate of fire, penetration, conferred Hume Shield, ammo regeneration delay, ammo regeneration rate, and mechanical accuracy.

Keycard Updates
  • Updated all keycard models, aiding in approachability, accessibility, and low-light visibility.

  • There are now five main keycard designs featuring unique designs and information displayed.

  • Simplified keycard permissions into three categories, ‘Containment’, ‘Armory’, and ‘Admin’.

  • Each category has four possible levels (ranging from zero to three).

  • ‘Containment’ and ‘Armory’ permissions are identical to previous gameplay behavior.

  • ‘Admin’ now grants permissions to Intercom and Checkpoint (level one), Gates (level two), and Warhead (level three).

  • Permissions are shown both on the model and in the inventory.

  • Keycards are now easier to tell apart at a distance.

  • Keycard scanners now show what permissions are required to interact.

  • Door panels now display their status with icons and symbols instead of text. This includes new graphic information for when and how a door is locked.

  • Introduced keycard customisation support for servers, allowing plugins to create custom keycards with unique permission levels, colors, labels, nametags, serial numbers, and prefixes.

  • A new ‘Surface Access Pass’ has been added.

  • It naturally spawns within the Micro-HID Lab, SCP-049/173 containment subsection, and HCZ Warhead Silo.

  • The pass is capable of opening Gate A and Gate B, with no other permissions granted.

  • It cannot close Gates.

  • Upon use, the item will be discarded and removed from the player’s inventory.

  • This item has standard recipes in SCP-914, but cannot currently be obtained via the machine.

Influence Changes
  • Reduced the total amount of respawn waves available. Each team can now only earn two additional waves instead of three.

  • Increased the Influence requirement to earn the first additional wave to 40 (was 30).

  • Killing enemy Militants now grants 1 Influence and -4 Timer (previously 0 Influence and -2 Timer).

  • Civilians wielding firearms are now considered Militants in terms of kill rewards.

  • Killing an SCP-049-2 instance now grants -5 Timer. This can only happen once per SCP-049-2 instance.

  • Damaging SCPs now grants 1 Influence and -2 Timer every 10% of maximum HP received as damage (previously 2 Influence every 20%).

  • Killing an SCP now grants -10 Timer (was -20).

  • Added a 5 Influence bonus for killing SCPs with an Experimental Weapon.

  • If a primary wave does not earn their respective mini-wave in time, the opposing faction will spawn a mini-wave.

  • The mini-wave spawn delay timer can now only be reduced to a minimum of 120 seconds instead of 90 seconds.

Dead Man’s Sequence
  • The Dead Man’s Sequence progress meter will now reset to 160 seconds upon a new respawn wave being earned. Mini-waves will not reset the counter, but set it back by 40 seconds. This cannot delay it past its initial 240-second timer

  • This means that earning a wave right before the Dead Man’s Sequence activates will no longer result in the sequence activating shortly after a respawn.

  • Upon activation of the Dead Man’s Sequence, all SCPs under 25% of their maximum HP will now be brought back up to 25% HP.

SCP Balancing
SCP-049
  • Increased HP to 2500 (from 2300).

  • Decreased cooldown of Doctor’s Call to 45 seconds (from 60 seconds).

  • 049-2 instances underneath Doctor’s Call now regenerate Hume Shield at a rate of 20/s (from 10/s).

  • Good Sense of the Doctor’s cooldown is now consistently 25 seconds. The 2.5s miss cooldown is not affected.

SCP-079
  • Tier 1 AP regen increased to 1.9/s (from 1.2/s).
SCP-096
  • Increased HP to 3000 (from 2500).

  • Minimum HS increased to 500 (from 450).

  • Maximum HS increased to 1000 (from 900).

  • Speed while Distressed or Calming increased to 3.3m/s (from 2.55m/s).

  • Sobbing while Docile can be heard from twice as far away.

  • Fixed ability state not properly being synchronised to newly joined players.

SCP-106
  • Attack cooldown reduced to 1.25s (from 1.5s).

  • Corroding no longer drains stamina, instead preventing the regeneration of stamina while active.

  • SCP-106 is no longer detected by SCP-1344 while in Stalk.

SCP-173
  • Armour efficacy on base health increased to 100% (from 80%). Be sure to use AP rounds!

  • HS now regenerates at a rate of 4%/s, meaning that full regeneration takes 25 seconds no matter the Hume Shield total.

Micro-HID
  • Charge time required to trigger an overcharge explosion is now 10s (previously 15s).

  • The LMB ‘quick charge’ attack now drains 4% charge per second (previously 5%).

  • The Micro-HID is now louder and can be heard from twice as far away.

  • Added mipmaps to the Micro-HID battery icon, making it easier to discern when dropped.

Map Changes
  • Loot now naturally spawns across the Heavy Containment Zone.

  • Each room has dedicated spawn chances for low-level loot, including items such as ammo, pistols, keycards, medical supplies, and flashlights.

  • Introduced a new redesigned Server Room to the Heavy Containment Zone.

  • Adjusted Nuke and Server Room elevator doors, allowing for them to be more easily jumped over.

  • SCP-106’s Pocket Dimension has received a visual touch-up with soundtrack improvements.

  • Updated the SCP-049/173 containment straight hallway. The subzone will be touched on in a future update.

  • TC01 (SCP-330’s containment chamber) is now Containment level 1.

  • Intercom is now Admin level 1.

  • Added the 2024 Art Contest winning pieces to the back of the Class-D spawn room.

  • Improvements have been made to the Micro-HID room, creating a more open space and introducing a breakable window.

  • Improvements have been made to the SCP-106 containment chamber, including the addition of fences around the magnets, boxes near the entrance, and colliders over unintentionally reachable areas.

  • Redesigned and implemented a new ‘Pipe Room’.

  • Cable trays in HCZ will no longer terminate abruptly. Instead, they should remain connected and feature small details when passing through walls.

  • Updated signs in front of all containment chambers.

  • Fixed a floating camera next to SCP-173’s containment chamber.

  • Moved a generator in SCP-939’s spawn room.

  • Moved a generator spawn in the Heavy Containment Zone Warhead Silo.

  • Moved a camera in the Heavy Containment Zone armoury.

  • Updated the model for Standard Lockers (commonly found within Entrance Zone and Light Containment Zone).

  • Updated the Surface Zone skybox.

  • Added animated spotlights at surface Gate A.

  • Added static spotlights at surface Gate B.

  • Added some colliders near benches in the Entrance Zone.

  • Added a floor panel to Heavy Containment Zone door frames.

  • Added Forklifts to a few rooms in the Heavy Containment Zone.

  • Updated collisions for certain props across multiple zones.

  • Added a few new lore documents.

  • Slightly increased the amount of doors and bulkheads that spawn.

Audio Changes
  • Reverb has been almost entirely refactored from the ground up due to the update to Unity 6 (Unity 6000).

  • Global chats (spectators, SCP chat, pre-game lobby) no longer have reverb.

  • Proximity chat will now increase in reverb as distance increases.

  • Firearms and C.A.S.S.I.E. are now generally quieter, but offer more audio ducking, ensuring they are heard over other sounds. (Audio ducking is the automatic reduction of other sound sources when a louder one is playing.)

  • All announcements now play from nearby speakers utilised by SCP-079. If no speaker is nearby, the announcement will still be heard.

  • SCP-127’s viewmodel will not be affected by audio ducking and features reduced reverb.

Operational Guide Changes
  • New human models have been added to the Operational Guide.

  • All relevant entries have been updated to follow the new models.

  • Tidied up currently existing Operational Guide entries.

  • Updated backgrounds for multiple entries.

  • Operational Guide can now be accessed during the game by opening the pause menu.

  • Improved Operational Guide system performance.

  • Added a button to fully hide UI elements whilst in Full-Screen Pannable mode.

  • Added a button to enable greenscreen mode whilst in Full-Screen Pannable mode.

Bug Fixes
  • Optimised Tantrum effects, reducing performance issues when observed.

  • Fixed being unable to cancel the consumption of Anti-Cola by right-clicking.

  • Players who are detained will no longer rub their eyes when flashed.

  • Significantly reduced risk of desync when jumping on Nuke elevators as they begin departure.

  • Fixed SCP-106 exploit allowing for increased range.

  • Fixed an issue preventing SCPs from seeing their post-processing effects.

  • Fixed all known instances where SCP-106 could become stuck when using Hunter’s Atlas.

  • Fixed a false-positive with viewmodel animation culling (no more invisible in-hand E11SRs).

  • Fixed ‘Pacified’ achievement not behaving correctly when utilising the Micro-HID.

  • Fixed ‘Something Done Right’ achievement not behaving correctly when utilising the Micro-HID.

  • Fixed ‘Anomalously Efficient’ achievement sometimes not working for SCP-939.

  • Fixed culling occasionally enabling the decontamination visuals in SCP-330’s room.

  • Fixed an exception that would sometimes happen when a player is disarmed via Remote Admin.

  • Fixed players being able to interact with lockers and dropped items through fences.

  • Fixed SCP-079 gates slightly floating above the ground.

  • Fixed various out-of-bounds exploits related to SCP-173’s teleporting.

  • Fixed an issue that caused dummies to show in the Steam Rich presence.

  • Fixed an issue where firearms would retain footprint info when a player’s role was changed via RA. This solves strange damage and friendly fire mechanics.

  • Fixed an issue where doors in Entrance Zone and empty hallways lacked depth, resulting in aggressive culling.

  • Fixed a rare culling issue caused by two rooms occupying the same coordinate in the map grid.

  • Fixed a texture bug with the tools atlas, most noticeable on the red toolbox.

  • Fixed a few pixel walks.

  • Generators no longer announce their completion post-warhead detonation.

  • Fixed a texture issue in Gate A.

  • Fixed SCP-049-2 attack animations desyncing when attacks are spammed.

  • Fixed Bulkhead collider issues regarding SCP-106.

  • Fixed Hypothermia not being removed entirely server-side.

  • Fixed Acroamatic Abatement colliders sometimes clipping into SCP-079’s containment chamber.

  • Fixed being able to jump on the door frame in Acroamatic Abatement.

  • Fixed a floor gap in Acroamatic Abatement.

  • Fixed flashlight light clipping into viewmodel hands.

  • Fixed a missing keycode for SCP-079 when unlocking the door lock ability at level 3.

  • Improved item physics behaviors when near the outside of elevators.

  • Vision grayscaling when near death effect intensity now accounts for Hume Shield and AHP.

  • SCP-3114’s Strangulation will now be interrupted if any non-passable object is between him and his victim’s head. This is built with some intentional tolerance.

  • Fixed SCP-939 ripples occasionally appearing whilst playing as a human.

  • Fixed an issue where bullets shot towards a large group of enemies would occasionally not register.

  • Fixed an issue where a server would occasionally reject players from properly equipping the FSP-9.

  • Increased shot tolerance for when a player may be lagging.

  • Fixed an issue with elevator doors being closable prematurely.

  • Fixed Discord Rich Presence not using the actual max player count from a server.

  • Fixed the Achievements Debug Menu hiding some social media buttons.

  • Fixed a misplaced pipe in Acroamatic Abatement.

  • Removed outdated floor decals from four-way and standard corner hallways.

  • Fixed ESCAPE_FINAL being a possible teleport position after escaping the Pocket Dimension.

  • Made improvements to the authentication system, solving an issue causing players to be kicked from the server.

  • Fixed Particle Disruptor not giving hitmarkers when hitting something after being dropped.

Technical Changes
  • Updated our engine from Unity 2021 to Unity 6 (Unity 6000). This is a massive change in terms of what our engine will allow us to accomplish, alongside what hardware is supported. As with any system update, certain functions may behave slightly differently than before — be sure to let us know if anything is negatively affected.

  • Added spawnable admin TextToy, allowing for synced and formatted text arguments to be shared between server and client.

  • When the number of playable SCP spawns exceeds the maximum limit, each SCP will now gain an added 10% maximum HP and 5% maximum HS bonus per spawn. This can be disabled by the allow_scp_overflow gameplay config.

  • Added configurable stats for the Dead Man’s Sequence

  • dms_activation_time, modifying how long before the Dead Man’s Sequence triggers (default: 240f).

  • dms_enabled, which toggles the Dead Man’s Sequence as a whole (default: true).

  • Added commands enabling control of the Dead Man’s Sequence.

  • dms toggle toggles the countdown, regardless of met conditions.

  • dms force begins the sequence immediately.

  • dms get and dms set, allowing you to control the DMS timer.

  • These are available as buttons within the Remote Admin menu.

  • Implemented an input emulation framework for dummies, designed as a debugging tool. Certain actions, such as using items or SCP abilities, can now be remotely triggered via the Remote Admin.

  • Added a dedicated sub-menu for controlling dummies, separating it from the Map Control section.

  • Added base configuration for spawn waves. While functionality is currently kept to a minimum, it will be expanded on by programmers in the future.

  • Configuration keys are based upon the wave’s script name.

  • Example: ntfspawnwave_size_percentage: 0.75

  • Existing waves include: NtfSpawnWave, ChaosSpawnWave, ChaosMiniWave, NtfMiniWave.

  • All wave configurations by default have an enabled property.

  • Example: examplewave_enabled: true

  • Primary waves currently only have a size percentage property dictating how much of a server population will spawn when a wave occurs.

  • In the Remote Admin display, the waves will indicate whether they have been disabled server-side. It will also display the size of the wave.

  • Added a client-sided ragdoll mover tool accessible via command prompt.

  • Primitive and Light Source Toy sync intervals have been set back to 0.1 (instead of 0). This is done to aid syncing issues on servers with high primitive counts.

  • Enabling Round Lock when a round summary is displayed will now stop the restarting process and hide the round summary.

  • The old system of defining SubBounds and AdditionalZones for large rooms has be

End of Anniversary Patch Changelog

Hello everyone. Now that the holidays are over, it’s time to revert back to the standard game. 14.0.2 is here with some fixes and tweaks we accomplished during the season.

Animation and Graphic Updates
  • Added an item pickup animation.

  • Added an animation for the ‘flashed’ status effect, applied by flashbangs.

  • Added third-person animations for coins and SCP-1576.

  • Made some adjustments to human running animations.

  • Improved joint limits on corpses; post-humorous legs should now bend more realistically.

  • Fixed missing materials for the Jailbird’s third-person particle effects.

  • Replaced all pre-placed corpses with updated models. Jerry, the helicopter pilot, remains untouched for the time being.

Bug Fixes and Miscellaneous
  • Laser attachments now point towards screen center in all standard situations; they will now be affected less by weapon sway animations.

  • Rewrote the code responsible for the shotgun’s reloading, resolving some errors and graphical issues.

  • Resolved error logs related to blinking lights.

  • Fixed the candy bag not updating its contents when picking up candies post-escape.

  • Resolved issues related to hotkey override modes not working as intended.

  • Fixed some strange culling in the HCZ Nuke room.

  • Fixed certain guns equipped with the night vision scope not stopping 173 in blacked out rooms.

  • Fixed strange SCP-914 interaction behavior with the Jailbird and Micro-HID.

  • Fixed extended AP magazine weapons using short-mag animations.

  • Fixed the Refresh button in the main menu occasionally not re-downloading data properly.

  • Fixed SCP-939’s amnestic cloud not requiring a minimum size.

Technical Changes
  • Made major improvements to how we handle seasonal events behind-the-scenes. While you won’t see immediate effects gameplay wise, we’ll be able to reimplement features for seasonal events much easier in the future, leading to significantly less complications around previous features.

  • Added the ‘HolidayUtils’ utility script, allowing checks on whether a specific seasonal event is active.

  • Replaced the ‘Holidays’ enum with ‘HolidayType’. Note that this is not a one-to-one conversion. Ideally, this will be easier for plugin utilization in conjunction with the previously mentioned addition of utility methods.

  • Improved weapon AutoSync exception handling. This allows for the system to recover from most exceptions without resulting in a softlock. Error logs will also include more details— be sure to report them!

Thank you all once again for another wonderful holiday season. Have fun, and see you in the dark.

14.0.1 Patch Changelog

Hello everyone. We’ve recently released some bug fixes and small changes for the holiday update. Included in this post are details that you may have missed.

  • Flamingo attack damage multiplier against SCPs is now 2.0x (was 0.9x).

  • The Flamingo tape player now increases its odds of spawning each round until it is obtained from the tree.

  • Fixed an issue where Flamingos would get stuck on Surface post-warhead detonation.

  • Fixed an issue where Flamingos would grant object rewards when killed by humans.

  • SCP-2536 now teleports to Chaos Insurgency as per any other human role.

  • Grenades spawned by SCP-2536 will properly deal damage to players, instead of just scaring them.

  • Restored SCP-173's Christmas/Anniversary Model.

  • Fixed 173's death animation using its standard model.

  • Fixed 173's teleport indicator sometimes not appearing correctly.

  • Added more snow piles throughout all zones, primarily within important rooms.

  • Fixed snow piles not regenerating after a set amount of time on Surface.

  • Restored ‘snowy’ textures on Surface's terrain.

  • Restored Christmas/Anniversary Fog throughout the Facility.

  • Fixed Pit Shader not being recolored with the Xmas fog.

  • Restored Chaos Train as a random variant of the Chaos Van during the event. Keep an eye out for flying cars!

  • Disabled the Achievements Debug Menu.

  • Fixed misaligned Clutter spawns on the Surface railings.

  • Extended SCP-079’s fence ever-so-slightly so that you couldn’t jump in and get softlocked.

  • Removed debug messages from the Server Console.

That is all for today. Have fun, and see you in the dark.

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 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.

You can view a detailed list of the changes here.

See you in the dark. ~ Northwood Studios